DEADSOFTWARE

Implemented out-of-map player indication
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_NEXTWEAPON = 6;
35 KEY_PREVWEAPON = 7;
36 KEY_OPEN = 8;
37 KEY_JUMP = 9;
38 KEY_CHAT = 10;
40 R_ITEM_BACKPACK = 0;
41 R_KEY_RED = 1;
42 R_KEY_GREEN = 2;
43 R_KEY_BLUE = 3;
44 R_BERSERK = 4;
46 MR_SUIT = 0;
47 MR_INVUL = 1;
48 MR_INVIS = 2;
49 MR_MAX = 2;
51 A_BULLETS = 0;
52 A_SHELLS = 1;
53 A_ROCKETS = 2;
54 A_CELLS = 3;
55 A_FUEL = 4;
56 A_HIGH = 4;
58 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
62 K_SIMPLEKILL = 0;
63 K_HARDKILL = 1;
64 K_EXTRAHARDKILL = 2;
65 K_FALLKILL = 3;
67 T_RESPAWN = 0;
68 T_SWITCH = 1;
69 T_USE = 2;
70 T_FLAGCAP = 3;
72 TEAM_NONE = 0;
73 TEAM_RED = 1;
74 TEAM_BLUE = 2;
75 TEAM_COOP = 3;
77 SHELL_BULLET = 0;
78 SHELL_SHELL = 1;
79 SHELL_DBLSHELL = 2;
81 ANGLE_NONE = Low(SmallInt);
83 CORPSE_STATE_REMOVEME = 0;
84 CORPSE_STATE_NORMAL = 1;
85 CORPSE_STATE_MESS = 2;
87 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
88 PLAYER_RECT_CX = 15+(34 div 2);
89 PLAYER_RECT_CY = 12+(52 div 2);
90 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
92 PLAYER_HP_SOFT = 100;
93 PLAYER_HP_LIMIT = 200;
94 PLAYER_AP_SOFT = 100;
95 PLAYER_AP_LIMIT = 200;
96 SUICIDE_DAMAGE = 112;
97 WEAPON_DELAY = 5;
99 PLAYER_BURN_TIME = 110;
101 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
102 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
104 type
105 TPlayerStat = record
106 Num: Integer;
107 Ping: Word;
108 Loss: Byte;
109 Name: String;
110 Team: Byte;
111 Frags: SmallInt;
112 Deaths: SmallInt;
113 Lives: Byte;
114 Kills: Word;
115 Color: TRGB;
116 Spectator: Boolean;
117 end;
119 TPlayerStatArray = Array of TPlayerStat;
121 TPlayerSavedState = record
122 Health: Integer;
123 Armor: Integer;
124 Air: Integer;
125 JetFuel: Integer;
126 CurrWeap: Byte;
127 NextWeap: WORD;
128 NextWeapDelay: Byte;
129 Ammo: Array [A_BULLETS..A_HIGH] of Word;
130 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
131 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
132 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
133 WaitRecall: Boolean;
134 end;
136 TKeyState = record
137 Pressed: Boolean;
138 Time: Word;
139 end;
141 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
142 private
143 FIamBot: Boolean;
144 FUID: Word;
145 FName: String;
146 FTeam: Byte;
147 FAlive: Boolean;
148 FSpawned: Boolean;
149 FDirection: TDirection;
150 FHealth: Integer;
151 FLives: Byte;
152 FArmor: Integer;
153 FAir: Integer;
154 FPain: Integer;
155 FPickup: Integer;
156 FKills: Integer;
157 FMonsterKills: Integer;
158 FFrags: Integer;
159 FFragCombo: Byte;
160 FLastFrag: LongWord;
161 FComboEvnt: Integer;
162 FDeath: Integer;
163 FCanJetpack: Boolean;
164 FJetFuel: Integer;
165 FFlag: Byte;
166 FSecrets: Integer;
167 FCurrWeap: Byte;
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedState: TPlayerSavedState;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCam: Integer;
190 FShellTimer: Integer;
191 FShellType: Byte;
192 FSawSound: TPlayableSound;
193 FSawSoundIdle: TPlayableSound;
194 FSawSoundHit: TPlayableSound;
195 FSawSoundSelect: TPlayableSound;
196 FFlameSoundOn: TPlayableSound;
197 FFlameSoundOff: TPlayableSound;
198 FFlameSoundWork: TPlayableSound;
199 FJetSoundOn: TPlayableSound;
200 FJetSoundOff: TPlayableSound;
201 FJetSoundFly: TPlayableSound;
202 FGodMode: Boolean;
203 FNoTarget: Boolean;
204 FNoReload: Boolean;
205 FJustTeleported: Boolean;
206 FNetTime: LongWord;
207 mEDamageType: Integer;
210 function CollideLevel(XInc, YInc: Integer): Boolean;
211 function StayOnStep(XInc, YInc: Integer): Boolean;
212 function HeadInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInAcid(XInc, YInc: Integer): Boolean;
215 function FullInLift(XInc, YInc: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times: DWORD = 1);
218 procedure OnFireFlame(Times: DWORD = 1);
219 function GetAmmoByWeapon(Weapon: Byte): Word;
220 procedure SetAction(Action: Byte; Force: Boolean = False);
221 procedure OnDamage(Angle: SmallInt); virtual;
222 function firediry(): Integer;
223 procedure DoPunch();
225 procedure Run(Direction: TDirection);
226 procedure NextWeapon();
227 procedure PrevWeapon();
228 procedure SeeUp();
229 procedure SeeDown();
230 procedure Fire();
231 procedure Jump();
232 procedure Use();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon: Byte): Boolean;
238 procedure doDamage (v: Integer);
240 function followCorpse(): Boolean;
242 public
243 FDamageBuffer: Integer;
245 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
248 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
249 FBerserk: Integer;
250 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
251 FReloading: Array [WP_FIRST..WP_LAST] of Word;
252 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
253 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
254 FColor: TRGB;
255 FPreferredTeam: Byte;
256 FSpectator: Boolean;
257 FNoRespawn: Boolean;
258 FWantsInGame: Boolean;
259 FGhost: Boolean;
260 FPhysics: Boolean;
261 FFlaming: Boolean;
262 FJetpack: Boolean;
263 FActualModelName: string;
264 FClientID: SmallInt;
265 FPing: Word;
266 FLoss: Byte;
267 FReady: Boolean;
268 FDummy: Boolean;
269 FFireTime: Integer;
270 FHandicap: Integer;
272 // debug: viewport offset
273 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
275 function isValidViewPort (): Boolean; inline;
277 constructor Create(); virtual;
278 destructor Destroy(); override;
279 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
280 function GetRespawnPoint(): Byte;
281 procedure PressKey(Key: Byte; Time: Word = 1);
282 procedure ReleaseKeys();
283 procedure SetModel(ModelName: String);
284 procedure SetColor(Color: TRGB);
285 function GetColor(): TRGB;
286 procedure SetWeapon(W: Byte);
287 function IsKeyPressed(K: Byte): Boolean;
288 function GetKeys(): Byte;
289 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
290 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
291 function Collide(Panel: TPanel): Boolean; overload;
292 function Collide(X, Y: Integer): Boolean; overload;
293 procedure SetDirection(Direction: TDirection);
294 procedure GetSecret();
295 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
296 procedure Touch();
297 procedure Push(vx, vy: Integer);
298 procedure ChangeModel(ModelName: String);
299 procedure SwitchTeam;
300 procedure ChangeTeam(Team: Byte);
301 procedure BFGHit();
302 function GetFlag(Flag: Byte): Boolean;
303 procedure SetFlag(Flag: Byte);
304 function DropFlag(Silent: Boolean = True): Boolean;
305 procedure AllRulez(Health: Boolean);
306 procedure RestoreHealthArmor();
307 procedure FragCombo();
308 procedure GiveItem(ItemType: Byte);
309 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
310 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
311 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
312 procedure MakeBloodSimple(Count: Word);
313 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
314 procedure Reset(Force: Boolean);
315 procedure Spectate(NoMove: Boolean = False);
316 procedure SwitchNoClip;
317 procedure SoftReset();
318 procedure Draw(); virtual;
319 procedure DrawPain();
320 procedure DrawPickup();
321 procedure DrawRulez();
322 procedure DrawAim();
323 procedure DrawIndicator(Color: TRGB);
324 procedure DrawBubble();
325 procedure DrawGUI();
326 procedure Update(); virtual;
327 procedure RememberState();
328 procedure RecallState();
329 procedure SaveState (st: TStream); virtual;
330 procedure LoadState (st: TStream); virtual;
331 procedure PauseSounds(Enable: Boolean);
332 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
333 procedure DoLerp(Level: Integer = 2);
334 procedure SetLerp(XTo, YTo: Integer);
335 procedure QueueWeaponSwitch(Weapon: Byte);
336 procedure RealizeCurrentWeapon();
337 procedure FlamerOn;
338 procedure FlamerOff;
339 procedure JetpackOn;
340 procedure JetpackOff;
341 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
343 //WARNING! this does nothing for now, but still call it!
344 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
346 procedure getMapBox (out x, y, w, h: Integer); inline;
347 procedure moveBy (dx, dy: Integer); inline;
349 public
350 property Vel: TPoint2i read FObj.Vel;
351 property Obj: TObj read FObj;
353 property Name: String read FName write FName;
354 property Model: TPlayerModel read FModel;
355 property Health: Integer read FHealth write FHealth;
356 property Lives: Byte read FLives write FLives;
357 property Armor: Integer read FArmor write FArmor;
358 property Air: Integer read FAir write FAir;
359 property JetFuel: Integer read FJetFuel write FJetFuel;
360 property Frags: Integer read FFrags write FFrags;
361 property Death: Integer read FDeath write FDeath;
362 property Kills: Integer read FKills write FKills;
363 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
364 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
365 property Secrets: Integer read FSecrets;
366 property GodMode: Boolean read FGodMode write FGodMode;
367 property NoTarget: Boolean read FNoTarget write FNoTarget;
368 property NoReload: Boolean read FNoReload write FNoReload;
369 property alive: Boolean read FAlive write FAlive;
370 property Flag: Byte read FFlag;
371 property Team: Byte read FTeam write FTeam;
372 property Direction: TDirection read FDirection;
373 property GameX: Integer read FObj.X write FObj.X;
374 property GameY: Integer read FObj.Y write FObj.Y;
375 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
376 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
377 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
378 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
379 property IncCam: Integer read FIncCam write FIncCam;
380 property UID: Word read FUID write FUID;
381 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
382 property NetTime: LongWord read FNetTime write FNetTime;
384 published
385 property eName: String read FName write FName;
386 property eHealth: Integer read FHealth write FHealth;
387 property eLives: Byte read FLives write FLives;
388 property eArmor: Integer read FArmor write FArmor;
389 property eAir: Integer read FAir write FAir;
390 property eJetFuel: Integer read FJetFuel write FJetFuel;
391 property eFrags: Integer read FFrags write FFrags;
392 property eDeath: Integer read FDeath write FDeath;
393 property eKills: Integer read FKills write FKills;
394 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
395 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
396 property eSecrets: Integer read FSecrets write FSecrets;
397 property eGodMode: Boolean read FGodMode write FGodMode;
398 property eNoTarget: Boolean read FNoTarget write FNoTarget;
399 property eNoReload: Boolean read FNoReload write FNoReload;
400 property eAlive: Boolean read FAlive write FAlive;
401 property eFlag: Byte read FFlag;
402 property eTeam: Byte read FTeam write FTeam;
403 property eDirection: TDirection read FDirection;
404 property eGameX: Integer read FObj.X write FObj.X;
405 property eGameY: Integer read FObj.Y write FObj.Y;
406 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
407 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
408 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
409 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
410 property eIncCam: Integer read FIncCam write FIncCam;
411 property eUID: Word read FUID;
412 property eJustTeleported: Boolean read FJustTeleported;
413 property eNetTime: LongWord read FNetTime;
415 // set this before assigning something to `eDamage`
416 property eDamageType: Integer read mEDamageType write mEDamageType;
417 property eDamage: Integer write doDamage;
418 end;
420 TDifficult = record
421 public
422 DiagFire: Byte;
423 InvisFire: Byte;
424 DiagPrecision: Byte;
425 FlyPrecision: Byte;
426 Cover: Byte;
427 CloseJump: Byte;
428 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
429 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
430 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
432 public
433 procedure save (st: TStream);
434 procedure load (st: TStream);
435 end;
437 TAIFlag = record
438 Name: String;
439 Value: String;
440 end;
442 TBot = class(TPlayer)
443 private
444 FSelectedWeapon: Byte;
445 FTargetUID: Word;
446 FLastVisible: DWORD;
447 FAIFlags: Array of TAIFlag;
448 FDifficult: TDifficult;
450 function GetRnd(a: Byte): Boolean;
451 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
452 function RunDirection(): TDirection;
453 function FullInStep(XInc, YInc: Integer): Boolean;
454 //function NeedItem(Item: Byte): Byte;
455 procedure SelectWeapon(Dist: Integer);
456 procedure SetAIFlag(aName, fValue: String20);
457 function GetAIFlag(aName: String20): String20;
458 procedure RemoveAIFlag(aName: String20);
459 function Healthy(): Byte;
460 procedure UpdateMove();
461 procedure UpdateCombat();
462 function KeyPressed(Key: Word): Boolean;
463 procedure ReleaseKey(Key: Byte);
464 function TargetOnScreen(TX, TY: Integer): Boolean;
465 procedure OnDamage(Angle: SmallInt); override;
467 public
468 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
469 constructor Create(); override;
470 destructor Destroy(); override;
471 procedure Draw(); override;
472 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
473 function Heal(value: Word; Soft: Boolean): Boolean; override;
474 procedure Update(); override;
475 procedure SaveState (st: TStream); override;
476 procedure LoadState (st: TStream); override;
477 end;
479 PGib = ^TGib;
480 TGib = record
481 alive: Boolean;
482 ID: DWORD;
483 MaskID: DWORD;
484 RAngle: Integer;
485 Color: TRGB;
486 Obj: TObj;
488 procedure getMapBox (out x, y, w, h: Integer); inline;
489 procedure moveBy (dx, dy: Integer); inline;
491 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
492 end;
495 PShell = ^TShell;
496 TShell = record
497 SpriteID: DWORD;
498 alive: Boolean;
499 SType: Byte;
500 RAngle: Integer;
501 Timeout: Cardinal;
502 CX, CY: Integer;
503 Obj: TObj;
505 procedure getMapBox (out x, y, w, h: Integer); inline;
506 procedure moveBy (dx, dy: Integer); inline;
508 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
509 end;
511 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
512 private
513 FModelName: String;
514 FMess: Boolean;
515 FState: Byte;
516 FDamage: Byte;
517 FColor: TRGB;
518 FObj: TObj;
519 FPlayerUID: Word;
520 FAnimation: TAnimation;
521 FAnimationMask: TAnimation;
523 public
524 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
525 destructor Destroy(); override;
526 procedure Damage(Value: Word; vx, vy: Integer);
527 procedure Update();
528 procedure Draw();
529 procedure SaveState (st: TStream);
530 procedure LoadState (st: TStream);
532 procedure getMapBox (out x, y, w, h: Integer); inline;
533 procedure moveBy (dx, dy: Integer); inline;
535 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
537 function ObjPtr (): PObj; inline;
539 property Obj: TObj read FObj; // copies object
540 property State: Byte read FState;
541 property Mess: Boolean read FMess;
542 end;
544 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
545 record
546 Goals: SmallInt;
547 end;
549 var
550 gPlayers: Array of TPlayer;
551 gCorpses: Array of TCorpse;
552 gGibs: Array of TGib;
553 gShells: Array of TShell;
554 gTeamStat: TTeamStat;
555 gFly: Boolean = False;
556 gAimLine: Boolean = False;
557 gChatBubble: Byte = 0;
558 gPlayerIndicator: Integer = 1;
559 gPlayerIndicatorStyle: Integer = 0;
560 gNumBots: Word = 0;
561 gLMSPID1: Word = 0;
562 gLMSPID2: Word = 0;
563 MAX_RUNVEL: Integer = 8;
564 VEL_JUMP: Integer = 10;
565 SHELL_TIMEOUT: Cardinal = 60000;
567 function Lerp(X, Y, Factor: Integer): Integer;
569 procedure g_Gibs_SetMax(Count: Word);
570 function g_Gibs_GetMax(): Word;
571 procedure g_Corpses_SetMax(Count: Word);
572 function g_Corpses_GetMax(): Word;
573 procedure g_Shells_SetMax(Count: Word);
574 function g_Shells_GetMax(): Word;
576 procedure g_Player_Init();
577 procedure g_Player_Free();
578 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
579 function g_Player_CreateFromState (st: TStream): Word;
580 procedure g_Player_Remove(UID: Word);
581 procedure g_Player_ResetTeams();
582 procedure g_Player_UpdateAll();
583 procedure g_Player_DrawAll();
584 procedure g_Player_DrawDebug(p: TPlayer);
585 procedure g_Player_DrawHealth();
586 procedure g_Player_RememberAll();
587 procedure g_Player_ResetAll(Force, Silent: Boolean);
588 function g_Player_Get(UID: Word): TPlayer;
589 function g_Player_GetCount(): Byte;
590 function g_Player_GetStats(): TPlayerStatArray;
591 function g_Player_ValidName(Name: String): Boolean;
592 procedure g_Player_CreateCorpse(Player: TPlayer);
593 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
594 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
595 procedure g_Player_UpdatePhysicalObjects();
596 procedure g_Player_DrawCorpses();
597 procedure g_Player_DrawShells();
598 procedure g_Player_RemoveAllCorpses();
599 procedure g_Player_Corpses_SaveState (st: TStream);
600 procedure g_Player_Corpses_LoadState (st: TStream);
601 procedure g_Player_ResetReady();
602 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
603 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
604 procedure g_Bot_MixNames();
605 procedure g_Bot_RemoveAll();
607 implementation
609 uses
610 {$INCLUDE ../nogl/noGLuses.inc}
611 {$IFDEF ENABLE_HOLMES}
612 g_holmes,
613 {$ENDIF}
614 e_log, g_map, g_items, g_console, g_gfx, Math,
615 g_options, g_triggers, g_menu, g_game, g_grid,
616 wadreader, g_main, g_monsters, CONFIG, g_language,
617 g_net, g_netmsg, g_window,
618 utils, xstreams;
620 const PLR_SAVE_VERSION = 0;
622 type
623 TBotProfile = record
624 name: ShortString;
625 model: ShortString;
626 team: Byte;
627 color: TRGB;
628 diag_fire: Byte;
629 invis_fire: Byte;
630 diag_precision: Byte;
631 fly_precision: Byte;
632 cover: Byte;
633 close_jump: Byte;
634 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
635 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
636 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
637 end;
639 const
640 TIME_RESPAWN1 = 1500;
641 TIME_RESPAWN2 = 2000;
642 TIME_RESPAWN3 = 3000;
643 AIR_DEF = 360;
644 AIR_MAX = 1091;
645 JET_MAX = 540; // ~30 sec
646 PLAYER_SUIT_TIME = 30000;
647 PLAYER_INVUL_TIME = 30000;
648 PLAYER_INVIS_TIME = 35000;
649 FRAG_COMBO_TIME = 3000;
650 VEL_SW = 4;
651 VEL_FLY = 6;
652 ANGLE_RIGHTUP = 55;
653 ANGLE_RIGHTDOWN = -35;
654 ANGLE_LEFTUP = 125;
655 ANGLE_LEFTDOWN = -145;
656 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
657 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
658 BOT_MAXJUMP = 84;
659 BOT_LONGDIST = 300;
660 BOT_UNSAFEDIST = 128;
661 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
662 (R:0; G:0; B:255));
663 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
664 FlyPrecision: 32; Cover: 32; CloseJump: 32;
665 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
666 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
667 FlyPrecision: 127; Cover: 127; CloseJump: 127;
668 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
669 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
670 FlyPrecision: 255; Cover: 255; CloseJump: 255;
671 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
672 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
673 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
674 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
675 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
676 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
677 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
678 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
679 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
680 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
681 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
682 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
683 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
684 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
685 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
686 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
687 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
688 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
690 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
691 CORPSE_SIGNATURE = $50524F43; // 'CORP'
693 BOTNAMES_FILENAME = 'botnames.txt';
694 BOTLIST_FILENAME = 'botlist.txt';
696 var
697 MaxGibs: Word = 150;
698 MaxCorpses: Word = 20;
699 MaxShells: Word = 300;
700 CurrentGib: Integer = 0;
701 CurrentShell: Integer = 0;
702 BotNames: Array of String;
703 BotList: Array of TBotProfile;
706 function Lerp(X, Y, Factor: Integer): Integer;
707 begin
708 Result := X + ((Y - X) div Factor);
709 end;
711 function SameTeam(UID1, UID2: Word): Boolean;
712 begin
713 Result := False;
715 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
716 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
718 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
720 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
721 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
723 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
724 end;
726 procedure g_Gibs_SetMax(Count: Word);
727 begin
728 MaxGibs := Count;
729 SetLength(gGibs, Count);
731 if CurrentGib >= Count then
732 CurrentGib := 0;
733 end;
735 function g_Gibs_GetMax(): Word;
736 begin
737 Result := MaxGibs;
738 end;
740 procedure g_Shells_SetMax(Count: Word);
741 begin
742 MaxShells := Count;
743 SetLength(gShells, Count);
745 if CurrentShell >= Count then
746 CurrentShell := 0;
747 end;
749 function g_Shells_GetMax(): Word;
750 begin
751 Result := MaxShells;
752 end;
755 procedure g_Corpses_SetMax(Count: Word);
756 begin
757 MaxCorpses := Count;
758 SetLength(gCorpses, Count);
759 end;
761 function g_Corpses_GetMax(): Word;
762 begin
763 Result := MaxCorpses;
764 end;
766 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
767 var
768 a: Integer;
769 ok: Boolean;
770 begin
771 Result := 0;
773 ok := False;
774 a := 0;
776 // Åñòü ëè ìåñòî â gPlayers:
777 if gPlayers <> nil then
778 for a := 0 to High(gPlayers) do
779 if gPlayers[a] = nil then
780 begin
781 ok := True;
782 Break;
783 end;
785 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
786 if not ok then
787 begin
788 SetLength(gPlayers, Length(gPlayers)+1);
789 a := High(gPlayers);
790 end;
792 // Ñîçäàåì îáúåêò èãðîêà:
793 if Bot then
794 gPlayers[a] := TBot.Create()
795 else
796 gPlayers[a] := TPlayer.Create();
799 gPlayers[a].FActualModelName := ModelName;
800 gPlayers[a].SetModel(ModelName);
802 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
803 if gPlayers[a].FModel = nil then
804 begin
805 gPlayers[a].Free();
806 gPlayers[a] := nil;
807 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
808 Exit;
809 end;
811 if not (Team in [TEAM_RED, TEAM_BLUE]) then
812 if Random(2) = 0 then
813 Team := TEAM_RED
814 else
815 Team := TEAM_BLUE;
816 gPlayers[a].FPreferredTeam := Team;
818 case gGameSettings.GameMode of
819 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
820 GM_TDM,
821 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
822 GM_SINGLE,
823 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
824 end;
826 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
827 gPlayers[a].FColor := Color;
828 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
829 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
830 else
831 gPlayers[a].FModel.Color := Color;
833 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
834 gPlayers[a].FAlive := False;
836 Result := gPlayers[a].FUID;
837 end;
839 function g_Player_CreateFromState (st: TStream): Word;
840 var
841 a, i: Integer;
842 ok, Bot: Boolean;
843 b: Byte;
844 begin
845 result := 0;
846 if (st = nil) then exit; //???
