DEADSOFTWARE

Added support OpenGL ES 1.1 through nanoGL (have some bugs) and fix build for ARM
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 public
235 FDamageBuffer: Integer;
237 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
238 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
239 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
240 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
241 FBerserk: Integer;
242 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
243 FReloading: Array [WP_FIRST..WP_LAST] of Word;
244 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
245 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
246 FColor: TRGB;
247 FPreferredTeam: Byte;
248 FSpectator: Boolean;
249 FNoRespawn: Boolean;
250 FWantsInGame: Boolean;
251 FGhost: Boolean;
252 FPhysics: Boolean;
253 FJetpack: Boolean;
254 FActualModelName: string;
255 FClientID: SmallInt;
256 FPing: Word;
257 FLoss: Byte;
258 FDummy: Boolean;
259 FFireTime: Integer;
261 // debug: viewport offset
262 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
264 function isValidViewPort (): Boolean; inline;
266 constructor Create(); virtual;
267 destructor Destroy(); override;
268 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
269 function GetRespawnPoint(): Byte;
270 procedure PressKey(Key: Byte; Time: Word = 1);
271 procedure ReleaseKeys();
272 procedure SetModel(ModelName: String);
273 procedure SetColor(Color: TRGB);
274 procedure SetWeapon(W: Byte);
275 function IsKeyPressed(K: Byte): Boolean;
276 function GetKeys(): Byte;
277 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
278 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
279 function Collide(Panel: TPanel): Boolean; overload;
280 function Collide(X, Y: Integer): Boolean; overload;
281 procedure SetDirection(Direction: TDirection);
282 procedure GetSecret();
283 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
284 procedure Touch();
285 procedure Push(vx, vy: Integer);
286 procedure ChangeModel(ModelName: String);
287 procedure SwitchTeam;
288 procedure ChangeTeam(Team: Byte);
289 procedure BFGHit();
290 function GetFlag(Flag: Byte): Boolean;
291 procedure SetFlag(Flag: Byte);
292 function DropFlag(): Boolean;
293 procedure AllRulez(Health: Boolean);
294 procedure RestoreHealthArmor();
295 procedure FragCombo();
296 procedure GiveItem(ItemType: Byte);
297 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
298 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
299 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
300 procedure MakeBloodSimple(Count: Word);
301 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
302 procedure Reset(Force: Boolean);
303 procedure Spectate(NoMove: Boolean = False);
304 procedure SwitchNoClip;
305 procedure SoftReset();
306 procedure Draw(); virtual;
307 procedure DrawPain();
308 procedure DrawPickup();
309 procedure DrawRulez();
310 procedure DrawAim();
311 procedure DrawBubble();
312 procedure DrawGUI();
313 procedure Update(); virtual;
314 procedure RememberState();
315 procedure RecallState();
316 procedure SaveState (st: TStream); virtual;
317 procedure LoadState (st: TStream); virtual;
318 procedure PauseSounds(Enable: Boolean);
319 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
320 procedure DoLerp(Level: Integer = 2);
321 procedure SetLerp(XTo, YTo: Integer);
322 procedure QueueWeaponSwitch(Weapon: Byte);
323 procedure RealizeCurrentWeapon();
324 procedure JetpackOn;
325 procedure JetpackOff;
326 procedure CatchFire(Attacker: Word);
328 //WARNING! this does nothing for now, but still call it!
329 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
331 procedure getMapBox (out x, y, w, h: Integer); inline;
332 procedure moveBy (dx, dy: Integer); inline;
334 public
335 property Vel: TPoint2i read FObj.Vel;
336 property Obj: TObj read FObj;
338 property Name: String read FName write FName;
339 property Model: TPlayerModel read FModel;
340 property Health: Integer read FHealth write FHealth;
341 property Lives: Byte read FLives write FLives;
342 property Armor: Integer read FArmor write FArmor;
343 property Air: Integer read FAir write FAir;
344 property JetFuel: Integer read FJetFuel write FJetFuel;
345 property Frags: Integer read FFrags write FFrags;
346 property Death: Integer read FDeath write FDeath;
347 property Kills: Integer read FKills write FKills;
348 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
349 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
350 property Secrets: Integer read FSecrets;
351 property GodMode: Boolean read FGodMode write FGodMode;
352 property NoTarget: Boolean read FNoTarget write FNoTarget;
353 property NoReload: Boolean read FNoReload write FNoReload;
354 property alive: Boolean read FAlive write FAlive;
355 property Flag: Byte read FFlag;
356 property Team: Byte read FTeam write FTeam;
357 property Direction: TDirection read FDirection;
358 property GameX: Integer read FObj.X write FObj.X;
359 property GameY: Integer read FObj.Y write FObj.Y;
360 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
361 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
362 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
363 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
364 property IncCam: Integer read FIncCam write FIncCam;
365 property UID: Word read FUID write FUID;
366 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
367 property NetTime: LongWord read FNetTime write FNetTime;
369 published
370 property eName: String read FName write FName;
371 property eHealth: Integer read FHealth write FHealth;
372 property eLives: Byte read FLives write FLives;
373 property eArmor: Integer read FArmor write FArmor;
374 property eAir: Integer read FAir write FAir;
375 property eJetFuel: Integer read FJetFuel write FJetFuel;
376 property eFrags: Integer read FFrags write FFrags;
377 property eDeath: Integer read FDeath write FDeath;
378 property eKills: Integer read FKills write FKills;
379 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
380 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
381 property eSecrets: Integer read FSecrets write FSecrets;
382 property eGodMode: Boolean read FGodMode write FGodMode;
383 property eNoTarget: Boolean read FNoTarget write FNoTarget;
384 property eNoReload: Boolean read FNoReload write FNoReload;
385 property eAlive: Boolean read FAlive write FAlive;
386 property eFlag: Byte read FFlag;
387 property eTeam: Byte read FTeam write FTeam;
388 property eDirection: TDirection read FDirection;
389 property eGameX: Integer read FObj.X write FObj.X;
390 property eGameY: Integer read FObj.Y write FObj.Y;
391 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
392 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
393 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
394 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
395 property eIncCam: Integer read FIncCam write FIncCam;
396 property eUID: Word read FUID;
397 property eJustTeleported: Boolean read FJustTeleported;
398 property eNetTime: LongWord read FNetTime;
400 // set this before assigning something to `eDamage`
401 property eDamageType: Integer read mEDamageType write mEDamageType;
402 property eDamage: Integer write doDamage;
403 end;
405 TDifficult = record
406 public
407 DiagFire: Byte;
408 InvisFire: Byte;
409 DiagPrecision: Byte;
410 FlyPrecision: Byte;
411 Cover: Byte;
412 CloseJump: Byte;
413 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
414 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
415 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
417 public
418 procedure save (st: TStream);
419 procedure load (st: TStream);
420 end;
422 TAIFlag = record
423 Name: String;
424 Value: String;
425 end;
427 TBot = class(TPlayer)
428 private
429 FSelectedWeapon: Byte;
430 FTargetUID: Word;
431 FLastVisible: DWORD;
432 FAIFlags: Array of TAIFlag;
433 FDifficult: TDifficult;
435 function GetRnd(a: Byte): Boolean;
436 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
437 function RunDirection(): TDirection;
438 function FullInStep(XInc, YInc: Integer): Boolean;
439 //function NeedItem(Item: Byte): Byte;
440 procedure SelectWeapon(Dist: Integer);
441 procedure SetAIFlag(aName, fValue: String20);
442 function GetAIFlag(aName: String20): String20;
443 procedure RemoveAIFlag(aName: String20);
444 function Healthy(): Byte;
445 procedure UpdateMove();
446 procedure UpdateCombat();
447 function KeyPressed(Key: Word): Boolean;
448 procedure ReleaseKey(Key: Byte);
449 function TargetOnScreen(TX, TY: Integer): Boolean;
450 procedure OnDamage(Angle: SmallInt); override;
452 public
453 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
454 constructor Create(); override;
455 destructor Destroy(); override;
456 procedure Draw(); override;
457 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
458 function Heal(value: Word; Soft: Boolean): Boolean; override;
459 procedure Update(); override;
460 procedure SaveState (st: TStream); override;
461 procedure LoadState (st: TStream); override;
462 end;
464 PGib = ^TGib;
465 TGib = record
466 alive: Boolean;
467 ID: DWORD;
468 MaskID: DWORD;
469 RAngle: Integer;
470 Color: TRGB;
471 Obj: TObj;
473 procedure getMapBox (out x, y, w, h: Integer); inline;
474 procedure moveBy (dx, dy: Integer); inline;
476 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
477 end;
480 PShell = ^TShell;
481 TShell = record
482 SpriteID: DWORD;
483 alive: Boolean;
484 SType: Byte;
485 RAngle: Integer;
486 Timeout: Cardinal;
487 CX, CY: Integer;
488 Obj: TObj;
490 procedure getMapBox (out x, y, w, h: Integer); inline;
491 procedure moveBy (dx, dy: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
494 end;
496 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
497 private
498 FModelName: String;
499 FMess: Boolean;
500 FState: Byte;
501 FDamage: Byte;
502 FColor: TRGB;
503 FObj: TObj;
504 FAnimation: TAnimation;
505 FAnimationMask: TAnimation;
507 public
508 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
509 destructor Destroy(); override;
510 procedure Damage(Value: Word; vx, vy: Integer);
511 procedure Update();
512 procedure Draw();
513 procedure SaveState (st: TStream);
514 procedure LoadState (st: TStream);
516 procedure getMapBox (out x, y, w, h: Integer); inline;
517 procedure moveBy (dx, dy: Integer); inline;
519 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
521 function ObjPtr (): PObj; inline;
523 property Obj: TObj read FObj; // copies object
524 property State: Byte read FState;
525 property Mess: Boolean read FMess;
526 end;
528 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
529 record
530 Goals: SmallInt;
531 end;
533 var
534 gPlayers: Array of TPlayer;
535 gCorpses: Array of TCorpse;
536 gGibs: Array of TGib;
537 gShells: Array of TShell;
538 gTeamStat: TTeamStat;
539 gFly: Boolean = False;
540 gAimLine: Boolean = False;
541 gChatBubble: Byte = 0;
542 gNumBots: Word = 0;
543 gLMSPID1: Word = 0;
544 gLMSPID2: Word = 0;
545 MAX_RUNVEL: Integer = 8;
546 VEL_JUMP: Integer = 10;
547 SHELL_TIMEOUT: Cardinal = 60000;
549 function Lerp(X, Y, Factor: Integer): Integer;
551 procedure g_Gibs_SetMax(Count: Word);
552 function g_Gibs_GetMax(): Word;
553 procedure g_Corpses_SetMax(Count: Word);
554 function g_Corpses_GetMax(): Word;
555 procedure g_Shells_SetMax(Count: Word);
556 function g_Shells_GetMax(): Word;
558 procedure g_Player_Init();
559 procedure g_Player_Free();
560 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
561 function g_Player_CreateFromState (st: TStream): Word;
562 procedure g_Player_Remove(UID: Word);
563 procedure g_Player_ResetTeams();
564 procedure g_Player_UpdateAll();
565 procedure g_Player_DrawAll();
566 procedure g_Player_DrawDebug(p: TPlayer);
567 procedure g_Player_DrawHealth();
568 procedure g_Player_RememberAll();
569 procedure g_Player_ResetAll(Force, Silent: Boolean);
570 function g_Player_Get(UID: Word): TPlayer;
571 function g_Player_GetCount(): Byte;
572 function g_Player_GetStats(): TPlayerStatArray;
573 function g_Player_ValidName(Name: String): Boolean;
574 procedure g_Player_CreateCorpse(Player: TPlayer);
575 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
576 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
577 procedure g_Player_UpdatePhysicalObjects();
578 procedure g_Player_DrawCorpses();
579 procedure g_Player_DrawShells();
580 procedure g_Player_RemoveAllCorpses();
581 procedure g_Player_Corpses_SaveState (st: TStream);
582 procedure g_Player_Corpses_LoadState (st: TStream);
583 procedure g_Bot_Add(Team, Difficult: Byte);
584 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
585 procedure g_Bot_MixNames();
586 procedure g_Bot_RemoveAll();
588 implementation
590 uses
591 {$IFDEF USE_NANOGL}
592 nanoGL,
593 {$ELSE}
594 GL,
595 {$ENDIF}
596 e_log, g_map, g_items, g_console, g_gfx, Math,
597 g_options, g_triggers, g_menu, g_game, g_grid,
598 wadreader, g_main, g_monsters, CONFIG, g_language,
599 g_net, g_netmsg, g_window, g_holmes,
600 utils, xstreams;
602 const PLR_SAVE_VERSION = 0;
604 type
605 TBotProfile = record
606 name: ShortString;
607 model: ShortString;
608 team: Byte;
609 color: TRGB;
610 diag_fire: Byte;
611 invis_fire: Byte;
612 diag_precision: Byte;
613 fly_precision: Byte;
614 cover: Byte;
615 close_jump: Byte;
616 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
617 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
618 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
619 end;
621 const
622 TIME_RESPAWN1 = 1500;
623 TIME_RESPAWN2 = 2000;
624 TIME_RESPAWN3 = 3000;
625 AIR_DEF = 360;
626 AIR_MAX = 1091;
627 JET_MAX = 540; // ~30 sec
628 PLAYER_SUIT_TIME = 30000;
629 PLAYER_INVUL_TIME = 30000;
630 PLAYER_INVIS_TIME = 35000;
631 FRAG_COMBO_TIME = 3000;
632 VEL_SW = 4;
633 VEL_FLY = 6;
634 ANGLE_RIGHTUP = 55;
635 ANGLE_RIGHTDOWN = -35;
636 ANGLE_LEFTUP = 125;
637 ANGLE_LEFTDOWN = -145;
638 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
639 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
640 BOT_MAXJUMP = 84;
641 BOT_LONGDIST = 300;
642 BOT_UNSAFEDIST = 128;
643 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
644 (R:0; G:0; B:255));
645 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
646 FlyPrecision: 32; Cover: 32; CloseJump: 32;
647 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
648 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
649 FlyPrecision: 127; Cover: 127; CloseJump: 127;
650 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
651 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
652 FlyPrecision: 255; Cover: 255; CloseJump: 255;
653 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
654 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
655 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
656 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
657 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
658 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
659 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
660 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
661 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
662 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
663 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
664 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
665 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
666 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
667 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
668 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
669 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
670 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
672 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
673 CORPSE_SIGNATURE = $50524F43; // 'CORP'
675 BOTNAMES_FILENAME = 'botnames.txt';
676 BOTLIST_FILENAME = 'botlist.txt';
678 var
679 MaxGibs: Word = 150;
680 MaxCorpses: Word = 20;
681 MaxShells: Word = 300;
682 CurrentGib: Integer = 0;
683 CurrentShell: Integer = 0;
684 BotNames: Array of String;
685 BotList: Array of TBotProfile;
688 function Lerp(X, Y, Factor: Integer): Integer;
689 begin
690 Result := X + ((Y - X) div Factor);
691 end;
693 function SameTeam(UID1, UID2: Word): Boolean;
694 begin
695 Result := False;
697 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
698 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
700 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
702 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
703 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
705 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
706 end;
708 procedure g_Gibs_SetMax(Count: Word);
709 begin
710 MaxGibs := Count;
711 SetLength(gGibs, Count);
713 if CurrentGib >= Count then
714 CurrentGib := 0;
715 end;
717 function g_Gibs_GetMax(): Word;
718 begin
719 Result := MaxGibs;
720 end;
722 procedure g_Shells_SetMax(Count: Word);
723 begin
724 MaxShells := Count;
725 SetLength(gShells, Count);
727 if CurrentShell >= Count then
728 CurrentShell := 0;
729 end;
731 function g_Shells_GetMax(): Word;
732 begin
733 Result := MaxShells;
734 end;
737 procedure g_Corpses_SetMax(Count: Word);
738 begin
739 MaxCorpses := Count;
740 SetLength(gCorpses, Count);
741 end;
743 function g_Corpses_GetMax(): Word;
744 begin
745 Result := MaxCorpses;
746 end;
748 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
749 var
750 a: Integer;
751 ok: Boolean;
752 begin
753 Result := 0;
755 ok := False;
756 a := 0;
758 // Åñòü ëè ìåñòî â gPlayers:
759 if gPlayers <> nil then
760 for a := 0 to High(gPlayers) do
761 if gPlayers[a] = nil then
762 begin
763 ok := True;
764 Break;
765 end;
767 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
768 if not ok then
769 begin
770 SetLength(gPlayers, Length(gPlayers)+1);
771 a := High(gPlayers);
772 end;
774 // Ñîçäàåì îáúåêò èãðîêà:
775 if Bot then
776 gPlayers[a] := TBot.Create()
777 else
778 gPlayers[a] := TPlayer.Create();
781 gPlayers[a].FActualModelName := ModelName;
782 gPlayers[a].SetModel(ModelName);
784 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
785 if gPlayers[a].FModel = nil then
786 begin
787 gPlayers[a].Free();
788 gPlayers[a] := nil;
789 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
790 Exit;
791 end;
793 if not (Team in [TEAM_RED, TEAM_BLUE]) then
794 if Random(2) = 0 then
795 Team := TEAM_RED
796 else
797 Team := TEAM_BLUE;
798 gPlayers[a].FPreferredTeam := Team;
800 case gGameSettings.GameMode of
801 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
802 GM_TDM,
803 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
804 GM_SINGLE,
805 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
806 end;
808 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
809 gPlayers[a].FColor := Color;
810 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
811 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
812 else
813 gPlayers[a].FModel.Color := Color;
815 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
816 gPlayers[a].FAlive := False;
818 Result := gPlayers[a].FUID;
819 end;
821 function g_Player_CreateFromState (st: TStream): Word;
822 var
823 a, i: Integer;
824 ok, Bot: Boolean;
825 b: Byte;
826 begin
827 result := 0;
828 if (st = nil) then exit; //???