848 // Ñèãíàòóðà èãðîêà
849 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
850 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
852 // Áîò èëè ÷åëîâåê:
853 Bot := utils.readBool(st);
855 ok := false;
856 a := 0;
858 // Åñòü ëè ìåñòî â gPlayers:
859 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
861 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
862 if not ok then
863 begin
864 SetLength(gPlayers, Length(gPlayers)+1);
865 a := High(gPlayers);
866 end;
868 // Ñîçäàåì îáúåêò èãðîêà
869 if Bot then
870 gPlayers[a] := TBot.Create()
871 else
872 gPlayers[a] := TPlayer.Create();
873 gPlayers[a].FIamBot := Bot;
874 gPlayers[a].FPhysics := True;
876 // UID èãðîêà
877 gPlayers[a].FUID := utils.readWord(st);
878 // Èìÿ èãðîêà
879 gPlayers[a].FName := utils.readStr(st);
880 // Êîìàíäà
881 gPlayers[a].FTeam := utils.readByte(st);
882 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
883 // Æèâ ëè
884 gPlayers[a].FAlive := utils.readBool(st);
885 // Èçðàñõîäîâàë ëè âñå æèçíè
886 gPlayers[a].FNoRespawn := utils.readBool(st);
887 // Íàïðàâëåíèå
888 b := utils.readByte(st);
889 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
890 // Çäîðîâüå
891 gPlayers[a].FHealth := utils.readLongInt(st);
892 // Ôîðà
893 gPlayers[a].FHandicap := utils.readLongInt(st);
894 // Æèçíè
895 gPlayers[a].FLives := utils.readByte(st);
896 // Áðîíÿ
897 gPlayers[a].FArmor := utils.readLongInt(st);
898 // Çàïàñ âîçäóõà
899 gPlayers[a].FAir := utils.readLongInt(st);
900 // Çàïàñ ãîðþ÷åãî
901 gPlayers[a].FJetFuel := utils.readLongInt(st);
902 // Áîëü
903 gPlayers[a].FPain := utils.readLongInt(st);
904 // Óáèë
905 gPlayers[a].FKills := utils.readLongInt(st);
906 // Óáèë ìîíñòðîâ
907 gPlayers[a].FMonsterKills := utils.readLongInt(st);
908 // Ôðàãîâ
909 gPlayers[a].FFrags := utils.readLongInt(st);
910 // Ôðàãîâ ïîäðÿä
911 gPlayers[a].FFragCombo := utils.readByte(st);
912 // Âðåìÿ ïîñëåäíåãî ôðàãà
913 gPlayers[a].FLastFrag := utils.readLongWord(st);
914 // Ñìåðòåé
915 gPlayers[a].FDeath := utils.readLongInt(st);
916 // Êàêîé ôëàã íåñåò
917 gPlayers[a].FFlag := utils.readByte(st);
918 // Íàøåë ñåêðåòîâ
919 gPlayers[a].FSecrets := utils.readLongInt(st);
920 // Òåêóùåå îðóæèå
921 gPlayers[a].FCurrWeap := utils.readByte(st);
922 // Ñëåäóþùåå æåëàåìîå îðóæèå
923 gPlayers[a].FNextWeap := utils.readWord(st);
924 // ...è ïàóçà
925 gPlayers[a].FNextWeapDelay := utils.readByte(st);
926 // Âðåìÿ çàðÿäêè BFG
927 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
928 // Áóôåð óðîíà
929 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
930 // Ïîñëåäíèé óäàðèâøèé
931 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
932 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
933 gPlayers[a].FLastHit := utils.readByte(st);
934 // Îáúåêò èãðîêà:
935 Obj_LoadState(@gPlayers[a].FObj, st);
936 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
937 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
938 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
939 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
940 // Íàëè÷èå îðóæèÿ
941 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
942 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
943 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
944 // Íàëè÷èå ðþêçàêà
945 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
946 // Íàëè÷èå êðàñíîãî êëþ÷à
947 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
948 // Íàëè÷èå çåëåíîãî êëþ÷à
949 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
950 // Íàëè÷èå ñèíåãî êëþ÷à
951 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
952 // Íàëè÷èå áåðñåðêà
953 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
954 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
955 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
956 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
957 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
959 // Íàçâàíèå ìîäåëè:
960 gPlayers[a].FActualModelName := utils.readStr(st);
961 // Öâåò ìîäåëè
962 gPlayers[a].FColor.R := utils.readByte(st);
963 gPlayers[a].FColor.G := utils.readByte(st);
964 gPlayers[a].FColor.B := utils.readByte(st);
965 // Îáíîâëÿåì ìîäåëü èãðîêà
966 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
968 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
969 if (gPlayers[a].FModel = nil) then
970 begin
971 gPlayers[a].Free();
972 gPlayers[a] := nil;
973 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
974 exit;
975 end;
977 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
978 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
979 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
980 else
981 gPlayers[a].FModel.Color := gPlayers[a].FColor;
983 result := gPlayers[a].FUID;
984 end;
987 procedure g_Player_ResetTeams();
988 var
989 a: Integer;
990 begin
991 if g_Game_IsClient then
992 Exit;
993 if gPlayers = nil then
994 Exit;
995 for a := Low(gPlayers) to High(gPlayers) do
996 if gPlayers[a] <> nil then
997 case gGameSettings.GameMode of
998 GM_DM:
999 gPlayers[a].ChangeTeam(TEAM_NONE);
1000 GM_TDM, GM_CTF:
1001 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1002 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1003 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1004 else
1005 if a mod 2 = 0 then
1006 gPlayers[a].ChangeTeam(TEAM_RED)
1007 else
1008 gPlayers[a].ChangeTeam(TEAM_BLUE);
1009 GM_SINGLE,
1010 GM_COOP:
1011 gPlayers[a].ChangeTeam(TEAM_COOP);
1012 end;
1013 end;
1015 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1016 var
1017 m: SSArray;
1018 _name, _model: String;
1019 a, tr, tb: Integer;
1020 begin
1021 if not g_Game_IsServer then Exit;
1023 // Ñïèñîê íàçâàíèé ìîäåëåé:
1024 m := g_PlayerModel_GetNames();
1025 if m = nil then
1026 Exit;
1028 // Êîìàíäà:
1029 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1030 Team := TEAM_COOP // COOP
1031 else
1032 if gGameSettings.GameMode = GM_DM then
1033 Team := TEAM_NONE // DM
1034 else
1035 if Team = TEAM_NONE then // CTF / TDM
1036 begin
1037 // Àâòîáàëàíñ êîìàíä:
1038 tr := 0;
1039 tb := 0;
1041 for a := 0 to High(gPlayers) do
1042 if gPlayers[a] <> nil then
1043 begin
1044 if gPlayers[a].Team = TEAM_RED then
1045 Inc(tr)
1046 else
1047 if gPlayers[a].Team = TEAM_BLUE then
1048 Inc(tb);
1049 end;
1051 if tr > tb then
1052 Team := TEAM_BLUE
1053 else
1054 if tb > tr then
1055 Team := TEAM_RED
1056 else // tr = tb
1057 if Random(2) = 0 then
1058 Team := TEAM_RED
1059 else
1060 Team := TEAM_BLUE;
1061 end;
1063 // Âûáèðàåì áîòó èìÿ:
1064 _name := '';
1065 if BotNames <> nil then
1066 for a := 0 to High(BotNames) do
1067 if g_Player_ValidName(BotNames[a]) then
1068 begin
1069 _name := BotNames[a];
1070 Break;
1071 end;
1073 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1074 if _name = '' then
1075 repeat
1076 _name := Format('DFBOT%.2d', [Random(100)]);
1077 until g_Player_ValidName(_name);
1079 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1080 _model := m[Random(Length(m))];
1082 // Ñîçäàåì áîòà:
1083 with g_Player_Get(g_Player_Create(_model,
1084 _RGB(Min(Random(9)*32, 255),
1085 Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255)),
1087 Team, True)) as TBot do
1088 begin
1089 Name := _name;
1091 case Difficult of
1092 1: FDifficult := DIFFICULT_EASY;
1093 2: FDifficult := DIFFICULT_MEDIUM;
1094 else FDifficult := DIFFICULT_HARD;
1095 end;
1097 for a := WP_FIRST to WP_LAST do
1098 begin
1099 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1100 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1101 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1102 end;
1104 FHandicap := Handicap;
1106 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1108 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1109 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1110 Spectate();
1111 end;
1112 end;
1114 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1115 var
1116 m: SSArray;
1117 _name, _model: String;
1118 a: Integer;
1119 begin
1120 if not g_Game_IsServer then Exit;
1122 // Ñïèñîê íàçâàíèé ìîäåëåé:
1123 m := g_PlayerModel_GetNames();
1124 if m = nil then
1125 Exit;
1127 // Êîìàíäà:
1128 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1129 Team := TEAM_COOP // COOP
1130 else
1131 if gGameSettings.GameMode = GM_DM then
1132 Team := TEAM_NONE // DM
1133 else
1134 if Team = TEAM_NONE then
1135 Team := BotList[num].team; // CTF / TDM
1137 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1138 lName := AnsiLowerCase(lName);
1139 if (num < 0) or (num > Length(BotList)-1) then
1140 num := -1;
1141 if (num = -1) and (lName <> '') and (BotList <> nil) then
1142 for a := 0 to High(BotList) do
1143 if AnsiLowerCase(BotList[a].name) = lName then
1144 begin
1145 num := a;
1146 Break;
1147 end;
1148 if num = -1 then
1149 Exit;
1151 // Èìÿ áîòà:
1152 _name := BotList[num].name;
1153 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1154 if not g_Player_ValidName(_name) then
1155 repeat
1156 _name := Format('DFBOT%.2d', [Random(100)]);
1157 until g_Player_ValidName(_name);
1159 // Ìîäåëü:
1160 _model := BotList[num].model;
1161 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1162 if not InSArray(_model, m) then
1163 _model := m[Random(Length(m))];
1165 // Ñîçäàåì áîòà:
1166 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1167 begin
1168 Name := _name;
1170 FDifficult.DiagFire := BotList[num].diag_fire;
1171 FDifficult.InvisFire := BotList[num].invis_fire;
1172 FDifficult.DiagPrecision := BotList[num].diag_precision;
1173 FDifficult.FlyPrecision := BotList[num].fly_precision;
1174 FDifficult.Cover := BotList[num].cover;
1175 FDifficult.CloseJump := BotList[num].close_jump;
1177 FHandicap := Handicap;
1179 for a := WP_FIRST to WP_LAST do
1180 begin
1181 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1182 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1183 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1184 end;
1186 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1188 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1189 end;
1190 end;
1192 procedure g_Bot_RemoveAll();
1193 var
1194 a: Integer;
1195 begin
1196 if not g_Game_IsServer then Exit;
1197 if gPlayers = nil then Exit;
1199 for a := 0 to High(gPlayers) do
1200 if gPlayers[a] <> nil then
1201 if gPlayers[a] is TBot then
1202 begin
1203 gPlayers[a].Lives := 0;
1204 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1205 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1206 g_Player_Remove(gPlayers[a].FUID);
1207 end;
1209 g_Bot_MixNames();
1210 end;
1212 procedure g_Bot_MixNames();
1213 var
1214 s: String;
1215 a, b: Integer;
1216 begin
1217 if BotNames <> nil then
1218 for a := 0 to High(BotNames) do
1219 begin
1220 b := Random(Length(BotNames));
1221 s := BotNames[a];
1222 Botnames[a] := BotNames[b];
1223 BotNames[b] := s;
1224 end;
1225 end;
1227 procedure g_Player_Remove(UID: Word);
1228 var
1229 i: Integer;
1230 begin
1231 if gPlayers = nil then Exit;
1233 if g_Game_IsServer and g_Game_IsNet then
1234 MH_SEND_PlayerDelete(UID);
1236 for i := 0 to High(gPlayers) do
1237 if gPlayers[i] <> nil then
1238 if gPlayers[i].FUID = UID then
1239 begin
1240 if gPlayers[i] is TPlayer then
1241 TPlayer(gPlayers[i]).Free()
1242 else
1243 TBot(gPlayers[i]).Free();
1244 gPlayers[i] := nil;
1245 Exit;
1246 end;
1247 end;
1249 procedure g_Player_Init();
1250 var
1251 F: TextFile;
1252 s: String;
1253 a, b: Integer;
1254 config: TConfig;
1255 sa: SSArray;
1256 begin
1257 BotNames := nil;
1259 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1260 Exit;
1262 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1263 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1264 Reset(F);
1266 while not EOF(F) do
1267 begin
1268 ReadLn(F, s);
1270 s := Trim(s);
1271 if s = '' then
1272 Continue;
1274 SetLength(BotNames, Length(BotNames)+1);
1275 BotNames[High(BotNames)] := s;
1276 end;
1278 CloseFile(F);
1280 // Ïåðåìåøèâàåì èõ:
1281 g_Bot_MixNames();
1283 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1284 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1285 BotList := nil;
1286 a := 0;
1288 while config.SectionExists(IntToStr(a)) do
1289 begin
1290 SetLength(BotList, Length(BotList)+1);
1292 with BotList[High(BotList)] do
1293 begin
1294 // Èìÿ áîòà:
1295 name := config.ReadStr(IntToStr(a), 'name', '');
1296 // Ìîäåëü:
1297 model := config.ReadStr(IntToStr(a), 'model', '');
1298 // Êîìàíäà:
1299 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1300 team := TEAM_RED
1301 else
1302 team := TEAM_BLUE;
1303 // Öâåò ìîäåëè:
1304 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1305 color.R := StrToIntDef(sa[0], 0);
1306 color.G := StrToIntDef(sa[1], 0);
1307 color.B := StrToIntDef(sa[2], 0);
1308 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1309 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1310 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1311 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1312 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1313 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1314 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1315 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1316 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1317 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1318 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1319 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1320 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1321 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1322 if Length(sa) = 10 then
1323 for b := 0 to 9 do
1324 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1325 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1326 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1327 if Length(sa) = 10 then
1328 for b := 0 to 9 do
1329 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1331 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1332 if Length(sa) = 10 then
1333 for b := 0 to 9 do
1334 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1335 end;
1337 a := a + 1;
1338 end;
1340 config.Free();
1341 end;
1343 procedure g_Player_Free();
1344 var
1345 i: Integer;
1346 begin
1347 if gPlayers <> nil then
1348 begin
1349 for i := 0 to High(gPlayers) do
1350 if gPlayers[i] <> nil then
1351 begin
1352 if gPlayers[i] is TPlayer then
1353 TPlayer(gPlayers[i]).Free()
1354 else
1355 TBot(gPlayers[i]).Free();
1356 gPlayers[i] := nil;
1357 end;
1359 gPlayers := nil;
1360 end;
1362 gPlayer1 := nil;
1363 gPlayer2 := nil;
1364 end;
1366 procedure g_Player_UpdateAll();
1367 var
1368 i: Integer;
1369 begin
1370 if gPlayers = nil then Exit;
1372 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1373 for i := 0 to High(gPlayers) do
1374 begin
1375 if gPlayers[i] <> nil then
1376 begin
1377 if gPlayers[i] is TPlayer then
1378 begin
1379 gPlayers[i].Update();
1380 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1381 end
1382 else
1383 begin
1384 // bot updates weapons in `UpdateCombat()`
1385 TBot(gPlayers[i]).Update();
1386 end;
1387 end;
1388 end;
1389 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1390 end;
1392 procedure g_Player_DrawAll();
1393 var
1394 i: Integer;
1395 begin
1396 if gPlayers = nil then Exit;
1398 for i := 0 to High(gPlayers) do
1399 if gPlayers[i] <> nil then
1400 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1401 else TBot(gPlayers[i]).Draw();
1402 end;
1404 procedure g_Player_DrawDebug(p: TPlayer);
1405 var
1406 fW, fH: Byte;
1407 begin
1408 if p = nil then Exit;
1409 if (@p.FObj) = nil then Exit;
1411 e_TextureFontGetSize(gStdFont, fW, fH);
1413 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1414 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1415 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1416 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1417 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1418 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1419 end;
1421 procedure g_Player_DrawHealth();
1422 var
1423 i: Integer;
1424 fW, fH: Byte;
1425 begin
1426 if gPlayers = nil then Exit;
1427 e_TextureFontGetSize(gStdFont, fW, fH);
1429 for i := 0 to High(gPlayers) do
1430 if gPlayers[i] <> nil then
1431 begin
1432 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1433 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1434 IntToStr(gPlayers[i].FHealth), gStdFont);
1435 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1436 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1437 IntToStr(gPlayers[i].FArmor), gStdFont);
1438 end;
1439 end;
1441 function g_Player_Get(UID: Word): TPlayer;
1442 var
1443 a: Integer;
1444 begin
1445 Result := nil;
1447 if gPlayers = nil then
1448 Exit;
1450 for a := 0 to High(gPlayers) do
1451 if gPlayers[a] <> nil then
1452 if gPlayers[a].FUID = UID then
1453 begin
1454 Result := gPlayers[a];
1455 Exit;
1456 end;
1457 end;
1459 function g_Player_GetCount(): Byte;
1460 var
1461 a: Integer;
1462 begin
1463 Result := 0;
1465 if gPlayers = nil then
1466 Exit;
1468 for a := 0 to High(gPlayers) do
1469 if gPlayers[a] <> nil then
1470 Result := Result + 1;
1471 end;
1473 function g_Player_GetStats(): TPlayerStatArray;
1474 var
1475 a: Integer;
1476 begin
1477 Result := nil;
1479 if gPlayers = nil then Exit;
1481 for a := 0 to High(gPlayers) do
1482 if gPlayers[a] <> nil then
1483 begin
1484 SetLength(Result, Length(Result)+1);
1485 with Result[High(Result)] do
1486 begin
1487 Num := a;
1488 Ping := gPlayers[a].FPing;
1489 Loss := gPlayers[a].FLoss;
1490 Name := gPlayers[a].FName;
1491 Team := gPlayers[a].FTeam;
1492 Frags := gPlayers[a].FFrags;
1493 Deaths := gPlayers[a].FDeath;
1494 Kills := gPlayers[a].FKills;
1495 Color := gPlayers[a].FModel.Color;
1496 Lives := gPlayers[a].FLives;
1497 Spectator := gPlayers[a].FSpectator;
1498 end;
1499 end;
1500 end;
1502 procedure g_Player_ResetReady();
1503 var
1504 a: Integer;
1505 begin
1506 if not g_Game_IsServer then Exit;
1507 if gPlayers = nil then Exit;
1509 for a := 0 to High(gPlayers) do
1510 if gPlayers[a] <> nil then
1511 begin
1512 gPlayers[a].FReady := False;
1513 if g_Game_IsNet then
1514 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1515 end;
1516 end;
1518 procedure g_Player_RememberAll;
1519 var
1520 i: Integer;
1521 begin
1522 for i := Low(gPlayers) to High(gPlayers) do
1523 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1524 gPlayers[i].RememberState;
1525 end;
1527 procedure g_Player_ResetAll(Force, Silent: Boolean);
1528 var
1529 i: Integer;
1530 begin
1531 gTeamStat[TEAM_RED].Goals := 0;
1532 gTeamStat[TEAM_BLUE].Goals := 0;
1534 if gPlayers <> nil then
1535 for i := 0 to High(gPlayers) do
1536 if gPlayers[i] <> nil then
1537 begin
1538 gPlayers[i].Reset(Force);
1540 if gPlayers[i] is TPlayer then
1541 begin
1542 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1543 gPlayers[i].Respawn(Silent)
1544 else
1545 gPlayers[i].Spectate();
1546 end
1547 else
1548 TBot(gPlayers[i]).Respawn(Silent);
1549 end;
1550 end;
1552 procedure g_Player_CreateCorpse(Player: TPlayer);
1553 var
1554 i: Integer;
1555 find_id: DWORD;
1556 ok: Boolean;
1557 begin
1558 if Player.alive then
1559 Exit;
1561 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1562 if gCorpses <> nil then
1563 for i := 0 to High(gCorpses) do
1564 if gCorpses[i] <> nil then
1565 if gCorpses[i].FPlayerUID = Player.FUID then
1566 gCorpses[i].FPlayerUID := 0;
1568 if Player.FObj.Y >= gMapInfo.Height+128 then
1569 Exit;
1571 with Player do
1572 begin
1573 if (FHealth >= -50) or (gGibsCount = 0) then
1574 begin
1575 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1576 Exit;
1578 ok := False;
1579 for find_id := 0 to High(gCorpses) do
1580 if gCorpses[find_id] = nil then
1581 begin
1582 ok := True;
1583 Break;
1584 end;
1586 if not ok then
1587 find_id := Random(Length(gCorpses));
1589 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1590 gCorpses[find_id].FColor := FModel.Color;
1591 gCorpses[find_id].FObj.Vel := FObj.Vel;
1592 gCorpses[find_id].FObj.Accel := FObj.Accel;
1593 gCorpses[find_id].FPlayerUID := FUID;
1594 end
1595 else
1596 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1597 FObj.Y + PLAYER_RECT_CY,
1598 FModel.Name, FModel.Color);
1599 end;
1600 end;
1602 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1603 var
1604 SID: DWORD;
1605 begin
1606 if (gShells = nil) or (Length(gShells) = 0) then
1607 Exit;
1609 with gShells[CurrentShell] do
1610 begin
1611 SpriteID := 0;
1612 g_Obj_Init(@Obj);
1613 Obj.Rect.X := 0;
1614 Obj.Rect.Y := 0;
1615 if T = SHELL_BULLET then
1616 begin
1617 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1618 SpriteID := SID;
1619 CX := 2;
1620 CY := 1;
1621 Obj.Rect.Width := 4;
1622 Obj.Rect.Height := 2;
1623 end
1624 else
1625 begin
1626 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1627 SpriteID := SID;
1628 CX := 4;
1629 CY := 2;
1630 Obj.Rect.Width := 7;
1631 Obj.Rect.Height := 3;
1632 end;
1633 SType := T;
1634 alive := True;
1635 Obj.X := fX;
1636 Obj.Y := fY;
1637 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1638 positionChanged(); // this updates spatial accelerators
1639 RAngle := Random(360);
1640 Timeout := gTime + SHELL_TIMEOUT;
1642 if CurrentShell >= High(gShells) then
1643 CurrentShell := 0
1644 else
1645 Inc(CurrentShell);
1646 end;
1647 end;
1649 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1650 var
1651 a: Integer;
1652 GibsArray: TGibsArray;
1653 Blood: TModelBlood;
1654 begin
1655 if (gGibs = nil) or (Length(gGibs) = 0) then
1656 Exit;
1657 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1658 Exit;
1659 Blood := g_PlayerModel_GetBlood(ModelName);
1661 for a := 0 to High(GibsArray) do
1662 with gGibs[CurrentGib] do
1663 begin
1664 Color := fColor;
1665 ID := GibsArray[a].ID;
1666 MaskID := GibsArray[a].MaskID;
1667 alive := True;
1668 g_Obj_Init(@Obj);
1669 Obj.Rect := GibsArray[a].Rect;
1670 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1671 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1672 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1673 positionChanged(); // this updates spatial accelerators
1674 RAngle := Random(360);
1676 if gBloodCount > 0 then
1677 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1678 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1680 if CurrentGib >= High(gGibs) then
1681 CurrentGib := 0
1682 else
1683 Inc(CurrentGib);
1684 end;
1685 end;
1687 procedure g_Player_UpdatePhysicalObjects();
1688 var
1689 i: Integer;
1690 vel: TPoint2i;
1691 mr: Word;
1693 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1694 var
1695 k: Integer;
1696 begin
1697 k := 1 + Random(2);
1698 if T = SHELL_BULLET then
1699 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1700 else
1701 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1702 end;
1704 begin
1705 // Êóñêè ìÿñà:
1706 if gGibs <> nil then
1707 for i := 0 to High(gGibs) do
1708 if gGibs[i].alive then
1709 with gGibs[i] do
1710 begin
1711 vel := Obj.Vel;
1712 mr := g_Obj_Move(@Obj, True, False, True);
1713 positionChanged(); // this updates spatial accelerators
1715 if WordBool(mr and MOVE_FALLOUT) then
1716 begin
1717 alive := False;
1718 Continue;
1719 end;
1721 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1722 if WordBool(mr and MOVE_HITWALL) then
1723 Obj.Vel.X := -(vel.X div 2);
1724 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1725 Obj.Vel.Y := -(vel.Y div 2);
1727 if (Obj.Vel.X >= 0) then
1728 begin // Clockwise
1729 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1730 if RAngle >= 360 then
1731 RAngle := RAngle mod 360;
1732 end else begin // Counter-clockwise
1733 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1734 if RAngle < 0 then
1735 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1736 end;
1738 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1739 if gTime mod (GAME_TICK*3) = 0 then
1740 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1741 end;
1743 // Òðóïû:
1744 if gCorpses <> nil then
1745 for i := 0 to High(gCorpses) do
1746 if gCorpses[i] <> nil then
1747 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1748 begin
1749 gCorpses[i].Free();
1750 gCorpses[i] := nil;
1751 end
1752 else
1753 gCorpses[i].Update();
1755 // Ãèëüçû:
1756 if gShells <> nil then
1757 for i := 0 to High(gShells) do
1758 if gShells[i].alive then
1759 with gShells[i] do
1760 begin
1761 vel := Obj.Vel;
1762 mr := g_Obj_Move(@Obj, True, False, True);
1763 positionChanged(); // this updates spatial accelerators
1765 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1766 begin
1767 alive := False;
1768 Continue;
1769 end;
1771 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1772 if WordBool(mr and MOVE_HITWALL) then
1773 begin
1774 Obj.Vel.X := -(vel.X div 2);
1775 if not WordBool(mr and MOVE_INWATER) then
1776 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1777 end;
1778 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1779 begin
1780 Obj.Vel.Y := -(vel.Y div 2);
1781 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1782 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1783 begin
1784 if RAngle mod 90 <> 0 then
1785 RAngle := (RAngle div 90) * 90;
1786 end
1787 else if not WordBool(mr and MOVE_INWATER) then
1788 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1789 end;
1791 if (Obj.Vel.X >= 0) then
1792 begin // Clockwise
1793 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1794 if RAngle >= 360 then
1795 RAngle := RAngle mod 360;
1796 end else begin // Counter-clockwise
1797 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1798 if RAngle < 0 then
1799 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1800 end;
1801 end;
1802 end;
1805 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1806 begin
1807 x := Obj.X+Obj.Rect.X;
1808 y := Obj.Y+Obj.Rect.Y;
1809 w := Obj.Rect.Width;
1810 h := Obj.Rect.Height;
1811 end;
1813 procedure TGib.moveBy (dx, dy: Integer); inline;
1814 begin
1815 if (dx <> 0) or (dy <> 0) then
1816 begin
1817 Obj.X += dx;
1818 Obj.Y += dy;
1819 positionChanged();
1820 end;
1821 end;
1824 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1825 begin
1826 x := Obj.X;
1827 y := Obj.Y;
1828 w := Obj.Rect.Width;
1829 h := Obj.Rect.Height;
1830 end;
1832 procedure TShell.moveBy (dx, dy: Integer); inline;
1833 begin
1834 if (dx <> 0) or (dy <> 0) then
1835 begin
1836 Obj.X += dx;
1837 Obj.Y += dy;
1838 positionChanged();
1839 end;
1840 end;
1843 procedure TGib.positionChanged (); inline; begin end;
1844 procedure TShell.positionChanged (); inline; begin end;
1847 procedure g_Player_DrawCorpses();
1848 var
1849 i: Integer;
1850 a: TDFPoint;
1851 begin
1852 if gGibs <> nil then
1853 for i := 0 to High(gGibs) do
1854 if gGibs[i].alive then
1855 with gGibs[i] do
1856 begin
1857 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1858 Continue;
1860 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1861 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1863 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1865 e_Colors := Color;
1866 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1867 e_Colors.R := 255;
1868 e_Colors.G := 255;
1869 e_Colors.B := 255;
1870 end;
1872 if gCorpses <> nil then
1873 for i := 0 to High(gCorpses) do
1874 if gCorpses[i] <> nil then
1875 gCorpses[i].Draw();
1876 end;
1878 procedure g_Player_DrawShells();
1879 var
1880 i: Integer;
1881 a: TDFPoint;
1882 begin
1883 if gShells <> nil then
1884 for i := 0 to High(gShells) do
1885 if gShells[i].alive then
1886 with gShells[i] do
1887 begin
1888 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1889 Continue;
1891 a.X := CX;
1892 a.Y := CY;
1894 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1895 end;
1896 end;
1898 procedure g_Player_RemoveAllCorpses();
1899 var
1900 i: Integer;
1901 begin
1902 gGibs := nil;
1903 gShells := nil;
1904 SetLength(gGibs, MaxGibs);
1905 SetLength(gShells, MaxGibs);
1906 CurrentGib := 0;
1907 CurrentShell := 0;
1909 if gCorpses <> nil then
1910 for i := 0 to High(gCorpses) do
1911 gCorpses[i].Free();
1913 gCorpses := nil;
1914 SetLength(gCorpses, MaxCorpses);
1915 end;
1917 procedure g_Player_Corpses_SaveState (st: TStream);
1918 var
1919 count, i: Integer;
1920 begin
1921 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1922 count := 0;
1923 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1925 // Êîëè÷åñòâî òðóïîâ
1926 utils.writeInt(st, LongInt(count));
1928 if (count = 0) then exit;
1930 // Ñîõðàíÿåì òðóïû
1931 for i := 0 to High(gCorpses) do
1932 begin
1933 if gCorpses[i] <> nil then
1934 begin
1935 // Íàçâàíèå ìîäåëè
1936 utils.writeStr(st, gCorpses[i].FModelName);
1937 // Òèï ñìåðòè
1938 utils.writeBool(st, gCorpses[i].Mess);
1939 // Ñîõðàíÿåì äàííûå òðóïà:
1940 gCorpses[i].SaveState(st);
1941 end;
1942 end;
1943 end;
1946 procedure g_Player_Corpses_LoadState (st: TStream);
1947 var
1948 count, i: Integer;
1949 str: String;
1950 b: Boolean;
1951 begin
1952 assert(st <> nil);
1954 g_Player_RemoveAllCorpses();
1956 // Êîëè÷åñòâî òðóïîâ:
1957 count := utils.readLongInt(st);
1958 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1960 if (count = 0) then exit;
1962 // Çàãðóæàåì òðóïû
1963 for i := 0 to count-1 do
1964 begin
1965 // Íàçâàíèå ìîäåëè:
1966 str := utils.readStr(st);
1967 // Òèï ñìåðòè
1968 b := utils.readBool(st);
1969 // Ñîçäàåì òðóï
1970 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1971 // Çàãðóæàåì äàííûå òðóïà
1972 gCorpses[i].LoadState(st);
1973 end;
1974 end;
1977 { T P l a y e r : }
1979 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1981 procedure TPlayer.BFGHit();
1982 begin
1983 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1984 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1985 if g_Game_IsServer and g_Game_IsNet then
1986 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1987 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1988 0, NET_GFX_BFGHIT);
1989 end;
1991 procedure TPlayer.ChangeModel(ModelName: string);
1992 var
1993 locModel: TPlayerModel;
1994 begin
1995 locModel := g_PlayerModel_Get(ModelName);
1996 if locModel = nil then Exit;
1998 FModel.Free();
1999 FModel := locModel;
2000 end;
2002 procedure TPlayer.SetModel(ModelName: string);
2003 var
2004 m: TPlayerModel;
2005 begin
2006 m := g_PlayerModel_Get(ModelName);
2007 if m = nil then
2008 begin
2009 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2010 m := g_PlayerModel_Get('doomer');
2011 if m = nil then
2012 begin
2013 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2014 Exit;
2015 end;
2016 end;
2018 if FModel <> nil then
2019 FModel.Free();
2021 FModel := m;
2023 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2024 FModel.Color := FColor
2025 else
2026 FModel.Color := TEAMCOLOR[FTeam];
2027 FModel.SetWeapon(FCurrWeap);
2028 FModel.SetFlag(FFlag);
2029 SetDirection(FDirection);
2030 end;
2032 procedure TPlayer.SetColor(Color: TRGB);
2033 begin
2034 FColor := Color;
2035 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2036 if FModel <> nil then FModel.Color := Color;
2037 end;
2039 function TPlayer.GetColor(): TRGB;
2040 begin
2041 result := FModel.Color;
2042 end;
2044 procedure TPlayer.SwitchTeam;
2045 begin
2046 if g_Game_IsClient then
2047 Exit;
2048 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2050 if gGameOn and FAlive then
2051 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2053 if FTeam = TEAM_RED then
2054 begin
2055 ChangeTeam(TEAM_BLUE);
2056 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2057 if g_Game_IsNet then
2058 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2059 end
2060 else
2061 begin
2062 ChangeTeam(TEAM_RED);
2063 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2064 if g_Game_IsNet then
2065 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2066 end;
2067 FPreferredTeam := FTeam;
2068 end;
2070 procedure TPlayer.ChangeTeam(Team: Byte);
2071 var
2072 OldTeam: Byte;
2073 begin
2074 OldTeam := FTeam;
2075 FTeam := Team;
2076 case Team of
2077 TEAM_RED, TEAM_BLUE:
2078 FModel.Color := TEAMCOLOR[Team];
2079 else
2080 FModel.Color := FColor;
2081 end;
2082 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2083 MH_SEND_PlayerStats(FUID);
2084 end;
2087 procedure TPlayer.CollideItem();
2088 var
2089 i: Integer;
2090 r: Boolean;
2091 begin
2092 if gItems = nil then Exit;
2093 if not FAlive then Exit;
2095 for i := 0 to High(gItems) do
2096 with gItems[i] do
2097 begin
2098 if (ItemType <> ITEM_NONE) and alive then
2099 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2100 PLAYER_RECT.Height, @Obj) then
2101 begin
2102 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2104 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2105 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2106 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2107 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2108 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2110 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2111 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2112 (gGameSettings.GameType = GT_SINGLE) and
2113 (g_Player_GetCount() > 1)) then
2114 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2115 end;
2116 end;
2117 end;
2120 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2121 begin
2122 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2123 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2124 False);
2125 end;
2127 constructor TPlayer.Create();
2128 begin
2129 viewPortX := 0;
2130 viewPortY := 0;
2131 viewPortW := 0;
2132 viewPortH := 0;
2133 mEDamageType := HIT_SOME;
2135 FIamBot := False;
2136 FDummy := False;
2137 FSpawned := False;
2139 FSawSound := TPlayableSound.Create();
2140 FSawSoundIdle := TPlayableSound.Create();
2141 FSawSoundHit := TPlayableSound.Create();
2142 FSawSoundSelect := TPlayableSound.Create();
2143 FFlameSoundOn := TPlayableSound.Create();
2144 FFlameSoundOff := TPlayableSound.Create();
2145 FFlameSoundWork := TPlayableSound.Create();
2146 FJetSoundFly := TPlayableSound.Create();
2147 FJetSoundOn := TPlayableSound.Create();
2148 FJetSoundOff := TPlayableSound.Create();
2150 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2151 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2152 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2153 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2154 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2155 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2156 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2157 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2158 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2159 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2161 FSpectatePlayer := -1;
2162 FClientID := -1;
2163 FPing := 0;
2164 FLoss := 0;
2165 FSavedState.WaitRecall := False;
2166 FShellTimer := -1;
2167 FFireTime := 0;
2168 FFirePainTime := 0;
2169 FFireAttacker := 0;
2170 FHandicap := 100;
2172 FActualModelName := 'doomer';
2174 g_Obj_Init(@FObj);
2175 FObj.Rect := PLAYER_RECT;
2177 FBFGFireCounter := -1;
2178 FJustTeleported := False;
2179 FNetTime := 0;
2181 resetWeaponQueue();
2182 end;
2184 procedure TPlayer.positionChanged (); inline;
2185 begin
2186 end;
2188 procedure TPlayer.doDamage (v: Integer);
2189 begin
2190 if (v <= 0) then exit;
2191 if (v > 32767) then v := 32767;
2192 Damage(v, 0, 0, 0, mEDamageType);
2193 end;
2195 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2196 var
2197 c: Word;
2198 begin
2199 if (not g_Game_IsClient) and (not FAlive) then
2200 Exit;
2202 FLastHit := t;
2204 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2205 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2206 begin
2207 if not g_Game_IsClient then
2208 begin
2209 FArmor := 0;
2210 if t = HIT_TRAP then
2211 begin
2212 // Ëîâóøêà óáèâàåò ñðàçó:
2213 FHealth := -100;
2214 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2215 end;
2216 if t = HIT_SELF then
2217 begin
2218 // Ñàìîóáèéñòâî:
2219 FHealth := 0;
2220 Kill(K_SIMPLEKILL, SpawnerUID, t);
2221 end;
2222 end;
2223 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2224 FMegaRulez[MR_SUIT] := 0;
2225 FMegaRulez[MR_INVUL] := 0;
2226 FMegaRulez[MR_INVIS] := 0;
2227 FBerserk := 0;
2228 end;
2230 // Íî îò îñòàëüíîãî ñïàñàåò:
2231 if FMegaRulez[MR_INVUL] >= gTime then
2232 Exit;
2234 // ×èò-êîä "ÃÎÐÅÖ":
2235 if FGodMode then
2236 Exit;
2238 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2239 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2240 (SpawnerUID = FUID) or
2241 (not SameTeam(FUID, SpawnerUID)) then
2242 begin
2243 FLastSpawnerUID := SpawnerUID;
2245 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2246 if gBloodCount > 0 then
2247 begin
2248 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2249 if value div 4 <= c then
2250 c := c - (value div 4)
2251 else
2252 c := 0;
2254 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2255 MakeBloodSimple(c)
2256 else
2257 case t of
2258 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2259 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2260 end;
2262 if t = HIT_WATER then
2263 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2264 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2265 end;
2267 // Áóôåð óðîíà:
2268 if FAlive then
2269 Inc(FDamageBuffer, value);
2271 // Âñïûøêà áîëè:
2272 if gFlash <> 0 then
2273 FPain := FPain + value;
2274 end;
2276 if g_Game_IsServer and g_Game_IsNet then
2277 begin
2278 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2279 MH_SEND_PlayerStats(FUID);
2280 MH_SEND_PlayerPos(False, FUID);
2281 end;
2282 end;
2284 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2285 begin
2286 Result := False;
2287 if g_Game_IsClient then
2288 Exit;
2289 if not FAlive then
2290 Exit;
2292 if Soft and (FHealth < PLAYER_HP_SOFT) then
2293 begin
2294 IncMax(FHealth, value, PLAYER_HP_SOFT);
2295 Result := True;
2296 end;
2297 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2298 begin
2299 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2300 Result := True;
2301 end;
2303 if Result and g_Game_IsServer and g_Game_IsNet then
2304 MH_SEND_PlayerStats(FUID);
2305 end;
2307 destructor TPlayer.Destroy();
2308 begin
2309 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2310 gPlayer1 := nil;
2311 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2312 gPlayer2 := nil;
2314 FSawSound.Free();
2315 FSawSoundIdle.Free();
2316 FSawSoundHit.Free();
2317 FSawSoundSelect.Free();
2318 FFlameSoundOn.Free();
2319 FFlameSoundOff.Free();
2320 FFlameSoundWork.Free();
2321 FJetSoundFly.Free();
2322 FJetSoundOn.Free();
2323 FJetSoundOff.Free();
2324 FModel.Free();
2325 if FPunchAnim <> nil then
2326 FPunchAnim.Free();
2328 inherited;
2329 end;
2331 procedure TPlayer.DrawIndicator(Color: TRGB);
2332 var
2333 indX, indY: Integer;
2334 indW, indH: Word;
2335 indA: Single;
2336 a: TDFPoint;
2337 nW, nH: Byte;
2338 ID: DWORD;
2339 c: TRGB;
2340 begin
2341 if FAlive then
2342 case gPlayerIndicatorStyle of
2343 0:
2344 begin
2345 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2346 begin
2347 e_GetTextureSize(ID, @indW, @indH);
2348 a.X := indW div 2;
2349 a.Y := indH div 2;
2351 if (FObj.X + FObj.Rect.X) < 0 then
2352 begin
2353 indA := 90;
2354 indX := FObj.X + FObj.Rect.X + FObj.Rect.Width;
2355 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2356 end
2358 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2359 begin
2360 indA := 270;
2361 indX := FObj.X + FObj.Rect.X - indH;
2362 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2363 end
2365 else if (fObj.Y - indH) < 0 then
2366 begin
2367 indA := 180;
2368 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2369 indY := FObj.Y + FObj.Rect.Y + FObj.Rect.Height;
2370 end
2372 else
2373 begin
2374 indA := 0;
2375 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2376 indY := FObj.Y - indH;
2377 end;
2379 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2380 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2382 c := e_Colors;
2383 e_Colors := Color;
2384 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2385 e_Colors := c;
2386 end;
2387 end;
2389 1:
2390 begin
2391 e_TextureFontGetSize(gStdFont, nW, nH);
2392 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2393 indY := FObj.Y - nH;
2394 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2395 end;
2396 end;
2397 end;
2399 procedure TPlayer.DrawBubble();
2400 var
2401 bubX, bubY: Integer;
2402 ID: LongWord;
2403 Rb, Gb, Bb,
2404 Rw, Gw, Bw: SmallInt;
2405 Dot: Byte;
2406 begin
2407 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2408 bubY := FObj.Y+FObj.Rect.Y - 18;
2409 Rb := 64;
2410 Gb := 64;
2411 Bb := 64;
2412 Rw := 240;
2413 Gw := 240;
2414 Bw := 240;
2415 case gChatBubble of
2416 1: // simple textual non-bubble
2417 begin
2418 bubX := FObj.X+FObj.Rect.X - 11;
2419 bubY := FObj.Y+FObj.Rect.Y - 17;
2420 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2421 Exit;
2422 end;
2423 2: // advanced pixel-perfect bubble
2424 begin
2425 if FTeam = TEAM_RED then
2426 Rb := 255
2427 else
2428 if FTeam = TEAM_BLUE then
2429 Bb := 255;
2430 end;
2431 3: // colored bubble
2432 begin
2433 Rb := FModel.Color.R;
2434 Gb := FModel.Color.G;
2435 Bb := FModel.Color.B;
2436 Rw := Min(Rb * 2 + 64, 255);
2437 Gw := Min(Gb * 2 + 64, 255);
2438 Bw := Min(Bb * 2 + 64, 255);
2439 if (Abs(Rw - Rb) < 32)
2440 or (Abs(Gw - Gb) < 32)
2441 or (Abs(Bw - Bb) < 32) then
2442 begin
2443 Rb := Max(Rw div 2 - 16, 0);
2444 Gb := Max(Gw div 2 - 16, 0);
2445 Bb := Max(Bw div 2 - 16, 0);
2446 end;
2447 end;
2448 4: // custom textured bubble
2449 begin
2450 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2451 if FDirection = TDirection.D_RIGHT then
2452 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2453 else
2454 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2455 Exit;
2456 end;
2457 end;
2459 // Outer borders
2460 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2461 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2462 // Inner box
2463 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2465 // Tail
2466 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2467 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2468 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);
2469 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);
2470 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);
2471 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);
2473 // Dots
2474 Dot := 6;
2475 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2476 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2477 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2478 end;
2480 procedure TPlayer.Draw();
2481 var
2482 ID: DWORD;
2483 w, h: Word;
2484 dr: Boolean;
2485 Mirror: TMirrorType;
2486 begin
2487 if FAlive then
2488 begin
2489 if Direction = TDirection.D_RIGHT then
2490 Mirror := TMirrorType.None
2491 else
2492 Mirror := TMirrorType.Horizontal;
2494 if FPunchAnim <> nil then
2495 begin
2496 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2497 FObj.Y+FObj.Rect.Y-11, Mirror);
2498 if FPunchAnim.played then
2499 begin
2500 FPunchAnim.Free;
2501 FPunchAnim := nil;
2502 end;
2503 end;
2505 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2506 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2507 begin
2508 e_GetTextureSize(ID, @w, @h);
2509 if FDirection = TDirection.D_LEFT then
2510 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2511 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2512 else
2513 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2514 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2515 end;
2517 if FMegaRulez[MR_INVIS] > gTime then
2518 begin
2519 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2520 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2521 begin
2522 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2523 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2524 else
2525 dr := True;
2526 if dr then
2527 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2528 else
2529 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2530 end
2531 else
2532 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2533 end
2534 else
2535 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2536 end;
2538 if g_debug_Frames then
2539 begin
2540 e_DrawQuad(FObj.X+FObj.Rect.X,
2541 FObj.Y+FObj.Rect.Y,
2542 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2543 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2544 0, 255, 0);
2545 end;
2547 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2548 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2549 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2550 DrawBubble();
2551 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2552 if gAimLine and alive and
2553 ((Self = gPlayer1) or (Self = gPlayer2)) then
2554 DrawAim();
2555 end;
2558 procedure TPlayer.DrawAim();
2559 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2560 var
2561 ex, ey: Integer;
2562 begin
2564 {$IFDEF ENABLE_HOLMES}
2565 if isValidViewPort and (self = gPlayer1) then
2566 begin
2567 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2568 end;
2569 {$ENDIF}
2571 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2572 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2573 begin
2574 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2575 end
2576 else
2577 begin
2578 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2579 end;
2580 end;
2582 var
2583 wx, wy, xx, yy: Integer;
2584 angle: SmallInt;
2585 sz, len: Word;
2586 begin
2587 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2588 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2589 angle := FAngle;
2590 len := 1024;
2591 sz := 2;
2592 case FCurrWeap of
2593 0: begin // Punch
2594 len := 12;
2595 sz := 4;
2596 end;
2597 1: begin // Chainsaw
2598 len := 24;
2599 sz := 6;
2600 end;
2601 2: begin // Pistol
2602 len := 1024;
2603 sz := 2;
2604 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2605 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2606 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2607 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2608 end;
2609 3: begin // Shotgun
2610 len := 1024;
2611 sz := 3;
2612 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2613 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2614 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2615 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2616 end;
2617 4: begin // Double Shotgun
2618 len := 1024;
2619 sz := 4;
2620 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2621 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2622 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2623 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2624 end;
2625 5: begin // Chaingun
2626 len := 1024;
2627 sz := 3;
2628 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2629 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2630 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2631 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2632 end;
2633 6: begin // Rocket Launcher
2634 len := 1024;
2635 sz := 7;
2636 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2637 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2638 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2639 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2640 end;
2641 7: begin // Plasmagun
2642 len := 1024;
2643 sz := 5;
2644 if angle = ANGLE_RIGHTUP then Inc(angle);
2645 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2646 if angle = ANGLE_LEFTUP then Dec(angle);
2647 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2648 end;
2649 8: begin // BFG
2650 len := 1024;
2651 sz := 12;
2652 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2653 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2654 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2655 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2656 end;
2657 9: begin // Super Chaingun
2658 len := 1024;
2659 sz := 4;
2660 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2661 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2662 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2663 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2664 end;
2665 end;
2666 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2667 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2668 {$IF DEFINED(D2F_DEBUG)}
2669 drawCast(sz, wx, wy, xx, yy);
2670 {$ELSE}
2671 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2672 {$ENDIF}
2673 end;
2675 procedure TPlayer.DrawGUI();
2676 var
2677 ID: DWORD;
2678 X, Y, SY, a, p, m: Integer;
2679 tw, th: Word;
2680 cw, ch: Byte;
2681 s: string;
2682 stat: TPlayerStatArray;
2683 begin
2684 X := gPlayerScreenSize.X;
2685 SY := gPlayerScreenSize.Y;
2686 Y := 0;
2688 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2689 begin
2690 if gGameSettings.GameMode = GM_CTF then
2691 a := 32 + 8
2692 else
2693 a := 0;
2694 if gGameSettings.GameMode = GM_CTF then
2695 begin
2696 s := 'TEXTURE_PLAYER_REDFLAG';
2697 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2698 s := 'TEXTURE_PLAYER_REDFLAG_S';
2699 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2700 s := 'TEXTURE_PLAYER_REDFLAG_D';
2701 if g_Texture_Get(s, ID) then
2702 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2703 end;
2705 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2706 e_CharFont_GetSize(gMenuFont, s, tw, th);
2707 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2709 if gGameSettings.GameMode = GM_CTF then
2710 begin
2711 s := 'TEXTURE_PLAYER_BLUEFLAG';
2712 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2713 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2714 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2715 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2716 if g_Texture_Get(s, ID) then
2717 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2718 end;
2720 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2721 e_CharFont_GetSize(gMenuFont, s, tw, th);
2722 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2723 end;
2725 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2726 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2727 0, False, False);
2729 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2730 e_Draw(ID, X+2, Y, 0, True, False);
2732 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2733 begin
2734 if gShowStat then
2735 begin
2736 s := IntToStr(Frags);
2737 e_CharFont_GetSize(gMenuFont, s, tw, th);
2738 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2740 s := '';
2741 p := 1;
2742 m := 0;
2743 stat := g_Player_GetStats();
2744 if stat <> nil then
2745 begin
2746 p := 1;
2748 for a := 0 to High(stat) do
2749 if stat[a].Name <> Name then
2750 begin
2751 if stat[a].Frags > m then m := stat[a].Frags;
2752 if stat[a].Frags > Frags then p := p+1;
2753 end;
2754 end;
2756 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2757 if Frags >= m then s := s+'+' else s := s+'-';
2758 s := s+IntToStr(Abs(Frags-m));
2760 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2761 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2762 end;
2764 if gShowLives and (gGameSettings.MaxLives > 0) then
2765 begin
2766 s := IntToStr(Lives);
2767 e_CharFont_GetSize(gMenuFont, s, tw, th);
2768 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2769 end;
2770 end;
2772 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2773 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2775 if R_BERSERK in FRulez then
2776 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2777 else
2778 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2780 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2781 e_Draw(ID, X+36, Y+77, 0, True, False);
2783 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2784 e_CharFont_GetSize(gMenuFont, s, tw, th);
2785 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2787 s := IntToStr(FArmor);
2788 e_CharFont_GetSize(gMenuFont, s, tw, th);
2789 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2791 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2793 case FCurrWeap of
2794 WEAPON_KASTET:
2795 begin
2796 s := '--';
2797 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2798 end;
2799 WEAPON_SAW:
2800 begin
2801 s := '--';
2802 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2803 end;
2804 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2805 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2806 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2807 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2808 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2809 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2810 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2811 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2812 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2813 end;
2815 e_CharFont_GetSize(gMenuFont, s, tw, th);
2816 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2817 e_Draw(ID, X+20, Y+160, 0, True, False);
2819 if R_KEY_RED in FRulez then
2820 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2822 if R_KEY_GREEN in FRulez then
2823 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2825 if R_KEY_BLUE in FRulez then
2826 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2828 if FJetFuel > 0 then
2829 begin
2830 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2831 e_Draw(ID, X+2, Y+116, 0, True, False);
2832 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2833 e_Draw(ID, X+2, Y+126, 0, True, False);
2834 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2835 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2836 end
2837 else
2838 begin
2839 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2840 e_Draw(ID, X+2, Y+124, 0, True, False);
2841 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2842 end;
2844 if gShowPing and g_Game_IsClient then
2845 begin
2846 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2847 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2848 Y := Y + 16;
2849 end;
2851 if FSpectator then
2852 begin
2853 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2854 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2855 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2856 if FNoRespawn then
2857 begin
2858 e_TextureFontGetSize(gStdFont, cw, ch);
2859 s := _lc[I_PLAYER_SPECT4];