830 // Ñèãíàòóðà èãðîêà
831 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
832 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
834 // Áîò èëè ÷åëîâåê:
835 Bot := utils.readBool(st);
837 ok := false;
838 a := 0;
840 // Åñòü ëè ìåñòî â gPlayers:
841 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
843 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
844 if not ok then
845 begin
846 SetLength(gPlayers, Length(gPlayers)+1);
847 a := High(gPlayers);
848 end;
850 // Ñîçäàåì îáúåêò èãðîêà
851 if Bot then
852 gPlayers[a] := TBot.Create()
853 else
854 gPlayers[a] := TPlayer.Create();
855 gPlayers[a].FIamBot := Bot;
856 gPlayers[a].FPhysics := True;
858 // UID èãðîêà
859 gPlayers[a].FUID := utils.readWord(st);
860 // Èìÿ èãðîêà
861 gPlayers[a].FName := utils.readStr(st);
862 // Êîìàíäà
863 gPlayers[a].FTeam := utils.readByte(st);
864 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
865 // Æèâ ëè
866 gPlayers[a].FAlive := utils.readBool(st);
867 // Èçðàñõîäîâàë ëè âñå æèçíè
868 gPlayers[a].FNoRespawn := utils.readBool(st);
869 // Íàïðàâëåíèå
870 b := utils.readByte(st);
871 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
872 // Çäîðîâüå
873 gPlayers[a].FHealth := utils.readLongInt(st);
874 // Æèçíè
875 gPlayers[a].FLives := utils.readByte(st);
876 // Áðîíÿ
877 gPlayers[a].FArmor := utils.readLongInt(st);
878 // Çàïàñ âîçäóõà
879 gPlayers[a].FAir := utils.readLongInt(st);
880 // Çàïàñ ãîðþ÷åãî
881 gPlayers[a].FJetFuel := utils.readLongInt(st);
882 // Áîëü
883 gPlayers[a].FPain := utils.readLongInt(st);
884 // Óáèë
885 gPlayers[a].FKills := utils.readLongInt(st);
886 // Óáèë ìîíñòðîâ
887 gPlayers[a].FMonsterKills := utils.readLongInt(st);
888 // Ôðàãîâ
889 gPlayers[a].FFrags := utils.readLongInt(st);
890 // Ôðàãîâ ïîäðÿä
891 gPlayers[a].FFragCombo := utils.readByte(st);
892 // Âðåìÿ ïîñëåäíåãî ôðàãà
893 gPlayers[a].FLastFrag := utils.readLongWord(st);
894 // Ñìåðòåé
895 gPlayers[a].FDeath := utils.readLongInt(st);
896 // Êàêîé ôëàã íåñåò
897 gPlayers[a].FFlag := utils.readByte(st);
898 // Íàøåë ñåêðåòîâ
899 gPlayers[a].FSecrets := utils.readLongInt(st);
900 // Òåêóùåå îðóæèå
901 gPlayers[a].FCurrWeap := utils.readByte(st);
902 // Ñëåäóþùåå æåëàåìîå îðóæèå
903 gPlayers[a].FNextWeap := utils.readWord(st);
904 // ...è ïàóçà
905 gPlayers[a].FNextWeapDelay := utils.readByte(st);
906 // Âðåìÿ çàðÿäêè BFG
907 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
908 // Áóôåð óðîíà
909 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
910 // Ïîñëåäíèé óäàðèâøèé
911 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
912 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
913 gPlayers[a].FLastHit := utils.readByte(st);
914 // Îáúåêò èãðîêà:
915 Obj_LoadState(@gPlayers[a].FObj, st);
916 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
917 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
918 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
919 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
920 // Íàëè÷èå îðóæèÿ
921 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
922 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
923 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
924 // Íàëè÷èå ðþêçàêà
925 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
926 // Íàëè÷èå êðàñíîãî êëþ÷à
927 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
928 // Íàëè÷èå çåëåíîãî êëþ÷à
929 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
930 // Íàëè÷èå ñèíåãî êëþ÷à
931 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
932 // Íàëè÷èå áåðñåðêà
933 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
934 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
935 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
936 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
937 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
939 // Íàçâàíèå ìîäåëè:
940 gPlayers[a].FActualModelName := utils.readStr(st);
941 // Öâåò ìîäåëè
942 gPlayers[a].FColor.R := utils.readByte(st);
943 gPlayers[a].FColor.G := utils.readByte(st);
944 gPlayers[a].FColor.B := utils.readByte(st);
945 // Îáíîâëÿåì ìîäåëü èãðîêà
946 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
948 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
949 if (gPlayers[a].FModel = nil) then
950 begin
951 gPlayers[a].Free();
952 gPlayers[a] := nil;
953 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
954 exit;
955 end;
957 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
958 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
959 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
960 else
961 gPlayers[a].FModel.Color := gPlayers[a].FColor;
963 result := gPlayers[a].FUID;
964 end;
967 procedure g_Player_ResetTeams();
968 var
969 a: Integer;
970 begin
971 if g_Game_IsClient then
972 Exit;
973 if gPlayers = nil then
974 Exit;
975 for a := Low(gPlayers) to High(gPlayers) do
976 if gPlayers[a] <> nil then
977 case gGameSettings.GameMode of
978 GM_DM:
979 gPlayers[a].ChangeTeam(TEAM_NONE);
980 GM_TDM, GM_CTF:
981 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
982 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
983 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
984 else
985 if a mod 2 = 0 then
986 gPlayers[a].ChangeTeam(TEAM_RED)
987 else
988 gPlayers[a].ChangeTeam(TEAM_BLUE);
989 GM_SINGLE,
990 GM_COOP:
991 gPlayers[a].ChangeTeam(TEAM_COOP);
992 end;
993 end;
995 procedure g_Bot_Add(Team, Difficult: Byte);
996 var
997 m: SSArray;
998 _name, _model: String;
999 a, tr, tb: Integer;
1000 begin
1001 if not g_Game_IsServer then Exit;
1003 // Ñïèñîê íàçâàíèé ìîäåëåé:
1004 m := g_PlayerModel_GetNames();
1005 if m = nil then
1006 Exit;
1008 // Êîìàíäà:
1009 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1010 Team := TEAM_COOP // COOP
1011 else
1012 if gGameSettings.GameMode = GM_DM then
1013 Team := TEAM_NONE // DM
1014 else
1015 if Team = TEAM_NONE then // CTF / TDM
1016 begin
1017 // Àâòîáàëàíñ êîìàíä:
1018 tr := 0;
1019 tb := 0;
1021 for a := 0 to High(gPlayers) do
1022 if gPlayers[a] <> nil then
1023 begin
1024 if gPlayers[a].Team = TEAM_RED then
1025 Inc(tr)
1026 else
1027 if gPlayers[a].Team = TEAM_BLUE then
1028 Inc(tb);
1029 end;
1031 if tr > tb then
1032 Team := TEAM_BLUE
1033 else
1034 if tb > tr then
1035 Team := TEAM_RED
1036 else // tr = tb
1037 if Random(2) = 0 then
1038 Team := TEAM_RED
1039 else
1040 Team := TEAM_BLUE;
1041 end;
1043 // Âûáèðàåì áîòó èìÿ:
1044 _name := '';
1045 if BotNames <> nil then
1046 for a := 0 to High(BotNames) do
1047 if g_Player_ValidName(BotNames[a]) then
1048 begin
1049 _name := BotNames[a];
1050 Break;
1051 end;
1053 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1054 if _name = '' then
1055 repeat
1056 _name := Format('DFBOT%.2d', [Random(100)]);
1057 until g_Player_ValidName(_name);
1059 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1060 _model := m[Random(Length(m))];
1062 // Ñîçäàåì áîòà:
1063 with g_Player_Get(g_Player_Create(_model,
1064 _RGB(Min(Random(9)*32, 255),
1065 Min(Random(9)*32, 255),
1066 Min(Random(9)*32, 255)),
1067 Team, True)) as TBot do
1068 begin
1069 Name := _name;
1071 case Difficult of
1072 1: FDifficult := DIFFICULT_EASY;
1073 2: FDifficult := DIFFICULT_MEDIUM;
1074 else FDifficult := DIFFICULT_HARD;
1075 end;
1077 for a := WP_FIRST to WP_LAST do
1078 begin
1079 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1080 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1081 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1082 end;
1084 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1086 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1087 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1088 Spectate();
1089 end;
1090 end;
1092 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1093 var
1094 m: SSArray;
1095 _name, _model: String;
1096 a: Integer;
1097 begin
1098 if not g_Game_IsServer then Exit;
1100 // Ñïèñîê íàçâàíèé ìîäåëåé:
1101 m := g_PlayerModel_GetNames();
1102 if m = nil then
1103 Exit;
1105 // Êîìàíäà:
1106 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1107 Team := TEAM_COOP // COOP
1108 else
1109 if gGameSettings.GameMode = GM_DM then
1110 Team := TEAM_NONE // DM
1111 else
1112 if Team = TEAM_NONE then
1113 Team := BotList[num].team; // CTF / TDM
1115 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1116 lName := AnsiLowerCase(lName);
1117 if (num < 0) or (num > Length(BotList)-1) then
1118 num := -1;
1119 if (num = -1) and (lName <> '') and (BotList <> nil) then
1120 for a := 0 to High(BotList) do
1121 if AnsiLowerCase(BotList[a].name) = lName then
1122 begin
1123 num := a;
1124 Break;
1125 end;
1126 if num = -1 then
1127 Exit;
1129 // Èìÿ áîòà:
1130 _name := BotList[num].name;
1131 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1132 if not g_Player_ValidName(_name) then
1133 repeat
1134 _name := Format('DFBOT%.2d', [Random(100)]);
1135 until g_Player_ValidName(_name);
1137 // Ìîäåëü:
1138 _model := BotList[num].model;
1139 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1140 if not InSArray(_model, m) then
1141 _model := m[Random(Length(m))];
1143 // Ñîçäàåì áîòà:
1144 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1145 begin
1146 Name := _name;
1148 FDifficult.DiagFire := BotList[num].diag_fire;
1149 FDifficult.InvisFire := BotList[num].invis_fire;
1150 FDifficult.DiagPrecision := BotList[num].diag_precision;
1151 FDifficult.FlyPrecision := BotList[num].fly_precision;
1152 FDifficult.Cover := BotList[num].cover;
1153 FDifficult.CloseJump := BotList[num].close_jump;
1155 for a := WP_FIRST to WP_LAST do
1156 begin
1157 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1158 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1159 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1160 end;
1162 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1164 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1165 end;
1166 end;
1168 procedure g_Bot_RemoveAll();
1169 var
1170 a: Integer;
1171 begin
1172 if not g_Game_IsServer then Exit;
1173 if gPlayers = nil then Exit;
1175 for a := 0 to High(gPlayers) do
1176 if gPlayers[a] <> nil then
1177 if gPlayers[a] is TBot then
1178 begin
1179 gPlayers[a].Lives := 0;
1180 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1181 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1182 g_Player_Remove(gPlayers[a].FUID);
1183 end;
1185 g_Bot_MixNames();
1186 end;
1188 procedure g_Bot_MixNames();
1189 var
1190 s: String;
1191 a, b: Integer;
1192 begin
1193 if BotNames <> nil then
1194 for a := 0 to High(BotNames) do
1195 begin
1196 b := Random(Length(BotNames));
1197 s := BotNames[a];
1198 Botnames[a] := BotNames[b];
1199 BotNames[b] := s;
1200 end;
1201 end;
1203 procedure g_Player_Remove(UID: Word);
1204 var
1205 i: Integer;
1206 begin
1207 if gPlayers = nil then Exit;
1209 if g_Game_IsServer and g_Game_IsNet then
1210 MH_SEND_PlayerDelete(UID);
1212 for i := 0 to High(gPlayers) do
1213 if gPlayers[i] <> nil then
1214 if gPlayers[i].FUID = UID then
1215 begin
1216 if gPlayers[i] is TPlayer then
1217 TPlayer(gPlayers[i]).Free()
1218 else
1219 TBot(gPlayers[i]).Free();
1220 gPlayers[i] := nil;
1221 Exit;
1222 end;
1223 end;
1225 procedure g_Player_Init();
1226 var
1227 F: TextFile;
1228 s: String;
1229 a, b: Integer;
1230 config: TConfig;
1231 sa: SSArray;
1232 begin
1233 BotNames := nil;
1235 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1236 Exit;
1238 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1239 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1240 Reset(F);
1242 while not EOF(F) do
1243 begin
1244 ReadLn(F, s);
1246 s := Trim(s);
1247 if s = '' then
1248 Continue;
1250 SetLength(BotNames, Length(BotNames)+1);
1251 BotNames[High(BotNames)] := s;
1252 end;
1254 CloseFile(F);
1256 // Ïåðåìåøèâàåì èõ:
1257 g_Bot_MixNames();
1259 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1260 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1261 BotList := nil;
1262 a := 0;
1264 while config.SectionExists(IntToStr(a)) do
1265 begin
1266 SetLength(BotList, Length(BotList)+1);
1268 with BotList[High(BotList)] do
1269 begin
1270 // Èìÿ áîòà:
1271 name := config.ReadStr(IntToStr(a), 'name', '');
1272 // Ìîäåëü:
1273 model := config.ReadStr(IntToStr(a), 'model', '');
1274 // Êîìàíäà:
1275 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1276 team := TEAM_RED
1277 else
1278 team := TEAM_BLUE;
1279 // Öâåò ìîäåëè:
1280 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1281 color.R := StrToIntDef(sa[0], 0);
1282 color.G := StrToIntDef(sa[1], 0);
1283 color.B := StrToIntDef(sa[2], 0);
1284 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1285 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1286 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1287 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1288 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1289 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1290 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1291 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1292 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1293 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1294 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1295 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1296 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1297 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1298 if Length(sa) = 10 then
1299 for b := 0 to 9 do
1300 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1301 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1302 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1303 if Length(sa) = 10 then
1304 for b := 0 to 9 do
1305 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1307 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1308 if Length(sa) = 10 then
1309 for b := 0 to 9 do
1310 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1311 end;
1313 a := a + 1;
1314 end;
1316 config.Free();
1317 end;
1319 procedure g_Player_Free();
1320 var
1321 i: Integer;
1322 begin
1323 if gPlayers <> nil then
1324 begin
1325 for i := 0 to High(gPlayers) do
1326 if gPlayers[i] <> nil then
1327 begin
1328 if gPlayers[i] is TPlayer then
1329 TPlayer(gPlayers[i]).Free()
1330 else
1331 TBot(gPlayers[i]).Free();
1332 gPlayers[i] := nil;
1333 end;
1335 gPlayers := nil;
1336 end;
1338 gPlayer1 := nil;
1339 gPlayer2 := nil;
1340 end;
1342 procedure g_Player_UpdateAll();
1343 var
1344 i: Integer;
1345 begin
1346 if gPlayers = nil then Exit;
1348 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1349 for i := 0 to High(gPlayers) do
1350 begin
1351 if gPlayers[i] <> nil then
1352 begin
1353 if gPlayers[i] is TPlayer then
1354 begin
1355 gPlayers[i].Update();
1356 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1357 end
1358 else
1359 begin
1360 // bot updates weapons in `UpdateCombat()`
1361 TBot(gPlayers[i]).Update();
1362 end;
1363 end;
1364 end;
1365 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1366 end;
1368 procedure g_Player_DrawAll();
1369 var
1370 i: Integer;
1371 begin
1372 if gPlayers = nil then Exit;
1374 for i := 0 to High(gPlayers) do
1375 if gPlayers[i] <> nil then
1376 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1377 else TBot(gPlayers[i]).Draw();
1378 end;
1380 procedure g_Player_DrawDebug(p: TPlayer);
1381 var
1382 fW, fH: Byte;
1383 begin
1384 if p = nil then Exit;
1385 if (@p.FObj) = nil then Exit;
1387 e_TextureFontGetSize(gStdFont, fW, fH);
1389 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1390 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1391 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1392 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1393 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1394 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1395 end;
1397 procedure g_Player_DrawHealth();
1398 var
1399 i: Integer;
1400 fW, fH: Byte;
1401 begin
1402 if gPlayers = nil then Exit;
1403 e_TextureFontGetSize(gStdFont, fW, fH);
1405 for i := 0 to High(gPlayers) do
1406 if gPlayers[i] <> nil then
1407 begin
1408 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1409 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1410 IntToStr(gPlayers[i].FHealth), gStdFont);
1411 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1412 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1413 IntToStr(gPlayers[i].FArmor), gStdFont);
1414 end;
1415 end;
1417 function g_Player_Get(UID: Word): TPlayer;
1418 var
1419 a: Integer;
1420 begin
1421 Result := nil;
1423 if gPlayers = nil then
1424 Exit;
1426 for a := 0 to High(gPlayers) do
1427 if gPlayers[a] <> nil then
1428 if gPlayers[a].FUID = UID then
1429 begin
1430 Result := gPlayers[a];
1431 Exit;
1432 end;
1433 end;
1435 function g_Player_GetCount(): Byte;
1436 var
1437 a: Integer;
1438 begin
1439 Result := 0;
1441 if gPlayers = nil then
1442 Exit;
1444 for a := 0 to High(gPlayers) do
1445 if gPlayers[a] <> nil then
1446 Result := Result + 1;
1447 end;
1449 function g_Player_GetStats(): TPlayerStatArray;
1450 var
1451 a: Integer;
1452 begin
1453 Result := nil;
1455 if gPlayers = nil then Exit;
1457 for a := 0 to High(gPlayers) do
1458 if gPlayers[a] <> nil then
1459 begin
1460 SetLength(Result, Length(Result)+1);
1461 with Result[High(Result)] do
1462 begin
1463 Ping := gPlayers[a].FPing;
1464 Loss := gPlayers[a].FLoss;
1465 Name := gPlayers[a].FName;
1466 Team := gPlayers[a].FTeam;
1467 Frags := gPlayers[a].FFrags;
1468 Deaths := gPlayers[a].FDeath;
1469 Kills := gPlayers[a].FKills;
1470 Color := gPlayers[a].FModel.Color;
1471 Lives := gPlayers[a].FLives;
1472 Spectator := gPlayers[a].FSpectator;
1473 end;
1474 end;
1475 end;
1477 procedure g_Player_RememberAll;
1478 var
1479 i: Integer;
1480 begin
1481 for i := Low(gPlayers) to High(gPlayers) do
1482 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1483 gPlayers[i].RememberState;
1484 end;
1486 procedure g_Player_ResetAll(Force, Silent: Boolean);
1487 var
1488 i: Integer;
1489 begin
1490 gTeamStat[TEAM_RED].Goals := 0;
1491 gTeamStat[TEAM_BLUE].Goals := 0;
1493 if gPlayers <> nil then
1494 for i := 0 to High(gPlayers) do
1495 if gPlayers[i] <> nil then
1496 begin
1497 gPlayers[i].Reset(Force);
1499 if gPlayers[i] is TPlayer then
1500 begin
1501 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1502 gPlayers[i].Respawn(Silent)
1503 else
1504 gPlayers[i].Spectate();
1505 end
1506 else
1507 TBot(gPlayers[i]).Respawn(Silent);
1508 end;
1509 end;
1511 procedure g_Player_CreateCorpse(Player: TPlayer);
1512 var
1513 find_id: DWORD;
1514 ok: Boolean;
1515 begin
1516 if Player.alive then
1517 Exit;
1518 if Player.FObj.Y >= gMapInfo.Height+128 then
1519 Exit;
1521 with Player do
1522 begin
1523 if (FHealth >= -50) or (gGibsCount = 0) then
1524 begin
1525 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1526 Exit;
1528 ok := False;
1529 for find_id := 0 to High(gCorpses) do
1530 if gCorpses[find_id] = nil then
1531 begin
1532 ok := True;
1533 Break;
1534 end;
1536 if not ok then
1537 find_id := Random(Length(gCorpses));
1539 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1540 gCorpses[find_id].FColor := FModel.Color;
1541 gCorpses[find_id].FObj.Vel := FObj.Vel;
1542 gCorpses[find_id].FObj.Accel := FObj.Accel;
1543 end
1544 else
1545 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1546 FObj.Y + PLAYER_RECT_CY,
1547 FModel.Name, FModel.Color);
1548 end;
1549 end;
1551 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1552 var
1553 SID: DWORD;
1554 begin
1555 if (gShells = nil) or (Length(gShells) = 0) then
1556 Exit;
1558 with gShells[CurrentShell] do
1559 begin
1560 SpriteID := 0;
1561 g_Obj_Init(@Obj);
1562 Obj.Rect.X := 0;
1563 Obj.Rect.Y := 0;
1564 if T = SHELL_BULLET then
1565 begin
1566 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1567 SpriteID := SID;
1568 CX := 2;
1569 CY := 1;
1570 Obj.Rect.Width := 4;
1571 Obj.Rect.Height := 2;
1572 end
1573 else
1574 begin
1575 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1576 SpriteID := SID;
1577 CX := 4;
1578 CY := 2;
1579 Obj.Rect.Width := 7;
1580 Obj.Rect.Height := 3;
1581 end;
1582 SType := T;
1583 alive := True;
1584 Obj.X := fX;
1585 Obj.Y := fY;
1586 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1587 positionChanged(); // this updates spatial accelerators
1588 RAngle := Random(360);
1589 Timeout := gTime + SHELL_TIMEOUT;
1591 if CurrentShell >= High(gShells) then
1592 CurrentShell := 0
1593 else
1594 Inc(CurrentShell);
1595 end;
1596 end;
1598 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1599 var
1600 a: Integer;
1601 GibsArray: TGibsArray;
1602 begin
1603 if (gGibs = nil) or (Length(gGibs) = 0) then
1604 Exit;
1605 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1606 Exit;
1608 for a := 0 to High(GibsArray) do
1609 with gGibs[CurrentGib] do
1610 begin
1611 Color := fColor;
1612 ID := GibsArray[a].ID;
1613 MaskID := GibsArray[a].MaskID;
1614 alive := True;
1615 g_Obj_Init(@Obj);
1616 Obj.Rect := GibsArray[a].Rect;
1617 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1618 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1619 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1620 positionChanged(); // this updates spatial accelerators
1621 RAngle := Random(360);
1623 if gBloodCount > 0 then
1624 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1625 Random(48), Random(48), 150, 0, 0);
1627 if CurrentGib >= High(gGibs) then
1628 CurrentGib := 0
1629 else
1630 Inc(CurrentGib);
1631 end;
1632 end;
1634 procedure g_Player_UpdatePhysicalObjects();
1635 var
1636 i: Integer;
1637 vel: TPoint2i;
1638 mr: Word;
1640 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1641 var
1642 k: Integer;
1643 begin
1644 k := 1 + Random(2);
1645 if T = SHELL_BULLET then
1646 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1647 else
1648 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1649 end;
1651 begin
1652 // Êóñêè ìÿñà:
1653 if gGibs <> nil then