2860 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2861 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2862 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2863 end;
2865 end;
2866 end;
2868 procedure TPlayer.DrawRulez();
2869 var
2870 dr: Boolean;
2871 begin
2872 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2873 if FMegaRulez[MR_INVUL] >= gTime then
2874 begin
2875 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2876 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2877 else
2878 dr := True;
2880 if dr then
2881 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2882 191, 191, 191, 0, TBlending.Invert);
2883 end;
2885 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2886 if FMegaRulez[MR_SUIT] >= gTime then
2887 begin
2888 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2889 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2890 else
2891 dr := True;
2893 if dr then
2894 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2895 0, 96, 0, 200, TBlending.None);
2896 end;
2898 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2899 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2900 begin
2901 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2902 255, 0, 0, 200, TBlending.None);
2903 end;
2904 end;
2906 procedure TPlayer.DrawPain();
2907 var
2908 a, h: Integer;
2909 begin
2910 if FPain = 0 then Exit;
2912 a := FPain;
2914 if a < 15 then h := 0
2915 else if a < 35 then h := 1
2916 else if a < 55 then h := 2
2917 else if a < 75 then h := 3
2918 else if a < 95 then h := 4
2919 else h := 5;
2921 //if a > 255 then a := 255;
2923 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2924 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2925 end;
2927 procedure TPlayer.DrawPickup();
2928 var
2929 a, h: Integer;
2930 begin
2931 if FPickup = 0 then Exit;
2933 a := FPickup;
2935 if a < 15 then h := 1
2936 else if a < 35 then h := 2
2937 else if a < 55 then h := 3
2938 else if a < 75 then h := 4
2939 else h := 5;
2941 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2942 end;
2944 procedure TPlayer.DoPunch();
2945 var
2946 id: DWORD;
2947 st: String;
2948 begin
2949 if FPunchAnim <> nil then begin
2950 FPunchAnim.reset();
2951 FPunchAnim.Free;
2952 FPunchAnim := nil;
2953 end;
2954 st := 'FRAMES_PUNCH';
2955 if R_BERSERK in FRulez then
2956 st := st + '_BERSERK';
2957 if FKeys[KEY_UP].Pressed then
2958 st := st + '_UP'
2959 else if FKeys[KEY_DOWN].Pressed then
2960 st := st + '_DN';
2961 g_Frames_Get(id, st);
2962 FPunchAnim := TAnimation.Create(id, False, 1);
2963 end;
2965 procedure TPlayer.Fire();
2966 var
2967 f, DidFire: Boolean;
2968 wx, wy, xd, yd: Integer;
2969 locobj: TObj;
2970 begin
2971 if g_Game_IsClient then Exit;
2972 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2973 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2975 if FSpectator then
2976 begin
2977 Respawn(False);
2978 Exit;
2979 end;
2981 if FReloading[FCurrWeap] <> 0 then Exit;
2983 DidFire := False;
2985 f := False;
2986 wx := FObj.X+WEAPONPOINT[FDirection].X;
2987 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2988 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2989 yd := wy+firediry();
2991 case FCurrWeap of
2992 WEAPON_KASTET:
2993 begin
2994 DoPunch();
2995 if R_BERSERK in FRulez then
2996 begin
2997 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2998 locobj.X := FObj.X+FObj.Rect.X;
2999 locobj.Y := FObj.Y+FObj.Rect.Y;
3000 locobj.rect.X := 0;
3001 locobj.rect.Y := 0;
3002 locobj.rect.Width := 39;
3003 locobj.rect.Height := 52;
3004 locobj.Vel.X := (xd-wx) div 2;
3005 locobj.Vel.Y := (yd-wy) div 2;
3006 locobj.Accel.X := xd-wx;
3007 locobj.Accel.y := yd-wy;
3009 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3010 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3011 else
3012 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3014 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3015 end
3016 else
3017 begin
3018 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3019 end;
3021 DidFire := True;
3022 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3023 end;
3025 WEAPON_SAW:
3026 begin
3027 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3028 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3029 begin
3030 FSawSoundSelect.Stop();
3031 FSawSound.Stop();
3032 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3033 end
3034 else if not FSawSoundHit.IsPlaying() then
3035 begin
3036 FSawSoundSelect.Stop();
3037 FSawSound.PlayAt(FObj.X, FObj.Y);
3038 end;
3040 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3041 DidFire := True;
3042 f := True;
3043 end;
3045 WEAPON_PISTOL:
3046 if FAmmo[A_BULLETS] > 0 then
3047 begin
3048 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3049 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3050 Dec(FAmmo[A_BULLETS]);
3051 FFireAngle := FAngle;
3052 f := True;
3053 DidFire := True;
3054 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3055 GameVelX, GameVelY-2, SHELL_BULLET);
3056 end;
3058 WEAPON_SHOTGUN1:
3059 if FAmmo[A_SHELLS] > 0 then
3060 begin
3061 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3062 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3063 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3064 Dec(FAmmo[A_SHELLS]);
3065 FFireAngle := FAngle;
3066 f := True;
3067 DidFire := True;
3068 FShellTimer := 10;
3069 FShellType := SHELL_SHELL;
3070 end;
3072 WEAPON_SHOTGUN2:
3073 if FAmmo[A_SHELLS] >= 2 then
3074 begin
3075 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3076 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3077 Dec(FAmmo[A_SHELLS], 2);
3078 FFireAngle := FAngle;
3079 f := True;
3080 DidFire := True;
3081 FShellTimer := 13;
3082 FShellType := SHELL_DBLSHELL;
3083 end;
3085 WEAPON_CHAINGUN:
3086 if FAmmo[A_BULLETS] > 0 then
3087 begin
3088 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3089 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3090 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3091 Dec(FAmmo[A_BULLETS]);
3092 FFireAngle := FAngle;
3093 f := True;
3094 DidFire := True;
3095 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3096 GameVelX, GameVelY-2, SHELL_BULLET);
3097 end;
3099 WEAPON_ROCKETLAUNCHER:
3100 if FAmmo[A_ROCKETS] > 0 then
3101 begin
3102 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3103 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3104 Dec(FAmmo[A_ROCKETS]);
3105 FFireAngle := FAngle;
3106 f := True;
3107 DidFire := True;
3108 end;
3110 WEAPON_PLASMA:
3111 if FAmmo[A_CELLS] > 0 then
3112 begin
3113 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3114 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3115 Dec(FAmmo[A_CELLS]);
3116 FFireAngle := FAngle;
3117 f := True;
3118 DidFire := True;
3119 end;
3121 WEAPON_BFG:
3122 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3123 begin
3124 FBFGFireCounter := 17;
3125 if not FNoReload then
3126 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3127 Dec(FAmmo[A_CELLS], 40);
3128 DidFire := True;
3129 end;
3131 WEAPON_SUPERPULEMET:
3132 if FAmmo[A_SHELLS] > 0 then
3133 begin
3134 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3135 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3136 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3137 Dec(FAmmo[A_SHELLS]);
3138 FFireAngle := FAngle;
3139 f := True;
3140 DidFire := True;
3141 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3142 GameVelX, GameVelY-2, SHELL_SHELL);
3143 end;
3145 WEAPON_FLAMETHROWER:
3146 if FAmmo[A_FUEL] > 0 then
3147 begin
3148 g_Weapon_flame(wx, wy, xd, yd, FUID);
3149 FlamerOn;
3150 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3151 Dec(FAmmo[A_FUEL]);
3152 FFireAngle := FAngle;
3153 f := True;
3154 DidFire := True;
3155 end
3156 else
3157 begin
3158 FlamerOff;
3159 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3160 end;
3161 end;
3163 if g_Game_IsNet then
3164 begin
3165 if DidFire then
3166 begin
3167 if FCurrWeap <> WEAPON_BFG then
3168 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3169 else
3170 if not FNoReload then
3171 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3172 end;
3174 MH_SEND_PlayerStats(FUID);
3175 end;
3177 if not f then Exit;
3179 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3180 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3181 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3182 end;
3184 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3185 begin
3186 case Weapon of
3187 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3188 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3189 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3190 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3191 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3192 else Result := 0;
3193 end;
3194 end;
3196 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3197 begin
3198 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3199 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3200 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3201 end;
3203 procedure TPlayer.FlamerOn;
3204 begin
3205 FFlameSoundOff.Stop();
3206 FFlameSoundOff.SetPosition(0);
3207 if FFlaming then
3208 begin
3209 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3210 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3211 end
3212 else
3213 begin
3214 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3215 FFlaming := True;
3216 end;
3217 end;
3219 procedure TPlayer.FlamerOff;
3220 begin
3221 if FFlaming then
3222 begin
3223 FFlameSoundOn.Stop();
3224 FFlameSoundOn.SetPosition(0);
3225 FFlameSoundWork.Stop();
3226 FFlameSoundWork.SetPosition(0);
3227 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3228 FFlaming := False;
3229 end;
3230 end;
3232 procedure TPlayer.JetpackOn;
3233 begin
3234 FJetSoundFly.Stop;
3235 FJetSoundOff.Stop;
3236 FJetSoundOn.SetPosition(0);
3237 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3238 FlySmoke(8);
3239 end;
3241 procedure TPlayer.JetpackOff;
3242 begin
3243 FJetSoundFly.Stop;
3244 FJetSoundOn.Stop;
3245 FJetSoundOff.SetPosition(0);
3246 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3247 end;
3249 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3250 begin
3251 if Timeout <= 0 then
3252 exit;
3253 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3254 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3255 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3256 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3257 if FFireTime <= 0 then
3258 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3259 FFireTime := Timeout;
3260 FFireAttacker := Attacker;
3261 if g_Game_IsNet and g_Game_IsServer then
3262 MH_SEND_PlayerStats(FUID);
3263 end;
3265 procedure TPlayer.Jump();
3266 begin
3267 if gFly or FJetpack then
3268 begin
3269 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3270 if FObj.Vel.Y > -VEL_FLY then
3271 FObj.Vel.Y := FObj.Vel.Y - 3;
3272 if FJetpack then
3273 begin
3274 if FJetFuel > 0 then
3275 Dec(FJetFuel);
3276 if (FJetFuel < 1) and g_Game_IsServer then
3277 begin
3278 FJetpack := False;
3279 JetpackOff;
3280 if g_Game_IsNet then
3281 MH_SEND_PlayerStats(FUID);
3282 end;
3283 end;
3284 Exit;
3285 end;
3287 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3288 if FGhost then
3289 FCanJetpack := False;
3291 // Ïðûãàåì èëè âñïëûâàåì:
3292 if (CollideLevel(0, 1) or
3293 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3294 PLAYER_RECT.Height-33, PANEL_STEP, False)
3295 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3296 begin
3297 FObj.Vel.Y := -VEL_JUMP;
3298 FCanJetpack := False;
3299 end
3300 else
3301 begin
3302 if BodyInLiquid(0, 0) then
3303 FObj.Vel.Y := -VEL_SW
3304 else if (FJetFuel > 0) and FCanJetpack and
3305 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3306 begin
3307 FJetpack := True;
3308 JetpackOn;
3309 if g_Game_IsNet then
3310 MH_SEND_PlayerStats(FUID);
3311 end;
3312 end;
3313 end;
3315 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3316 var
3317 a, i, k, ab, ar: Byte;
3318 s: String;
3319 mon: TMonster;
3320 plr: TPlayer;
3321 srv, netsrv: Boolean;
3322 DoFrags: Boolean;
3323 OldLR: Byte;
3324 KP: TPlayer;
3325 it: PItem;
3327 procedure PushItem(t: Byte);
3328 var
3329 id: DWORD;
3330 begin
3331 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3332 it := g_Items_ByIdx(id);
3333 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3334 begin
3335 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3336 (FObj.Vel.Y div 2)-Random(9));
3337 it.positionChanged(); // this updates spatial accelerators
3338 end
3339 else
3340 begin
3341 if KillType = K_HARDKILL then // -5..+5; -5..0
3342 begin
3343 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3344 (FObj.Vel.Y div 2)-Random(6));
3345 end
3346 else // -3..+3; -3..0
3347 begin
3348 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3349 (FObj.Vel.Y div 2)-Random(4));
3350 end;
3351 it.positionChanged(); // this updates spatial accelerators
3352 end;
3354 if g_Game_IsNet and g_Game_IsServer then
3355 MH_SEND_ItemSpawn(True, id);
3356 end;
3358 begin
3359 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3360 Srv := g_Game_IsServer;
3361 Netsrv := g_Game_IsServer and g_Game_IsNet;
3362 if Srv then FDeath := FDeath + 1;
3363 if FAlive then
3364 begin
3365 if FGhost then
3366 FGhost := False;
3367 if not FPhysics then
3368 FPhysics := True;
3369 FAlive := False;
3370 end;
3371 FShellTimer := -1;
3373 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3374 begin
3375 if FLives > 0 then FLives := FLives - 1;
3376 if FLives = 0 then FNoRespawn := True;
3377 end;
3379 // Íîìåð òèïà ñìåðòè:
3380 a := 1;
3381 case KillType of
3382 K_SIMPLEKILL: a := 1;
3383 K_HARDKILL: a := 2;
3384 K_EXTRAHARDKILL: a := 3;
3385 K_FALLKILL: a := 4;
3386 end;
3388 // Çâóê ñìåðòè:
3389 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3390 for i := 1 to 3 do
3391 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3392 Break;
3394 // Âðåìÿ ðåñïàóíà:
3395 if Srv then
3396 case KillType of
3397 K_SIMPLEKILL:
3398 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3399 K_HARDKILL:
3400 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3401 K_EXTRAHARDKILL, K_FALLKILL:
3402 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3403 end;
3405 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3406 case KillType of
3407 K_SIMPLEKILL:
3408 SetAction(A_DIE1);
3409 K_HARDKILL, K_EXTRAHARDKILL:
3410 SetAction(A_DIE2);
3411 end;
3413 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3414 if (KillType <> K_FALLKILL) and (Srv) then
3415 g_Monsters_killedp();
3417 if SpawnerUID = FUID then
3418 begin // Ñàìîóáèëñÿ
3419 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3420 begin
3421 Dec(FFrags);
3422 FLastFrag := 0;
3423 end;
3424 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3425 end
3426 else
3427 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3428 begin // Óáèò äðóãèì èãðîêîì
3429 KP := g_Player_Get(SpawnerUID);
3430 if (KP <> nil) and Srv then
3431 begin
3432 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3433 if SameTeam(FUID, SpawnerUID) then
3434 begin
3435 Dec(KP.FFrags);
3436 KP.FLastFrag := 0;
3437 end else
3438 begin
3439 Inc(KP.FFrags);
3440 KP.FragCombo();
3441 end;
3443 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3444 Inc(gTeamStat[KP.Team].Goals,
3445 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3447 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3448 end;
3450 plr := g_Player_Get(SpawnerUID);
3451 if plr = nil then
3452 s := '?'
3453 else
3454 s := plr.FName;
3456 case KillType of
3457 K_HARDKILL:
3458 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3459 [FName, s]),
3460 gShowKillMsg);
3461 K_EXTRAHARDKILL:
3462 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3463 [FName, s]),
3464 gShowKillMsg);
3465 else
3466 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3467 [FName, s]),
3468 gShowKillMsg);
3469 end;
3470 end
3471 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3472 begin // Óáèò ìîíñòðîì
3473 mon := g_Monsters_ByUID(SpawnerUID);
3474 if mon = nil then
3475 s := '?'
3476 else
3477 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3479 case KillType of
3480 K_HARDKILL:
3481 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3482 [FName, s]),
3483 gShowKillMsg);
3484 K_EXTRAHARDKILL:
3485 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3486 [FName, s]),
3487 gShowKillMsg);
3488 else
3489 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3490 [FName, s]),
3491 gShowKillMsg);
3492 end;
3493 end
3494 else // Îñîáûå òèïû ñìåðòè
3495 case t of
3496 HIT_DISCON: ;
3497 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3498 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3499 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3500 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3501 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3502 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3503 end;
3505 if Srv then
3506 begin
3507 // Âûáðîñ îðóæèÿ:
3508 for a := WP_FIRST to WP_LAST do
3509 if FWeapon[a] then
3510 begin
3511 case a of
3512 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3513 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3514 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3515 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3516 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3517 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3518 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3519 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3520 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3521 else i := 0;
3522 end;
3524 if i <> 0 then
3525 PushItem(i);
3526 end;
3528 // Âûáðîñ ðþêçàêà:
3529 if R_ITEM_BACKPACK in FRulez then
3530 PushItem(ITEM_AMMO_BACKPACK);
3532 // Âûáðîñ ðàêåòíîãî ðàíöà:
3533 if FJetFuel > 0 then
3534 PushItem(ITEM_JETPACK);
3536 // Âûáðîñ êëþ÷åé:
3537 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3538 begin
3539 if R_KEY_RED in FRulez then
3540 PushItem(ITEM_KEY_RED);
3542 if R_KEY_GREEN in FRulez then
3543 PushItem(ITEM_KEY_GREEN);
3545 if R_KEY_BLUE in FRulez then
3546 PushItem(ITEM_KEY_BLUE);
3547 end;
3549 // Âûáðîñ ôëàãà:
3550 DropFlag(KillType = K_FALLKILL);
3551 end;
3553 g_Player_CreateCorpse(Self);
3555 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3556 (gLMSRespawn = LMS_RESPAWN_NONE) then
3557 begin
3558 a := 0;
3559 k := 0;
3560 ar := 0;
3561 ab := 0;
3562 for i := Low(gPlayers) to High(gPlayers) do
3563 begin
3564 if gPlayers[i] = nil then continue;
3565 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3566 begin
3567 Inc(a);
3568 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3569 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3570 k := i;
3571 end;
3572 end;
3574 OldLR := gLMSRespawn;
3575 if (gGameSettings.GameMode = GM_COOP) then
3576 begin
3577 if (a = 0) then
3578 begin
3579 // everyone is dead, restart the map
3580 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3581 if Netsrv then
3582 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3583 gLMSRespawn := LMS_RESPAWN_FINAL;
3584 gLMSRespawnTime := gTime + 5000;
3585 end
3586 else if (a = 1) then
3587 begin
3588 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3589 if (gPlayers[k] = gPlayer1) or
3590 (gPlayers[k] = gPlayer2) then
3591 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3592 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3593 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3594 end;
3595 end
3596 else if (gGameSettings.GameMode = GM_TDM) then
3597 begin
3598 if (ab = 0) and (ar <> 0) then
3599 begin
3600 // blu team ded
3601 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3602 if Netsrv then
3603 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3604 Inc(gTeamStat[TEAM_RED].Goals);
3605 gLMSRespawn := LMS_RESPAWN_FINAL;
3606 gLMSRespawnTime := gTime + 5000;
3607 end
3608 else if (ar = 0) and (ab <> 0) then
3609 begin
3610 // red team ded
3611 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3612 if Netsrv then
3613 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3614 Inc(gTeamStat[TEAM_BLUE].Goals);
3615 gLMSRespawn := LMS_RESPAWN_FINAL;
3616 gLMSRespawnTime := gTime + 5000;
3617 end
3618 else if (ar = 0) and (ab = 0) then
3619 begin
3620 // everyone ded
3621 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3622 if Netsrv then
3623 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3624 gLMSRespawn := LMS_RESPAWN_FINAL;
3625 gLMSRespawnTime := gTime + 5000;
3626 end;
3627 end
3628 else if (gGameSettings.GameMode = GM_DM) then
3629 begin
3630 if (a = 1) then
3631 begin
3632 if gPlayers[k] <> nil then
3633 with gPlayers[k] do
3634 begin
3635 // survivor is the winner
3636 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3637 if Netsrv then
3638 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3639 Inc(FFrags);
3640 end;
3641 gLMSRespawn := LMS_RESPAWN_FINAL;
3642 gLMSRespawnTime := gTime + 5000;
3643 end
3644 else if (a = 0) then
3645 begin
3646 // everyone is dead, restart the map
3647 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3648 if Netsrv then
3649 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3650 gLMSRespawn := LMS_RESPAWN_FINAL;
3651 gLMSRespawnTime := gTime + 5000;
3652 end;
3653 end;
3654 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3655 begin
3656 if NetMode = NET_SERVER then
3657 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3658 else
3659 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3660 end;
3661 end;
3663 if Netsrv then
3664 begin
3665 MH_SEND_PlayerStats(FUID);
3666 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3667 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3668 end;
3670 if srv and FNoRespawn then Spectate(True);
3671 FWantsInGame := True;
3672 end;
3674 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3675 begin
3676 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3677 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3678 end;
3680 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3681 begin
3682 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3683 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3684 end;
3686 procedure TPlayer.MakeBloodSimple(Count: Word);
3687 begin
3688 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3689 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3690 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3691 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3692 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3693 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3694 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3695 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3696 end;
3698 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3699 begin
3700 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3701 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3702 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3703 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3704 end;
3706 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3707 begin
3708 if g_Game_IsClient then Exit;
3709 if Weapon > High(FWeapon) then Exit;
3710 FNextWeap := FNextWeap or (1 shl Weapon);
3711 end;
3713 procedure TPlayer.resetWeaponQueue ();
3714 begin
3715 FNextWeap := 0;
3716 FNextWeapDelay := 0;
3717 end;
3719 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3720 begin
3721 result := false;
3722 case weapon of
3723 WEAPON_KASTET, WEAPON_SAW: result := true;
3724 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3725 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3726 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3727 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3728 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3729 else result := (weapon < length(FWeapon));
3730 end;
3731 end;
3733 // return 255 for "no switch"
3734 function TPlayer.getNextWeaponIndex (): Byte;
3735 var
3736 i: Word;
3737 wantThisWeapon: array[0..64] of Boolean;
3738 wwc: Integer = 0; //HACK!
3739 dir, cwi: Integer;
3740 begin
3741 result := 255; // default result: "no switch"
3742 // had weapon cycling on previous frame? remove that flag
3743 if (FNextWeap and $2000) <> 0 then
3744 begin
3745 FNextWeap := FNextWeap and $1FFF;
3746 FNextWeapDelay := 0;
3747 end;
3748 // cycling has priority
3749 if (FNextWeap and $C000) <> 0 then
3750 begin
3751 if (FNextWeap and $8000) <> 0 then
3752 dir := 1
3753 else
3754 dir := -1;
3755 FNextWeap := FNextWeap or $2000; // we need this
3756 if FNextWeapDelay > 0 then
3757 exit; // cooldown time
3758 cwi := FCurrWeap;
3759 for i := 0 to High(FWeapon) do
3760 begin
3761 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3762 if FWeapon[cwi] then
3763 begin
3764 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3765 result := Byte(cwi);
3766 FNextWeapDelay := WEAPON_DELAY;
3767 exit;
3768 end;
3769 end;
3770 resetWeaponQueue();
3771 exit;
3772 end;
3773 // no cycling
3774 for i := 0 to High(wantThisWeapon) do
3775 wantThisWeapon[i] := false;
3776 for i := 0 to High(FWeapon) do
3777 if (FNextWeap and (1 shl i)) <> 0 then
3778 begin
3779 wantThisWeapon[i] := true;
3780 Inc(wwc);
3781 end;
3782 // exclude currently selected weapon from the set
3783 wantThisWeapon[FCurrWeap] := false;
3784 // slow down alterations a little
3785 if wwc > 1 then
3786 begin
3787 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3788 // more than one weapon requested, assume "alteration" and check alteration delay
3789 if FNextWeapDelay > 0 then
3790 begin
3791 FNextWeap := 0;
3792 exit;
3793 end; // yeah
3794 end;
3795 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3796 // but clear all counters if no weapon should be switched
3797 if wwc < 1 then
3798 begin
3799 resetWeaponQueue();
3800 exit;
3801 end;
3802 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3803 // try weapons in descending order
3804 for i := High(FWeapon) downto 0 do
3805 begin
3806 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3807 begin
3808 // i found her!
3809 result := Byte(i);
3810 resetWeaponQueue();
3811 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3812 exit;
3813 end;
3814 end;
3815 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3816 resetWeaponQueue();
3817 end;
3819 procedure TPlayer.RealizeCurrentWeapon();
3820 function switchAllowed (): Boolean;
3821 var
3822 i: Byte;
3823 begin
3824 result := false;
3825 if FBFGFireCounter <> -1 then
3826 exit;
3827 if FTime[T_SWITCH] > gTime then
3828 exit;
3829 for i := WP_FIRST to WP_LAST do
3830 if FReloading[i] > 0 then
3831 exit;
3832 result := true;
3833 end;
3835 var
3836 nw: Byte;
3837 begin
3838 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3839 //FNextWeap := FNextWeap and $1FFF;
3840 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3842 if not switchAllowed then
3843 begin
3844 //HACK for weapon cycling
3845 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3846 exit;
3847 end;
3849 nw := getNextWeaponIndex();
3850 if nw = 255 then exit; // don't reset anything here
3851 if nw > High(FWeapon) then
3852 begin
3853 // don't forget to reset queue here!
3854 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3855 resetWeaponQueue();
3856 exit;
3857 end;
3859 if FWeapon[nw] then
3860 begin
3861 FCurrWeap := nw;
3862 FTime[T_SWITCH] := gTime+156;
3863 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3864 FModel.SetWeapon(FCurrWeap);
3865 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3866 end;
3867 end;
3869 procedure TPlayer.NextWeapon();
3870 begin
3871 if g_Game_IsClient then Exit;
3872 FNextWeap := $8000;
3873 end;
3875 procedure TPlayer.PrevWeapon();
3876 begin
3877 if g_Game_IsClient then Exit;
3878 FNextWeap := $4000;
3879 end;
3881 procedure TPlayer.SetWeapon(W: Byte);
3882 begin
3883 if FCurrWeap <> W then
3884 if W = WEAPON_SAW then
3885 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3887 FCurrWeap := W;
3888 FModel.SetWeapon(CurrWeap);
3889 resetWeaponQueue();
3890 end;
3892 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3894 function allowBerserkSwitching (): Boolean;
3895 begin
3896 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3897 result := true;
3898 if gBerserkAutoswitch then exit;
3899 if not conIsCheatsEnabled then exit;
3900 result := false;
3901 end;
3903 var
3904 a: Boolean;
3905 begin
3906 Result := False;
3907 if g_Game_IsClient then Exit;
3909 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3910 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3911 remove := not a;
3913 case ItemType of
3914 ITEM_MEDKIT_SMALL:
3915 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3916 begin
3917 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3918 Result := True;
3919 remove := True;
3920 FFireTime := 0;
3921 if gFlash = 2 then Inc(FPickup, 5);
3922 end;
3924 ITEM_MEDKIT_LARGE:
3925 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3926 begin
3927 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3928 Result := True;
3929 remove := True;
3930 FFireTime := 0;
3931 if gFlash = 2 then Inc(FPickup, 5);
3932 end;
3934 ITEM_ARMOR_GREEN:
3935 if FArmor < PLAYER_AP_SOFT then
3936 begin
3937 FArmor := PLAYER_AP_SOFT;
3938 Result := True;
3939 remove := True;
3940 if gFlash = 2 then Inc(FPickup, 5);
3941 end;
3943 ITEM_ARMOR_BLUE:
3944 if FArmor < PLAYER_AP_LIMIT then
3945 begin
3946 FArmor := PLAYER_AP_LIMIT;
3947 Result := True;
3948 remove := True;
3949 if gFlash = 2 then Inc(FPickup, 5);
3950 end;
3952 ITEM_SPHERE_BLUE:
3953 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3954 begin
3955 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3956 Result := True;
3957 remove := True;
3958 FFireTime := 0;
3959 if gFlash = 2 then Inc(FPickup, 5);
3960 end;
3962 ITEM_SPHERE_WHITE:
3963 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3964 begin
3965 if FHealth < PLAYER_HP_LIMIT then
3966 FHealth := PLAYER_HP_LIMIT;
3967 if FArmor < PLAYER_AP_LIMIT then
3968 FArmor := PLAYER_AP_LIMIT;
3969 Result := True;
3970 remove := True;
3971 FFireTime := 0;
3972 if gFlash = 2 then Inc(FPickup, 5);
3973 end;
3975 ITEM_WEAPON_SAW:
3976 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3977 begin
3978 FWeapon[WEAPON_SAW] := True;
3979 Result := True;
3980 if gFlash = 2 then Inc(FPickup, 5);
3981 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3982 end;
3984 ITEM_WEAPON_SHOTGUN1:
3985 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3986 begin
3987 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3988 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3990 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3991 FWeapon[WEAPON_SHOTGUN1] := True;
3992 Result := True;
3993 if gFlash = 2 then Inc(FPickup, 5);
3994 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3995 end;
3997 ITEM_WEAPON_SHOTGUN2:
3998 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3999 begin
4000 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4002 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4003 FWeapon[WEAPON_SHOTGUN2] := True;
4004 Result := True;
4005 if gFlash = 2 then Inc(FPickup, 5);
4006 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4007 end;
4009 ITEM_WEAPON_CHAINGUN:
4010 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4011 begin
4012 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4014 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4015 FWeapon[WEAPON_CHAINGUN] := True;
4016 Result := True;
4017 if gFlash = 2 then Inc(FPickup, 5);
4018 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4019 end;
4021 ITEM_WEAPON_ROCKETLAUNCHER:
4022 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4023 begin
4024 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4026 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4027 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4028 Result := True;
4029 if gFlash = 2 then Inc(FPickup, 5);
4030 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4031 end;
4033 ITEM_WEAPON_PLASMA:
4034 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4035 begin
4036 if a and FWeapon[WEAPON_PLASMA] then Exit;
4038 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4039 FWeapon[WEAPON_PLASMA] := True;
4040 Result := True;
4041 if gFlash = 2 then Inc(FPickup, 5);
4042 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4043 end;
4045 ITEM_WEAPON_BFG:
4046 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4047 begin
4048 if a and FWeapon[WEAPON_BFG] then Exit;
4050 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4051 FWeapon[WEAPON_BFG] := True;
4052 Result := True;
4053 if gFlash = 2 then Inc(FPickup, 5);
4054 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4055 end;
4057 ITEM_WEAPON_SUPERPULEMET:
4058 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4059 begin
4060 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4062 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4063 FWeapon[WEAPON_SUPERPULEMET] := True;
4064 Result := True;
4065 if gFlash = 2 then Inc(FPickup, 5);
4066 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4067 end;
4069 ITEM_WEAPON_FLAMETHROWER:
4070 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4071 begin
4072 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4074 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4075 FWeapon[WEAPON_FLAMETHROWER] := True;
4076 Result := True;
4077 if gFlash = 2 then Inc(FPickup, 5);
4078 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4079 end;
4081 ITEM_AMMO_BULLETS:
4082 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4083 begin
4084 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4085 Result := True;
4086 remove := True;
4087 if gFlash = 2 then Inc(FPickup, 5);
4088 end;
4090 ITEM_AMMO_BULLETS_BOX:
4091 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4092 begin
4093 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4094 Result := True;
4095 remove := True;
4096 if gFlash = 2 then Inc(FPickup, 5);
4097 end;
4099 ITEM_AMMO_SHELLS:
4100 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4101 begin
4102 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4103 Result := True;
4104 remove := True;
4105 if gFlash = 2 then Inc(FPickup, 5);
4106 end;
4108 ITEM_AMMO_SHELLS_BOX:
4109 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4110 begin
4111 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4112 Result := True;
4113 remove := True;
4114 if gFlash = 2 then Inc(FPickup, 5);
4115 end;
4117 ITEM_AMMO_ROCKET:
4118 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4119 begin
4120 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4121 Result := True;
4122 remove := True;
4123 if gFlash = 2 then Inc(FPickup, 5);
4124 end;
4126 ITEM_AMMO_ROCKET_BOX:
4127 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4128 begin
4129 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4130 Result := True;
4131 remove := True;
4132 if gFlash = 2 then Inc(FPickup, 5);
4133 end;
4135 ITEM_AMMO_CELL:
4136 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4137 begin
4138 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4139 Result := True;
4140 remove := True;
4141 if gFlash = 2 then Inc(FPickup, 5);
4142 end;
4144 ITEM_AMMO_CELL_BIG:
4145 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4146 begin
4147 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4148 Result := True;
4149 remove := True;
4150 if gFlash = 2 then Inc(FPickup, 5);
4151 end;
4153 ITEM_AMMO_FUELCAN:
4154 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4155 begin
4156 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4157 Result := True;
4158 remove := True;
4159 if gFlash = 2 then Inc(FPickup, 5);
4160 end;
4162 ITEM_AMMO_BACKPACK:
4163 if not(R_ITEM_BACKPACK in FRulez) or
4164 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4165 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4166 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4167 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4168 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4169 begin
4170 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4171 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4172 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4173 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4174 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4176 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4177 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4178 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4179 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4180 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4181 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4182 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4183 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4184 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4185 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4187 FRulez := FRulez + [R_ITEM_BACKPACK];
4188 Result := True;
4189 remove := True;
4190 if gFlash = 2 then Inc(FPickup, 5);
4191 end;
4193 ITEM_KEY_RED:
4194 if not(R_KEY_RED in FRulez) then
4195 begin
4196 Include(FRulez, R_KEY_RED);
4197 Result := True;
4198 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4199 if gFlash = 2 then Inc(FPickup, 5);
4200 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4201 end;
4203 ITEM_KEY_GREEN:
4204 if not(R_KEY_GREEN in FRulez) then
4205 begin
4206 Include(FRulez, R_KEY_GREEN);
4207 Result := True;
4208 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4209 if gFlash = 2 then Inc(FPickup, 5);
4210 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4211 end;
4213 ITEM_KEY_BLUE:
4214 if not(R_KEY_BLUE in FRulez) then
4215 begin
4216 Include(FRulez, R_KEY_BLUE);
4217 Result := True;
4218 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4219 if gFlash = 2 then Inc(FPickup, 5);
4220 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4221 end;
4223 ITEM_SUIT:
4224 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4225 begin
4226 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4227 Result := True;
4228 remove := True;
4229 FFireTime := 0;
4230 if gFlash = 2 then Inc(FPickup, 5);
4231 end;
4233 ITEM_OXYGEN:
4234 if FAir < AIR_MAX then
4235 begin
4236 FAir := AIR_MAX;
4237 Result := True;
4238 remove := True;
4239 if gFlash = 2 then Inc(FPickup, 5);
4240 end;
4242 ITEM_MEDKIT_BLACK:
4243 begin
4244 if not (R_BERSERK in FRulez) then
4245 begin
4246 Include(FRulez, R_BERSERK);
4247 if allowBerserkSwitching then
4248 begin
4249 FCurrWeap := WEAPON_KASTET;
4250 resetWeaponQueue();
4251 FModel.SetWeapon(WEAPON_KASTET);
4252 end;
4253 if gFlash <> 0 then
4254 begin
4255 Inc(FPain, 100);
4256 if gFlash = 2 then Inc(FPickup, 5);
4257 end;
4258 FBerserk := gTime+30000;
4259 Result := True;
4260 remove := True;
4261 FFireTime := 0;
4262 end;
4263 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4264 begin
4265 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4266 FBerserk := gTime+30000;
4267 Result := True;
4268 remove := True;
4269 FFireTime := 0;
4270 end;
4271 end;
4273 ITEM_INVUL:
4274 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4275 begin
4276 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4277 Result := True;
4278 remove := True;
4279 if gFlash = 2 then Inc(FPickup, 5);
4280 end;
4282 ITEM_BOTTLE:
4283 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4284 begin
4285 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4286 Result := True;
4287 remove := True;
4288 FFireTime := 0;
4289 if gFlash = 2 then Inc(FPickup, 5);
4290 end;
4292 ITEM_HELMET:
4293 if FArmor < PLAYER_AP_LIMIT then
4294 begin
4295 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4296 Result := True;
4297 remove := True;
4298 if gFlash = 2 then Inc(FPickup, 5);
4299 end;
4301 ITEM_JETPACK:
4302 if FJetFuel < JET_MAX then
4303 begin
4304 FJetFuel := JET_MAX;
4305 Result := True;
4306 remove := True;
4307 if gFlash = 2 then Inc(FPickup, 5);
4308 end;
4310 ITEM_INVIS:
4311 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4312 begin
4313 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4314 Result := True;
4315 remove := True;
4316 if gFlash = 2 then Inc(FPickup, 5);
4317 end;
4318 end;
4319 end;
4321 procedure TPlayer.Touch();
4322 begin
4323 if not FAlive then
4324 Exit;
4325 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4326 if FIamBot then
4327 begin
4328 // Áðîñèòü ôëàã òîâàðèùó:
4329 if gGameSettings.GameMode = GM_CTF then
4330 DropFlag();
4331 end;
4332 end;
4334 procedure TPlayer.Push(vx, vy: Integer);
4335 begin
4336 if (not FPhysics) and FGhost then
4337 Exit;
4338 FObj.Accel.X := FObj.Accel.X + vx;
4339 FObj.Accel.Y := FObj.Accel.Y + vy;
4340 if g_Game_IsNet and g_Game_IsServer then
4341 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4342 end;
4344 procedure TPlayer.Reset(Force: Boolean);
4345 begin
4346 if Force then
4347 FAlive := False;
4349 FSpawned := False;
4350 FTime[T_RESPAWN] := 0;
4351 FTime[T_FLAGCAP] := 0;
4352 FGodMode := False;
4353 FNoTarget := False;
4354 FNoReload := False;
4355 FFrags := 0;
4356 FLastFrag := 0;
4357 FComboEvnt := -1;
4358 FKills := 0;
4359 FMonsterKills := 0;
4360 FDeath := 0;
4361 FSecrets := 0;
4362 FReady := False;
4363 if FNoRespawn then
4364 begin
4365 FSpectator := False;
4366 FGhost := False;
4367 FPhysics := True;
4368 FSpectatePlayer := -1;
4369 FNoRespawn := False;
4370 end;
4371 FLives := gGameSettings.MaxLives;
4373 SetFlag(FLAG_NONE);
4374 end;
4376 procedure TPlayer.SoftReset();
4377 begin
4378 ReleaseKeys();
4380 FDamageBuffer := 0;
4381 FIncCam := 0;
4382 FBFGFireCounter := -1;
4383 FShellTimer := -1;
4384 FPain := 0;
4385 FLastHit := 0;
4386 FLastFrag := 0;
4387 FComboEvnt := -1;
4389 SetFlag(FLAG_NONE);
4390 SetAction(A_STAND, True);
4391 end;
4393 function TPlayer.GetRespawnPoint(): Byte;
4394 var
4395 c: Byte;
4396 begin
4397 Result := 255;
4398 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4400 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4401 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4402 begin
4403 if (Self = gPlayer1) or (Self = gPlayer2) then
4404 begin
4405 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4406 if Self = gPlayer1 then
4407 c := RESPAWNPOINT_PLAYER1
4408 else
4409 c := RESPAWNPOINT_PLAYER2;
4410 if g_Map_GetPointCount(c) > 0 then
4411 begin
4412 Result := c;
4413 Exit;
4414 end;
4416 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4417 if Self = gPlayer1 then
4418 c := RESPAWNPOINT_PLAYER2
4419 else
4420 c := RESPAWNPOINT_PLAYER1;
4421 if g_Map_GetPointCount(c) > 0 then
4422 begin
4423 Result := c;
4424 Exit;
4425 end;
4426 end else
4427 begin
4428 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4429 if Random(2) = 0 then
4430 c := RESPAWNPOINT_PLAYER1
4431 else
4432 c := RESPAWNPOINT_PLAYER2;
4433 if g_Map_GetPointCount(c) > 0 then
4434 begin
4435 Result := c;
4436 Exit;
4437 end;
4438 end;
4440 // Òî÷êà ëþáîé èç êîìàíä
4441 if Random(2) = 0 then
4442 c := RESPAWNPOINT_RED
4443 else
4444 c := RESPAWNPOINT_BLUE;
4445 if g_Map_GetPointCount(c) > 0 then
4446 begin
4447 Result := c;
4448 Exit;
4449 end;
4451 // Òî÷êà DM
4452 c := RESPAWNPOINT_DM;
4453 if g_Map_GetPointCount(c) > 0 then
4454 begin
4455 Result := c;
4456 Exit;
4457 end;
4458 end;
4460 // Ìÿñîïîâàë
4461 if gGameSettings.GameMode = GM_DM then
4462 begin
4463 // Òî÷êà DM
4464 c := RESPAWNPOINT_DM;
4465 if g_Map_GetPointCount(c) > 0 then
4466 begin
4467 Result := c;
4468 Exit;
4469 end;
4471 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4472 if Random(2) = 0 then
4473 c := RESPAWNPOINT_PLAYER1
4474 else
4475 c := RESPAWNPOINT_PLAYER2;
4476 if g_Map_GetPointCount(c) > 0 then
4477 begin
4478 Result := c;
4479 Exit;
4480 end;
4482 // Òî÷êà ëþáîé èç êîìàíä
4483 if Random(2) = 0 then
4484 c := RESPAWNPOINT_RED
4485 else
4486 c := RESPAWNPOINT_BLUE;
4487 if g_Map_GetPointCount(c) > 0 then
4488 begin
4489 Result := c;
4490 Exit;
4491 end;
4492 end;
4494 // Êîìàíäíûå
4495 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4496 begin
4497 // Òî÷êà ñâîåé êîìàíäû
4498 c := RESPAWNPOINT_DM;
4499 if FTeam = TEAM_RED then
4500 c := RESPAWNPOINT_RED;
4501 if FTeam = TEAM_BLUE then
4502 c := RESPAWNPOINT_BLUE;
4503 if g_Map_GetPointCount(c) > 0 then
4504 begin
4505 Result := c;
4506 Exit;
4507 end;
4509 // Òî÷êà DM
4510 c := RESPAWNPOINT_DM;
4511 if g_Map_GetPointCount(c) > 0 then
4512 begin
4513 Result := c;
4514 Exit;
4515 end;
4517 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4518 if Random(2) = 0 then
4519 c := RESPAWNPOINT_PLAYER1
4520 else
4521 c := RESPAWNPOINT_PLAYER2;
4522 if g_Map_GetPointCount(c) > 0 then
4523 begin
4524 Result := c;
4525 Exit;
4526 end;
4528 // Òî÷êà äðóãîé êîìàíäû
4529 c := RESPAWNPOINT_DM;
4530 if FTeam = TEAM_RED then
4531 c := RESPAWNPOINT_BLUE;
4532 if FTeam = TEAM_BLUE then
4533 c := RESPAWNPOINT_RED;
4534 if g_Map_GetPointCount(c) > 0 then
4535 begin
4536 Result := c;
4537 Exit;
4538 end;
4539 end;
4540 end;
4542 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4543 var
4544 RespawnPoint: TRespawnPoint;
4545 a, b, c: Byte;
4546 Anim: TAnimation;
4547 ID: DWORD;
4548 begin
4549 FIncCam := 0;
4550 FBFGFireCounter := -1;
4551 FShellTimer := -1;
4552 FPain := 0;
4553 FLastHit := 0;
4555 if not g_Game_IsServer then
4556 Exit;
4557 if FDummy then
4558 Exit;
4559 FWantsInGame := True;
4560 FJustTeleported := True;
4561 if Force then
4562 begin
4563 FTime[T_RESPAWN] := 0;
4564 FAlive := False;
4565 end;
4566 FNetTime := 0;
4567 // if server changes MaxLives we gotta be ready
4568 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4570 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4571 if FTime[T_RESPAWN] > gTime then
4572 Exit;
4574 // Ïðîñðàë âñå æèçíè:
4575 if FNoRespawn then
4576 begin
4577 if not FSpectator then Spectate(True);
4578 FWantsInGame := True;
4579 Exit;
4580 end;
4582 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4583 begin // "Ñâîÿ èãðà"
4584 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4585 FRulez := FRulez-[R_BERSERK];
4586 end
4587 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4588 begin
4589 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4590 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4591 end;
4593 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4594 c := GetRespawnPoint();
4596 ReleaseKeys();
4597 SetFlag(FLAG_NONE);
4599 // Âîñêðåøåíèå áåç îðóæèÿ:
4600 if not FAlive then
4601 begin
4602 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4603 FArmor := 0;
4604 FAlive := True;
4605 FAir := AIR_DEF;
4606 FJetFuel := 0;
4608 for a := WP_FIRST to WP_LAST do
4609 begin
4610 FWeapon[a] := False;
4611 FReloading[a] := 0;
4612 end;
4614 FWeapon[WEAPON_PISTOL] := True;
4615 FWeapon[WEAPON_KASTET] := True;
4616 FCurrWeap := WEAPON_PISTOL;
4617 resetWeaponQueue();
4619 FModel.SetWeapon(FCurrWeap);
4621 for b := A_BULLETS to A_HIGH do
4622 FAmmo[b] := 0;
4624 FAmmo[A_BULLETS] := 50;
4626 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4627 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4628 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4629 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4630 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4632 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4633 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4634 else
4635 FRulez := [];
4636 end;
4638 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4639 if not g_Map_GetPoint(c, RespawnPoint) then
4640 begin
4641 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4642 Exit;
4643 end;
4645 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4646 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4647 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4648 FObj.Vel.X := 0;
4649 FObj.Vel.Y := 0;
4650 FObj.Accel.X := 0;
4651 FObj.Accel.Y := 0;
4653 FDirection := RespawnPoint.Direction;
4654 if FDirection = TDirection.D_LEFT then
4655 FAngle := 180
4656 else
4657 FAngle := 0;
4659 SetAction(A_STAND, True);
4660 FModel.Direction := FDirection;
4662 for a := Low(FTime) to High(FTime) do
4663 FTime[a] := 0;
4665 for a := Low(FMegaRulez) to High(FMegaRulez) do
4666 FMegaRulez[a] := 0;
4668 FDamageBuffer := 0;
4669 FJetpack := False;
4670 FCanJetpack := False;
4671 FFlaming := False;
4672 FFireTime := 0;
4673 FFirePainTime := 0;
4674 FFireAttacker := 0;
4676 // Àíèìàöèÿ âîçðîæäåíèÿ:
4677 if (not gLoadGameMode) and (not Silent) then
4678 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4679 begin
4680 Anim := TAnimation.Create(ID, False, 3);
4681 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4682 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4683 Anim.Free();
4684 end;
4686 FSpectator := False;
4687 FGhost := False;
4688 FPhysics := True;
4689 FSpectatePlayer := -1;
4690 FSpawned := True;
4692 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4693 gPlayer1 := self;
4694 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4695 gPlayer2 := self;
4697 if g_Game_IsNet then
4698 begin
4699 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4700 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4701 if not Silent then
4702 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4703 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4704 0, NET_GFX_TELE);
4705 end;
4706 end;
4708 procedure TPlayer.Spectate(NoMove: Boolean = False);
4709 begin
4710 if FAlive then
4711 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4712 else if (not NoMove) then
4713 begin
4714 GameX := gMapInfo.Width div 2;
4715 GameY := gMapInfo.Height div 2;
4716 end;
4717 FXTo := GameX;
4718 FYTo := GameY;
4720 FAlive := False;
4721 FSpectator := True;
4722 FGhost := True;
4723 FPhysics := False;
4724 FWantsInGame := False;
4725 FSpawned := False;
4727 if FNoRespawn then
4728 begin
4729 if Self = gPlayer1 then
4730 begin
4731 gLMSPID1 := FUID;
4732 gPlayer1 := nil;
4733 end;
4734 if Self = gPlayer2 then
4735 begin
4736 gLMSPID2 := FUID;
4737 gPlayer2 := nil;
4738 end;
4739 end;
4741 if g_Game_IsNet then
4742 MH_SEND_PlayerStats(FUID);
4743 end;
4745 procedure TPlayer.SwitchNoClip;
4746 begin
4747 if not FAlive then
4748 Exit;
4749 FGhost := not FGhost;
4750 FPhysics := not FGhost;
4751 if FGhost then
4752 begin
4753 FXTo := FObj.X;
4754 FYTo := FObj.Y;
4755 end else
4756 begin
4757 FObj.Accel.X := 0;
4758 FObj.Accel.Y := 0;
4759 end;
4760 end;
4762 procedure TPlayer.Run(Direction: TDirection);
4763 var
4764 a, b: Integer;
4765 begin
4766 if MAX_RUNVEL > 8 then
4767 FlySmoke();
4769 // Áåæèì:
4770 if Direction = TDirection.D_LEFT then
4771 begin
4772 if FObj.Vel.X > -MAX_RUNVEL then
4773 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4774 end
4775 else
4776 if FObj.Vel.X < MAX_RUNVEL then
4777 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4779 // Âîçìîæíî, ïèíàåì êóñêè:
4780 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4781 begin
4782 b := Abs(FObj.Vel.X);
4783 if b > 1 then b := b * (Random(8 div b) + 1);
4784 for a := 0 to High(gGibs) do
4785 begin
4786 if gGibs[a].alive and
4787 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4788 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4789 begin
4790 // Ïèíàåì êóñêè
4791 if FObj.Vel.X < 0 then
4792 begin
4793 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4794 end
4795 else
4796 begin
4797 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4798 end;
4799 gGibs[a].positionChanged(); // this updates spatial accelerators
4800 end;
4801 end;
4802 end;
4804 SetAction(A_WALK);
4805 end;
4807 procedure TPlayer.SeeDown();
4808 begin
4809 SetAction(A_SEEDOWN);
4811 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4813 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4814 end;
4816 procedure TPlayer.SeeUp();
4817 begin
4818 SetAction(A_SEEUP);
4820 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4822 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4823 end;
4825 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4826 var
4827 Prior: Byte;
4828 begin
4829 case Action of
4830 A_WALK: Prior := 3;
4831 A_DIE1: Prior := 5;
4832 A_DIE2: Prior := 5;
4833 A_ATTACK: Prior := 2;
4834 A_SEEUP: Prior := 1;
4835 A_SEEDOWN: Prior := 1;
4836 A_ATTACKUP: Prior := 2;
4837 A_ATTACKDOWN: Prior := 2;
4838 A_PAIN: Prior := 4;
4839 else Prior := 0;
4840 end;
4842 if (Prior > FActionPrior) or Force then
4843 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4844 begin
4845 FActionPrior := Prior;
4846 FActionAnim := Action;
4847 FActionForce := Force;
4848 FActionChanged := True;
4849 end;
4851 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4852 end;
4854 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4855 begin
4856 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4857 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4858 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4859 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4860 end;
4862 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4863 var
4864 Anim: TAnimation;
4865 ID: DWORD;
4866 begin
4867 Result := False;
4869 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4870 begin
4871 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4872 if g_Game_IsServer and g_Game_IsNet then
4873 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4874 Exit;
4875 end;
4877 FJustTeleported := True;
4879 Anim := nil;
4880 if not silent then
4881 begin
4882 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4883 begin
4884 Anim := TAnimation.Create(ID, False, 3);
4885 end;
4887 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4888 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4889 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4890 if g_Game_IsServer and g_Game_IsNet then
4891 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4892 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4893 NET_GFX_TELE);
4894 end;
4896 FObj.X := X-PLAYER_RECT.X;
4897 FObj.Y := Y-PLAYER_RECT.Y;
4898 if FAlive and FGhost then
4899 begin
4900 FXTo := FObj.X;
4901 FYTo := FObj.Y;
4902 end;
4904 if not g_Game_IsNet then
4905 begin
4906 if dir = 1 then
4907 begin
4908 SetDirection(TDirection.D_LEFT);
4909 FAngle := 180;
4910 end
4911 else
4912 if dir = 2 then
4913 begin
4914 SetDirection(TDirection.D_RIGHT);
4915 FAngle := 0;
4916 end
4917 else
4918 if dir = 3 then
4919 begin // îáðàòíîå
4920 if FDirection = TDirection.D_RIGHT then
4921 begin
4922 SetDirection(TDirection.D_LEFT);
4923 FAngle := 180;
4924 end
4925 else
4926 begin
4927 SetDirection(TDirection.D_RIGHT);
4928 FAngle := 0;
4929 end;
4930 end;
4931 end;
4933 if not silent and (Anim <> nil) then
4934 begin
4935 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4936 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4937 Anim.Free();
4939 if g_Game_IsServer and g_Game_IsNet then
4940 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4941 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4942 NET_GFX_TELE);
4943 end;
4945 Result := True;
4946 end;
4948 function nonz(a: Single): Single;
4949 begin
4950 if a <> 0 then
4951 Result := a
4952 else
4953 Result := 1;
4954 end;
4956 function TPlayer.followCorpse(): Boolean;
4957 var
4958 i: Integer;
4959 begin
4960 Result := False;
4961 if FAlive or FSpectator then
4962 Exit;
4963 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4964 Exit;
4965 for i := 0 to High(gCorpses) do
4966 if gCorpses[i] <> nil then
4967 if gCorpses[i].FPlayerUID = FUID then
4968 begin
4969 Result := True;
4970 FObj.X := gCorpses[i].FObj.X;
4971 FObj.Y := gCorpses[i].FObj.Y;
4972 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4973 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4974 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4975 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4976 break;
4977 end;
4978 end;
4980 procedure TPlayer.Update();
4981 var
4982 b: Byte;
4983 i, ii, wx, wy, xd, yd, k: Integer;
4984 blockmon, headwater, dospawn: Boolean;
4985 NetServer: Boolean;
4986 AnyServer: Boolean;
4987 SetSpect: Boolean;
4988 begin
4989 NetServer := g_Game_IsNet and g_Game_IsServer;
4990 AnyServer := g_Game_IsServer;
4992 if g_Game_IsClient and (NetInterpLevel > 0) then
4993 DoLerp(NetInterpLevel + 1)
4994 else
4995 if FGhost then
4996 DoLerp(4);
4998 if NetServer then
4999 if FClientID >= 0 then
5000 begin
5001 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5002 if NetClients[FClientID].Peer^.packetsSent > 0 then
5003 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5004 else
5005 FLoss := 0;
5006 end else
5007 begin
5008 FPing := 0;