1654 for i := 0 to High(gGibs) do
1655 if gGibs[i].alive then
1656 with gGibs[i] do
1657 begin
1658 vel := Obj.Vel;
1659 mr := g_Obj_Move(@Obj, True, False, True);
1660 positionChanged(); // this updates spatial accelerators
1662 if WordBool(mr and MOVE_FALLOUT) then
1663 begin
1664 alive := False;
1665 Continue;
1666 end;
1668 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1669 if WordBool(mr and MOVE_HITWALL) then
1670 Obj.Vel.X := -(vel.X div 2);
1671 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1672 Obj.Vel.Y := -(vel.Y div 2);
1674 if (Obj.Vel.X >= 0) then
1675 begin // Clockwise
1676 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1677 if RAngle >= 360 then
1678 RAngle := RAngle mod 360;
1679 end else begin // Counter-clockwise
1680 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1681 if RAngle < 0 then
1682 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1683 end;
1685 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1686 if gTime mod (GAME_TICK*3) = 0 then
1687 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1688 end;
1690 // Òðóïû:
1691 if gCorpses <> nil then
1692 for i := 0 to High(gCorpses) do
1693 if gCorpses[i] <> nil then
1694 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1695 begin
1696 gCorpses[i].Free();
1697 gCorpses[i] := nil;
1698 end
1699 else
1700 gCorpses[i].Update();
1702 // Ãèëüçû:
1703 if gShells <> nil then
1704 for i := 0 to High(gShells) do
1705 if gShells[i].alive then
1706 with gShells[i] do
1707 begin
1708 vel := Obj.Vel;
1709 mr := g_Obj_Move(@Obj, True, False, True);
1710 positionChanged(); // this updates spatial accelerators
1712 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1713 begin
1714 alive := False;
1715 Continue;
1716 end;
1718 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1719 if WordBool(mr and MOVE_HITWALL) then
1720 begin
1721 Obj.Vel.X := -(vel.X div 2);
1722 if not WordBool(mr and MOVE_INWATER) then
1723 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1724 end;
1725 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1726 begin
1727 Obj.Vel.Y := -(vel.Y div 2);
1728 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1729 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1730 begin
1731 if RAngle mod 90 <> 0 then
1732 RAngle := (RAngle div 90) * 90;
1733 end
1734 else if not WordBool(mr and MOVE_INWATER) then
1735 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1736 end;
1738 if (Obj.Vel.X >= 0) then
1739 begin // Clockwise
1740 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1741 if RAngle >= 360 then
1742 RAngle := RAngle mod 360;
1743 end else begin // Counter-clockwise
1744 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1745 if RAngle < 0 then
1746 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1747 end;
1748 end;
1749 end;
1752 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1753 begin
1754 x := Obj.X+Obj.Rect.X;
1755 y := Obj.Y+Obj.Rect.Y;
1756 w := Obj.Rect.Width;
1757 h := Obj.Rect.Height;
1758 end;
1760 procedure TGib.moveBy (dx, dy: Integer); inline;
1761 begin
1762 if (dx <> 0) or (dy <> 0) then
1763 begin
1764 Obj.X += dx;
1765 Obj.Y += dy;
1766 positionChanged();
1767 end;
1768 end;
1771 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1772 begin
1773 x := Obj.X;
1774 y := Obj.Y;
1775 w := Obj.Rect.Width;
1776 h := Obj.Rect.Height;
1777 end;
1779 procedure TShell.moveBy (dx, dy: Integer); inline;
1780 begin
1781 if (dx <> 0) or (dy <> 0) then
1782 begin
1783 Obj.X += dx;
1784 Obj.Y += dy;
1785 positionChanged();
1786 end;
1787 end;
1790 procedure TGib.positionChanged (); inline; begin end;
1791 procedure TShell.positionChanged (); inline; begin end;
1794 procedure g_Player_DrawCorpses();
1795 var
1796 i: Integer;
1797 a: TDFPoint;
1798 begin
1799 if gGibs <> nil then
1800 for i := 0 to High(gGibs) do
1801 if gGibs[i].alive then
1802 with gGibs[i] do
1803 begin
1804 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1805 Continue;
1807 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1808 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1810 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1812 e_Colors := Color;
1813 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1814 e_Colors.R := 255;
1815 e_Colors.G := 255;
1816 e_Colors.B := 255;
1817 end;
1819 if gCorpses <> nil then
1820 for i := 0 to High(gCorpses) do
1821 if gCorpses[i] <> nil then
1822 gCorpses[i].Draw();
1823 end;
1825 procedure g_Player_DrawShells();
1826 var
1827 i: Integer;
1828 a: TDFPoint;
1829 begin
1830 if gShells <> nil then
1831 for i := 0 to High(gShells) do
1832 if gShells[i].alive then
1833 with gShells[i] do
1834 begin
1835 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1836 Continue;
1838 a.X := CX;
1839 a.Y := CY;
1841 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1842 end;
1843 end;
1845 procedure g_Player_RemoveAllCorpses();
1846 var
1847 i: Integer;
1848 begin
1849 gGibs := nil;
1850 gShells := nil;
1851 SetLength(gGibs, MaxGibs);
1852 SetLength(gShells, MaxGibs);
1853 CurrentGib := 0;
1854 CurrentShell := 0;
1856 if gCorpses <> nil then
1857 for i := 0 to High(gCorpses) do
1858 gCorpses[i].Free();
1860 gCorpses := nil;
1861 SetLength(gCorpses, MaxCorpses);
1862 end;
1864 procedure g_Player_Corpses_SaveState (st: TStream);
1865 var
1866 count, i: Integer;
1867 begin
1868 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1869 count := 0;
1870 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1872 // Êîëè÷åñòâî òðóïîâ
1873 utils.writeInt(st, LongInt(count));
1875 if (count = 0) then exit;
1877 // Ñîõðàíÿåì òðóïû
1878 for i := 0 to High(gCorpses) do
1879 begin
1880 if gCorpses[i] <> nil then
1881 begin
1882 // Íàçâàíèå ìîäåëè
1883 utils.writeStr(st, gCorpses[i].FModelName);
1884 // Òèï ñìåðòè
1885 utils.writeBool(st, gCorpses[i].Mess);
1886 // Ñîõðàíÿåì äàííûå òðóïà:
1887 gCorpses[i].SaveState(st);
1888 end;
1889 end;
1890 end;
1893 procedure g_Player_Corpses_LoadState (st: TStream);
1894 var
1895 count, i: Integer;
1896 str: String;
1897 b: Boolean;
1898 begin
1899 assert(st <> nil);
1901 g_Player_RemoveAllCorpses();
1903 // Êîëè÷åñòâî òðóïîâ:
1904 count := utils.readLongInt(st);
1905 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1907 if (count = 0) then exit;
1909 // Çàãðóæàåì òðóïû
1910 for i := 0 to count-1 do
1911 begin
1912 // Íàçâàíèå ìîäåëè:
1913 str := utils.readStr(st);
1914 // Òèï ñìåðòè
1915 b := utils.readBool(st);
1916 // Ñîçäàåì òðóï
1917 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1918 // Çàãðóæàåì äàííûå òðóïà
1919 gCorpses[i].LoadState(st);
1920 end;
1921 end;
1924 { T P l a y e r : }
1926 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1928 procedure TPlayer.BFGHit();
1929 begin
1930 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1931 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1932 if g_Game_IsServer and g_Game_IsNet then
1933 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1934 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1935 0, NET_GFX_BFGHIT);
1936 end;
1938 procedure TPlayer.ChangeModel(ModelName: string);
1939 var
1940 locModel: TPlayerModel;
1941 begin
1942 locModel := g_PlayerModel_Get(ModelName);
1943 if locModel = nil then Exit;
1945 FModel.Free();
1946 FModel := locModel;
1947 end;
1949 procedure TPlayer.SetModel(ModelName: string);
1950 var
1951 m: TPlayerModel;
1952 begin
1953 m := g_PlayerModel_Get(ModelName);
1954 if m = nil then
1955 begin
1956 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1957 m := g_PlayerModel_Get('doomer');
1958 if m = nil then
1959 begin
1960 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1961 Exit;
1962 end;
1963 end;
1965 if FModel <> nil then
1966 FModel.Free();
1968 FModel := m;
1970 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1971 FModel.Color := FColor
1972 else
1973 FModel.Color := TEAMCOLOR[FTeam];
1974 FModel.SetWeapon(FCurrWeap);
1975 FModel.SetFlag(FFlag);
1976 SetDirection(FDirection);
1977 end;
1979 procedure TPlayer.SetColor(Color: TRGB);
1980 begin
1981 FColor := Color;
1982 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1983 if FModel <> nil then FModel.Color := Color;
1984 end;
1986 procedure TPlayer.SwitchTeam;
1987 begin
1988 if g_Game_IsClient then
1989 Exit;
1990 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1992 if gGameOn and FAlive then
1993 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1995 if FTeam = TEAM_RED then
1996 begin
1997 ChangeTeam(TEAM_BLUE);
1998 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1999 if g_Game_IsNet then
2000 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2001 end
2002 else
2003 begin
2004 ChangeTeam(TEAM_RED);
2005 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2006 if g_Game_IsNet then
2007 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2008 end;
2009 FPreferredTeam := FTeam;
2010 end;
2012 procedure TPlayer.ChangeTeam(Team: Byte);
2013 var
2014 OldTeam: Byte;
2015 begin
2016 OldTeam := FTeam;
2017 FTeam := Team;
2018 case Team of
2019 TEAM_RED, TEAM_BLUE:
2020 FModel.Color := TEAMCOLOR[Team];
2021 else
2022 FModel.Color := FColor;
2023 end;
2024 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2025 MH_SEND_PlayerStats(FUID);
2026 end;
2029 procedure TPlayer.CollideItem();
2030 var
2031 i: Integer;
2032 r: Boolean;
2033 begin
2034 if gItems = nil then Exit;
2035 if not FAlive then Exit;
2037 for i := 0 to High(gItems) do
2038 with gItems[i] do
2039 begin
2040 if (ItemType <> ITEM_NONE) and alive then
2041 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2042 PLAYER_RECT.Height, @Obj) then
2043 begin
2044 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2046 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2047 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2048 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2049 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2050 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2052 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2053 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2054 (gGameSettings.GameType = GT_SINGLE) and
2055 (g_Player_GetCount() > 1)) then
2056 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2057 end;
2058 end;
2059 end;
2062 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2063 begin
2064 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2065 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2066 False);
2067 end;
2069 constructor TPlayer.Create();
2070 begin
2071 viewPortX := 0;
2072 viewPortY := 0;
2073 viewPortW := 0;
2074 viewPortH := 0;
2075 mEDamageType := HIT_SOME;
2077 FIamBot := False;
2078 FDummy := False;
2079 FSpawned := False;
2081 FSawSound := TPlayableSound.Create();
2082 FSawSoundIdle := TPlayableSound.Create();
2083 FSawSoundHit := TPlayableSound.Create();
2084 FSawSoundSelect := TPlayableSound.Create();
2085 FJetSoundFly := TPlayableSound.Create();
2086 FJetSoundOn := TPlayableSound.Create();
2087 FJetSoundOff := TPlayableSound.Create();
2089 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2090 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2091 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2092 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2093 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2094 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2095 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2097 FSpectatePlayer := -1;
2098 FClientID := -1;
2099 FPing := 0;
2100 FLoss := 0;
2101 FSavedState.WaitRecall := False;
2102 FShellTimer := -1;
2103 FFireTime := 0;
2104 FFirePainTime := 0;
2105 FFireAttacker := 0;
2107 FActualModelName := 'doomer';
2109 g_Obj_Init(@FObj);
2110 FObj.Rect := PLAYER_RECT;
2112 FBFGFireCounter := -1;
2113 FJustTeleported := False;
2114 FNetTime := 0;
2116 resetWeaponQueue();
2117 end;
2119 procedure TPlayer.positionChanged (); inline;
2120 begin
2121 end;
2123 procedure TPlayer.doDamage (v: Integer);
2124 begin
2125 if (v <= 0) then exit;
2126 if (v > 32767) then v := 32767;
2127 Damage(v, 0, 0, 0, mEDamageType);
2128 end;
2130 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2131 var
2132 c: Word;
2133 begin
2134 if (not g_Game_IsClient) and (not FAlive) then
2135 Exit;
2137 FLastHit := t;
2139 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2140 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2141 begin
2142 if not g_Game_IsClient then
2143 begin
2144 FArmor := 0;
2145 if t = HIT_TRAP then
2146 begin
2147 // Ëîâóøêà óáèâàåò ñðàçó:
2148 FHealth := -100;
2149 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2150 end;
2151 if t = HIT_SELF then
2152 begin
2153 // Ñàìîóáèéñòâî:
2154 FHealth := 0;
2155 Kill(K_SIMPLEKILL, SpawnerUID, t);
2156 end;
2157 end;
2158 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2159 FMegaRulez[MR_SUIT] := 0;
2160 FMegaRulez[MR_INVUL] := 0;
2161 FMegaRulez[MR_INVIS] := 0;
2162 FBerserk := 0;
2163 end;
2165 // Íî îò îñòàëüíîãî ñïàñàåò:
2166 if FMegaRulez[MR_INVUL] >= gTime then
2167 Exit;
2169 // ×èò-êîä "ÃÎÐÅÖ":
2170 if FGodMode then
2171 Exit;
2173 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2174 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2175 (SpawnerUID = FUID) or
2176 (not SameTeam(FUID, SpawnerUID)) then
2177 begin
2178 FLastSpawnerUID := SpawnerUID;
2180 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2181 if gBloodCount > 0 then
2182 begin
2183 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2184 if value div 4 <= c then
2185 c := c - (value div 4)
2186 else
2187 c := 0;
2189 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2190 MakeBloodSimple(c)
2191 else
2192 case t of
2193 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2194 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2195 end;
2197 if t = HIT_WATER then
2198 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2199 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2200 end;
2202 // Áóôåð óðîíà:
2203 if FAlive then
2204 Inc(FDamageBuffer, value);
2206 // Âñïûøêà áîëè:
2207 if gFlash <> 0 then
2208 FPain := FPain + value;
2209 end;
2211 if g_Game_IsServer and g_Game_IsNet then
2212 begin
2213 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2214 MH_SEND_PlayerStats(FUID);
2215 MH_SEND_PlayerPos(False, FUID);
2216 end;
2217 end;
2219 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2220 begin
2221 Result := False;
2222 if g_Game_IsClient then
2223 Exit;
2224 if not FAlive then
2225 Exit;
2227 if Soft and (FHealth < PLAYER_HP_SOFT) then
2228 begin
2229 IncMax(FHealth, value, PLAYER_HP_SOFT);
2230 Result := True;
2231 end;
2232 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2233 begin
2234 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2235 Result := True;
2236 end;
2238 if Result and g_Game_IsServer and g_Game_IsNet then
2239 MH_SEND_PlayerStats(FUID);
2240 end;
2242 destructor TPlayer.Destroy();
2243 begin
2244 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2245 gPlayer1 := nil;
2246 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2247 gPlayer2 := nil;
2249 FSawSound.Free();
2250 FSawSoundIdle.Free();
2251 FSawSoundHit.Free();
2252 FJetSoundFly.Free();
2253 FJetSoundOn.Free();
2254 FJetSoundOff.Free();
2255 FModel.Free();
2256 if FPunchAnim <> nil then
2257 FPunchAnim.Free();
2259 inherited;
2260 end;
2262 procedure TPlayer.DrawBubble();
2263 var
2264 bubX, bubY: Integer;
2265 ID: LongWord;
2266 Rb, Gb, Bb,
2267 Rw, Gw, Bw: SmallInt;
2268 Dot: Byte;
2269 begin
2270 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2271 bubY := FObj.Y+FObj.Rect.Y - 18;
2272 Rb := 64;
2273 Gb := 64;
2274 Bb := 64;
2275 Rw := 240;
2276 Gw := 240;
2277 Bw := 240;
2278 case gChatBubble of
2279 1: // simple textual non-bubble
2280 begin
2281 bubX := FObj.X+FObj.Rect.X - 11;
2282 bubY := FObj.Y+FObj.Rect.Y - 17;
2283 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2284 Exit;
2285 end;
2286 2: // advanced pixel-perfect bubble
2287 begin
2288 if FTeam = TEAM_RED then
2289 Rb := 255
2290 else
2291 if FTeam = TEAM_BLUE then
2292 Bb := 255;
2293 end;
2294 3: // colored bubble
2295 begin
2296 Rb := FModel.Color.R;
2297 Gb := FModel.Color.G;
2298 Bb := FModel.Color.B;
2299 Rw := Min(Rb * 2 + 64, 255);
2300 Gw := Min(Gb * 2 + 64, 255);
2301 Bw := Min(Bb * 2 + 64, 255);
2302 if (Abs(Rw - Rb) < 32)
2303 or (Abs(Gw - Gb) < 32)
2304 or (Abs(Bw - Bb) < 32) then
2305 begin
2306 Rb := Max(Rw div 2 - 16, 0);
2307 Gb := Max(Gw div 2 - 16, 0);
2308 Bb := Max(Bw div 2 - 16, 0);
2309 end;
2310 end;
2311 4: // custom textured bubble
2312 begin
2313 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2314 if FDirection = TDirection.D_RIGHT then
2315 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2316 else
2317 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2318 Exit;
2319 end;
2320 end;
2322 // Outer borders
2323 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2324 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2325 // Inner box
2326 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2328 // Tail
2329 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2330 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2331 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);
2332 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);
2333 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);
2334 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);
2336 // Dots
2337 Dot := 6;
2338 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2339 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2340 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2341 end;
2343 procedure TPlayer.Draw();
2344 var
2345 ID: DWORD;
2346 w, h: Word;
2347 dr: Boolean;
2348 Mirror: TMirrorType;
2349 begin
2350 if FAlive then
2351 begin
2352 if Direction = TDirection.D_RIGHT then
2353 Mirror := TMirrorType.None
2354 else
2355 Mirror := TMirrorType.Horizontal;
2357 if FPunchAnim <> nil then
2358 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2359 FObj.Y+FObj.Rect.Y-11, Mirror);
2361 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2362 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2363 begin
2364 e_GetTextureSize(ID, @w, @h);
2365 if FDirection = TDirection.D_LEFT then
2366 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2367 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2368 else
2369 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2370 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2371 end;
2373 if FMegaRulez[MR_INVIS] > gTime then
2374 begin
2375 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2376 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2377 begin
2378 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2379 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2380 else
2381 dr := True;
2382 if dr then
2383 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2384 else
2385 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2386 end
2387 else
2388 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2389 end
2390 else
2391 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2392 end;
2394 if g_debug_Frames then
2395 begin
2396 e_DrawQuad(FObj.X+FObj.Rect.X,
2397 FObj.Y+FObj.Rect.Y,
2398 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2399 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2400 0, 255, 0);
2401 end;
2403 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2404 DrawBubble();
2405 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2406 if gAimLine and alive and
2407 ((Self = gPlayer1) or (Self = gPlayer2)) then
2408 DrawAim();
2409 end;
2412 procedure TPlayer.DrawAim();
2413 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2414 var
2415 ex, ey: Integer;
2416 begin
2417 if isValidViewPort and (self = gPlayer1) then
2418 begin
2419 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2420 end;
2422 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2423 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2424 begin
2425 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2426 end
2427 else
2428 begin
2429 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2430 end;
2431 end;
2433 var
2434 wx, wy, xx, yy: Integer;
2435 angle: SmallInt;
2436 sz, len: Word;
2437 begin
2438 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2439 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2440 angle := FAngle;
2441 len := 1024;
2442 sz := 2;
2443 case FCurrWeap of
2444 0: begin // Punch
2445 len := 12;
2446 sz := 4;
2447 end;
2448 1: begin // Chainsaw
2449 len := 24;
2450 sz := 6;
2451 end;
2452 2: begin // Pistol
2453 len := 1024;
2454 sz := 2;
2455 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2456 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2457 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2458 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2459 end;
2460 3: begin // Shotgun
2461 len := 1024;
2462 sz := 3;
2463 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2464 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2465 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2466 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2467 end;
2468 4: begin // Double Shotgun
2469 len := 1024;
2470 sz := 4;
2471 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2472 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2473 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2474 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2475 end;
2476 5: begin // Chaingun
2477 len := 1024;
2478 sz := 3;
2479 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2480 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2481 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2482 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2483 end;
2484 6: begin // Rocket Launcher
2485 len := 1024;
2486 sz := 7;