5009 FLoss := 0;
5010 end;
5012 if FAlive and (FPunchAnim <> nil) then
5013 FPunchAnim.Update();
5015 if FAlive and (gFly or FJetpack) then
5016 FlySmoke();
5018 if FDirection = TDirection.D_LEFT then
5019 FAngle := 180
5020 else
5021 FAngle := 0;
5023 if FAlive and (not FGhost) then
5024 begin
5025 if FKeys[KEY_UP].Pressed then
5026 SeeUp();
5027 if FKeys[KEY_DOWN].Pressed then
5028 SeeDown();
5029 end;
5031 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5032 (FIncCam <> 0) then
5033 begin
5034 i := g_basic.Sign(FIncCam);
5035 FIncCam := Abs(FIncCam);
5036 DecMin(FIncCam, 5, 0);
5037 FIncCam := FIncCam*i;
5038 end;
5040 // no need to do that each second frame, weapon queue will take care of it
5041 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5042 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5044 if gTime mod (GAME_TICK*2) <> 0 then
5045 begin
5046 if (FObj.Vel.X = 0) and FAlive then
5047 begin
5048 if FKeys[KEY_LEFT].Pressed then
5049 Run(TDirection.D_LEFT);
5050 if FKeys[KEY_RIGHT].Pressed then
5051 Run(TDirection.D_RIGHT);
5052 end;
5054 if FPhysics then
5055 begin
5056 if not followCorpse() then
5057 g_Obj_Move(@FObj, True, True, True);
5058 positionChanged(); // this updates spatial accelerators
5059 end;
5061 Exit;
5062 end;
5064 FActionChanged := False;
5066 if FAlive then
5067 begin
5068 // Let alive player do some actions
5069 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5070 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5071 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5072 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5073 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5074 else
5075 begin
5076 if AnyServer then
5077 begin
5078 FlamerOff;
5079 if NetServer then MH_SEND_PlayerStats(FUID);
5080 end;
5081 end;
5082 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5083 if FKeys[KEY_JUMP].Pressed then Jump()
5084 else
5085 begin
5086 if AnyServer and FJetpack then
5087 begin
5088 FJetpack := False;
5089 JetpackOff;
5090 if NetServer then MH_SEND_PlayerStats(FUID);
5091 end;
5092 FCanJetpack := True;
5093 end;
5094 end
5095 else // Dead
5096 begin
5097 dospawn := False;
5098 if not FGhost then
5099 for k := Low(FKeys) to KEY_CHAT-1 do
5100 begin
5101 if FKeys[k].Pressed then
5102 begin
5103 dospawn := True;
5104 break;
5105 end;
5106 end;
5107 if dospawn then
5108 begin
5109 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5110 Respawn(False)
5111 else // Single
5112 if (FTime[T_RESPAWN] <= gTime) and
5113 gGameOn and (not FAlive) then
5114 begin
5115 if (g_Player_GetCount() > 1) then
5116 Respawn(False)
5117 else
5118 begin
5119 gExit := EXIT_RESTART;
5120 Exit;
5121 end;
5122 end;
5123 end;
5124 // Dead spectator actions
5125 if FGhost then
5126 begin
5127 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5128 if FKeys[KEY_FIRE].Pressed and AnyServer then
5129 begin
5130 if FSpectator then
5131 begin
5132 if (FSpectatePlayer >= High(gPlayers)) then
5133 FSpectatePlayer := -1
5134 else
5135 begin
5136 SetSpect := False;
5137 for I := FSpectatePlayer + 1 to High(gPlayers) do
5138 if gPlayers[I] <> nil then
5139 if gPlayers[I].alive then
5140 if gPlayers[I].UID <> FUID then
5141 begin
5142 FSpectatePlayer := I;
5143 SetSpect := True;
5144 break;
5145 end;
5147 if not SetSpect then FSpectatePlayer := -1;
5148 end;
5150 ReleaseKeys;
5151 end;
5152 end;
5153 end;
5154 end;
5155 // No clipping
5156 if FGhost then
5157 begin
5158 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5159 begin
5160 FYTo := FObj.Y - 32;
5161 FSpectatePlayer := -1;
5162 end;
5163 if FKeys[KEY_DOWN].Pressed then
5164 begin
5165 FYTo := FObj.Y + 32;
5166 FSpectatePlayer := -1;
5167 end;
5168 if FKeys[KEY_LEFT].Pressed then
5169 begin
5170 FXTo := FObj.X - 32;
5171 FSpectatePlayer := -1;
5172 end;
5173 if FKeys[KEY_RIGHT].Pressed then
5174 begin
5175 FXTo := FObj.X + 32;
5176 FSpectatePlayer := -1;
5177 end;
5179 if (FXTo < -64) then
5180 FXTo := -64
5181 else if (FXTo > gMapInfo.Width + 32) then
5182 FXTo := gMapInfo.Width + 32;
5183 if (FYTo < -72) then
5184 FYTo := -72
5185 else if (FYTo > gMapInfo.Height + 32) then
5186 FYTo := gMapInfo.Height + 32;
5187 end;
5189 if FPhysics then
5190 begin
5191 if not followCorpse() then
5192 g_Obj_Move(@FObj, True, True, True);
5193 positionChanged(); // this updates spatial accelerators
5194 end
5195 else
5196 begin
5197 FObj.Vel.X := 0;
5198 FObj.Vel.Y := 0;
5199 if FSpectator then
5200 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5201 if gPlayers[FSpectatePlayer] <> nil then
5202 if gPlayers[FSpectatePlayer].alive then
5203 begin
5204 FXTo := gPlayers[FSpectatePlayer].GameX;
5205 FYTo := gPlayers[FSpectatePlayer].GameY;
5206 end;
5207 end;
5209 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5210 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5211 PANEL_BLOCKMON, True);
5212 headwater := HeadInLiquid(0, 0);
5214 // Ñîïðîòèâëåíèå âîçäóõà:
5215 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5216 if FObj.Vel.X <> 0 then
5217 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5219 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5220 DecMin(FPain, 5, 0);
5221 DecMin(FPickup, 1, 0);
5223 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5224 begin
5225 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5226 FMegaRulez[MR_SUIT] := 0;
5227 FMegaRulez[MR_INVUL] := 0;
5228 FMegaRulez[MR_INVIS] := 0;
5229 Kill(K_FALLKILL, 0, HIT_FALL);
5230 end;
5232 i := 9;
5234 if FAlive then
5235 begin
5236 if FCurrWeap = WEAPON_SAW then
5237 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5238 FSawSoundSelect.IsPlaying()) then
5239 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5241 if FJetpack then
5242 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5243 (not FJetSoundOff.IsPlaying()) then
5244 begin
5245 FJetSoundFly.SetPosition(0);
5246 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5247 end;
5249 for b := WP_FIRST to WP_LAST do
5250 if FReloading[b] > 0 then
5251 if FNoReload then
5252 FReloading[b] := 0
5253 else
5254 Dec(FReloading[b]);
5256 if FShellTimer > -1 then
5257 if FShellTimer = 0 then
5258 begin
5259 if FShellType = SHELL_SHELL then
5260 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5261 GameVelX, GameVelY-2, SHELL_SHELL)
5262 else if FShellType = SHELL_DBLSHELL then
5263 begin
5264 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5265 GameVelX+1, GameVelY-2, SHELL_SHELL);
5266 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5267 GameVelX-1, GameVelY-2, SHELL_SHELL);
5268 end;
5269 FShellTimer := -1;
5270 end else Dec(FShellTimer);
5272 if (FBFGFireCounter > -1) then
5273 if FBFGFireCounter = 0 then
5274 begin
5275 if AnyServer then
5276 begin
5277 wx := FObj.X+WEAPONPOINT[FDirection].X;
5278 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5279 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5280 yd := wy+firediry();
5281 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5282 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5283 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5284 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5285 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5286 end;
5288 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5289 FBFGFireCounter := -1;
5290 end else
5291 if FNoReload then
5292 FBFGFireCounter := 0
5293 else
5294 Dec(FBFGFireCounter);
5296 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5297 begin
5298 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5300 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5301 end;
5303 if (headwater or blockmon) then
5304 begin
5305 Dec(FAir);
5307 if FAir < -9 then
5308 begin
5309 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5310 FAir := 0;
5311 end
5312 else if (FAir mod 31 = 0) and not blockmon then
5313 begin
5314 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5315 if Random(2) = 0 then
5316 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5317 else
5318 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5319 end;
5320 end else if FAir < AIR_DEF then
5321 FAir := AIR_DEF;
5323 if FFireTime > 0 then
5324 begin
5325 if BodyInLiquid(0, 0) then
5326 begin
5327 FFireTime := 0;
5328 FFirePainTime := 0;
5329 end
5330 else if FMegaRulez[MR_SUIT] >= gTime then
5331 begin
5332 if FMegaRulez[MR_SUIT] = gTime then
5333 FFireTime := 1;
5334 FFirePainTime := 0;
5335 end
5336 else
5337 begin
5338 OnFireFlame(1);
5339 if FFirePainTime <= 0 then
5340 begin
5341 if g_Game_IsServer then
5342 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5343 FFirePainTime := 12 - FFireTime div 12;
5344 end;
5345 FFirePainTime := FFirePainTime - 1;
5346 FFireTime := FFireTime - 1;
5347 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5348 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5349 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5350 MH_SEND_PlayerStats(FUID);
5351 end;
5352 end;
5354 if FDamageBuffer > 0 then
5355 begin
5356 if FDamageBuffer >= 9 then
5357 begin
5358 SetAction(A_PAIN);
5360 if FDamageBuffer < 30 then i := 9
5361 else if FDamageBuffer < 100 then i := 18
5362 else i := 27;
5363 end;
5365 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5366 FArmor := FArmor-(FDamageBuffer-ii);
5367 FHealth := FHealth-ii;
5368 if FArmor < 0 then
5369 begin
5370 FHealth := FHealth+FArmor;
5371 FArmor := 0;
5372 end;
5374 if AnyServer then
5375 if FHealth <= 0 then
5376 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5377 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5378 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5380 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5381 begin
5382 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5383 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5384 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5385 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5386 end;
5388 FDamageBuffer := 0;
5389 end;
5391 {CollideItem();}
5392 end; // if FAlive then ...
5394 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5395 begin
5396 FModel.ChangeAnimation(FActionAnim, FActionForce);
5397 FModel.GetCurrentAnimation.MinLength := i;
5398 FModel.GetCurrentAnimationMask.MinLength := i;
5399 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5401 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5402 then SetAction(A_STAND, True);
5404 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5406 for b := Low(FKeys) to High(FKeys) do
5407 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5408 end;
5411 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5412 begin
5413 x := FObj.X+PLAYER_RECT.X;
5414 y := FObj.Y+PLAYER_RECT.Y;
5415 w := PLAYER_RECT.Width;
5416 h := PLAYER_RECT.Height;
5417 end;
5420 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5421 begin
5422 if (dx <> 0) or (dy <> 0) then
5423 begin
5424 FObj.X += dx;
5425 FObj.Y += dy;
5426 positionChanged();
5427 end;
5428 end;
5431 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5432 begin
5433 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5434 FObj.Y+PLAYER_RECT.Y,
5435 PLAYER_RECT.Width,
5436 PLAYER_RECT.Height,
5437 X, Y,
5438 Width, Height);
5439 end;
5441 function TPlayer.Collide(Panel: TPanel): Boolean;
5442 begin
5443 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5444 FObj.Y+PLAYER_RECT.Y,
5445 PLAYER_RECT.Width,
5446 PLAYER_RECT.Height,
5447 Panel.X, Panel.Y,
5448 Panel.Width, Panel.Height);
5449 end;
5451 function TPlayer.Collide(X, Y: Integer): Boolean;
5452 begin
5453 X := X-FObj.X-PLAYER_RECT.X;
5454 Y := Y-FObj.Y-PLAYER_RECT.Y;
5455 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5456 (y >= 0) and (y <= PLAYER_RECT.Height);
5457 end;
5459 function g_Player_ValidName(Name: string): Boolean;
5460 var
5461 a: Integer;
5462 begin
5463 Result := True;
5465 if gPlayers = nil then Exit;
5467 for a := 0 to High(gPlayers) do
5468 if gPlayers[a] <> nil then
5469 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5470 begin
5471 Result := False;
5472 Exit;
5473 end;
5474 end;
5476 procedure TPlayer.SetDirection(Direction: TDirection);
5477 var
5478 d: TDirection;
5479 begin
5480 d := FModel.Direction;
5482 FModel.Direction := Direction;
5483 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5485 FDirection := Direction;
5486 end;
5488 function TPlayer.GetKeys(): Byte;
5489 begin
5490 Result := 0;
5492 if R_KEY_RED in FRulez then Result := KEY_RED;
5493 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5494 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5496 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5497 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5498 end;
5500 procedure TPlayer.Use();
5501 var
5502 a: Integer;
5503 begin
5504 if FTime[T_USE] > gTime then Exit;
5506 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5507 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5509 for a := 0 to High(gPlayers) do
5510 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5511 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5512 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5513 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5514 begin
5515 gPlayers[a].Touch();
5516 if g_Game_IsNet and g_Game_IsServer then
5517 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5518 end;
5520 FTime[T_USE] := gTime+120;
5521 end;
5523 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5524 var
5525 locObj: TObj;
5526 F: Boolean;
5527 WX, WY, XD, YD: Integer;
5528 begin
5529 F := False;
5530 WX := X;
5531 WY := Y;
5532 XD := AX;
5533 YD := AY;
5535 case FCurrWeap of
5536 WEAPON_KASTET:
5537 begin
5538 DoPunch();
5539 if R_BERSERK in FRulez then
5540 begin
5541 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5542 locobj.X := FObj.X+FObj.Rect.X;
5543 locobj.Y := FObj.Y+FObj.Rect.Y;
5544 locobj.rect.X := 0;
5545 locobj.rect.Y := 0;
5546 locobj.rect.Width := 39;
5547 locobj.rect.Height := 52;
5548 locobj.Vel.X := (xd-wx) div 2;
5549 locobj.Vel.Y := (yd-wy) div 2;
5550 locobj.Accel.X := xd-wx;
5551 locobj.Accel.y := yd-wy;
5553 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5554 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5555 else
5556 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5558 if gFlash = 1 then
5559 if FPain < 50 then
5560 FPain := min(FPain + 25, 50);
5561 end else
5562 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5563 end;
5565 WEAPON_SAW:
5566 begin
5567 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5568 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5569 begin
5570 FSawSoundSelect.Stop();
5571 FSawSound.Stop();
5572 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5573 end
5574 else if not FSawSoundHit.IsPlaying() then
5575 begin
5576 FSawSoundSelect.Stop();
5577 FSawSound.PlayAt(FObj.X, FObj.Y);
5578 end;
5579 f := True;
5580 end;
5582 WEAPON_PISTOL:
5583 begin
5584 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5585 FFireAngle := FAngle;
5586 f := True;
5587 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5588 GameVelX, GameVelY-2, SHELL_BULLET);
5589 end;
5591 WEAPON_SHOTGUN1:
5592 begin
5593 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5594 FFireAngle := FAngle;
5595 f := True;
5596 FShellTimer := 10;
5597 FShellType := SHELL_SHELL;
5598 end;
5600 WEAPON_SHOTGUN2:
5601 begin
5602 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5603 FFireAngle := FAngle;
5604 f := True;
5605 FShellTimer := 13;
5606 FShellType := SHELL_DBLSHELL;
5607 end;
5609 WEAPON_CHAINGUN:
5610 begin
5611 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5612 FFireAngle := FAngle;
5613 f := True;
5614 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5615 GameVelX, GameVelY-2, SHELL_BULLET);
5616 end;
5618 WEAPON_ROCKETLAUNCHER:
5619 begin
5620 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5621 FFireAngle := FAngle;
5622 f := True;
5623 end;
5625 WEAPON_PLASMA:
5626 begin
5627 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5628 FFireAngle := FAngle;
5629 f := True;
5630 end;
5632 WEAPON_BFG:
5633 begin
5634 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5635 FFireAngle := FAngle;
5636 f := True;
5637 end;
5639 WEAPON_SUPERPULEMET:
5640 begin
5641 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5642 FFireAngle := FAngle;
5643 f := True;
5644 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5645 GameVelX, GameVelY-2, SHELL_SHELL);
5646 end;
5648 WEAPON_FLAMETHROWER:
5649 begin
5650 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5651 FlamerOn;
5652 FFireAngle := FAngle;
5653 f := True;
5654 end;
5655 end;
5657 if not f then Exit;
5659 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5660 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5661 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5662 end;
5664 procedure TPlayer.DoLerp(Level: Integer = 2);
5665 begin
5666 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5667 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5668 end;
5670 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5671 var
5672 AX, AY: Integer;
5673 begin
5674 if NetInterpLevel < 1 then
5675 begin
5676 FObj.X := XTo;
5677 FObj.Y := YTo;
5678 end
5679 else
5680 begin
5681 FXTo := XTo;
5682 FYTo := YTo;
5684 AX := Abs(FXTo - FObj.X);
5685 AY := Abs(FYTo - FObj.Y);
5686 if (AX > 32) or (AX <= NetInterpLevel) then
5687 FObj.X := FXTo;
5688 if (AY > 32) or (AY <= NetInterpLevel) then
5689 FObj.Y := FYTo;
5690 end;
5691 end;
5693 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5694 begin
5695 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5696 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5697 PANEL_LIFTUP, False) then Result := -1
5698 else
5699 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5700 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5701 PANEL_LIFTDOWN, False) then Result := 1
5702 else Result := 0;
5703 end;
5705 function TPlayer.GetFlag(Flag: Byte): Boolean;
5706 var
5707 s, ts: String;
5708 evtype, a: Byte;
5709 begin
5710 Result := False;
5712 if Flag = FLAG_NONE then
5713 Exit;
5715 if not g_Game_IsServer then Exit;
5717 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5718 if (Flag = FTeam) and
5719 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5720 (FFlag <> FLAG_NONE) then
5721 begin
5722 if FFlag = FLAG_RED then
5723 s := _lc[I_PLAYER_FLAG_RED]
5724 else
5725 s := _lc[I_PLAYER_FLAG_BLUE];
5727 evtype := FLAG_STATE_SCORED;
5729 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5730 Insert('.', ts, Length(ts) + 1 - 3);
5731 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5733 g_Map_ResetFlag(FFlag);
5734 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5736 if ((Self = gPlayer1) or (Self = gPlayer2)
5737 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5738 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5739 a := 0
5740 else
5741 a := 1;
5743 if not sound_cap_flag[a].IsPlaying() then
5744 sound_cap_flag[a].Play();
5746 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5748 Result := True;
5749 if g_Game_IsNet then
5750 begin
5751 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5752 MH_SEND_GameStats;
5753 end;
5755 gFlags[FFlag].CaptureTime := 0;
5756 SetFlag(FLAG_NONE);
5757 Exit;
5758 end;
5760 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5761 if (Flag = FTeam) and
5762 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5763 begin
5764 if Flag = FLAG_RED then
5765 s := _lc[I_PLAYER_FLAG_RED]
5766 else
5767 s := _lc[I_PLAYER_FLAG_BLUE];
5769 evtype := FLAG_STATE_RETURNED;
5770 gFlags[Flag].CaptureTime := 0;
5772 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5774 g_Map_ResetFlag(Flag);
5775 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5777 if ((Self = gPlayer1) or (Self = gPlayer2)
5778 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5779 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5780 a := 0
5781 else
5782 a := 1;
5784 if not sound_ret_flag[a].IsPlaying() then
5785 sound_ret_flag[a].Play();
5787 Result := True;
5788 if g_Game_IsNet then
5789 begin
5790 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5791 MH_SEND_GameStats;
5792 end;
5793 Exit;
5794 end;
5796 // Ïîäîáðàë ÷óæîé ôëàã:
5797 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5798 begin
5799 SetFlag(Flag);
5801 if Flag = FLAG_RED then
5802 s := _lc[I_PLAYER_FLAG_RED]
5803 else
5804 s := _lc[I_PLAYER_FLAG_BLUE];
5806 evtype := FLAG_STATE_CAPTURED;
5808 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5810 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5812 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5814 if ((Self = gPlayer1) or (Self = gPlayer2)
5815 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5816 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5817 a := 0
5818 else
5819 a := 1;
5821 if not sound_get_flag[a].IsPlaying() then
5822 sound_get_flag[a].Play();
5824 Result := True;
5825 if g_Game_IsNet then
5826 begin
5827 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5828 MH_SEND_GameStats;
5829 end;
5830 end;
5831 end;
5833 procedure TPlayer.SetFlag(Flag: Byte);
5834 begin
5835 FFlag := Flag;
5836 if FModel <> nil then
5837 FModel.SetFlag(FFlag);
5838 end;
5840 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5841 var
5842 s: String;
5843 a: Byte;
5844 begin
5845 Result := False;
5846 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5847 Exit;
5848 FTime[T_FLAGCAP] := gTime + 2000;
5849 with gFlags[FFlag] do
5850 begin
5851 Obj.X := FObj.X;
5852 Obj.Y := FObj.Y;
5853 Direction := FDirection;
5854 State := FLAG_STATE_DROPPED;
5855 Count := FLAG_TIME;
5856 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5857 (FObj.Vel.Y div 2)-2+Random(5));
5858 positionChanged(); // this updates spatial accelerators
5860 if FFlag = FLAG_RED then
5861 s := _lc[I_PLAYER_FLAG_RED]
5862 else
5863 s := _lc[I_PLAYER_FLAG_BLUE];
5865 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5866 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5868 if ((Self = gPlayer1) or (Self = gPlayer2)
5869 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5870 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5871 a := 0
5872 else
5873 a := 1;
5875 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5876 sound_lost_flag[a].Play();
5878 if g_Game_IsNet then
5879 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5880 end;
5881 SetFlag(FLAG_NONE);
5882 Result := True;
5883 end;
5885 procedure TPlayer.GetSecret();
5886 begin
5887 if (self = gPlayer1) or (self = gPlayer2) then
5888 begin
5889 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5890 g_Sound_PlayEx('SOUND_GAME_SECRET');
5891 end;
5892 Inc(FSecrets);
5893 end;
5895 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5896 begin
5897 Assert(Key <= High(FKeys));
5899 FKeys[Key].Pressed := True;
5900 FKeys[Key].Time := Time;
5901 end;
5903 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5904 begin
5905 Result := FKeys[K].Pressed;
5906 end;
5908 procedure TPlayer.ReleaseKeys();
5909 var
5910 a: Integer;
5911 begin
5912 for a := Low(FKeys) to High(FKeys) do
5913 begin
5914 FKeys[a].Pressed := False;
5915 FKeys[a].Time := 0;
5916 end;
5917 end;
5919 procedure TPlayer.OnDamage(Angle: SmallInt);
5920 begin
5921 end;
5923 function TPlayer.firediry(): Integer;
5924 begin
5925 if FKeys[KEY_UP].Pressed then Result := -42
5926 else if FKeys[KEY_DOWN].Pressed then Result := 19
5927 else Result := 0;
5928 end;
5930 procedure TPlayer.RememberState();
5931 var
5932 i: Integer;
5933 begin
5934 FSavedState.Health := FHealth;
5935 FSavedState.Armor := FArmor;
5936 FSavedState.Air := FAir;
5937 FSavedState.JetFuel := FJetFuel;
5938 FSavedState.CurrWeap := FCurrWeap;
5939 FSavedState.NextWeap := FNextWeap;
5940 FSavedState.NextWeapDelay := FNextWeapDelay;
5942 for i := 0 to 3 do
5943 FSavedState.Ammo[i] := FAmmo[i];
5944 for i := 0 to 3 do
5945 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5947 FSavedState.Rulez := FRulez;
5948 FSavedState.WaitRecall := True;
5949 end;
5951 procedure TPlayer.RecallState();
5952 var
5953 i: Integer;
5954 begin
5955 if not FSavedState.WaitRecall then Exit;
5957 FHealth := FSavedState.Health;
5958 FArmor := FSavedState.Armor;
5959 FAir := FSavedState.Air;
5960 FJetFuel := FSavedState.JetFuel;
5961 FCurrWeap := FSavedState.CurrWeap;
5962 FNextWeap := FSavedState.NextWeap;
5963 FNextWeapDelay := FSavedState.NextWeapDelay;
5965 for i := 0 to 3 do
5966 FAmmo[i] := FSavedState.Ammo[i];
5967 for i := 0 to 3 do
5968 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5970 FRulez := FSavedState.Rulez;
5971 FSavedState.WaitRecall := False;
5973 if gGameSettings.GameType = GT_SERVER then
5974 MH_SEND_PlayerStats(FUID);
5975 end;
5977 procedure TPlayer.SaveState (st: TStream);
5978 var
5979 i: Integer;
5980 b: Byte;
5981 begin
5982 // Ñèãíàòóðà èãðîêà
5983 utils.writeSign(st, 'PLYR');
5984 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5985 // Áîò èëè ÷åëîâåê
5986 utils.writeBool(st, FIamBot);
5987 // UID èãðîêà
5988 utils.writeInt(st, Word(FUID));
5989 // Èìÿ èãðîêà
5990 utils.writeStr(st, FName);
5991 // Êîìàíäà
5992 utils.writeInt(st, Byte(FTeam));
5993 // Æèâ ëè
5994 utils.writeBool(st, FAlive);
5995 // Èçðàñõîäîâàë ëè âñå æèçíè
5996 utils.writeBool(st, FNoRespawn);
5997 // Íàïðàâëåíèå
5998 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5999 utils.writeInt(st, Byte(b));
6000 // Çäîðîâüå
6001 utils.writeInt(st, LongInt(FHealth));
6002 // Êîýôôèöèåíò èíâàëèäíîñòè
6003 utils.writeInt(st, LongInt(FHandicap));
6004 // Æèçíè
6005 utils.writeInt(st, Byte(FLives));
6006 // Áðîíÿ
6007 utils.writeInt(st, LongInt(FArmor));
6008 // Çàïàñ âîçäóõà
6009 utils.writeInt(st, LongInt(FAir));
6010 // Çàïàñ ãîðþ÷åãî
6011 utils.writeInt(st, LongInt(FJetFuel));
6012 // Áîëü
6013 utils.writeInt(st, LongInt(FPain));
6014 // Óáèë
6015 utils.writeInt(st, LongInt(FKills));
6016 // Óáèë ìîíñòðîâ
6017 utils.writeInt(st, LongInt(FMonsterKills));
6018 // Ôðàãîâ
6019 utils.writeInt(st, LongInt(FFrags));
6020 // Ôðàãîâ ïîäðÿä
6021 utils.writeInt(st, Byte(FFragCombo));
6022 // Âðåìÿ ïîñëåäíåãî ôðàãà
6023 utils.writeInt(st, LongWord(FLastFrag));
6024 // Ñìåðòåé
6025 utils.writeInt(st, LongInt(FDeath));
6026 // Êàêîé ôëàã íåñåò
6027 utils.writeInt(st, Byte(FFlag));
6028 // Íàøåë ñåêðåòîâ
6029 utils.writeInt(st, LongInt(FSecrets));
6030 // Òåêóùåå îðóæèå
6031 utils.writeInt(st, Byte(FCurrWeap));
6032 // Æåëàåìîå îðóæèå
6033 utils.writeInt(st, Word(FNextWeap));
6034 // ...è ïàóçà
6035 utils.writeInt(st, Byte(FNextWeapDelay));
6036 // Âðåìÿ çàðÿäêè BFG
6037 utils.writeInt(st, SmallInt(FBFGFireCounter));
6038 // Áóôåð óðîíà
6039 utils.writeInt(st, LongInt(FDamageBuffer));
6040 // Ïîñëåäíèé óäàðèâøèé
6041 utils.writeInt(st, Word(FLastSpawnerUID));
6042 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6043 utils.writeInt(st, Byte(FLastHit));
6044 // Îáúåêò èãðîêà
6045 Obj_SaveState(st, @FObj);
6046 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6047 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6048 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6049 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6050 // Íàëè÷èå îðóæèÿ
6051 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6052 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6053 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6054 // Íàëè÷èå ðþêçàêà
6055 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6056 // Íàëè÷èå êðàñíîãî êëþ÷à
6057 utils.writeBool(st, (R_KEY_RED in FRulez));
6058 // Íàëè÷èå çåëåíîãî êëþ÷à
6059 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6060 // Íàëè÷èå ñèíåãî êëþ÷à
6061 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6062 // Íàëè÷èå áåðñåðêà
6063 utils.writeBool(st, (R_BERSERK in FRulez));
6064 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6065 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6066 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6067 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6068 // Íàçâàíèå ìîäåëè
6069 utils.writeStr(st, FModel.Name);
6070 // Öâåò ìîäåëè
6071 utils.writeInt(st, Byte(FColor.R));
6072 utils.writeInt(st, Byte(FColor.G));
6073 utils.writeInt(st, Byte(FColor.B));
6074 end;
6077 procedure TPlayer.LoadState (st: TStream);
6078 var
6079 i: Integer;
6080 str: String;
6081 b: Byte;
6082 begin
6083 assert(st <> nil);
6085 // Ñèãíàòóðà èãðîêà
6086 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6087 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6088 // Áîò èëè ÷åëîâåê:
6089 FIamBot := utils.readBool(st);
6090 // UID èãðîêà
6091 FUID := utils.readWord(st);
6092 // Èìÿ èãðîêà
6093 str := utils.readStr(st);
6094 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6095 // Êîìàíäà
6096 FTeam := utils.readByte(st);
6097 // Æèâ ëè
6098 FAlive := utils.readBool(st);
6099 // Èçðàñõîäîâàë ëè âñå æèçíè
6100 FNoRespawn := utils.readBool(st);
6101 // Íàïðàâëåíèå
6102 b := utils.readByte(st);
6103 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6104 // Çäîðîâüå
6105 FHealth := utils.readLongInt(st);
6106 // Êîýôôèöèåíò èíâàëèäíîñòè
6107 FHandicap := utils.readLongInt(st);
6108 // Æèçíè
6109 FLives := utils.readByte(st);
6110 // Áðîíÿ
6111 FArmor := utils.readLongInt(st);
6112 // Çàïàñ âîçäóõà
6113 FAir := utils.readLongInt(st);
6114 // Çàïàñ ãîðþ÷åãî
6115 FJetFuel := utils.readLongInt(st);
6116 // Áîëü
6117 FPain := utils.readLongInt(st);
6118 // Óáèë
6119 FKills := utils.readLongInt(st);
6120 // Óáèë ìîíñòðîâ
6121 FMonsterKills := utils.readLongInt(st);
6122 // Ôðàãîâ
6123 FFrags := utils.readLongInt(st);
6124 // Ôðàãîâ ïîäðÿä
6125 FFragCombo := utils.readByte(st);
6126 // Âðåìÿ ïîñëåäíåãî ôðàãà
6127 FLastFrag := utils.readLongWord(st);
6128 // Ñìåðòåé
6129 FDeath := utils.readLongInt(st);
6130 // Êàêîé ôëàã íåñåò
6131 FFlag := utils.readByte(st);
6132 // Íàøåë ñåêðåòîâ
6133 FSecrets := utils.readLongInt(st);
6134 // Òåêóùåå îðóæèå
6135 FCurrWeap := utils.readByte(st);
6136 // Æåëàåìîå îðóæèå
6137 FNextWeap := utils.readWord(st);
6138 // ...è ïàóçà
6139 FNextWeapDelay := utils.readByte(st);
6140 // Âðåìÿ çàðÿäêè BFG
6141 FBFGFireCounter := utils.readSmallInt(st);
6142 // Áóôåð óðîíà
6143 FDamageBuffer := utils.readLongInt(st);
6144 // Ïîñëåäíèé óäàðèâøèé
6145 FLastSpawnerUID := utils.readWord(st);
6146 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6147 FLastHit := utils.readByte(st);
6148 // Îáúåêò èãðîêà
6149 Obj_LoadState(@FObj, st);
6150 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6151 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6152 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6153 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6154 // Íàëè÷èå îðóæèÿ
6155 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6156 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6157 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6158 // Íàëè÷èå ðþêçàêà
6159 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6160 // Íàëè÷èå êðàñíîãî êëþ÷à
6161 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6162 // Íàëè÷èå çåëåíîãî êëþ÷à
6163 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6164 // Íàëè÷èå ñèíåãî êëþ÷à
6165 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6166 // Íàëè÷èå áåðñåðêà
6167 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6168 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6169 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6170 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6171 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6172 // Íàçâàíèå ìîäåëè
6173 str := utils.readStr(st);
6174 // Öâåò ìîäåëè
6175 FColor.R := utils.readByte(st);
6176 FColor.G := utils.readByte(st);
6177 FColor.B := utils.readByte(st);
6178 if (self = gPlayer1) then
6179 begin
6180 str := gPlayer1Settings.Model;
6181 FColor := gPlayer1Settings.Color;
6182 end
6183 else if (self = gPlayer2) then
6184 begin
6185 str := gPlayer2Settings.Model;
6186 FColor := gPlayer2Settings.Color;
6187 end;
6188 // Îáíîâëÿåì ìîäåëü èãðîêà
6189 SetModel(str);
6190 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6191 FModel.Color := TEAMCOLOR[FTeam]
6192 else
6193 FModel.Color := FColor;
6194 end;
6197 procedure TPlayer.AllRulez(Health: Boolean);
6198 var
6199 a: Integer;
6200 begin
6201 if Health then
6202 begin
6203 FHealth := PLAYER_HP_LIMIT;
6204 FArmor := PLAYER_AP_LIMIT;
6205 Exit;
6206 end;
6208 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6209 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6210 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6211 end;
6213 procedure TPlayer.RestoreHealthArmor();
6214 begin
6215 FHealth := PLAYER_HP_LIMIT;
6216 FArmor := PLAYER_AP_LIMIT;
6217 end;
6219 procedure TPlayer.FragCombo();
6220 var
6221 Param: Integer;
6222 begin
6223 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6224 Exit;
6225 if gTime - FLastFrag < FRAG_COMBO_TIME then
6226 begin
6227 if FFragCombo < 5 then
6228 Inc(FFragCombo);
6229 Param := FUID or (FFragCombo shl 16);
6230 if (FComboEvnt >= Low(gDelayedEvents)) and
6231 (FComboEvnt <= High(gDelayedEvents)) and
6232 gDelayedEvents[FComboEvnt].Pending and
6233 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6234 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6235 begin
6236 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6237 gDelayedEvents[FComboEvnt].DENum := Param;
6238 end
6239 else
6240 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6241 end
6242 else
6243 FFragCombo := 1;
6245 FLastFrag := gTime;
6246 end;
6248 procedure TPlayer.GiveItem(ItemType: Byte);
6249 begin
6250 case ItemType of
6251 ITEM_SUIT:
6252 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6253 begin
6254 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6255 end;
6257 ITEM_OXYGEN:
6258 if FAir < AIR_MAX then
6259 begin
6260 FAir := AIR_MAX;
6261 end;
6263 ITEM_MEDKIT_BLACK:
6264 begin
6265 if not (R_BERSERK in FRulez) then
6266 begin
6267 Include(FRulez, R_BERSERK);
6268 if FBFGFireCounter < 1 then
6269 begin
6270 FCurrWeap := WEAPON_KASTET;
6271 resetWeaponQueue();
6272 FModel.SetWeapon(WEAPON_KASTET);
6273 end;
6274 if gFlash <> 0 then
6275 Inc(FPain, 100);
6276 FBerserk := gTime+30000;
6277 end;
6278 if FHealth < PLAYER_HP_SOFT then
6279 begin
6280 FHealth := PLAYER_HP_SOFT;
6281 FBerserk := gTime+30000;
6282 end;
6283 end;
6285 ITEM_INVUL:
6286 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6287 begin
6288 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6289 end;
6291 ITEM_INVIS:
6292 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6293 begin
6294 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6295 end;
6297 ITEM_JETPACK:
6298 if FJetFuel < JET_MAX then
6299 begin
6300 FJetFuel := JET_MAX;
6301 end;
6303 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6304 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6306 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6307 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6309 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6310 ITEM_SPHERE_WHITE:
6311 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6312 begin
6313 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6314 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6315 end;
6317 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6318 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6319 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6320 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6321 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6322 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6323 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6324 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6325 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6327 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6328 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6329 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6330 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6331 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6332 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6333 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6334 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6335 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6337 ITEM_AMMO_BACKPACK:
6338 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6339 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6340 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6341 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6342 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6343 begin
6344 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6345 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6346 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6347 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6348 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6350 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6351 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6352 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6353 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6355 FRulez := FRulez + [R_ITEM_BACKPACK];
6356 end;
6358 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6359 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6360 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6362 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6363 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6365 else
6366 Exit;
6367 end;
6368 if g_Game_IsNet and g_Game_IsServer then
6369 MH_SEND_PlayerStats(FUID);
6370 end;
6372 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6373 var
6374 id, i: DWORD;
6375 Anim: TAnimation;
6376 begin
6377 if (Random(5) = 1) and (Times = 1) then
6378 Exit;
6380 if BodyInLiquid(0, 0) then
6381 begin
6382 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6383 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6384 if Random(2) = 0 then
6385 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6386 else
6387 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6388 Exit;
6389 end;
6391 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6392 begin
6393 for i := 1 to Times do
6394 begin
6395 Anim := TAnimation.Create(id, False, 3);
6396 Anim.Alpha := 150;
6397 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6398 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6399 Anim.Free();
6400 end;
6401 end;
6402 end;
6404 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6405 var
6406 id, i: DWORD;
6407 Anim: TAnimation;
6408 begin
6409 if (Random(10) = 1) and (Times = 1) then
6410 Exit;
6412 if g_Frames_Get(id, 'FRAMES_FLAME') then
6413 begin
6414 for i := 1 to Times do
6415 begin
6416 Anim := TAnimation.Create(id, False, 3);
6417 Anim.Alpha := 0;
6418 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6419 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6420 Anim.Free();
6421 end;
6422 end;
6423 end;
6425 procedure TPlayer.PauseSounds(Enable: Boolean);
6426 begin
6427 FSawSound.Pause(Enable);
6428 FSawSoundIdle.Pause(Enable);
6429 FSawSoundHit.Pause(Enable);
6430 FSawSoundSelect.Pause(Enable);
6431 FFlameSoundOn.Pause(Enable);
6432 FFlameSoundOff.Pause(Enable);
6433 FFlameSoundWork.Pause(Enable);
6434 FJetSoundFly.Pause(Enable);
6435 FJetSoundOn.Pause(Enable);
6436 FJetSoundOff.Pause(Enable);
6437 end;
6439 { T C o r p s e : }
6441 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6442 begin
6443 g_Obj_Init(@FObj);
6444 FObj.X := X;
6445 FObj.Y := Y;
6446 FObj.Rect := PLAYER_CORPSERECT;
6447 FModelName := ModelName;
6448 FMess := aMess;
6450 if FMess then
6451 begin
6452 FState := CORPSE_STATE_MESS;
6453 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6454 end
6455 else
6456 begin
6457 FState := CORPSE_STATE_NORMAL;
6458 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6459 end;
6460 end;
6462 destructor TCorpse.Destroy();
6463 begin
6464 FAnimation.Free();
6466 inherited;
6467 end;
6469 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6471 procedure TCorpse.positionChanged (); inline; begin end;
6473 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6474 begin
6475 if (dx <> 0) or (dy <> 0) then
6476 begin
6477 FObj.X += dx;
6478 FObj.Y += dy;
6479 positionChanged();
6480 end;
6481 end;
6484 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6485 begin
6486 x := FObj.X+PLAYER_CORPSERECT.X;
6487 y := FObj.Y+PLAYER_CORPSERECT.Y;
6488 w := PLAYER_CORPSERECT.Width;
6489 h := PLAYER_CORPSERECT.Height;
6490 end;
6493 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6494 var
6495 pm: TPlayerModel;
6496 Blood: TModelBlood;
6497 begin
6498 if FState = CORPSE_STATE_REMOVEME then
6499 Exit;
6501 FDamage := FDamage + Value;
6503 if FDamage > 150 then
6504 begin
6505 if FAnimation <> nil then
6506 begin
6507 FAnimation.Free();
6508 FAnimation := nil;
6510 FState := CORPSE_STATE_REMOVEME;
6512 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6513 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6514 FModelName, FColor);
6515 // Çâóê ìÿñà îò òðóïà:
6516 pm := g_PlayerModel_Get(FModelName);
6517 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6518 pm.Free;
6520 // Çëîâåùèé ñìåõ:
6521 if (gBodyKillEvent <> -1)
6522 and gDelayedEvents[gBodyKillEvent].Pending then
6523 gDelayedEvents[gBodyKillEvent].Pending := False;
6524 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6525 end;
6526 end
6527 else
6528 begin
6529 Blood := g_PlayerModel_GetBlood(FModelName);
6530 FObj.Vel.X := FObj.Vel.X + vx;
6531 FObj.Vel.Y := FObj.Vel.Y + vy;
6532 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6533 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6534 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6535 Blood.R, Blood.G, Blood.B, Blood.Kind);
6536 end;
6537 end;
6539 procedure TCorpse.Draw();
6540 begin
6541 if FState = CORPSE_STATE_REMOVEME then
6542 Exit;
6544 if FAnimation <> nil then
6545 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6547 if FAnimationMask <> nil then
6548 begin
6549 e_Colors := FColor;
6550 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6551 e_Colors.R := 255;
6552 e_Colors.G := 255;
6553 e_Colors.B := 255;
6554 end;
6555 end;
6557 procedure TCorpse.Update();
6558 var
6559 st: Word;
6560 begin
6561 if FState = CORPSE_STATE_REMOVEME then
6562 Exit;
6564 if gTime mod (GAME_TICK*2) <> 0 then
6565 begin
6566 g_Obj_Move(@FObj, True, True, True);
6567 positionChanged(); // this updates spatial accelerators
6568 Exit;
6569 end;
6571 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6572 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6574 st := g_Obj_Move(@FObj, True, True, True);
6575 positionChanged(); // this updates spatial accelerators
6577 if WordBool(st and MOVE_FALLOUT) then
6578 begin
6579 FState := CORPSE_STATE_REMOVEME;
6580 Exit;
6581 end;
6583 if FAnimation <> nil then
6584 FAnimation.Update();
6585 if FAnimationMask <> nil then
6586 FAnimationMask.Update();
6587 end;
6590 procedure TCorpse.SaveState (st: TStream);
6591 var
6592 anim: Boolean;
6593 begin
6594 assert(st <> nil);
6596 // Ñèãíàòóðà òðóïà
6597 utils.writeSign(st, 'CORP');
6598 utils.writeInt(st, Byte(0));
6599 // Ñîñòîÿíèå
6600 utils.writeInt(st, Byte(FState));
6601 // Íàêîïëåííûé óðîí
6602 utils.writeInt(st, Byte(FDamage));
6603 // Öâåò
6604 utils.writeInt(st, Byte(FColor.R));
6605 utils.writeInt(st, Byte(FColor.G));
6606 utils.writeInt(st, Byte(FColor.B));
6607 // Îáúåêò òðóïà
6608 Obj_SaveState(st, @FObj);
6609 utils.writeInt(st, Word(FPlayerUID));
6610 // Åñòü ëè àíèìàöèÿ
6611 anim := (FAnimation <> nil);
6612 utils.writeBool(st, anim);
6613 // Åñëè åñòü - ñîõðàíÿåì
6614 if anim then FAnimation.SaveState(st);
6615 // Åñòü ëè ìàñêà àíèìàöèè
6616 anim := (FAnimationMask <> nil);
6617 utils.writeBool(st, anim);
6618 // Åñëè åñòü - ñîõðàíÿåì
6619 if anim then FAnimationMask.SaveState(st);
6620 end;
6623 procedure TCorpse.LoadState (st: TStream);
6624 var
6625 anim: Boolean;
6626 begin
6627 assert(st <> nil);
6629 // Ñèãíàòóðà òðóïà
6630 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6631 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6632 // Ñîñòîÿíèå
6633 FState := utils.readByte(st);
6634 // Íàêîïëåííûé óðîí
6635 FDamage := utils.readByte(st);
6636 // Öâåò
6637 FColor.R := utils.readByte(st);
6638 FColor.G := utils.readByte(st);
6639 FColor.B := utils.readByte(st);
6640 // Îáúåêò òðóïà
6641 Obj_LoadState(@FObj, st);
6642 FPlayerUID := utils.readWord(st);
6643 // Åñòü ëè àíèìàöèÿ
6644 anim := utils.readBool(st);
6645 // Åñëè åñòü - çàãðóæàåì
6646 if anim then
6647 begin
6648 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6649 FAnimation.LoadState(st);
6650 end;
6651 // Åñòü ëè ìàñêà àíèìàöèè
6652 anim := utils.readBool(st);
6653 // Åñëè åñòü - çàãðóæàåì
6654 if anim then
6655 begin
6656 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6657 FAnimationMask.LoadState(st);
6658 end;
6659 end;
6661 { T B o t : }
6663 constructor TBot.Create();
6664 var
6665 a: Integer;
6666 begin
6667 inherited Create();
6669 FPhysics := True;
6670 FSpectator := False;
6671 FGhost := False;
6673 FIamBot := True;
6675 Inc(gNumBots);
6677 for a := WP_FIRST to WP_LAST do
6678 begin
6679 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6680 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6681 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6682 end;
6683 end;
6685 destructor TBot.Destroy();
6686 begin
6687 Dec(gNumBots);
6688 inherited Destroy();
6689 end;
6691 procedure TBot.Draw();
6692 begin
6693 inherited Draw();
6695 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6696 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6697 end;
6699 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6700 begin
6701 inherited Respawn(Silent, Force);
6703 FAIFlags := nil;
6704 FSelectedWeapon := FCurrWeap;
6705 resetWeaponQueue();
6706 FTargetUID := 0;
6707 end;
6709 procedure TBot.UpdateCombat();
6710 type
6711 TTarget = record
6712 UID: Word;
6713 X, Y: Integer;
6714 Rect: TRectWH;
6715 cX, cY: Integer;
6716 Dist: Word;
6717 Line: Boolean;
6718 Visible: Boolean;
6719 IsPlayer: Boolean;
6720 end;
6722 TTargetRecord = array of TTarget;
6724 function Compare(a, b: TTarget): Integer;
6725 begin
6726 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6727 Result := -1
6728 else
6729 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6730 Result := 1
6731 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6732 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6733 begin
6734 if a.Dist > b.Dist then // B áëèæå
6735 Result := 1
6736 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6737 Result := -1;
6738 end
6739 else // Ñòðàííî -> A
6740 Result := -1;
6741 end;
6743 var
6744 a, x1, y1, x2, y2: Integer;
6745 targets: TTargetRecord;
6746 ammo: Word;
6747 Target, BestTarget: TTarget;
6748 firew, fireh: Integer;
6749 angle: SmallInt;
6750 mon: TMonster;
6751 pla, tpla: TPlayer;
6752 vsPlayer, vsMonster, ok: Boolean;
6755 function monsUpdate (mon: TMonster): Boolean;
6756 begin
6757 result := false; // don't stop
6758 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6759 begin
6760 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6762 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6763 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6765 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6766 if g_TraceVector(x1, y1, x2, y2) then
6767 begin
6768 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6769 SetLength(targets, Length(targets)+1);
6770 with targets[High(targets)] do
6771 begin
6772 UID := mon.UID;
6773 X := mon.Obj.X;
6774 Y := mon.Obj.Y;
6775 cX := x2;
6776 cY := y2;
6777 Rect := mon.Obj.Rect;
6778 Dist := g_PatchLength(x1, y1, x2, y2);
6779 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6780 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6781 Visible := True;
6782 IsPlayer := False;
6783 end;
6784 end;
6785 end;
6786 end;
6788 begin
6789 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6790 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6792 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6793 if FCurrWeap <> FSelectedWeapon then
6794 NextWeapon();
6796 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6797 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6798 begin
6799 RemoveAIFlag('NEEDFIRE');
6801 case FCurrWeap of
6802 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6803 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6804 else PressKey(KEY_FIRE);
6805 end;
6806 end;
6808 // Êîîðäèíàòû ñòâîëà:
6809 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6810 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6812 Target.UID := FTargetUID;
6814 ok := False;
6815 if Target.UID <> 0 then
6816 begin // Öåëü åñòü - íàñòðàèâàåì
6817 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6818 vsPlayer then
6819 begin // Èãðîê
6820 tpla := g_Player_Get(Target.UID);
6821 if tpla <> nil then
6822 with tpla do
6823 begin
6824 if (@FObj) <> nil then
6825 begin
6826 Target.X := FObj.X;
6827 Target.Y := FObj.Y;
6828 end;
6829 end;
6831 Target.cX := Target.X + PLAYER_RECT_CX;
6832 Target.cY := Target.Y + PLAYER_RECT_CY;
6833 Target.Rect := PLAYER_RECT;
6834 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6835 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6836 (y1-4 > Target.Y+PLAYER_RECT.Y);
6837 Target.IsPlayer := True;
6838 ok := True;
6839 end
6840 else
6841 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6842 vsMonster then
6843 begin // Ìîíñòð
6844 mon := g_Monsters_ByUID(Target.UID);
6845 if mon <> nil then
6846 begin
6847 Target.X := mon.Obj.X;
6848 Target.Y := mon.Obj.Y;
6850 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6851 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6852 Target.Rect := mon.Obj.Rect;
6853 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6854 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6855 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6856 Target.IsPlayer := False;
6857 ok := True;
6858 end;
6859 end;
6860 end;
6862 if not ok then
6863 begin // Öåëè íåò - îáíóëÿåì
6864 Target.X := 0;
6865 Target.Y := 0;
6866 Target.cX := 0;
6867 Target.cY := 0;
6868 Target.Visible := False;
6869 Target.Line := False;
6870 Target.IsPlayer := False;
6871 end;
6873 targets := nil;
6875 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6876 if (not Target.Line) or (not Target.Visible) then
6877 begin
6878 // Èãðîêè:
6879 if vsPlayer then
6880 for a := 0 to High(gPlayers) do
6881 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6882 (gPlayers[a].FUID <> FUID) and
6883 (not SameTeam(FUID, gPlayers[a].FUID)) and
6884 (not gPlayers[a].NoTarget) and
6885 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6886 begin
6887 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6888 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6889 Continue;
6891 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6892 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6894 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6895 if g_TraceVector(x1, y1, x2, y2) then
6896 begin
6897 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6898 SetLength(targets, Length(targets)+1);
6899 with targets[High(targets)] do
6900 begin
6901 UID := gPlayers[a].FUID;
6902 X := gPlayers[a].FObj.X;
6903 Y := gPlayers[a].FObj.Y;
6904 cX := x2;
6905 cY := y2;
6906 Rect := PLAYER_RECT;
6907 Dist := g_PatchLength(x1, y1, x2, y2);
6908 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6909 (y1-4 > Target.Y+PLAYER_RECT.Y);
6910 Visible := True;
6911 IsPlayer := True;
6912 end;
6913 end;
6914 end;
6916 // Ìîíñòðû:
6917 if vsMonster then g_Mons_ForEach(monsUpdate);
6918 end;
6920 // Åñëè åñòü âîçìîæíûå öåëè:
6921 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6922 if targets <> nil then
6923 begin
6924 // Âûáèðàåì íàèëó÷øóþ öåëü:
6925 BestTarget := targets[0];
6926 if Length(targets) > 1 then
6927 for a := 1 to High(targets) do
6928 if Compare(BestTarget, targets[a]) = 1 then
6929 BestTarget := targets[a];
6931 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6932 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6933 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6934 begin
6935 Target := BestTarget;
6937 if (Healthy() = 3) or ((Healthy() = 2)) then
6938 begin // Åñëè çäîðîâû - äîãîíÿåì
6939 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6940 SetAIFlag('GORIGHT', '1');
6941 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6942 SetAIFlag('GOLEFT', '1');
6943 end
6944 else
6945 begin // Åñëè ïîáèòû - óáåãàåì
6946 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6947 SetAIFlag('GORIGHT', '1');
6948 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6949 SetAIFlag('GOLEFT', '1');
6950 end;
6952 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6953 SelectWeapon(Abs(x1-Target.cX));
6954 end;
6955 end;
6957 // Åñëè åñòü öåëü:
6958 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6959 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6960 if Target.UID <> 0 then
6961 begin
6962 if not TargetOnScreen(Target.X + Target.Rect.X,
6963 Target.Y + Target.Rect.Y) then
6964 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6965 if (Healthy() = 3) or ((Healthy() = 2)) then
6966 begin // Åñëè çäîðîâû - äîãîíÿåì
6967 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6968 SetAIFlag('GORIGHT', '1');
6969 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6970 SetAIFlag('GOLEFT', '1');
6971 end
6972 else
6973 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6974 Target.UID := 0;
6975 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6976 SetAIFlag('GORIGHT', '1');
6977 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6978 SetAIFlag('GOLEFT', '1');
6979 end;
6980 end
6981 else
6982 begin // Öåëü ïîêà íà "ýêðàíå"
6983 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6984 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6985 FLastVisible := gTime;
6986 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6987 if (Abs(FObj.Y-Target.Y) <= 128) then
6988 begin
6989 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6990 SetAIFlag('GORIGHT', '1');
6991 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6992 SetAIFlag('GOLEFT', '1');
6993 end;
6994 end;
6996 // Âûáèðàåì óãîë ââåðõ:
6997 if FDirection = TDirection.D_LEFT then
6998 angle := ANGLE_LEFTUP
6999 else
7000 angle := ANGLE_RIGHTUP;
7002 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7003 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7005 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7006 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7007 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7008 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7009 Target.Rect.Width, Target.Rect.Height) and
7010 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7011 begin // òî íóæíî ñòðåëÿòü ââåðõ
7012 SetAIFlag('NEEDFIRE', '1');
7013 SetAIFlag('NEEDSEEUP', '1');
7014 end;
7016 // Âûáèðàåì óãîë âíèç:
7017 if FDirection = TDirection.D_LEFT then
7018 angle := ANGLE_LEFTDOWN
7019 else
7020 angle := ANGLE_RIGHTDOWN;
7022 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7023 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7025 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7026 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7027 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7028 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7029 Target.Rect.Width, Target.Rect.Height) and
7030 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7031 begin // òî íóæíî ñòðåëÿòü âíèç
7032 SetAIFlag('NEEDFIRE', '1');
7033 SetAIFlag('NEEDSEEDOWN', '1');
7034 end;
7036 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7037 if Target.Visible and
7038 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7039 (y1-4 > Target.Y+Target.Rect.Y) then
7040 begin
7041 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7042 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7043 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7044 begin // òî íóæíî ñòðåëÿòü âïåðåä
7045 SetAIFlag('NEEDFIRE', '1');
7046 SetAIFlag('NEEDSEEDOWN', '');
7047 SetAIFlag('NEEDSEEUP', '');
7048 end;
7049 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7050 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7051 if GetRnd(FDifficult.CloseJump) then
7052 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7053 if Abs(FObj.X-Target.X) < 128 then
7054 a := 4
7055 else
7056 a := 30;
7057 if Random(a) = 0 then
7058 SetAIFlag('NEEDJUMP', '1');
7059 end;
7060 end;
7062 // Åñëè öåëü âñå åùå åñòü:
7063 if Target.UID <> 0 then
7064 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7065 Target.UID := 0 // òî çàáûòü öåëü
7066 else // Åñëè âèäåëè íåäàâíî
7067 begin // íî öåëü óáèëè
7068 if Target.IsPlayer then
7069 begin // Öåëü - èãðîê
7070 pla := g_Player_Get(Target.UID);
7071 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7072 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7073 Target.UID := 0; // òî çàáûòü öåëü
7074 end
7075 else
7076 begin // Öåëü - ìîíñòð
7077 mon := g_Monsters_ByUID(Target.UID);
7078 if (mon = nil) or (not mon.alive) then
7079 Target.UID := 0; // òî çàáûòü öåëü
7080 end;
7081 end;
7082 end; // if Target.UID <> 0
7084 FTargetUID := Target.UID;
7086 // Åñëè âîçìîæíûõ öåëåé íåò:
7087 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7088 if targets = nil then
7089 if GetAIFlag('ATTACKLEFT') <> '' then
7090 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7091 RemoveAIFlag('ATTACKLEFT');
7093 SetAIFlag('NEEDJUMP', '1');
7095 if RunDirection() = TDirection.D_RIGHT then
7096 begin // Èäåì íå â òó ñòîðîíó
7097 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7098 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7099 SetAIFlag('NEEDFIRE', '1');
7100 SetAIFlag('GOLEFT', '1');
7101 end;
7102 end
7103 else
7104 begin // Èäåì â íóæíóþ ñòîðîíó
7105 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7106 SetAIFlag('NEEDFIRE', '1');
7107 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7108 SetAIFlag('GORIGHT', '1');
7109 end;
7110 end
7111 else
7112 if GetAIFlag('ATTACKRIGHT') <> '' then
7113 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7114 RemoveAIFlag('ATTACKRIGHT');
7116 SetAIFlag('NEEDJUMP', '1');
7118 if RunDirection() = TDirection.D_LEFT then
7119 begin // Èäåì íå â òó ñòîðîíó
7120 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7121 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7122 SetAIFlag('NEEDFIRE', '1');
7123 SetAIFlag('GORIGHT', '1');
7124 end;
7125 end
7126 else
7127 begin
7128 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7129 SetAIFlag('NEEDFIRE', '1');
7130 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7131 SetAIFlag('GOLEFT', '1');
7132 end;
7133 end;
7135 //HACK! (does it belongs there?)