2487 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2488 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2489 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2490 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2491 end;
2492 7: begin // Plasmagun
2493 len := 1024;
2494 sz := 5;
2495 if angle = ANGLE_RIGHTUP then Inc(angle);
2496 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2497 if angle = ANGLE_LEFTUP then Dec(angle);
2498 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2499 end;
2500 8: begin // BFG
2501 len := 1024;
2502 sz := 12;
2503 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2504 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2505 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2506 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2507 end;
2508 9: begin // Super Chaingun
2509 len := 1024;
2510 sz := 4;
2511 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2512 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2513 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2514 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2515 end;
2516 end;
2517 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2518 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2519 {$IF DEFINED(D2F_DEBUG)}
2520 drawCast(sz, wx, wy, xx, yy);
2521 {$ELSE}
2522 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2523 {$ENDIF}
2524 end;
2526 procedure TPlayer.DrawGUI();
2527 var
2528 ID: DWORD;
2529 X, Y, SY, a, p, m: Integer;
2530 tw, th: Word;
2531 cw, ch: Byte;
2532 s: string;
2533 stat: TPlayerStatArray;
2534 begin
2535 X := gPlayerScreenSize.X;
2536 SY := gPlayerScreenSize.Y;
2537 Y := 0;
2539 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2540 begin
2541 if gGameSettings.GameMode = GM_CTF then
2542 a := 32 + 8
2543 else
2544 a := 0;
2545 if gGameSettings.GameMode = GM_CTF then
2546 begin
2547 s := 'TEXTURE_PLAYER_REDFLAG';
2548 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2549 s := 'TEXTURE_PLAYER_REDFLAG_S';
2550 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2551 s := 'TEXTURE_PLAYER_REDFLAG_D';
2552 if g_Texture_Get(s, ID) then
2553 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2554 end;
2556 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2557 e_CharFont_GetSize(gMenuFont, s, tw, th);
2558 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2560 if gGameSettings.GameMode = GM_CTF then
2561 begin
2562 s := 'TEXTURE_PLAYER_BLUEFLAG';
2563 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2564 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2565 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2566 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2567 if g_Texture_Get(s, ID) then
2568 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2569 end;
2571 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2572 e_CharFont_GetSize(gMenuFont, s, tw, th);
2573 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2574 end;
2576 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2577 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2578 0, False, False);
2580 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2581 e_Draw(ID, X+2, Y, 0, True, False);
2583 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2584 begin
2585 if gShowStat then
2586 begin
2587 s := IntToStr(Frags);
2588 e_CharFont_GetSize(gMenuFont, s, tw, th);
2589 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2591 s := '';
2592 p := 1;
2593 m := 0;
2594 stat := g_Player_GetStats();
2595 if stat <> nil then
2596 begin
2597 p := 1;
2599 for a := 0 to High(stat) do
2600 if stat[a].Name <> Name then
2601 begin
2602 if stat[a].Frags > m then m := stat[a].Frags;
2603 if stat[a].Frags > Frags then p := p+1;
2604 end;
2605 end;
2607 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2608 if Frags >= m then s := s+'+' else s := s+'-';
2609 s := s+IntToStr(Abs(Frags-m));
2611 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2612 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2613 end;
2615 if gShowLives and (gGameSettings.MaxLives > 0) then
2616 begin
2617 s := IntToStr(Lives);
2618 e_CharFont_GetSize(gMenuFont, s, tw, th);
2619 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2620 end;
2621 end;
2623 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2624 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2626 if R_BERSERK in FRulez then
2627 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2628 else
2629 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2631 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2632 e_Draw(ID, X+36, Y+77, 0, True, False);
2634 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2635 e_CharFont_GetSize(gMenuFont, s, tw, th);
2636 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2638 s := IntToStr(FArmor);
2639 e_CharFont_GetSize(gMenuFont, s, tw, th);
2640 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2642 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2644 case FCurrWeap of
2645 WEAPON_KASTET:
2646 begin
2647 s := '--';
2648 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2649 end;
2650 WEAPON_SAW:
2651 begin
2652 s := '--';
2653 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2654 end;
2655 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2656 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2657 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2658 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2659 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2660 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2661 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2662 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2663 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2664 end;
2666 e_CharFont_GetSize(gMenuFont, s, tw, th);
2667 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2668 e_Draw(ID, X+20, Y+160, 0, True, False);
2670 if R_KEY_RED in FRulez then
2671 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2673 if R_KEY_GREEN in FRulez then
2674 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2676 if R_KEY_BLUE in FRulez then
2677 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2679 if FJetFuel > 0 then
2680 begin
2681 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2682 e_Draw(ID, X+2, Y+116, 0, True, False);
2683 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2684 e_Draw(ID, X+2, Y+126, 0, True, False);
2685 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2686 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2687 end
2688 else
2689 begin
2690 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2691 e_Draw(ID, X+2, Y+124, 0, True, False);
2692 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2693 end;
2695 if gShowPing and g_Game_IsClient then
2696 begin
2697 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2698 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2699 Y := Y + 16;
2700 end;
2702 if FSpectator then
2703 begin
2704 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2705 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2706 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2707 if FNoRespawn then
2708 begin
2709 e_TextureFontGetSize(gStdFont, cw, ch);
2710 s := _lc[I_PLAYER_SPECT4];
2711 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2712 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2713 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2714 end;
2716 end;
2717 end;
2719 procedure TPlayer.DrawRulez();
2720 var
2721 dr: Boolean;
2722 begin
2723 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2724 if FMegaRulez[MR_INVUL] >= gTime then
2725 begin
2726 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2727 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2728 else
2729 dr := True;
2731 if dr then
2732 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2733 191, 191, 191, 0, TBlending.Invert);
2734 end;
2736 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2737 if FMegaRulez[MR_SUIT] >= gTime then
2738 begin
2739 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2740 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2741 else
2742 dr := True;
2744 if dr then
2745 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2746 0, 96, 0, 200, TBlending.None);
2747 end;
2749 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2750 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2751 begin
2752 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2753 255, 0, 0, 200, TBlending.None);
2754 end;
2755 end;
2757 procedure TPlayer.DrawPain();
2758 var
2759 a, h: Integer;
2760 begin
2761 if FPain = 0 then Exit;
2763 a := FPain;
2765 if a < 15 then h := 0
2766 else if a < 35 then h := 1
2767 else if a < 55 then h := 2
2768 else if a < 75 then h := 3
2769 else if a < 95 then h := 4
2770 else h := 5;
2772 //if a > 255 then a := 255;
2774 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2775 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2776 end;
2778 procedure TPlayer.DrawPickup();
2779 var
2780 a, h: Integer;
2781 begin
2782 if FPickup = 0 then Exit;
2784 a := FPickup;
2786 if a < 15 then h := 1
2787 else if a < 35 then h := 2
2788 else if a < 55 then h := 3
2789 else if a < 75 then h := 4
2790 else h := 5;
2792 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2793 end;
2795 procedure TPlayer.DoPunch();
2796 var
2797 id: DWORD;
2798 begin
2799 if FPunchAnim = nil then begin
2800 g_Frames_Get(id, 'FRAMES_PUNCH');
2801 FPunchAnim := TAnimation.Create(id, False, 1);
2802 end else
2803 FPunchAnim.reset();
2804 end;
2806 procedure TPlayer.Fire();
2807 var
2808 f, DidFire: Boolean;
2809 wx, wy, xd, yd: Integer;
2810 locobj: TObj;
2811 begin
2812 if g_Game_IsClient then Exit;
2813 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2814 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2816 if FSpectator then
2817 begin
2818 Respawn(False);
2819 Exit;
2820 end;
2822 if FReloading[FCurrWeap] <> 0 then Exit;
2824 DidFire := False;
2826 f := False;
2827 wx := FObj.X+WEAPONPOINT[FDirection].X;
2828 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2829 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2830 yd := wy+firediry();
2832 case FCurrWeap of
2833 WEAPON_KASTET:
2834 begin
2835 if R_BERSERK in FRulez then
2836 begin
2837 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2838 locobj.X := FObj.X+FObj.Rect.X;
2839 locobj.Y := FObj.Y+FObj.Rect.Y;
2840 locobj.rect.X := 0;
2841 locobj.rect.Y := 0;
2842 locobj.rect.Width := 39;
2843 locobj.rect.Height := 52;
2844 locobj.Vel.X := (xd-wx) div 2;
2845 locobj.Vel.Y := (yd-wy) div 2;
2846 locobj.Accel.X := xd-wx;
2847 locobj.Accel.y := yd-wy;
2849 DoPunch();
2851 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2852 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2853 else
2854 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2856 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2857 end
2858 else
2859 begin
2860 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2861 end;
2863 DidFire := True;
2864 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2865 end;
2867 WEAPON_SAW:
2868 begin
2869 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2870 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2871 begin
2872 FSawSoundSelect.Stop();
2873 FSawSound.Stop();
2874 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2875 end
2876 else if not FSawSoundHit.IsPlaying() then
2877 begin
2878 FSawSoundSelect.Stop();
2879 FSawSound.PlayAt(FObj.X, FObj.Y);
2880 end;
2882 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2883 DidFire := True;
2884 f := True;
2885 end;
2887 WEAPON_PISTOL:
2888 if FAmmo[A_BULLETS] > 0 then
2889 begin
2890 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2891 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2892 Dec(FAmmo[A_BULLETS]);
2893 FFireAngle := FAngle;
2894 f := True;
2895 DidFire := True;
2896 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2897 GameVelX, GameVelY-2, SHELL_BULLET);
2898 end;
2900 WEAPON_SHOTGUN1:
2901 if FAmmo[A_SHELLS] > 0 then
2902 begin
2903 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2904 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2905 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2906 Dec(FAmmo[A_SHELLS]);
2907 FFireAngle := FAngle;
2908 f := True;
2909 DidFire := True;
2910 FShellTimer := 10;
2911 FShellType := SHELL_SHELL;
2912 end;
2914 WEAPON_SHOTGUN2:
2915 if FAmmo[A_SHELLS] >= 2 then
2916 begin
2917 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2918 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2919 Dec(FAmmo[A_SHELLS], 2);
2920 FFireAngle := FAngle;
2921 f := True;
2922 DidFire := True;
2923 FShellTimer := 13;
2924 FShellType := SHELL_DBLSHELL;
2925 end;
2927 WEAPON_CHAINGUN:
2928 if FAmmo[A_BULLETS] > 0 then
2929 begin
2930 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2931 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2932 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2933 Dec(FAmmo[A_BULLETS]);
2934 FFireAngle := FAngle;
2935 f := True;
2936 DidFire := True;
2937 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2938 GameVelX, GameVelY-2, SHELL_BULLET);
2939 end;
2941 WEAPON_ROCKETLAUNCHER:
2942 if FAmmo[A_ROCKETS] > 0 then
2943 begin
2944 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2945 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2946 Dec(FAmmo[A_ROCKETS]);
2947 FFireAngle := FAngle;
2948 f := True;
2949 DidFire := True;
2950 end;
2952 WEAPON_PLASMA:
2953 if FAmmo[A_CELLS] > 0 then
2954 begin
2955 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2956 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2957 Dec(FAmmo[A_CELLS]);
2958 FFireAngle := FAngle;
2959 f := True;
2960 DidFire := True;
2961 end;
2963 WEAPON_BFG:
2964 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2965 begin
2966 FBFGFireCounter := 17;
2967 if not FNoReload then
2968 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2969 Dec(FAmmo[A_CELLS], 40);
2970 DidFire := True;
2971 end;
2973 WEAPON_SUPERPULEMET:
2974 if FAmmo[A_SHELLS] > 0 then
2975 begin
2976 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2977 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2978 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2979 Dec(FAmmo[A_SHELLS]);
2980 FFireAngle := FAngle;
2981 f := True;
2982 DidFire := True;
2983 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2984 GameVelX, GameVelY-2, SHELL_SHELL);
2985 end;
2987 WEAPON_FLAMETHROWER:
2988 if FAmmo[A_FUEL] > 0 then
2989 begin
2990 g_Weapon_flame(wx, wy, xd, yd, FUID);
2991 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2992 Dec(FAmmo[A_FUEL]);
2993 FFireAngle := FAngle;
2994 f := True;
2995 DidFire := True;
2996 end;
2997 end;
2999 if g_Game_IsNet then
3000 begin
3001 if DidFire then
3002 begin
3003 if FCurrWeap <> WEAPON_BFG then
3004 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3005 else
3006 if not FNoReload then
3007 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3008 end;
3010 MH_SEND_PlayerStats(FUID);
3011 end;
3013 if not f then Exit;
3015 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3016 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3017 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3018 end;
3020 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3021 begin
3022 case Weapon of
3023 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3024 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3025 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3026 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3027 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3028 else Result := 0;
3029 end;
3030 end;
3032 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3033 begin
3034 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3035 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3036 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3037 end;
3039 procedure TPlayer.JetpackOn;
3040 begin
3041 FJetSoundFly.Stop;
3042 FJetSoundOff.Stop;
3043 FJetSoundOn.SetPosition(0);
3044 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3045 FlySmoke(8);
3046 end;
3048 procedure TPlayer.JetpackOff;
3049 begin
3050 FJetSoundFly.Stop;
3051 FJetSoundOn.Stop;
3052 FJetSoundOff.SetPosition(0);
3053 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3054 end;
3056 procedure TPlayer.CatchFire(Attacker: Word);
3057 begin
3058 FFireTime := 100;
3059 FFireAttacker := Attacker;
3060 if g_Game_IsNet and g_Game_IsServer then
3061 MH_SEND_PlayerStats(FUID);
3062 end;
3064 procedure TPlayer.Jump();
3065 begin
3066 if gFly or FJetpack then
3067 begin
3068 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3069 if FObj.Vel.Y > -VEL_FLY then
3070 FObj.Vel.Y := FObj.Vel.Y - 3;
3071 if FJetpack then
3072 begin
3073 if FJetFuel > 0 then
3074 Dec(FJetFuel);
3075 if (FJetFuel < 1) and g_Game_IsServer then
3076 begin
3077 FJetpack := False;
3078 JetpackOff;
3079 if g_Game_IsNet then
3080 MH_SEND_PlayerStats(FUID);
3081 end;
3082 end;
3083 Exit;
3084 end;
3086 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3087 if FGhost then
3088 FCanJetpack := False;
3090 // Ïðûãàåì èëè âñïëûâàåì:
3091 if (CollideLevel(0, 1) or
3092 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3093 PLAYER_RECT.Height-33, PANEL_STEP, False)
3094 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3095 begin
3096 FObj.Vel.Y := -VEL_JUMP;
3097 FCanJetpack := False;
3098 end
3099 else
3100 begin
3101 if BodyInLiquid(0, 0) then
3102 FObj.Vel.Y := -VEL_SW
3103 else if (FJetFuel > 0) and FCanJetpack and
3104 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3105 begin
3106 FJetpack := True;
3107 JetpackOn;
3108 if g_Game_IsNet then
3109 MH_SEND_PlayerStats(FUID);
3110 end;
3111 end;
3112 end;
3114 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3115 var
3116 a, i, k, ab, ar: Byte;
3117 s: String;
3118 mon: TMonster;
3119 plr: TPlayer;
3120 srv, netsrv: Boolean;
3121 DoFrags: Boolean;
3122 OldLR: Byte;
3123 KP: TPlayer;
3124 it: PItem;
3126 procedure PushItem(t: Byte);
3127 var
3128 id: DWORD;
3129 begin
3130 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3131 it := g_Items_ByIdx(id);
3132 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3133 begin
3134 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3135 (FObj.Vel.Y div 2)-Random(9));
3136 it.positionChanged(); // this updates spatial accelerators
3137 end
3138 else
3139 begin
3140 if KillType = K_HARDKILL then // -5..+5; -5..0
3141 begin
3142 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3143 (FObj.Vel.Y div 2)-Random(6));
3144 end
3145 else // -3..+3; -3..0
3146 begin
3147 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3148 (FObj.Vel.Y div 2)-Random(4));
3149 end;
3150 it.positionChanged(); // this updates spatial accelerators
3151 end;
3153 if g_Game_IsNet and g_Game_IsServer then
3154 MH_SEND_ItemSpawn(True, id);
3155 end;
3157 begin
3158 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3159 Srv := g_Game_IsServer;
3160 Netsrv := g_Game_IsServer and g_Game_IsNet;
3161 if Srv then FDeath := FDeath + 1;
3162 if FAlive then
3163 begin
3164 if FGhost then
3165 FGhost := False;
3166 if not FPhysics then
3167 FPhysics := True;
3168 FAlive := False;
3169 end;
3170 FShellTimer := -1;
3172 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3173 begin
3174 if FLives > 0 then FLives := FLives - 1;
3175 if FLives = 0 then FNoRespawn := True;
3176 end;
3178 // Íîìåð òèïà ñìåðòè:
3179 a := 1;
3180 case KillType of
3181 K_SIMPLEKILL: a := 1;
3182 K_HARDKILL: a := 2;
3183 K_EXTRAHARDKILL: a := 3;
3184 K_FALLKILL: a := 4;
3185 end;
3187 // Çâóê ñìåðòè:
3188 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3189 for i := 1 to 3 do
3190 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3191 Break;
3193 // Âðåìÿ ðåñïàóíà:
3194 if Srv then
3195 case KillType of
3196 K_SIMPLEKILL:
3197 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3198 K_HARDKILL:
3199 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3200 K_EXTRAHARDKILL, K_FALLKILL:
3201 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3202 end;
3204 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3205 case KillType of
3206 K_SIMPLEKILL:
3207 SetAction(A_DIE1);
3208 K_HARDKILL, K_EXTRAHARDKILL:
3209 SetAction(A_DIE2);
3210 end;
3212 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3213 if (KillType <> K_FALLKILL) and (Srv) then
3214 g_Monsters_killedp();
3216 if SpawnerUID = FUID then
3217 begin // Ñàìîóáèëñÿ
3218 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3219 begin
3220 Dec(FFrags);
3221 FLastFrag := 0;
3222 end;
3223 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3224 end
3225 else
3226 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3227 begin // Óáèò äðóãèì èãðîêîì
3228 KP := g_Player_Get(SpawnerUID);
3229 if (KP <> nil) and Srv then
3230 begin
3231 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3232 if SameTeam(FUID, SpawnerUID) then
3233 begin
3234 Dec(KP.FFrags);
3235 KP.FLastFrag := 0;
3236 end else
3237 begin
3238 Inc(KP.FFrags);
3239 KP.FragCombo();
3240 end;
3242 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3243 Inc(gTeamStat[KP.Team].Goals,
3244 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3246 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3247 end;
3249 plr := g_Player_Get(SpawnerUID);
3250 if plr = nil then
3251 s := '?'
3252 else
3253 s := plr.FName;
3255 case KillType of
3256 K_HARDKILL:
3257 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3258 [FName, s]),
3259 gShowKillMsg);
3260 K_EXTRAHARDKILL:
3261 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3262 [FName, s]),
3263 gShowKillMsg);
3264 else
3265 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3266 [FName, s]),
3267 gShowKillMsg);
3268 end;
3269 end
3270 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3271 begin // Óáèò ìîíñòðîì
3272 mon := g_Monsters_ByUID(SpawnerUID);
3273 if mon = nil then
3274 s := '?'