7136 RealizeCurrentWeapon();
7138 // Åñëè åñòü âîçìîæíûå öåëè:
7139 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7140 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7141 for a := 0 to High(targets) do
7142 begin
7143 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7144 if GetRnd(FDifficult.DiagFire) then
7145 begin
7146 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7147 if FDirection = TDirection.D_LEFT then
7148 angle := ANGLE_LEFTUP
7149 else
7150 angle := ANGLE_RIGHTUP;
7152 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7153 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7155 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7156 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7157 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7158 targets[a].Rect.Width, targets[a].Rect.Height) and
7159 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7160 begin
7161 SetAIFlag('NEEDFIRE', '1');
7162 SetAIFlag('NEEDSEEUP', '1');
7163 end;
7165 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7166 if FDirection = TDirection.D_LEFT then
7167 angle := ANGLE_LEFTDOWN
7168 else
7169 angle := ANGLE_RIGHTDOWN;
7171 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7172 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7174 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7175 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7176 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7177 targets[a].Rect.Width, targets[a].Rect.Height) and
7178 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7179 begin
7180 SetAIFlag('NEEDFIRE', '1');
7181 SetAIFlag('NEEDSEEDOWN', '1');
7182 end;
7183 end;
7185 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7186 if targets[a].Line and targets[a].Visible and
7187 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7188 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7189 begin
7190 SetAIFlag('NEEDFIRE', '1');
7191 Break;
7192 end;
7193 end;
7195 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7196 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7197 PLAYER_RECT.Width, PLAYER_RECT.Height,
7198 40+GetInterval(FDifficult.Cover, 40)) then
7199 SetAIFlag('NEEDJUMP', '1');
7201 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7202 ammo := GetAmmoByWeapon(FCurrWeap);
7203 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7204 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7205 (ammo = 0) then
7206 SetAIFlag('SELECTWEAPON', '1');
7208 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7209 if GetAIFlag('SELECTWEAPON') = '1' then
7210 begin
7211 SelectWeapon(-1);
7212 RemoveAIFlag('SELECTWEAPON');
7213 end;
7214 end;
7216 procedure TBot.Update();
7217 var
7218 EnableAI: Boolean;
7219 begin
7220 if not FAlive then
7221 begin // Respawn
7222 ReleaseKeys();
7223 PressKey(KEY_UP);
7224 end
7225 else
7226 begin
7227 EnableAI := True;
7229 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7230 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7231 EnableAI := False;
7232 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7233 EnableAI := False;
7234 if g_debug_BotAIOff = 3 then
7235 EnableAI := False;
7237 if EnableAI then
7238 begin
7239 UpdateMove();
7240 UpdateCombat();
7241 end
7242 else
7243 begin
7244 RealizeCurrentWeapon();
7245 end;
7246 end;
7248 inherited Update();
7249 end;
7251 procedure TBot.ReleaseKey(Key: Byte);
7252 begin
7253 with FKeys[Key] do
7254 begin
7255 Pressed := False;
7256 Time := 0;
7257 end;
7258 end;
7260 function TBot.KeyPressed(Key: Word): Boolean;
7261 begin
7262 Result := FKeys[Key].Pressed;
7263 end;
7265 function TBot.GetAIFlag(aName: String20): String20;
7266 var
7267 a: Integer;
7268 begin
7269 Result := '';
7271 aName := LowerCase(aName);
7273 if FAIFlags <> nil then
7274 for a := 0 to High(FAIFlags) do
7275 if LowerCase(FAIFlags[a].Name) = aName then
7276 begin
7277 Result := FAIFlags[a].Value;
7278 Break;
7279 end;
7280 end;
7282 procedure TBot.RemoveAIFlag(aName: String20);
7283 var
7284 a, b: Integer;
7285 begin
7286 if FAIFlags = nil then Exit;
7288 aName := LowerCase(aName);
7290 for a := 0 to High(FAIFlags) do
7291 if LowerCase(FAIFlags[a].Name) = aName then
7292 begin
7293 if a <> High(FAIFlags) then
7294 for b := a to High(FAIFlags)-1 do
7295 FAIFlags[b] := FAIFlags[b+1];
7297 SetLength(FAIFlags, Length(FAIFlags)-1);
7298 Break;
7299 end;
7300 end;
7302 procedure TBot.SetAIFlag(aName, fValue: String20);
7303 var
7304 a: Integer;
7305 ok: Boolean;
7306 begin
7307 a := 0;
7308 ok := False;
7310 aName := LowerCase(aName);
7312 if FAIFlags <> nil then
7313 for a := 0 to High(FAIFlags) do
7314 if LowerCase(FAIFlags[a].Name) = aName then
7315 begin
7316 ok := True;
7317 Break;
7318 end;
7320 if ok then FAIFlags[a].Value := fValue
7321 else
7322 begin
7323 SetLength(FAIFlags, Length(FAIFlags)+1);
7324 with FAIFlags[High(FAIFlags)] do
7325 begin
7326 Name := aName;
7327 Value := fValue;
7328 end;
7329 end;
7330 end;
7332 procedure TBot.UpdateMove;
7334 procedure GoLeft(Time: Word = 1);
7335 begin
7336 ReleaseKey(KEY_LEFT);
7337 ReleaseKey(KEY_RIGHT);
7338 PressKey(KEY_LEFT, Time);
7339 SetDirection(TDirection.D_LEFT);
7340 end;
7342 procedure GoRight(Time: Word = 1);
7343 begin
7344 ReleaseKey(KEY_LEFT);
7345 ReleaseKey(KEY_RIGHT);
7346 PressKey(KEY_RIGHT, Time);
7347 SetDirection(TDirection.D_RIGHT);
7348 end;
7350 function Rnd(a: Word): Boolean;
7351 begin
7352 Result := Random(a) = 0;
7353 end;
7355 procedure Turn(Time: Word = 1200);
7356 begin
7357 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7358 end;
7360 procedure Stop();
7361 begin
7362 ReleaseKey(KEY_LEFT);
7363 ReleaseKey(KEY_RIGHT);
7364 end;
7366 function CanRunLeft(): Boolean;
7367 begin
7368 Result := not CollideLevel(-1, 0);
7369 end;
7371 function CanRunRight(): Boolean;
7372 begin
7373 Result := not CollideLevel(1, 0);
7374 end;
7376 function CanRun(): Boolean;
7377 begin
7378 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7379 end;
7381 procedure Jump(Time: Word = 30);
7382 begin
7383 PressKey(KEY_JUMP, Time);
7384 end;
7386 function NearHole(): Boolean;
7387 var
7388 x, sx: Integer;
7389 begin
7390 { TODO 5 : Ëåñòíèöû }
7391 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7392 for x := 1 to PLAYER_RECT.Width do
7393 if (not StayOnStep(x*sx, 0)) and
7394 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7395 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7396 begin
7397 Result := True;
7398 Exit;
7399 end;
7401 Result := False;
7402 end;
7404 function BorderHole(): Boolean;
7405 var
7406 x, sx, xx: Integer;
7407 begin
7408 { TODO 5 : Ëåñòíèöû }
7409 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7410 for x := 1 to PLAYER_RECT.Width do
7411 if (not StayOnStep(x*sx, 0)) and
7412 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7413 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7414 begin
7415 for xx := x to x+32 do
7416 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7417 begin
7418 Result := True;
7419 Exit;
7420 end;
7421 end;
7423 Result := False;
7424 end;
7426 function NearDeepHole(): Boolean;
7427 var
7428 x, sx, y: Integer;
7429 begin
7430 Result := False;
7432 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7433 y := 3;
7435 for x := 1 to PLAYER_RECT.Width do
7436 if (not StayOnStep(x*sx, 0)) and
7437 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7438 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7439 begin
7440 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7441 begin
7442 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7443 y := y+1;
7444 end;
7446 Result := True;
7447 end else Result := False;
7448 end;
7450 function OverDeepHole(): Boolean;
7451 var
7452 y: Integer;
7453 begin
7454 Result := False;
7456 y := 1;
7457 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7458 begin
7459 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7460 y := y+1;
7461 end;
7463 Result := True;
7464 end;
7466 function OnGround(): Boolean;
7467 begin
7468 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7469 end;
7471 function OnLadder(): Boolean;
7472 begin
7473 Result := FullInStep(0, 0);
7474 end;
7476 function BelowLadder(): Boolean;
7477 begin
7478 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7479 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7480 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7481 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7482 end;
7484 function BelowLiftUp(): Boolean;
7485 begin
7486 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7487 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7488 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7489 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7490 end;
7492 function OnTopLift(): Boolean;
7493 begin
7494 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7495 end;
7497 function CanJumpOver(): Boolean;
7498 var
7499 sx, y: Integer;
7500 begin
7501 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7503 Result := False;
7505 if not CollideLevel(sx, 0) then Exit;
7507 for y := 1 to BOT_MAXJUMP do
7508 if CollideLevel(0, -y) then Exit else
7509 if not CollideLevel(sx, -y) then
7510 begin
7511 Result := True;
7512 Exit;
7513 end;
7514 end;
7516 function CanJumpUp(Dist: ShortInt): Boolean;
7517 var
7518 y, yy: Integer;
7519 c: Boolean;
7520 begin
7521 Result := False;
7523 if CollideLevel(Dist, 0) then Exit;
7525 c := False;
7526 for y := 0 to BOT_MAXJUMP do
7527 if CollideLevel(Dist, -y) then
7528 begin
7529 c := True;
7530 Break;
7531 end;
7533 if not c then Exit;
7535 c := False;
7536 for yy := y+1 to BOT_MAXJUMP do
7537 if not CollideLevel(Dist, -yy) then
7538 begin
7539 c := True;
7540 Break;
7541 end;
7543 if not c then Exit;
7545 c := False;
7546 for y := 0 to BOT_MAXJUMP do
7547 if CollideLevel(0, -y) then
7548 begin
7549 c := True;
7550 Break;
7551 end;
7553 if c then Exit;
7555 if y < yy then Exit;
7557 Result := True;
7558 end;
7560 function IsSafeTrigger(): Boolean;
7561 var
7562 a: Integer;
7563 begin
7564 Result := True;
7565 if gTriggers = nil then
7566 Exit;
7567 for a := 0 to High(gTriggers) do
7568 if Collide(gTriggers[a].X,
7569 gTriggers[a].Y,
7570 gTriggers[a].Width,
7571 gTriggers[a].Height) and
7572 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7573 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7574 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7575 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7576 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7577 Result := False;
7578 end;
7580 begin
7581 // Âîçìîæíî, íàæèìàåì êíîïêó:
7582 if Rnd(16) and IsSafeTrigger() then
7583 PressKey(KEY_OPEN);
7585 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7586 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7587 begin
7588 ReleaseKey(KEY_LEFT);
7589 ReleaseKey(KEY_RIGHT);
7590 Jump();
7591 end;
7593 // Èäåì âëåâî, åñëè íàäî áûëî:
7594 if GetAIFlag('GOLEFT') <> '' then
7595 begin
7596 RemoveAIFlag('GOLEFT');
7597 if CanRunLeft() then
7598 GoLeft(360);
7599 end;
7601 // Èäåì âïðàâî, åñëè íàäî áûëî:
7602 if GetAIFlag('GORIGHT') <> '' then
7603 begin
7604 RemoveAIFlag('GORIGHT');
7605 if CanRunRight() then
7606 GoRight(360);
7607 end;
7609 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7610 if FObj.X < -32 then
7611 GoRight(360)
7612 else
7613 if FObj.X+32 > gMapInfo.Width then
7614 GoLeft(360);
7616 // Ïðûãàåì, åñëè íàäî áûëî:
7617 if GetAIFlag('NEEDJUMP') <> '' then
7618 begin
7619 Jump(0);
7620 RemoveAIFlag('NEEDJUMP');
7621 end;
7623 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7624 if GetAIFlag('NEEDSEEUP') <> '' then
7625 begin
7626 ReleaseKey(KEY_UP);
7627 ReleaseKey(KEY_DOWN);
7628 PressKey(KEY_UP, 20);
7629 RemoveAIFlag('NEEDSEEUP');
7630 end;
7632 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7633 if GetAIFlag('NEEDSEEDOWN') <> '' then
7634 begin
7635 ReleaseKey(KEY_UP);
7636 ReleaseKey(KEY_DOWN);
7637 PressKey(KEY_DOWN, 20);
7638 RemoveAIFlag('NEEDSEEDOWN');
7639 end;
7641 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7642 if GetAIFlag('GOINHOLE') <> '' then
7643 if not OnGround() then
7644 begin
7645 ReleaseKey(KEY_LEFT);
7646 ReleaseKey(KEY_RIGHT);
7647 RemoveAIFlag('GOINHOLE');
7648 SetAIFlag('FALLINHOLE', '1');
7649 end;
7651 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7652 if GetAIFlag('FALLINHOLE') <> '' then
7653 if OnGround() then
7654 RemoveAIFlag('FALLINHOLE');
7656 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7657 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7658 if GetAIFlag('FALLINHOLE') = '' then
7659 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7660 if Rnd(2) then
7661 GoLeft(360)
7662 else
7663 GoRight(360);
7665 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7666 if OnGround() and
7667 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7668 Rnd(8) then
7669 Jump();
7671 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7672 if OnGround() and NearHole() then
7673 if NearDeepHole() then // Åñëè ýòî áåçäíà
7674 case Random(6) of
7675 0..3: Turn(); // Áåæèì îáðàòíî
7676 4: Jump(); // Ïðûãàåì
7677 5: begin // Ïðûãàåì îáðàòíî
7678 Turn();
7679 Jump();
7680 end;
7681 end
7682 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7683 if GetAIFlag('GOINHOLE') = '' then
7684 case Random(6) of
7685 0: Turn(); // Íå íóæíî òóäà
7686 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7687 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7688 if BorderHole() then
7689 SetAIFlag('GOINHOLE', '1');
7690 end;
7692 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7693 if (not CanRun()) and OnGround() then
7694 begin
7695 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7696 if CanJumpOver() or OnLadder() then
7697 Jump()
7698 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7699 if Random(2) = 0 then
7700 begin
7701 if IsSafeTrigger() then
7702 PressKey(KEY_OPEN);
7703 end else
7704 Turn();
7705 end;
7707 // Îñòàëîñü ìàëî âîçäóõà:
7708 if FAir < 36 * 2 then
7709 Jump(20);
7711 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7712 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7713 if BodyInAcid(0, 0) then
7714 Jump();
7715 end;
7717 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7718 begin
7719 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7720 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7721 end;
7723 {function TBot.NeedItem(Item: Byte): Byte;
7724 begin
7725 Result := 4;
7726 end;}
7728 procedure TBot.SelectWeapon(Dist: Integer);
7729 var
7730 a: Integer;
7732 function HaveAmmo(weapon: Byte): Boolean;
7733 begin
7734 case weapon of
7735 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7736 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7737 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7738 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7739 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7740 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7741 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7742 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7743 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7744 else Result := True;
7745 end;
7746 end;
7748 begin
7749 if Dist = -1 then Dist := BOT_LONGDIST;
7751 if Dist > BOT_LONGDIST then
7752 begin // Äàëüíèé áîé
7753 for a := 0 to 9 do
7754 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7755 begin
7756 FSelectedWeapon := FDifficult.WeaponPrior[a];
7757 Break;
7758 end;
7759 end
7760 else //if Dist > BOT_UNSAFEDIST then
7761 begin // Áëèæíèé áîé
7762 for a := 0 to 9 do
7763 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7764 begin
7765 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7766 Break;
7767 end;
7768 end;
7769 { else
7770 begin
7771 for a := 0 to 9 do
7772 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7773 begin
7774 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7775 Break;
7776 end;
7777 end;}
7778 end;
7780 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7781 begin
7782 Result := inherited PickItem(ItemType, force, remove);
7784 if Result then SetAIFlag('SELECTWEAPON', '1');
7785 end;
7787 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7788 begin
7789 Result := inherited Heal(value, Soft);
7790 end;
7792 function TBot.Healthy(): Byte;
7793 begin
7794 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7795 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7796 else if (FHealth > 50) then Result := 2
7797 else if (FHealth > 20) then Result := 1
7798 else Result := 0;
7799 end;
7801 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7802 begin
7803 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7804 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7805 end;
7807 procedure TBot.OnDamage(Angle: SmallInt);
7808 var
7809 pla: TPlayer;
7810 mon: TMonster;
7811 ok: Boolean;
7812 begin
7813 inherited;
7815 if (Angle = 0) or (Angle = 180) then
7816 begin
7817 ok := False;
7818 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7819 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7820 begin // Èãðîê
7821 pla := g_Player_Get(FLastSpawnerUID);
7822 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7823 pla.FObj.Y + PLAYER_RECT.Y);
7824 end
7825 else
7826 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7827 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7828 begin // Ìîíñòð
7829 mon := g_Monsters_ByUID(FLastSpawnerUID);
7830 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7831 mon.Obj.Y + mon.Obj.Rect.Y);
7832 end;
7834 if ok then
7835 if Angle = 0 then
7836 SetAIFlag('ATTACKLEFT', '1')
7837 else
7838 SetAIFlag('ATTACKRIGHT', '1');
7839 end;
7840 end;
7842 function TBot.RunDirection(): TDirection;
7843 begin
7844 if Abs(Vel.X) >= 1 then
7845 begin
7846 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7847 end else
7848 Result := FDirection;
7849 end;
7851 function TBot.GetRnd(a: Byte): Boolean;
7852 begin
7853 if a = 0 then Result := False
7854 else if a = 255 then Result := True
7855 else Result := Random(256) > 255-a;
7856 end;
7858 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7859 begin
7860 Result := Round((255-a)/255*radius*(Random(2)-1));
7861 end;
7864 procedure TDifficult.save (st: TStream);
7865 begin
7866 utils.writeInt(st, Byte(DiagFire));
7867 utils.writeInt(st, Byte(InvisFire));
7868 utils.writeInt(st, Byte(DiagPrecision));
7869 utils.writeInt(st, Byte(FlyPrecision));
7870 utils.writeInt(st, Byte(Cover));
7871 utils.writeInt(st, Byte(CloseJump));
7872 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7873 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7874 end;
7876 procedure TDifficult.load (st: TStream);
7877 begin
7878 DiagFire := utils.readByte(st);
7879 InvisFire := utils.readByte(st);
7880 DiagPrecision := utils.readByte(st);
7881 FlyPrecision := utils.readByte(st);
7882 Cover := utils.readByte(st);
7883 CloseJump := utils.readByte(st);
7884 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7885 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7886 end;
7889 procedure TBot.SaveState (st: TStream);
7890 var
7891 i: Integer;
7892 dw: Integer;
7893 begin
7894 inherited SaveState(st);
7895 utils.writeSign(st, 'BOT0');
7896 // Âûáðàííîå îðóæèå
7897 utils.writeInt(st, Byte(FSelectedWeapon));
7898 // UID öåëè
7899 utils.writeInt(st, Word(FTargetUID));
7900 // Âðåìÿ ïîòåðè öåëè
7901 utils.writeInt(st, LongWord(FLastVisible));
7902 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7903 dw := Length(FAIFlags);
7904 utils.writeInt(st, LongInt(dw));
7905 // Ôëàãè ÈÈ
7906 for i := 0 to dw-1 do
7907 begin
7908 utils.writeStr(st, FAIFlags[i].Name, 20);
7909 utils.writeStr(st, FAIFlags[i].Value, 20);
7910 end;
7911 // Íàñòðîéêè ñëîæíîñòè
7912 FDifficult.save(st);
7913 end;
7916 procedure TBot.LoadState (st: TStream);
7917 var
7918 i: Integer;
7919 dw: Integer;
7920 begin
7921 inherited LoadState(st);
7922 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7923 // Âûáðàííîå îðóæèå
7924 FSelectedWeapon := utils.readByte(st);
7925 // UID öåëè
7926 FTargetUID := utils.readWord(st);
7927 // Âðåìÿ ïîòåðè öåëè
7928 FLastVisible := utils.readLongWord(st);
7929 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7930 dw := utils.readLongInt(st);
7931 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7932 SetLength(FAIFlags, dw);
7933 // Ôëàãè ÈÈ
7934 for i := 0 to dw-1 do
7935 begin
7936 FAIFlags[i].Name := utils.readStr(st, 20);
7937 FAIFlags[i].Value := utils.readStr(st, 20);
7938 end;
7939 // Íàñòðîéêè ñëîæíîñòè
7940 FDifficult.load(st);
7941 end;
7944 begin
7945 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7946 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7947 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
7948 end.