3275 else
3276 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3278 case KillType of
3279 K_HARDKILL:
3280 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3281 [FName, s]),
3282 gShowKillMsg);
3283 K_EXTRAHARDKILL:
3284 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3285 [FName, s]),
3286 gShowKillMsg);
3287 else
3288 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3289 [FName, s]),
3290 gShowKillMsg);
3291 end;
3292 end
3293 else // Îñîáûå òèïû ñìåðòè
3294 case t of
3295 HIT_DISCON: ;
3296 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3297 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3298 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3299 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3300 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3301 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3302 end;
3304 if Srv then
3305 begin
3306 // Âûáðîñ îðóæèÿ:
3307 for a := WP_FIRST to WP_LAST do
3308 if FWeapon[a] then
3309 begin
3310 case a of
3311 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3312 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3313 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3314 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3315 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3316 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3317 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3318 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3319 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3320 else i := 0;
3321 end;
3323 if i <> 0 then
3324 PushItem(i);
3325 end;
3327 // Âûáðîñ ðþêçàêà:
3328 if R_ITEM_BACKPACK in FRulez then
3329 PushItem(ITEM_AMMO_BACKPACK);
3331 // Âûáðîñ ðàêåòíîãî ðàíöà:
3332 if FJetFuel > 0 then
3333 PushItem(ITEM_JETPACK);
3335 // Âûáðîñ êëþ÷åé:
3336 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3337 begin
3338 if R_KEY_RED in FRulez then
3339 PushItem(ITEM_KEY_RED);
3341 if R_KEY_GREEN in FRulez then
3342 PushItem(ITEM_KEY_GREEN);
3344 if R_KEY_BLUE in FRulez then
3345 PushItem(ITEM_KEY_BLUE);
3346 end;
3348 // Âûáðîñ ôëàãà:
3349 DropFlag();
3350 end;
3352 g_Player_CreateCorpse(Self);
3354 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3355 (gLMSRespawn = LMS_RESPAWN_NONE) then
3356 begin
3357 a := 0;
3358 k := 0;
3359 ar := 0;
3360 ab := 0;
3361 for i := Low(gPlayers) to High(gPlayers) do
3362 begin
3363 if gPlayers[i] = nil then continue;
3364 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3365 begin
3366 Inc(a);
3367 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3368 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3369 k := i;
3370 end;
3371 end;
3373 OldLR := gLMSRespawn;
3374 if (gGameSettings.GameMode = GM_COOP) then
3375 begin
3376 if (a = 0) then
3377 begin
3378 // everyone is dead, restart the map
3379 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3380 if Netsrv then
3381 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3382 gLMSRespawn := LMS_RESPAWN_FINAL;
3383 gLMSRespawnTime := gTime + 5000;
3384 end
3385 else if (a = 1) then
3386 begin
3387 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3388 if (gPlayers[k] = gPlayer1) or
3389 (gPlayers[k] = gPlayer2) then
3390 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3391 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3392 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3393 end;
3394 end
3395 else if (gGameSettings.GameMode = GM_TDM) then
3396 begin
3397 if (ab = 0) and (ar <> 0) then
3398 begin
3399 // blu team ded
3400 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3401 if Netsrv then
3402 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3403 Inc(gTeamStat[TEAM_RED].Goals);
3404 gLMSRespawn := LMS_RESPAWN_FINAL;
3405 gLMSRespawnTime := gTime + 5000;
3406 end
3407 else if (ar = 0) and (ab <> 0) then
3408 begin
3409 // red team ded
3410 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3411 if Netsrv then
3412 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3413 Inc(gTeamStat[TEAM_BLUE].Goals);
3414 gLMSRespawn := LMS_RESPAWN_FINAL;
3415 gLMSRespawnTime := gTime + 5000;
3416 end
3417 else if (ar = 0) and (ab = 0) then
3418 begin
3419 // everyone ded
3420 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3421 if Netsrv then
3422 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3423 gLMSRespawn := LMS_RESPAWN_FINAL;
3424 gLMSRespawnTime := gTime + 5000;
3425 end;
3426 end
3427 else if (gGameSettings.GameMode = GM_DM) then
3428 begin
3429 if (a = 1) then
3430 begin
3431 if gPlayers[k] <> nil then
3432 with gPlayers[k] do
3433 begin
3434 // survivor is the winner
3435 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3436 if Netsrv then
3437 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3438 Inc(FFrags);
3439 end;
3440 gLMSRespawn := LMS_RESPAWN_FINAL;
3441 gLMSRespawnTime := gTime + 5000;
3442 end
3443 else if (a = 0) then
3444 begin
3445 // everyone is dead, restart the map
3446 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3447 if Netsrv then
3448 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3449 gLMSRespawn := LMS_RESPAWN_FINAL;
3450 gLMSRespawnTime := gTime + 5000;
3451 end;
3452 end;
3453 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3454 begin
3455 if NetMode = NET_SERVER then
3456 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3457 else
3458 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3459 end;
3460 end;
3462 if Netsrv then
3463 begin
3464 MH_SEND_PlayerStats(FUID);
3465 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3466 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3467 end;
3469 if srv and FNoRespawn then Spectate(True);
3470 FWantsInGame := True;
3471 end;
3473 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3474 begin
3475 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3476 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3477 end;
3479 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3480 begin
3481 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3482 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3483 end;
3485 procedure TPlayer.MakeBloodSimple(Count: Word);
3486 begin
3487 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3488 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3489 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3490 150, 0, 0);
3491 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3492 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3493 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3494 150, 0, 0);
3495 end;
3497 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3498 begin
3499 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3500 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3501 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3502 150, 0, 0);
3503 end;
3505 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3506 begin
3507 if g_Game_IsClient then Exit;
3508 if Weapon > High(FWeapon) then Exit;
3509 FNextWeap := FNextWeap or (1 shl Weapon);
3510 end;
3512 procedure TPlayer.resetWeaponQueue ();
3513 begin
3514 FNextWeap := 0;
3515 FNextWeapDelay := 0;
3516 end;
3518 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3519 begin
3520 result := false;
3521 case weapon of
3522 WEAPON_KASTET, WEAPON_SAW: result := true;
3523 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3524 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3525 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3526 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3527 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3528 else result := (weapon < length(FWeapon));
3529 end;
3530 end;
3532 // return 255 for "no switch"
3533 function TPlayer.getNextWeaponIndex (): Byte;
3534 var
3535 i: Word;
3536 wantThisWeapon: array[0..64] of Boolean;
3537 wwc: Integer = 0; //HACK!
3538 dir, cwi: Integer;
3539 begin
3540 result := 255; // default result: "no switch"
3541 // had weapon cycling on previous frame? remove that flag
3542 if (FNextWeap and $2000) <> 0 then
3543 begin
3544 FNextWeap := FNextWeap and $1FFF;
3545 FNextWeapDelay := 0;
3546 end;
3547 // cycling has priority
3548 if (FNextWeap and $C000) <> 0 then
3549 begin
3550 if (FNextWeap and $8000) <> 0 then
3551 dir := 1
3552 else
3553 dir := -1;
3554 FNextWeap := FNextWeap or $2000; // we need this
3555 if FNextWeapDelay > 0 then
3556 exit; // cooldown time
3557 cwi := FCurrWeap;
3558 for i := 0 to High(FWeapon) do
3559 begin
3560 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3561 if FWeapon[cwi] then
3562 begin
3563 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3564 result := Byte(cwi);
3565 FNextWeapDelay := 10;
3566 exit;
3567 end;
3568 end;
3569 resetWeaponQueue();
3570 exit;
3571 end;
3572 // no cycling
3573 for i := 0 to High(wantThisWeapon) do
3574 wantThisWeapon[i] := false;
3575 for i := 0 to High(FWeapon) do
3576 if (FNextWeap and (1 shl i)) <> 0 then
3577 begin
3578 wantThisWeapon[i] := true;
3579 Inc(wwc);
3580 end;
3581 // exclude currently selected weapon from the set
3582 wantThisWeapon[FCurrWeap] := false;
3583 // slow down alterations a little
3584 if wwc > 1 then
3585 begin
3586 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3587 // more than one weapon requested, assume "alteration" and check alteration delay
3588 if FNextWeapDelay > 0 then
3589 begin
3590 FNextWeap := 0;
3591 exit;
3592 end; // yeah
3593 end;
3594 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3595 // but clear all counters if no weapon should be switched
3596 if wwc < 1 then
3597 begin
3598 resetWeaponQueue();
3599 exit;
3600 end;
3601 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3602 // try weapons in descending order
3603 for i := High(FWeapon) downto 0 do
3604 begin
3605 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3606 begin
3607 // i found her!
3608 result := Byte(i);
3609 resetWeaponQueue();
3610 FNextWeapDelay := 10; // anyway, 'cause why not
3611 exit;
3612 end;
3613 end;
3614 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3615 resetWeaponQueue();
3616 end;
3618 procedure TPlayer.RealizeCurrentWeapon();
3619 function switchAllowed (): Boolean;
3620 var
3621 i: Byte;
3622 begin
3623 result := false;
3624 if FBFGFireCounter <> -1 then
3625 exit;
3626 if FTime[T_SWITCH] > gTime then
3627 exit;
3628 for i := WP_FIRST to WP_LAST do
3629 if FReloading[i] > 0 then
3630 exit;
3631 result := true;
3632 end;
3634 var
3635 nw: Byte;
3636 begin
3637 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3638 //FNextWeap := FNextWeap and $1FFF;
3639 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3641 if not switchAllowed then
3642 begin
3643 //HACK for weapon cycling
3644 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3645 exit;
3646 end;
3648 nw := getNextWeaponIndex();
3649 if nw = 255 then exit; // don't reset anything here
3650 if nw > High(FWeapon) then
3651 begin
3652 // don't forget to reset queue here!
3653 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3654 resetWeaponQueue();
3655 exit;
3656 end;
3658 if FWeapon[nw] then
3659 begin
3660 FCurrWeap := nw;
3661 FTime[T_SWITCH] := gTime+156;
3662 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3663 FModel.SetWeapon(FCurrWeap);
3664 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3665 end;
3666 end;
3668 procedure TPlayer.NextWeapon();
3669 begin
3670 if g_Game_IsClient then Exit;
3671 FNextWeap := $8000;
3672 end;
3674 procedure TPlayer.PrevWeapon();
3675 begin
3676 if g_Game_IsClient then Exit;
3677 FNextWeap := $4000;
3678 end;
3680 procedure TPlayer.SetWeapon(W: Byte);
3681 begin
3682 if FCurrWeap <> W then
3683 if W = WEAPON_SAW then
3684 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3686 FCurrWeap := W;
3687 FModel.SetWeapon(CurrWeap);
3688 resetWeaponQueue();
3689 end;
3691 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3693 function allowBerserkSwitching (): Boolean;
3694 begin
3695 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3696 result := true;
3697 if gBerserkAutoswitch then exit;
3698 if not conIsCheatsEnabled then exit;
3699 result := false;
3700 end;
3702 var
3703 a: Boolean;
3704 begin
3705 Result := False;
3706 if g_Game_IsClient then Exit;
3708 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3709 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3710 remove := not a;
3712 case ItemType of
3713 ITEM_MEDKIT_SMALL:
3714 if FHealth < PLAYER_HP_SOFT then
3715 begin
3716 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3717 Result := True;
3718 remove := True;
3719 FFireTime := 0;
3720 if gFlash = 2 then Inc(FPickup, 5);
3721 end;
3723 ITEM_MEDKIT_LARGE:
3724 if FHealth < PLAYER_HP_SOFT then
3725 begin
3726 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3727 Result := True;
3728 remove := True;
3729 FFireTime := 0;
3730 if gFlash = 2 then Inc(FPickup, 5);
3731 end;
3733 ITEM_ARMOR_GREEN:
3734 if FArmor < PLAYER_AP_SOFT then
3735 begin
3736 FArmor := PLAYER_AP_SOFT;
3737 Result := True;
3738 remove := True;
3739 if gFlash = 2 then Inc(FPickup, 5);
3740 end;
3742 ITEM_ARMOR_BLUE:
3743 if FArmor < PLAYER_AP_LIMIT then
3744 begin
3745 FArmor := PLAYER_AP_LIMIT;
3746 Result := True;
3747 remove := True;
3748 if gFlash = 2 then Inc(FPickup, 5);
3749 end;
3751 ITEM_SPHERE_BLUE:
3752 if FHealth < PLAYER_HP_LIMIT then
3753 begin
3754 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3755 Result := True;
3756 remove := True;
3757 FFireTime := 0;
3758 if gFlash = 2 then Inc(FPickup, 5);
3759 end;
3761 ITEM_SPHERE_WHITE:
3762 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3763 begin
3764 if FHealth < PLAYER_HP_LIMIT then
3765 FHealth := PLAYER_HP_LIMIT;
3766 if FArmor < PLAYER_AP_LIMIT then
3767 FArmor := PLAYER_AP_LIMIT;
3768 Result := True;
3769 remove := True;
3770 FFireTime := 0;
3771 if gFlash = 2 then Inc(FPickup, 5);
3772 end;
3774 ITEM_WEAPON_SAW:
3775 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3776 begin
3777 FWeapon[WEAPON_SAW] := True;
3778 Result := True;
3779 if gFlash = 2 then Inc(FPickup, 5);
3780 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3781 end;
3783 ITEM_WEAPON_SHOTGUN1:
3784 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3785 begin
3786 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3787 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3789 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3790 FWeapon[WEAPON_SHOTGUN1] := True;
3791 Result := True;
3792 if gFlash = 2 then Inc(FPickup, 5);
3793 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3794 end;
3796 ITEM_WEAPON_SHOTGUN2:
3797 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3798 begin
3799 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3801 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3802 FWeapon[WEAPON_SHOTGUN2] := True;
3803 Result := True;
3804 if gFlash = 2 then Inc(FPickup, 5);
3805 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3806 end;
3808 ITEM_WEAPON_CHAINGUN:
3809 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3810 begin
3811 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3813 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3814 FWeapon[WEAPON_CHAINGUN] := True;
3815 Result := True;
3816 if gFlash = 2 then Inc(FPickup, 5);
3817 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3818 end;
3820 ITEM_WEAPON_ROCKETLAUNCHER:
3821 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3822 begin
3823 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3825 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3826 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3827 Result := True;
3828 if gFlash = 2 then Inc(FPickup, 5);
3829 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3830 end;
3832 ITEM_WEAPON_PLASMA:
3833 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3834 begin
3835 if a and FWeapon[WEAPON_PLASMA] then Exit;
3837 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3838 FWeapon[WEAPON_PLASMA] := True;
3839 Result := True;
3840 if gFlash = 2 then Inc(FPickup, 5);
3841 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3842 end;
3844 ITEM_WEAPON_BFG:
3845 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3846 begin
3847 if a and FWeapon[WEAPON_BFG] then Exit;
3849 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3850 FWeapon[WEAPON_BFG] := True;
3851 Result := True;
3852 if gFlash = 2 then Inc(FPickup, 5);
3853 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3854 end;
3856 ITEM_WEAPON_SUPERPULEMET:
3857 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3858 begin
3859 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3861 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3862 FWeapon[WEAPON_SUPERPULEMET] := True;
3863 Result := True;
3864 if gFlash = 2 then Inc(FPickup, 5);
3865 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3866 end;
3868 ITEM_WEAPON_FLAMETHROWER:
3869 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3870 begin
3871 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3873 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3874 FWeapon[WEAPON_FLAMETHROWER] := True;
3875 Result := True;
3876 if gFlash = 2 then Inc(FPickup, 5);
3877 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3878 end;
3880 ITEM_AMMO_BULLETS:
3881 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3882 begin
3883 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3884 Result := True;
3885 remove := True;
3886 if gFlash = 2 then Inc(FPickup, 5);
3887 end;
3889 ITEM_AMMO_BULLETS_BOX:
3890 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3891 begin
3892 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3893 Result := True;
3894 remove := True;
3895 if gFlash = 2 then Inc(FPickup, 5);
3896 end;
3898 ITEM_AMMO_SHELLS:
3899 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3900 begin
3901 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3902 Result := True;
3903 remove := True;
3904 if gFlash = 2 then Inc(FPickup, 5);
3905 end;
3907 ITEM_AMMO_SHELLS_BOX:
3908 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3909 begin
3910 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3911 Result := True;
3912 remove := True;
3913 if gFlash = 2 then Inc(FPickup, 5);
3914 end;
3916 ITEM_AMMO_ROCKET:
3917 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3918 begin
3919 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3920 Result := True;
3921 remove := True;
3922 if gFlash = 2 then Inc(FPickup, 5);
3923 end;
3925 ITEM_AMMO_ROCKET_BOX:
3926 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3927 begin
3928 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3929 Result := True;
3930 remove := True;
3931 if gFlash = 2 then Inc(FPickup, 5);
3932 end;
3934 ITEM_AMMO_CELL:
3935 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3936 begin
3937 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3938 Result := True;
3939 remove := True;
3940 if gFlash = 2 then Inc(FPickup, 5);
3941 end;
3943 ITEM_AMMO_CELL_BIG:
3944 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3945 begin
3946 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3947 Result := True;
3948 remove := True;
3949 if gFlash = 2 then Inc(FPickup, 5);
3950 end;
3952 ITEM_AMMO_FUELCAN:
3953 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3954 begin
3955 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3956 Result := True;
3957 remove := True;
3958 if gFlash = 2 then Inc(FPickup, 5);
3959 end;
3961 ITEM_AMMO_BACKPACK:
3962 if not(R_ITEM_BACKPACK in FRulez) or
3963 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3964 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3965 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3966 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3967 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3968 begin
3969 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3970 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3971 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3972 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3973 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3975 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3976 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3977 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3978 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3979 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3980 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3981 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3982 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3984 FRulez := FRulez + [R_ITEM_BACKPACK];
3985 Result := True;
3986 remove := True;
3987 if gFlash = 2 then Inc(FPickup, 5);
3988 end;
3990 ITEM_KEY_RED:
3991 if not(R_KEY_RED in FRulez) then
3992 begin
3993 Include(FRulez, R_KEY_RED);
3994 Result := True;
3995 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3996 if gFlash = 2 then Inc(FPickup, 5);
3997 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3998 end;
4000 ITEM_KEY_GREEN:
4001 if not(R_KEY_GREEN in FRulez) then
4002 begin
4003 Include(FRulez, R_KEY_GREEN);
4004 Result := True;
4005 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4006 if gFlash = 2 then Inc(FPickup, 5);
4007 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4008 end;
4010 ITEM_KEY_BLUE:
4011 if not(R_KEY_BLUE in FRulez) then
4012 begin
4013 Include(FRulez, R_KEY_BLUE);
4014 Result := True;
4015 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4016 if gFlash = 2 then Inc(FPickup, 5);
4017 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4018 end;
4020 ITEM_SUIT:
4021 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4022 begin
4023 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4024 Result := True;
4025 remove := True;
4026 FFireTime := 0;
4027 if gFlash = 2 then Inc(FPickup, 5);
4028 end;
4030 ITEM_OXYGEN:
4031 if FAir < AIR_MAX then
4032 begin
4033 FAir := AIR_MAX;
4034 Result := True;
4035 remove := True;
4036 if gFlash = 2 then Inc(FPickup, 5);
4037 end;
4039 ITEM_MEDKIT_BLACK:
4040 begin
4041 if not (R_BERSERK in FRulez) then
4042 begin
4043 Include(FRulez, R_BERSERK);
4044 if allowBerserkSwitching then
4045 begin
4046 FCurrWeap := WEAPON_KASTET;
4047 resetWeaponQueue();
4048 FModel.SetWeapon(WEAPON_KASTET);
4049 end;
4050 if gFlash <> 0 then
4051 begin
4052 Inc(FPain, 100);
4053 if gFlash = 2 then Inc(FPickup, 5);
4054 end;
4055 FBerserk := gTime+30000;
4056 Result := True;
4057 remove := True;
4058 FFireTime := 0;
4059 end;
4060 if FHealth < PLAYER_HP_SOFT then
4061 begin
4062 FHealth := PLAYER_HP_SOFT;
4063 FBerserk := gTime+30000;
4064 Result := True;
4065 remove := True;
4066 FFireTime := 0;
4067 end;
4068 end;
4070 ITEM_INVUL:
4071 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4072 begin
4073 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4074 Result := True;
4075 remove := True;
4076 if gFlash = 2 then Inc(FPickup, 5);
4077 end;
4079 ITEM_BOTTLE:
4080 if FHealth < PLAYER_HP_LIMIT then
4081 begin
4082 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4083 Result := True;
4084 remove := True;
4085 FFireTime := 0;
4086 if gFlash = 2 then Inc(FPickup, 5);
4087 end;
4089 ITEM_HELMET:
4090 if FArmor < PLAYER_AP_LIMIT then
4091 begin
4092 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4093 Result := True;
4094 remove := True;
4095 if gFlash = 2 then Inc(FPickup, 5);
4096 end;
4098 ITEM_JETPACK:
4099 if FJetFuel < JET_MAX then
4100 begin
4101 FJetFuel := JET_MAX;
4102 Result := True;
4103 remove := True;
4104 if gFlash = 2 then Inc(FPickup, 5);
4105 end;
4107 ITEM_INVIS:
4108 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4109 begin
4110 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4111 Result := True;
4112 remove := True;
4113 if gFlash = 2 then Inc(FPickup, 5);
4114 end;
4115 end;
4116 end;
4118 procedure TPlayer.Touch();
4119 begin
4120 if not FAlive then
4121 Exit;
4122 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4123 if FIamBot then
4124 begin
4125 // Áðîñèòü ôëàã òîâàðèùó:
4126 if gGameSettings.GameMode = GM_CTF then
4127 DropFlag();
4128 end;
4129 end;
4131 procedure TPlayer.Push(vx, vy: Integer);
4132 begin
4133 if (not FPhysics) and FGhost then
4134 Exit;
4135 FObj.Accel.X := FObj.Accel.X + vx;
4136 FObj.Accel.Y := FObj.Accel.Y + vy;
4137 if g_Game_IsNet and g_Game_IsServer then
4138 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4139 end;
4141 procedure TPlayer.Reset(Force: Boolean);
4142 begin
4143 if Force then
4144 FAlive := False;
4146 FSpawned := False;
4147 FTime[T_RESPAWN] := 0;
4148 FTime[T_FLAGCAP] := 0;
4149 FGodMode := False;
4150 FNoTarget := False;
4151 FNoReload := False;
4152 FFrags := 0;
4153 FLastFrag := 0;
4154 FComboEvnt := -1;
4155 FKills := 0;
4156 FMonsterKills := 0;
4157 FDeath := 0;
4158 FSecrets := 0;
4159 if FNoRespawn then
4160 begin
4161 FSpectator := False;
4162 FGhost := False;
4163 FPhysics := True;
4164 FSpectatePlayer := -1;
4165 FNoRespawn := False;
4166 end;
4167 FLives := gGameSettings.MaxLives;
4169 SetFlag(FLAG_NONE);
4170 end;
4172 procedure TPlayer.SoftReset();
4173 begin
4174 ReleaseKeys();
4176 FDamageBuffer := 0;
4177 FIncCam := 0;
4178 FBFGFireCounter := -1;
4179 FShellTimer := -1;
4180 FPain := 0;
4181 FLastHit := 0;
4182 FLastFrag := 0;
4183 FComboEvnt := -1;
4185 SetFlag(FLAG_NONE);
4186 SetAction(A_STAND, True);
4187 end;
4189 function TPlayer.GetRespawnPoint(): Byte;
4190 var
4191 c: Byte;
4192 begin
4193 Result := 255;
4194 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4196 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4197 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4198 begin
4199 if (Self = gPlayer1) or (Self = gPlayer2) then
4200 begin
4201 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4202 if Self = gPlayer1 then
4203 c := RESPAWNPOINT_PLAYER1
4204 else
4205 c := RESPAWNPOINT_PLAYER2;
4206 if g_Map_GetPointCount(c) > 0 then
4207 begin
4208 Result := c;
4209 Exit;
4210 end;
4212 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4213 if Self = gPlayer1 then
4214 c := RESPAWNPOINT_PLAYER2
4215 else
4216 c := RESPAWNPOINT_PLAYER1;
4217 if g_Map_GetPointCount(c) > 0 then
4218 begin
4219 Result := c;
4220 Exit;
4221 end;
4222 end else
4223 begin
4224 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4225 if Random(2) = 0 then
4226 c := RESPAWNPOINT_PLAYER1
4227 else
4228 c := RESPAWNPOINT_PLAYER2;
4229 if g_Map_GetPointCount(c) > 0 then
4230 begin
4231 Result := c;
4232 Exit;
4233 end;
4234 end;
4236 // Òî÷êà ëþáîé èç êîìàíä
4237 if Random(2) = 0 then
4238 c := RESPAWNPOINT_RED
4239 else
4240 c := RESPAWNPOINT_BLUE;
4241 if g_Map_GetPointCount(c) > 0 then
4242 begin
4243 Result := c;
4244 Exit;
4245 end;
4247 // Òî÷êà DM
4248 c := RESPAWNPOINT_DM;
4249 if g_Map_GetPointCount(c) > 0 then
4250 begin
4251 Result := c;
4252 Exit;
4253 end;
4254 end;
4256 // Ìÿñîïîâàë
4257 if gGameSettings.GameMode = GM_DM then
4258 begin
4259 // Òî÷êà DM
4260 c := RESPAWNPOINT_DM;
4261 if g_Map_GetPointCount(c) > 0 then
4262 begin
4263 Result := c;
4264 Exit;
4265 end;
4267 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4268 if Random(2) = 0 then
4269 c := RESPAWNPOINT_PLAYER1
4270 else
4271 c := RESPAWNPOINT_PLAYER2;
4272 if g_Map_GetPointCount(c) > 0 then
4273 begin
4274 Result := c;
4275 Exit;
4276 end;
4278 // Òî÷êà ëþáîé èç êîìàíä
4279 if Random(2) = 0 then
4280 c := RESPAWNPOINT_RED
4281 else
4282 c := RESPAWNPOINT_BLUE;
4283 if g_Map_GetPointCount(c) > 0 then
4284 begin
4285 Result := c;
4286 Exit;
4287 end;
4288 end;
4290 // Êîìàíäíûå
4291 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4292 begin
4293 // Òî÷êà ñâîåé êîìàíäû
4294 c := RESPAWNPOINT_DM;
4295 if FTeam = TEAM_RED then
4296 c := RESPAWNPOINT_RED;
4297 if FTeam = TEAM_BLUE then
4298 c := RESPAWNPOINT_BLUE;
4299 if g_Map_GetPointCount(c) > 0 then
4300 begin
4301 Result := c;
4302 Exit;
4303 end;
4305 // Òî÷êà DM
4306 c := RESPAWNPOINT_DM;
4307 if g_Map_GetPointCount(c) > 0 then
4308 begin
4309 Result := c;
4310 Exit;
4311 end;
4313 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4314 if Random(2) = 0 then
4315 c := RESPAWNPOINT_PLAYER1
4316 else
4317 c := RESPAWNPOINT_PLAYER2;
4318 if g_Map_GetPointCount(c) > 0 then
4319 begin
4320 Result := c;
4321 Exit;
4322 end;
4324 // Òî÷êà äðóãîé êîìàíäû
4325 c := RESPAWNPOINT_DM;
4326 if FTeam = TEAM_RED then
4327 c := RESPAWNPOINT_BLUE;
4328 if FTeam = TEAM_BLUE then
4329 c := RESPAWNPOINT_RED;
4330 if g_Map_GetPointCount(c) > 0 then
4331 begin
4332 Result := c;
4333 Exit;
4334 end;
4335 end;
4336 end;
4338 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4339 var
4340 RespawnPoint: TRespawnPoint;
4341 a, b, c: Byte;
4342 Anim: TAnimation;
4343 ID: DWORD;
4344 begin
4345 if not g_Game_IsServer then
4346 Exit;
4347 if FDummy then
4348 Exit;
4349 FWantsInGame := True;
4350 FJustTeleported := True;
4351 if Force then
4352 begin
4353 FTime[T_RESPAWN] := 0;
4354 FAlive := False;
4355 end;
4356 FNetTime := 0;
4357 // if server changes MaxLives we gotta be ready
4358 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4360 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4361 if FTime[T_RESPAWN] > gTime then
4362 Exit;
4364 // Ïðîñðàë âñå æèçíè:
4365 if FNoRespawn then
4366 begin
4367 if not FSpectator then Spectate(True);
4368 FWantsInGame := True;
4369 Exit;
4370 end;
4372 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4373 begin // "Ñâîÿ èãðà"
4374 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4375 FRulez := FRulez-[R_BERSERK];
4376 end
4377 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4378 begin
4379 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4380 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4381 end;
4383 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4384 c := GetRespawnPoint();
4386 ReleaseKeys();
4387 SetFlag(FLAG_NONE);
4389 // Âîñêðåøåíèå áåç îðóæèÿ:
4390 if not FAlive then
4391 begin
4392 FHealth := PLAYER_HP_SOFT;
4393 FArmor := 0;
4394 FAlive := True;
4395 FAir := AIR_DEF;
4396 FJetFuel := 0;
4398 for a := WP_FIRST to WP_LAST do
4399 begin
4400 FWeapon[a] := False;
4401 FReloading[a] := 0;
4402 end;
4404 FWeapon[WEAPON_PISTOL] := True;
4405 FWeapon[WEAPON_KASTET] := True;
4406 FCurrWeap := WEAPON_PISTOL;
4407 resetWeaponQueue();
4409 FModel.SetWeapon(FCurrWeap);
4411 for b := A_BULLETS to A_HIGH do
4412 FAmmo[b] := 0;
4414 FAmmo[A_BULLETS] := 50;
4416 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4417 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4418 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4419 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4420 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4422 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4423 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4424 else
4425 FRulez := [];
4426 end;
4428 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4429 if not g_Map_GetPoint(c, RespawnPoint) then
4430 begin
4431 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4432 Exit;
4433 end;
4435 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4436 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4437 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4438 FObj.Vel.X := 0;
4439 FObj.Vel.Y := 0;
4440 FObj.Accel.X := 0;
4441 FObj.Accel.Y := 0;
4443 FDirection := RespawnPoint.Direction;
4444 if FDirection = TDirection.D_LEFT then
4445 FAngle := 180
4446 else
4447 FAngle := 0;
4449 FIncCam := 0;
4450 FBFGFireCounter := -1;
4451 FShellTimer := -1;
4452 FPain := 0;
4453 FLastHit := 0;
4455 SetAction(A_STAND, True);
4456 FModel.Direction := FDirection;
4458 for a := Low(FTime) to High(FTime) do
4459 FTime[a] := 0;
4461 for a := Low(FMegaRulez) to High(FMegaRulez) do
4462 FMegaRulez[a] := 0;
4464 FDamageBuffer := 0;
4465 FJetpack := False;
4466 FCanJetpack := False;
4467 FFireTime := 0;
4468 FFirePainTime := 0;
4469 FFireAttacker := 0;
4471 // Àíèìàöèÿ âîçðîæäåíèÿ:
4472 if (not gLoadGameMode) and (not Silent) then
4473 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4474 begin
4475 Anim := TAnimation.Create(ID, False, 3);
4476 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4477 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4478 Anim.Free();
4479 end;
4481 FSpectator := False;
4482 FGhost := False;
4483 FPhysics := True;
4484 FSpectatePlayer := -1;
4485 FSpawned := True;
4487 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4488 gPlayer1 := self;
4489 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4490 gPlayer2 := self;
4492 if g_Game_IsNet then
4493 begin
4494 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4495 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4496 if not Silent then
4497 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4498 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4499 0, NET_GFX_TELE);
4500 end;
4501 end;
4503 procedure TPlayer.Spectate(NoMove: Boolean = False);
4504 begin
4505 if FAlive then
4506 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4507 else if (not NoMove) then
4508 begin
4509 GameX := gMapInfo.Width div 2;
4510 GameY := gMapInfo.Height div 2;
4511 end;
4512 FXTo := GameX;
4513 FYTo := GameY;
4515 FAlive := False;
4516 FSpectator := True;
4517 FGhost := True;
4518 FPhysics := False;
4519 FWantsInGame := False;
4520 FSpawned := False;
4522 if FNoRespawn then
4523 begin
4524 if Self = gPlayer1 then
4525 begin
4526 gLMSPID1 := FUID;
4527 gPlayer1 := nil;
4528 end;
4529 if Self = gPlayer2 then
4530 begin
4531 gLMSPID2 := FUID;
4532 gPlayer2 := nil;
4533 end;
4534 end;
4536 if g_Game_IsNet then
4537 MH_SEND_PlayerStats(FUID);
4538 end;
4540 procedure TPlayer.SwitchNoClip;
4541 begin
4542 if not FAlive then
4543 Exit;
4544 FGhost := not FGhost;
4545 FPhysics := not FGhost;
4546 if FGhost then
4547 begin
4548 FXTo := FObj.X;
4549 FYTo := FObj.Y;
4550 end else
4551 begin
4552 FObj.Accel.X := 0;
4553 FObj.Accel.Y := 0;
4554 end;
4555 end;
4557 procedure TPlayer.Run(Direction: TDirection);
4558 var
4559 a, b: Integer;
4560 begin
4561 if MAX_RUNVEL > 8 then
4562 FlySmoke();
4564 // Áåæèì:
4565 if Direction = TDirection.D_LEFT then
4566 begin
4567 if FObj.Vel.X > -MAX_RUNVEL then
4568 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4569 end
4570 else
4571 if FObj.Vel.X < MAX_RUNVEL then
4572 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4574 // Âîçìîæíî, ïèíàåì êóñêè:
4575 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4576 begin
4577 b := Abs(FObj.Vel.X);
4578 if b > 1 then b := b * (Random(8 div b) + 1);
4579 for a := 0 to High(gGibs) do
4580 begin
4581 if gGibs[a].alive and
4582 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4583 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4584 begin
4585 // Ïèíàåì êóñêè
4586 if FObj.Vel.X < 0 then
4587 begin
4588 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4589 end
4590 else
4591 begin
4592 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4593 end;
4594 gGibs[a].positionChanged(); // this updates spatial accelerators
4595 end;
4596 end;
4597 end;
4599 SetAction(A_WALK);
4600 end;
4602 procedure TPlayer.SeeDown();
4603 begin
4604 SetAction(A_SEEDOWN);
4606 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4608 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4609 end;
4611 procedure TPlayer.SeeUp();
4612 begin
4613 SetAction(A_SEEUP);
4615 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4617 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4618 end;
4620 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4621 var
4622 Prior: Byte;
4623 begin
4624 case Action of
4625 A_WALK: Prior := 3;
4626 A_DIE1: Prior := 5;
4627 A_DIE2: Prior := 5;
4628 A_ATTACK: Prior := 2;
4629 A_SEEUP: Prior := 1;
4630 A_SEEDOWN: Prior := 1;
4631 A_ATTACKUP: Prior := 2;
4632 A_ATTACKDOWN: Prior := 2;
4633 A_PAIN: Prior := 4;
4634 else Prior := 0;
4635 end;
4637 if (Prior > FActionPrior) or Force then
4638 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4639 begin
4640 FActionPrior := Prior;
4641 FActionAnim := Action;
4642 FActionForce := Force;
4643 FActionChanged := True;
4644 end;
4646 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4647 end;
4649 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4650 begin
4651 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4652 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4653 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4654 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4655 end;
4657 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4658 var
4659 Anim: TAnimation;
4660 ID: DWORD;
4661 begin
4662 Result := False;
4664 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4665 begin
4666 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4667 if g_Game_IsServer and g_Game_IsNet then
4668 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4669 Exit;
4670 end;
4672 FJustTeleported := True;
4674 Anim := nil;
4675 if not silent then
4676 begin
4677 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4678 begin
4679 Anim := TAnimation.Create(ID, False, 3);
4680 end;
4682 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4683 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4684 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4685 if g_Game_IsServer and g_Game_IsNet then
4686 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4687 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4688 NET_GFX_TELE);
4689 end;
4691 FObj.X := X-PLAYER_RECT.X;
4692 FObj.Y := Y-PLAYER_RECT.Y;
4693 if FAlive and FGhost then
4694 begin
4695 FXTo := FObj.X;
4696 FYTo := FObj.Y;
4697 end;
4699 if not g_Game_IsNet then
4700 begin
4701 if dir = 1 then
4702 begin
4703 SetDirection(TDirection.D_LEFT);
4704 FAngle := 180;
4705 end
4706 else
4707 if dir = 2 then
4708 begin
4709 SetDirection(TDirection.D_RIGHT);
4710 FAngle := 0;
4711 end
4712 else
4713 if dir = 3 then
4714 begin // îáðàòíîå
4715 if FDirection = TDirection.D_RIGHT then
4716 begin
4717 SetDirection(TDirection.D_LEFT);
4718 FAngle := 180;
4719 end
4720 else
4721 begin
4722 SetDirection(TDirection.D_RIGHT);
4723 FAngle := 0;
4724 end;
4725 end;
4726 end;
4728 if not silent and (Anim <> nil) then
4729 begin
4730 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4731 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4732 Anim.Free();
4734 if g_Game_IsServer and g_Game_IsNet then
4735 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4736 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4737 NET_GFX_TELE);
4738 end;
4740 Result := True;
4741 end;
4743 function nonz(a: Single): Single;
4744 begin
4745 if a <> 0 then
4746 Result := a
4747 else
4748 Result := 1;
4749 end;
4751 procedure TPlayer.Update();
4752 var
4753 b: Byte;
4754 i, ii, wx, wy, xd, yd, k: Integer;
4755 blockmon, headwater, dospawn: Boolean;
4756 NetServer: Boolean;
4757 AnyServer: Boolean;
4758 SetSpect: Boolean;
4759 begin
4760 NetServer := g_Game_IsNet and g_Game_IsServer;
4761 AnyServer := g_Game_IsServer;
4763 if g_Game_IsClient and (NetInterpLevel > 0) then
4764 DoLerp(NetInterpLevel + 1)
4765 else
4766 if FGhost then
4767 DoLerp(4);
4769 if NetServer then
4770 if FClientID >= 0 then
4771 begin
4772 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4773 if NetClients[FClientID].Peer^.packetsSent > 0 then
4774 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4775 else
4776 FLoss := 0;
4777 end else
4778 begin
4779 FPing := 0;
4780 FLoss := 0;
4781 end;
4783 if FAlive and (FPunchAnim <> nil) then
4784 FPunchAnim.Update();
4786 if FAlive and (gFly or FJetpack) then
4787 FlySmoke();
4789 if FDirection = TDirection.D_LEFT then
4790 FAngle := 180
4791 else
4792 FAngle := 0;
4794 if FAlive and (not FGhost) then
4795 begin
4796 if FKeys[KEY_UP].Pressed then
4797 SeeUp();
4798 if FKeys[KEY_DOWN].Pressed then
4799 SeeDown();
4800 end;
4802 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4803 (FIncCam <> 0) then
4804 begin
4805 i := g_basic.Sign(FIncCam);
4806 FIncCam := Abs(FIncCam);
4807 DecMin(FIncCam, 5, 0);
4808 FIncCam := FIncCam*i;
4809 end;
4811 // no need to do that each second frame, weapon queue will take care of it
4812 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4813 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4815 if gTime mod (GAME_TICK*2) <> 0 then
4816 begin
4817 if (FObj.Vel.X = 0) and FAlive then
4818 begin
4819 if FKeys[KEY_LEFT].Pressed then
4820 Run(TDirection.D_LEFT);
4821 if FKeys[KEY_RIGHT].Pressed then
4822 Run(TDirection.D_RIGHT);
4823 end;
4825 if FPhysics then
4826 begin
4827 g_Obj_Move(@FObj, True, True, True);
4828 positionChanged(); // this updates spatial accelerators
4829 end;
4831 Exit;
4832 end;
4834 FActionChanged := False;
4836 if FAlive then
4837 begin
4838 // Let alive player do some actions
4839 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4840 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4841 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4842 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4843 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4844 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4845 if FKeys[KEY_JUMP].Pressed then Jump()
4846 else
4847 begin
4848 if AnyServer and FJetpack then
4849 begin
4850 FJetpack := False;
4851 JetpackOff;
4852 if NetServer then MH_SEND_PlayerStats(FUID);
4853 end;
4854 FCanJetpack := True;
4855 end;
4856 end
4857 else // Dead
4858 begin
4859 dospawn := False;
4860 if not FGhost then
4861 for k := Low(FKeys) to KEY_CHAT-1 do
4862 begin
4863 if FKeys[k].Pressed then
4864 begin
4865 dospawn := True;
4866 break;
4867 end;
4868 end;
4869 if dospawn then
4870 begin
4871 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4872 Respawn(False)
4873 else // Single
4874 if (FTime[T_RESPAWN] <= gTime) and
4875 gGameOn and (not FAlive) then
4876 begin
4877 if (g_Player_GetCount() > 1) then
4878 Respawn(False)
4879 else
4880 begin
4881 gExit := EXIT_RESTART;
4882 Exit;
4883 end;
4884 end;
4885 end;
4886 // Dead spectator actions
4887 if FGhost then
4888 begin
4889 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4890 if FKeys[KEY_FIRE].Pressed and AnyServer then
4891 begin
4892 if FSpectator then
4893 begin
4894 if (FSpectatePlayer >= High(gPlayers)) then
4895 FSpectatePlayer := -1
4896 else
4897 begin
4898 SetSpect := False;
4899 for I := FSpectatePlayer + 1 to High(gPlayers) do
4900 if gPlayers[I] <> nil then
4901 if gPlayers[I].alive then
4902 if gPlayers[I].UID <> FUID then
4903 begin
4904 FSpectatePlayer := I;
4905 SetSpect := True;
4906 break;
4907 end;
4909 if not SetSpect then FSpectatePlayer := -1;
4910 end;
4912 ReleaseKeys;
4913 end;
4914 end;
4915 end;
4916 end;
4917 // No clipping
4918 if FGhost then
4919 begin
4920 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4921 begin
4922 FYTo := FObj.Y - 32;
4923 FSpectatePlayer := -1;
4924 end;
4925 if FKeys[KEY_DOWN].Pressed then
4926 begin
4927 FYTo := FObj.Y + 32;
4928 FSpectatePlayer := -1;
4929 end;
4930 if FKeys[KEY_LEFT].Pressed then
4931 begin
4932 FXTo := FObj.X - 32;
4933 FSpectatePlayer := -1;
4934 end;
4935 if FKeys[KEY_RIGHT].Pressed then
4936 begin
4937 FXTo := FObj.X + 32;
4938 FSpectatePlayer := -1;
4939 end;
4941 if (FXTo < -64) then
4942 FXTo := -64
4943 else if (FXTo > gMapInfo.Width + 32) then
4944 FXTo := gMapInfo.Width + 32;
4945 if (FYTo < -72) then
4946 FYTo := -72
4947 else if (FYTo > gMapInfo.Height + 32) then
4948 FYTo := gMapInfo.Height + 32;
4949 end;
4951 if FPhysics then
4952 begin
4953 g_Obj_Move(@FObj, True, True, True);
4954 positionChanged(); // this updates spatial accelerators
4955 end
4956 else
4957 begin
4958 FObj.Vel.X := 0;
4959 FObj.Vel.Y := 0;
4960 if FSpectator then
4961 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4962 if gPlayers[FSpectatePlayer] <> nil then
4963 if gPlayers[FSpectatePlayer].alive then
4964 begin
4965 FXTo := gPlayers[FSpectatePlayer].GameX;
4966 FYTo := gPlayers[FSpectatePlayer].GameY;
4967 end;
4968 end;
4970 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4971 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4972 PANEL_BLOCKMON, True);
4973 headwater := HeadInLiquid(0, 0);
4975 // Ñîïðîòèâëåíèå âîçäóõà:
4976 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4977 if FObj.Vel.X <> 0 then
4978 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4980 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4981 DecMin(FPain, 5, 0);
4982 DecMin(FPickup, 1, 0);
4984 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4985 begin
4986 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4987 FMegaRulez[MR_SUIT] := 0;
4988 FMegaRulez[MR_INVUL] := 0;
4989 FMegaRulez[MR_INVIS] := 0;
4990 Kill(K_FALLKILL, 0, HIT_FALL);
4991 end;
4993 i := 9;
4995 if FAlive then
4996 begin
4997 if FCurrWeap = WEAPON_SAW then
4998 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4999 FSawSoundSelect.IsPlaying()) then
5000 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5002 if FJetpack then
5003 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5004 (not FJetSoundOff.IsPlaying()) then
5005 begin
5006 FJetSoundFly.SetPosition(0);
5007 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5008 end;
5010 for b := WP_FIRST to WP_LAST do
5011 if FReloading[b] > 0 then
5012 if FNoReload then
5013 FReloading[b] := 0
5014 else
5015 Dec(FReloading[b]);
5017 if FShellTimer > -1 then
5018 if FShellTimer = 0 then
5019 begin
5020 if FShellType = SHELL_SHELL then
5021 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5022 GameVelX, GameVelY-2, SHELL_SHELL)
5023 else if FShellType = SHELL_DBLSHELL then
5024 begin
5025 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5026 GameVelX+1, GameVelY-2, SHELL_SHELL);
5027 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5028 GameVelX-1, GameVelY-2, SHELL_SHELL);
5029 end;
5030 FShellTimer := -1;
5031 end else Dec(FShellTimer);
5033 if (FBFGFireCounter > -1) then
5034 if FBFGFireCounter = 0 then
5035 begin
5036 if AnyServer then
5037 begin
5038 wx := FObj.X+WEAPONPOINT[FDirection].X;
5039 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5040 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5041 yd := wy+firediry();
5042 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5043 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5044 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5045 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5046 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5047 end;
5049 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5050 FBFGFireCounter := -1;
5051 end else
5052 if FNoReload then
5053 FBFGFireCounter := 0
5054 else
5055 Dec(FBFGFireCounter);
5057 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5058 begin
5059 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5061 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5062 end;
5064 if (headwater or blockmon) then
5065 begin
5066 Dec(FAir);
5068 if FAir < -9 then
5069 begin
5070 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5071 FAir := 0;
5072 end
5073 else if (FAir mod 31 = 0) and not blockmon then
5074 begin
5075 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5076 if Random(2) = 0 then
5077 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5078 else
5079 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5080 end;
5081 end else if FAir < AIR_DEF then
5082 FAir := AIR_DEF;
5084 if FFireTime > 0 then
5085 begin
5086 if BodyInLiquid(0, 0) then
5087 begin
5088 FFireTime := 0;
5089 FFirePainTime := 0;
5090 end
5091 else if FMegaRulez[MR_SUIT] >= gTime then
5092 begin
5093 if FMegaRulez[MR_SUIT] = gTime then
5094 FFireTime := 1;
5095 FFirePainTime := 0;
5096 end
5097 else
5098 begin
5099 OnFireFlame(1);
5100 if FFirePainTime <= 0 then
5101 begin
5102 if g_Game_IsServer then
5103 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5104 FFirePainTime := 18;
5105 end;
5106 FFirePainTime := FFirePainTime - 1;
5107 FFireTime := FFireTime - 1;
5108 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5109 MH_SEND_PlayerStats(FUID);
5110 end;
5111 end;
5113 if FDamageBuffer > 0 then
5114 begin
5115 if FDamageBuffer >= 9 then
5116 begin
5117 SetAction(A_PAIN);
5119 if FDamageBuffer < 30 then i := 9
5120 else if FDamageBuffer < 100 then i := 18
5121 else i := 27;
5122 end;
5124 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5125 FArmor := FArmor-(FDamageBuffer-ii);
5126 FHealth := FHealth-ii;
5127 if FArmor < 0 then
5128 begin
5129 FHealth := FHealth+FArmor;
5130 FArmor := 0;
5131 end;
5133 if AnyServer then
5134 if FHealth <= 0 then
5135 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5136 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5137 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5139 if FAlive then
5140 begin
5141 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5142 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5143 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5144 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5145 end;
5147 FDamageBuffer := 0;
5148 end;
5150 {CollideItem();}
5151 end; // if FAlive then ...
5153 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5154 begin
5155 FModel.ChangeAnimation(FActionAnim, FActionForce);
5156 FModel.GetCurrentAnimation.MinLength := i;
5157 FModel.GetCurrentAnimationMask.MinLength := i;
5158 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5160 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5161 then SetAction(A_STAND, True);
5163 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5165 for b := Low(FKeys) to High(FKeys) do
5166 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5167 end;
5170 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5171 begin
5172 x := FObj.X+PLAYER_RECT.X;
5173 y := FObj.Y+PLAYER_RECT.Y;
5174 w := PLAYER_RECT.Width;
5175 h := PLAYER_RECT.Height;
5176 end;
5179 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5180 begin
5181 if (dx <> 0) or (dy <> 0) then
5182 begin
5183 FObj.X += dx;
5184 FObj.Y += dy;
5185 positionChanged();
5186 end;
5187 end;
5190 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5191 begin
5192 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5193 FObj.Y+PLAYER_RECT.Y,
5194 PLAYER_RECT.Width,
5195 PLAYER_RECT.Height,
5196 X, Y,
5197 Width, Height);
5198 end;
5200 function TPlayer.Collide(Panel: TPanel): Boolean;
5201 begin
5202 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5203 FObj.Y+PLAYER_RECT.Y,
5204 PLAYER_RECT.Width,
5205 PLAYER_RECT.Height,
5206 Panel.X, Panel.Y,
5207 Panel.Width, Panel.Height);
5208 end;
5210 function TPlayer.Collide(X, Y: Integer): Boolean;
5211 begin
5212 X := X-FObj.X-PLAYER_RECT.X;
5213 Y := Y-FObj.Y-PLAYER_RECT.Y;
5214 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5215 (y >= 0) and (y <= PLAYER_RECT.Height);
5216 end;
5218 function g_Player_ValidName(Name: string): Boolean;
5219 var
5220 a: Integer;
5221 begin
5222 Result := True;
5224 if gPlayers = nil then Exit;
5226 for a := 0 to High(gPlayers) do
5227 if gPlayers[a] <> nil then
5228 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5229 begin
5230 Result := False;
5231 Exit;
5232 end;
5233 end;
5235 procedure TPlayer.SetDirection(Direction: TDirection);
5236 var
5237 d: TDirection;
5238 begin
5239 d := FModel.Direction;
5241 FModel.Direction := Direction;
5242 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5244 FDirection := Direction;
5245 end;
5247 function TPlayer.GetKeys(): Byte;
5248 begin
5249 Result := 0;
5251 if R_KEY_RED in FRulez then Result := KEY_RED;
5252 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5253 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5255 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5256 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5257 end;
5259 procedure TPlayer.Use();
5260 var
5261 a: Integer;
5262 begin
5263 if FTime[T_USE] > gTime then Exit;
5265 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5266 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5268 for a := 0 to High(gPlayers) do
5269 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5270 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5271 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5272 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5273 begin
5274 gPlayers[a].Touch();
5275 if g_Game_IsNet and g_Game_IsServer then
5276 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5277 end;
5279 FTime[T_USE] := gTime+120;
5280 end;
5282 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5283 var
5284 locObj: TObj;
5285 F: Boolean;
5286 WX, WY, XD, YD: Integer;
5287 begin
5288 F := False;
5289 WX := X;
5290 WY := Y;
5291 XD := AX;
5292 YD := AY;
5294 case FCurrWeap of
5295 WEAPON_KASTET:
5296 begin
5297 if R_BERSERK in FRulez then
5298 begin
5299 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5300 locobj.X := FObj.X+FObj.Rect.X;
5301 locobj.Y := FObj.Y+FObj.Rect.Y;
5302 locobj.rect.X := 0;
5303 locobj.rect.Y := 0;
5304 locobj.rect.Width := 39;
5305 locobj.rect.Height := 52;
5306 locobj.Vel.X := (xd-wx) div 2;
5307 locobj.Vel.Y := (yd-wy) div 2;
5308 locobj.Accel.X := xd-wx;
5309 locobj.Accel.y := yd-wy;
5311 DoPunch();
5313 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5314 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5315 else
5316 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5318 if gFlash = 1 then
5319 if FPain < 50 then
5320 FPain := min(FPain + 25, 50);
5321 end else
5322 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5323 end;
5325 WEAPON_SAW:
5326 begin
5327 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5328 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5329 begin
5330 FSawSoundSelect.Stop();
5331 FSawSound.Stop();
5332 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5333 end
5334 else if not FSawSoundHit.IsPlaying() then
5335 begin
5336 FSawSoundSelect.Stop();
5337 FSawSound.PlayAt(FObj.X, FObj.Y);
5338 end;
5339 f := True;
5340 end;
5342 WEAPON_PISTOL:
5343 begin
5344 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5345 FFireAngle := FAngle;
5346 f := True;
5347 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5348 GameVelX, GameVelY-2, SHELL_BULLET);
5349 end;
5351 WEAPON_SHOTGUN1:
5352 begin
5353 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5354 FFireAngle := FAngle;
5355 f := True;
5356 FShellTimer := 10;
5357 FShellType := SHELL_SHELL;
5358 end;
5360 WEAPON_SHOTGUN2:
5361 begin
5362 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5363 FFireAngle := FAngle;
5364 f := True;
5365 FShellTimer := 13;
5366 FShellType := SHELL_DBLSHELL;
5367 end;
5369 WEAPON_CHAINGUN:
5370 begin
5371 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5372 FFireAngle := FAngle;
5373 f := True;
5374 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5375 GameVelX, GameVelY-2, SHELL_BULLET);
5376 end;
5378 WEAPON_ROCKETLAUNCHER:
5379 begin
5380 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5381 FFireAngle := FAngle;
5382 f := True;
5383 end;
5385 WEAPON_PLASMA:
5386 begin
5387 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5388 FFireAngle := FAngle;
5389 f := True;
5390 end;
5392 WEAPON_BFG:
5393 begin
5394 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5395 FFireAngle := FAngle;
5396 f := True;
5397 end;
5399 WEAPON_SUPERPULEMET:
5400 begin
5401 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5402 FFireAngle := FAngle;
5403 f := True;
5404 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5405 GameVelX, GameVelY-2, SHELL_SHELL);
5406 end;
5408 WEAPON_FLAMETHROWER:
5409 begin
5410 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5411 FFireAngle := FAngle;
5412 f := True;
5413 end;
5414 end;
5416 if not f then Exit;
5418 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5419 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5420 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5421 end;
5423 procedure TPlayer.DoLerp(Level: Integer = 2);
5424 begin
5425 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5426 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5427 end;
5429 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5430 var
5431 AX, AY: Integer;
5432 begin
5433 if NetInterpLevel < 1 then
5434 begin
5435 FObj.X := XTo;
5436 FObj.Y := YTo;
5437 end
5438 else
5439 begin
5440 FXTo := XTo;
5441 FYTo := YTo;
5443 AX := Abs(FXTo - FObj.X);
5444 AY := Abs(FYTo - FObj.Y);
5445 if (AX > 32) or (AX <= NetInterpLevel) then
5446 FObj.X := FXTo;
5447 if (AY > 32) or (AY <= NetInterpLevel) then
5448 FObj.Y := FYTo;
5449 end;
5450 end;
5452 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5453 begin
5454 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5455 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5456 PANEL_LIFTUP, False) then Result := -1
5457 else
5458 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5459 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5460 PANEL_LIFTDOWN, False) then Result := 1
5461 else Result := 0;
5462 end;
5464 function TPlayer.GetFlag(Flag: Byte): Boolean;
5465 var
5466 s, ts: String;
5467 evtype: Byte;
5468 begin
5469 Result := False;
5471 if Flag = FLAG_NONE then
5472 Exit;
5474 if not g_Game_IsServer then Exit;
5476 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5477 if (Flag = FTeam) and
5478 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5479 (FFlag <> FLAG_NONE) then
5480 begin
5481 if FFlag = FLAG_RED then
5482 s := _lc[I_PLAYER_FLAG_RED]
5483 else
5484 s := _lc[I_PLAYER_FLAG_BLUE];
5486 evtype := FLAG_STATE_SCORED;
5488 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5489 Insert('.', ts, Length(ts) + 1 - 3);
5490 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5492 g_Map_ResetFlag(FFlag);
5493 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5495 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5497 Result := True;
5498 if g_Game_IsNet then
5499 begin
5500 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5501 MH_SEND_GameStats;
5502 end;
5504 gFlags[FFlag].CaptureTime := 0;
5505 SetFlag(FLAG_NONE);
5506 Exit;
5507 end;
5509 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5510 if (Flag = FTeam) and
5511 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5512 begin
5513 if Flag = FLAG_RED then
5514 s := _lc[I_PLAYER_FLAG_RED]
5515 else
5516 s := _lc[I_PLAYER_FLAG_BLUE];
5518 evtype := FLAG_STATE_RETURNED;
5519 gFlags[Flag].CaptureTime := 0;
5521 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5523 g_Map_ResetFlag(Flag);
5524 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5526 Result := True;
5527 if g_Game_IsNet then
5528 begin
5529 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5530 MH_SEND_GameStats;
5531 end;
5532 Exit;
5533 end;
5535 // Ïîäîáðàë ÷óæîé ôëàã:
5536 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5537 begin
5538 SetFlag(Flag);
5540 if Flag = FLAG_RED then
5541 s := _lc[I_PLAYER_FLAG_RED]
5542 else
5543 s := _lc[I_PLAYER_FLAG_BLUE];
5545 evtype := FLAG_STATE_CAPTURED;
5547 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5549 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5551 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5553 Result := True;
5554 if g_Game_IsNet then
5555 begin
5556 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5557 MH_SEND_GameStats;
5558 end;
5559 end;
5560 end;
5562 procedure TPlayer.SetFlag(Flag: Byte);
5563 begin
5564 FFlag := Flag;
5565 if FModel <> nil then
5566 FModel.SetFlag(FFlag);
5567 end;
5569 function TPlayer.DropFlag(): Boolean;
5570 var
5571 s: String;
5572 begin
5573 Result := False;
5574 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5575 Exit;
5576 FTime[T_FLAGCAP] := gTime + 2000;
5577 with gFlags[FFlag] do
5578 begin
5579 Obj.X := FObj.X;
5580 Obj.Y := FObj.Y;
5581 Direction := FDirection;
5582 State := FLAG_STATE_DROPPED;
5583 Count := FLAG_TIME;
5584 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5585 (FObj.Vel.Y div 2)-2+Random(5));
5586 positionChanged(); // this updates spatial accelerators
5588 if FFlag = FLAG_RED then
5589 s := _lc[I_PLAYER_FLAG_RED]
5590 else
5591 s := _lc[I_PLAYER_FLAG_BLUE];
5593 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5594 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5596 if g_Game_IsNet then
5597 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5598 end;
5599 SetFlag(FLAG_NONE);
5600 Result := True;
5601 end;
5603 procedure TPlayer.GetSecret();
5604 begin
5605 Inc(FSecrets);
5606 end;
5608 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5609 begin
5610 Assert(Key <= High(FKeys));
5612 FKeys[Key].Pressed := True;
5613 FKeys[Key].Time := Time;
5614 end;
5616 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5617 begin
5618 Result := FKeys[K].Pressed;
5619 end;
5621 procedure TPlayer.ReleaseKeys();
5622 var
5623 a: Integer;
5624 begin
5625 for a := Low(FKeys) to High(FKeys) do
5626 begin
5627 FKeys[a].Pressed := False;
5628 FKeys[a].Time := 0;
5629 end;
5630 end;
5632 procedure TPlayer.OnDamage(Angle: SmallInt);
5633 begin
5634 end;
5636 function TPlayer.firediry(): Integer;
5637 begin
5638 if FKeys[KEY_UP].Pressed then Result := -42
5639 else if FKeys[KEY_DOWN].Pressed then Result := 19
5640 else Result := 0;
5641 end;
5643 procedure TPlayer.RememberState();
5644 var
5645 i: Integer;
5646 begin
5647 FSavedState.Health := FHealth;
5648 FSavedState.Armor := FArmor;
5649 FSavedState.Air := FAir;
5650 FSavedState.JetFuel := FJetFuel;
5651 FSavedState.CurrWeap := FCurrWeap;
5652 FSavedState.NextWeap := FNextWeap;
5653 FSavedState.NextWeapDelay := FNextWeapDelay;
5655 for i := 0 to 3 do
5656 FSavedState.Ammo[i] := FAmmo[i];
5657 for i := 0 to 3 do
5658 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5660 FSavedState.Rulez := FRulez;
5661 FSavedState.WaitRecall := True;
5662 end;
5664 procedure TPlayer.RecallState();
5665 var
5666 i: Integer;
5667 begin
5668 if not FSavedState.WaitRecall then Exit;
5670 FHealth := FSavedState.Health;
5671 FArmor := FSavedState.Armor;
5672 FAir := FSavedState.Air;
5673 FJetFuel := FSavedState.JetFuel;
5674 FCurrWeap := FSavedState.CurrWeap;
5675 FNextWeap := FSavedState.NextWeap;
5676 FNextWeapDelay := FSavedState.NextWeapDelay;
5678 for i := 0 to 3 do
5679 FAmmo[i] := FSavedState.Ammo[i];
5680 for i := 0 to 3 do
5681 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5683 FRulez := FSavedState.Rulez;
5684 FSavedState.WaitRecall := False;
5686 if gGameSettings.GameType = GT_SERVER then
5687 MH_SEND_PlayerStats(FUID);
5688 end;
5690 procedure TPlayer.SaveState (st: TStream);
5691 var
5692 i: Integer;
5693 b: Byte;
5694 begin
5695 // Ñèãíàòóðà èãðîêà
5696 utils.writeSign(st, 'PLYR');
5697 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5698 // Áîò èëè ÷åëîâåê
5699 utils.writeBool(st, FIamBot);
5700 // UID èãðîêà
5701 utils.writeInt(st, Word(FUID));
5702 // Èìÿ èãðîêà
5703 utils.writeStr(st, FName);
5704 // Êîìàíäà
5705 utils.writeInt(st, Byte(FTeam));
5706 // Æèâ ëè
5707 utils.writeBool(st, FAlive);
5708 // Èçðàñõîäîâàë ëè âñå æèçíè
5709 utils.writeBool(st, FNoRespawn);
5710 // Íàïðàâëåíèå
5711 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5712 utils.writeInt(st, Byte(b));
5713 // Çäîðîâüå
5714 utils.writeInt(st, LongInt(FHealth));
5715 // Æèçíè
5716 utils.writeInt(st, Byte(FLives));
5717 // Áðîíÿ
5718 utils.writeInt(st, LongInt(FArmor));
5719 // Çàïàñ âîçäóõà
5720 utils.writeInt(st, LongInt(FAir));
5721 // Çàïàñ ãîðþ÷åãî
5722 utils.writeInt(st, LongInt(FJetFuel));
5723 // Áîëü
5724 utils.writeInt(st, LongInt(FPain));
5725 // Óáèë
5726 utils.writeInt(st, LongInt(FKills));
5727 // Óáèë ìîíñòðîâ
5728 utils.writeInt(st, LongInt(FMonsterKills));
5729 // Ôðàãîâ
5730 utils.writeInt(st, LongInt(FFrags));
5731 // Ôðàãîâ ïîäðÿä
5732 utils.writeInt(st, Byte(FFragCombo));
5733 // Âðåìÿ ïîñëåäíåãî ôðàãà
5734 utils.writeInt(st, LongWord(FLastFrag));
5735 // Ñìåðòåé
5736 utils.writeInt(st, LongInt(FDeath));
5737 // Êàêîé ôëàã íåñåò
5738 utils.writeInt(st, Byte(FFlag));
5739 // Íàøåë ñåêðåòîâ
5740 utils.writeInt(st, LongInt(FSecrets));
5741 // Òåêóùåå îðóæèå
5742 utils.writeInt(st, Byte(FCurrWeap));
5743 // Æåëàåìîå îðóæèå
5744 utils.writeInt(st, Word(FNextWeap));
5745 // ...è ïàóçà
5746 utils.writeInt(st, Byte(FNextWeapDelay));
5747 // Âðåìÿ çàðÿäêè BFG
5748 utils.writeInt(st, SmallInt(FBFGFireCounter));
5749 // Áóôåð óðîíà
5750 utils.writeInt(st, LongInt(FDamageBuffer));
5751 // Ïîñëåäíèé óäàðèâøèé
5752 utils.writeInt(st, Word(FLastSpawnerUID));
5753 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5754 utils.writeInt(st, Byte(FLastHit));
5755 // Îáúåêò èãðîêà
5756 Obj_SaveState(st, @FObj);
5757 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5758 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5759 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5760 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5761 // Íàëè÷èå îðóæèÿ
5762 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5763 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5764 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5765 // Íàëè÷èå ðþêçàêà
5766 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5767 // Íàëè÷èå êðàñíîãî êëþ÷à
5768 utils.writeBool(st, (R_KEY_RED in FRulez));
5769 // Íàëè÷èå çåëåíîãî êëþ÷à
5770 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5771 // Íàëè÷èå ñèíåãî êëþ÷à
5772 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5773 // Íàëè÷èå áåðñåðêà
5774 utils.writeBool(st, (R_BERSERK in FRulez));
5775 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5776 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5777 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5778 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5779 // Íàçâàíèå ìîäåëè
5780 utils.writeStr(st, FModel.Name);
5781 // Öâåò ìîäåëè
5782 utils.writeInt(st, Byte(FColor.R));
5783 utils.writeInt(st, Byte(FColor.G));
5784 utils.writeInt(st, Byte(FColor.B));
5785 end;
5788 procedure TPlayer.LoadState (st: TStream);
5789 var
5790 i: Integer;
5791 str: String;
5792 b: Byte;
5793 begin
5794 assert(st <> nil);
5796 // Ñèãíàòóðà èãðîêà
5797 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5798 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5799 // Áîò èëè ÷åëîâåê:
5800 FIamBot := utils.readBool(st);
5801 // UID èãðîêà
5802 FUID := utils.readWord(st);
5803 // Èìÿ èãðîêà
5804 str := utils.readStr(st);
5805 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5806 // Êîìàíäà
5807 FTeam := utils.readByte(st);
5808 // Æèâ ëè
5809 FAlive := utils.readBool(st);
5810 // Èçðàñõîäîâàë ëè âñå æèçíè
5811 FNoRespawn := utils.readBool(st);
5812 // Íàïðàâëåíèå
5813 b := utils.readByte(st);
5814 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5815 // Çäîðîâüå
5816 FHealth := utils.readLongInt(st);
5817 // Æèçíè
5818 FLives := utils.readByte(st);
5819 // Áðîíÿ
5820 FArmor := utils.readLongInt(st);
5821 // Çàïàñ âîçäóõà
5822 FAir := utils.readLongInt(st);
5823 // Çàïàñ ãîðþ÷åãî
5824 FJetFuel := utils.readLongInt(st);
5825 // Áîëü
5826 FPain := utils.readLongInt(st);
5827 // Óáèë
5828 FKills := utils.readLongInt(st);
5829 // Óáèë ìîíñòðîâ
5830 FMonsterKills := utils.readLongInt(st);
5831 // Ôðàãîâ
5832 FFrags := utils.readLongInt(st);
5833 // Ôðàãîâ ïîäðÿä
5834 FFragCombo := utils.readByte(st);
5835 // Âðåìÿ ïîñëåäíåãî ôðàãà
5836 FLastFrag := utils.readLongWord(st);
5837 // Ñìåðòåé
5838 FDeath := utils.readLongInt(st);
5839 // Êàêîé ôëàã íåñåò
5840 FFlag := utils.readByte(st);
5841 // Íàøåë ñåêðåòîâ
5842 FSecrets := utils.readLongInt(st);
5843 // Òåêóùåå îðóæèå
5844 FCurrWeap := utils.readByte(st);
5845 // Æåëàåìîå îðóæèå
5846 FNextWeap := utils.readWord(st);
5847 // ...è ïàóçà
5848 FNextWeapDelay := utils.readByte(st);
5849 // Âðåìÿ çàðÿäêè BFG
5850 FBFGFireCounter := utils.readSmallInt(st);
5851 // Áóôåð óðîíà
5852 FDamageBuffer := utils.readLongInt(st);
5853 // Ïîñëåäíèé óäàðèâøèé
5854 FLastSpawnerUID := utils.readWord(st);
5855 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5856 FLastHit := utils.readByte(st);
5857 // Îáúåêò èãðîêà
5858 Obj_LoadState(@FObj, st);
5859 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5860 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5861 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5862 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5863 // Íàëè÷èå îðóæèÿ
5864 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5865 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5866 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5867 // Íàëè÷èå ðþêçàêà
5868 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5869 // Íàëè÷èå êðàñíîãî êëþ÷à
5870 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5871 // Íàëè÷èå çåëåíîãî êëþ÷à
5872 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5873 // Íàëè÷èå ñèíåãî êëþ÷à
5874 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5875 // Íàëè÷èå áåðñåðêà
5876 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5877 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5878 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5879 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5880 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5881 // Íàçâàíèå ìîäåëè
5882 str := utils.readStr(st);
5883 // Öâåò ìîäåëè
5884 FColor.R := utils.readByte(st);
5885 FColor.G := utils.readByte(st);
5886 FColor.B := utils.readByte(st);
5887 if (self = gPlayer1) then
5888 begin
5889 str := gPlayer1Settings.Model;
5890 FColor := gPlayer1Settings.Color;
5891 end
5892 else if (self = gPlayer2) then
5893 begin
5894 str := gPlayer2Settings.Model;
5895 FColor := gPlayer2Settings.Color;
5896 end;
5897 // Îáíîâëÿåì ìîäåëü èãðîêà
5898 SetModel(str);
5899 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5900 FModel.Color := TEAMCOLOR[FTeam]
5901 else
5902 FModel.Color := FColor;
5903 end;
5906 procedure TPlayer.AllRulez(Health: Boolean);
5907 var
5908 a: Integer;
5909 begin
5910 if Health then
5911 begin
5912 FHealth := PLAYER_HP_LIMIT;
5913 FArmor := PLAYER_AP_LIMIT;
5914 Exit;
5915 end;
5917 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5918 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5919 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5920 end;
5922 procedure TPlayer.RestoreHealthArmor();
5923 begin
5924 FHealth := PLAYER_HP_LIMIT;
5925 FArmor := PLAYER_AP_LIMIT;
5926 end;
5928 procedure TPlayer.FragCombo();
5929 var
5930 Param: Integer;
5931 begin
5932 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5933 Exit;
5934 if gTime - FLastFrag < FRAG_COMBO_TIME then
5935 begin
5936 if FFragCombo < 5 then
5937 Inc(FFragCombo);
5938 Param := FUID or (FFragCombo shl 16);
5939 if (FComboEvnt >= Low(gDelayedEvents)) and
5940 (FComboEvnt <= High(gDelayedEvents)) and
5941 gDelayedEvents[FComboEvnt].Pending and
5942 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5943 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5944 begin
5945 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5946 gDelayedEvents[FComboEvnt].DENum := Param;
5947 end
5948 else
5949 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5950 end
5951 else
5952 FFragCombo := 1;
5954 FLastFrag := gTime;
5955 end;
5957 procedure TPlayer.GiveItem(ItemType: Byte);
5958 begin
5959 case ItemType of
5960 ITEM_SUIT:
5961 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5962 begin
5963 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5964 end;
5966 ITEM_OXYGEN:
5967 if FAir < AIR_MAX then
5968 begin
5969 FAir := AIR_MAX;
5970 end;
5972 ITEM_MEDKIT_BLACK:
5973 begin
5974 if not (R_BERSERK in FRulez) then
5975 begin
5976 Include(FRulez, R_BERSERK);
5977 if FBFGFireCounter < 1 then
5978 begin
5979 FCurrWeap := WEAPON_KASTET;
5980 resetWeaponQueue();
5981 FModel.SetWeapon(WEAPON_KASTET);
5982 end;
5983 if gFlash <> 0 then
5984 Inc(FPain, 100);
5985 FBerserk := gTime+30000;
5986 end;
5987 if FHealth < PLAYER_HP_SOFT then
5988 begin
5989 FHealth := PLAYER_HP_SOFT;
5990 FBerserk := gTime+30000;
5991 end;
5992 end;
5994 ITEM_INVUL:
5995 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5996 begin
5997 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5998 end;
6000 ITEM_INVIS:
6001 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6002 begin
6003 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6004 end;
6006 ITEM_JETPACK:
6007 if FJetFuel < JET_MAX then
6008 begin
6009 FJetFuel := JET_MAX;
6010 end;
6012 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6013 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6015 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6016 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6018 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6019 ITEM_SPHERE_WHITE:
6020 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6021 begin
6022 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6023 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6024 end;
6026 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6027 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6028 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6029 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6030 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6031 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6032 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6033 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6034 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6036 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6037 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6038 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6039 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6040 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6041 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6042 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6043 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6044 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6046 ITEM_AMMO_BACKPACK:
6047 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6048 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6049 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6050 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6051 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6052 begin
6053 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6054 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6055 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6056 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6057 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6059 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6060 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6061 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6062 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6064 FRulez := FRulez + [R_ITEM_BACKPACK];
6065 end;
6067 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6068 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6069 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6071 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6072 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6074 else
6075 Exit;
6076 end;
6077 if g_Game_IsNet and g_Game_IsServer then
6078 MH_SEND_PlayerStats(FUID);
6079 end;
6081 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6082 var
6083 id, i: DWORD;
6084 Anim: TAnimation;
6085 begin
6086 if (Random(5) = 1) and (Times = 1) then
6087 Exit;
6089 if BodyInLiquid(0, 0) then
6090 begin
6091 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6092 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6093 if Random(2) = 0 then
6094 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6095 else
6096 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6097 Exit;
6098 end;
6100 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6101 begin
6102 for i := 1 to Times do
6103 begin
6104 Anim := TAnimation.Create(id, False, 3);
6105 Anim.Alpha := 150;
6106 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6107 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6108 Anim.Free();
6109 end;
6110 end;
6111 end;
6113 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6114 var
6115 id, i: DWORD;
6116 Anim: TAnimation;
6117 begin
6118 if (Random(10) = 1) and (Times = 1) then
6119 Exit;
6121 if g_Frames_Get(id, 'FRAMES_FLAME') then
6122 begin
6123 for i := 1 to Times do
6124 begin
6125 Anim := TAnimation.Create(id, False, 3);
6126 Anim.Alpha := 0;
6127 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6128 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6129 Anim.Free();
6130 end;
6131 end;
6132 end;
6134 procedure TPlayer.PauseSounds(Enable: Boolean);
6135 begin
6136 FSawSound.Pause(Enable);
6137 FSawSoundIdle.Pause(Enable);
6138 FSawSoundHit.Pause(Enable);
6139 FSawSoundSelect.Pause(Enable);
6140 end;
6142 { T C o r p s e : }
6144 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6145 begin
6146 g_Obj_Init(@FObj);
6147 FObj.X := X;
6148 FObj.Y := Y;
6149 FObj.Rect := PLAYER_CORPSERECT;
6150 FModelName := ModelName;
6151 FMess := aMess;
6153 if FMess then
6154 begin
6155 FState := CORPSE_STATE_MESS;
6156 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6157 end
6158 else
6159 begin
6160 FState := CORPSE_STATE_NORMAL;
6161 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6162 end;
6163 end;
6165 destructor TCorpse.Destroy();
6166 begin
6167 FAnimation.Free();
6169 inherited;
6170 end;
6172 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6174 procedure TCorpse.positionChanged (); inline; begin end;
6176 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6177 begin
6178 if (dx <> 0) or (dy <> 0) then
6179 begin
6180 FObj.X += dx;
6181 FObj.Y += dy;
6182 positionChanged();
6183 end;
6184 end;
6187 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6188 begin
6189 x := FObj.X+PLAYER_CORPSERECT.X;
6190 y := FObj.Y+PLAYER_CORPSERECT.Y;
6191 w := PLAYER_CORPSERECT.Width;
6192 h := PLAYER_CORPSERECT.Height;
6193 end;
6196 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6197 var
6198 pm: TPlayerModel;
6199 begin
6200 if FState = CORPSE_STATE_REMOVEME then
6201 Exit;
6203 FDamage := FDamage + Value;
6205 if FDamage > 150 then
6206 begin
6207 if FAnimation <> nil then
6208 begin
6209 FAnimation.Free();
6210 FAnimation := nil;
6212 FState := CORPSE_STATE_REMOVEME;
6214 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6215 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6216 FModelName, FColor);
6217 // Çâóê ìÿñà îò òðóïà:
6218 pm := g_PlayerModel_Get(FModelName);
6219 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6220 pm.Free;
6221 end;
6222 end
6223 else
6224 begin
6225 FObj.Vel.X := FObj.Vel.X + vx;
6226 FObj.Vel.Y := FObj.Vel.Y + vy;
6227 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6228 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6229 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6230 150, 0, 0);
6231 end;
6232 end;
6234 procedure TCorpse.Draw();
6235 begin
6236 if FState = CORPSE_STATE_REMOVEME then
6237 Exit;
6239 if FAnimation <> nil then
6240 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6242 if FAnimationMask <> nil then
6243 begin
6244 e_Colors := FColor;
6245 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6246 e_Colors.R := 255;
6247 e_Colors.G := 255;
6248 e_Colors.B := 255;
6249 end;
6250 end;
6252 procedure TCorpse.Update();
6253 var
6254 st: Word;
6255 begin
6256 if FState = CORPSE_STATE_REMOVEME then
6257 Exit;
6259 if gTime mod (GAME_TICK*2) <> 0 then
6260 begin
6261 g_Obj_Move(@FObj, True, True, True);
6262 positionChanged(); // this updates spatial accelerators
6263 Exit;
6264 end;
6266 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6267 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6269 st := g_Obj_Move(@FObj, True, True, True);
6270 positionChanged(); // this updates spatial accelerators
6272 if WordBool(st and MOVE_FALLOUT) then
6273 begin
6274 FState := CORPSE_STATE_REMOVEME;
6275 Exit;
6276 end;
6278 if FAnimation <> nil then
6279 FAnimation.Update();
6280 if FAnimationMask <> nil then
6281 FAnimationMask.Update();
6282 end;
6285 procedure TCorpse.SaveState (st: TStream);
6286 var
6287 anim: Boolean;
6288 begin
6289 assert(st <> nil);
6291 // Ñèãíàòóðà òðóïà
6292 utils.writeSign(st, 'CORP');
6293 utils.writeInt(st, Byte(0));
6294 // Ñîñòîÿíèå
6295 utils.writeInt(st, Byte(FState));
6296 // Íàêîïëåííûé óðîí
6297 utils.writeInt(st, Byte(FDamage));
6298 // Öâåò
6299 utils.writeInt(st, Byte(FColor.R));
6300 utils.writeInt(st, Byte(FColor.G));
6301 utils.writeInt(st, Byte(FColor.B));
6302 // Îáúåêò òðóïà
6303 Obj_SaveState(st, @FObj);
6304 // Åñòü ëè àíèìàöèÿ
6305 anim := (FAnimation <> nil);
6306 utils.writeBool(st, anim);
6307 // Åñëè åñòü - ñîõðàíÿåì
6308 if anim then FAnimation.SaveState(st);
6309 // Åñòü ëè ìàñêà àíèìàöèè
6310 anim := (FAnimationMask <> nil);
6311 utils.writeBool(st, anim);
6312 // Åñëè åñòü - ñîõðàíÿåì
6313 if anim then FAnimationMask.SaveState(st);
6314 end;
6317 procedure TCorpse.LoadState (st: TStream);
6318 var
6319 anim: Boolean;
6320 begin
6321 assert(st <> nil);
6323 // Ñèãíàòóðà òðóïà
6324 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6325 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6326 // Ñîñòîÿíèå
6327 FState := utils.readByte(st);
6328 // Íàêîïëåííûé óðîí
6329 FDamage := utils.readByte(st);
6330 // Öâåò
6331 FColor.R := utils.readByte(st);
6332 FColor.G := utils.readByte(st);
6333 FColor.B := utils.readByte(st);
6334 // Îáúåêò òðóïà
6335 Obj_LoadState(@FObj, st);
6336 // Åñòü ëè àíèìàöèÿ
6337 anim := utils.readBool(st);
6338 // Åñëè åñòü - çàãðóæàåì
6339 if anim then
6340 begin
6341 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6342 FAnimation.LoadState(st);
6343 end;
6344 // Åñòü ëè ìàñêà àíèìàöèè
6345 anim := utils.readBool(st);
6346 // Åñëè åñòü - çàãðóæàåì
6347 if anim then
6348 begin
6349 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6350 FAnimationMask.LoadState(st);
6351 end;
6352 end;
6354 { T B o t : }
6356 constructor TBot.Create();
6357 var
6358 a: Integer;
6359 begin
6360 inherited Create();
6362 FPhysics := True;
6363 FSpectator := False;
6364 FGhost := False;
6366 FIamBot := True;
6368 Inc(gNumBots);
6370 for a := WP_FIRST to WP_LAST do
6371 begin
6372 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6373 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6374 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6375 end;
6376 end;
6378 destructor TBot.Destroy();
6379 begin
6380 Dec(gNumBots);
6381 inherited Destroy();
6382 end;
6384 procedure TBot.Draw();
6385 begin
6386 inherited Draw();
6388 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6389 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6390 end;
6392 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6393 begin
6394 inherited Respawn(Silent, Force);
6396 FAIFlags := nil;
6397 FSelectedWeapon := FCurrWeap;
6398 resetWeaponQueue();
6399 FTargetUID := 0;
6400 end;
6402 procedure TBot.UpdateCombat();
6403 type
6404 TTarget = record
6405 UID: Word;
6406 X, Y: Integer;
6407 Rect: TRectWH;
6408 cX, cY: Integer;
6409 Dist: Word;
6410 Line: Boolean;
6411 Visible: Boolean;
6412 IsPlayer: Boolean;
6413 end;
6415 TTargetRecord = array of TTarget;
6417 function Compare(a, b: TTarget): Integer;
6418 begin
6419 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6420 Result := -1
6421 else
6422 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6423 Result := 1
6424 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6425 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6426 begin
6427 if a.Dist > b.Dist then // B áëèæå
6428 Result := 1
6429 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6430 Result := -1;
6431 end
6432 else // Ñòðàííî -> A
6433 Result := -1;
6434 end;
6436 var
6437 a, x1, y1, x2, y2: Integer;
6438 targets: TTargetRecord;
6439 ammo: Word;
6440 Target, BestTarget: TTarget;
6441 firew, fireh: Integer;
6442 angle: SmallInt;
6443 mon: TMonster;
6444 pla, tpla: TPlayer;
6445 vsPlayer, vsMonster, ok: Boolean;
6448 function monsUpdate (mon: TMonster): Boolean;
6449 begin
6450 result := false; // don't stop
6451 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6452 begin
6453 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6455 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6456 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6458 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6459 if g_TraceVector(x1, y1, x2, y2) then
6460 begin
6461 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6462 SetLength(targets, Length(targets)+1);
6463 with targets[High(targets)] do
6464 begin
6465 UID := mon.UID;
6466 X := mon.Obj.X;
6467 Y := mon.Obj.Y;
6468 cX := x2;
6469 cY := y2;
6470 Rect := mon.Obj.Rect;
6471 Dist := g_PatchLength(x1, y1, x2, y2);
6472 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6473 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6474 Visible := True;
6475 IsPlayer := False;
6476 end;
6477 end;
6478 end;
6479 end;
6481 begin
6482 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6483 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6485 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6486 if FCurrWeap <> FSelectedWeapon then
6487 NextWeapon();
6489 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6490 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6491 begin
6492 RemoveAIFlag('NEEDFIRE');
6494 case FCurrWeap of
6495 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6496 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6497 else PressKey(KEY_FIRE);
6498 end;
6499 end;
6501 // Êîîðäèíàòû ñòâîëà:
6502 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6503 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6505 Target.UID := FTargetUID;
6507 ok := False;
6508 if Target.UID <> 0 then
6509 begin // Öåëü åñòü - íàñòðàèâàåì
6510 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6511 vsPlayer then
6512 begin // Èãðîê
6513 tpla := g_Player_Get(Target.UID);
6514 if tpla <> nil then
6515 with tpla do
6516 begin
6517 if (@FObj) <> nil then
6518 begin
6519 Target.X := FObj.X;
6520 Target.Y := FObj.Y;
6521 end;
6522 end;
6524 Target.cX := Target.X + PLAYER_RECT_CX;
6525 Target.cY := Target.Y + PLAYER_RECT_CY;
6526 Target.Rect := PLAYER_RECT;
6527 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6528 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6529 (y1-4 > Target.Y+PLAYER_RECT.Y);
6530 Target.IsPlayer := True;
6531 ok := True;
6532 end
6533 else
6534 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6535 vsMonster then
6536 begin // Ìîíñòð
6537 mon := g_Monsters_ByUID(Target.UID);
6538 if mon <> nil then
6539 begin
6540 Target.X := mon.Obj.X;
6541 Target.Y := mon.Obj.Y;
6543 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6544 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6545 Target.Rect := mon.Obj.Rect;
6546 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6547 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6548 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6549 Target.IsPlayer := False;
6550 ok := True;
6551 end;
6552 end;
6553 end;
6555 if not ok then
6556 begin // Öåëè íåò - îáíóëÿåì
6557 Target.X := 0;
6558 Target.Y := 0;
6559 Target.cX := 0;
6560 Target.cY := 0;
6561 Target.Visible := False;
6562 Target.Line := False;
6563 Target.IsPlayer := False;
6564 end;
6566 targets := nil;
6568 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6569 if (not Target.Line) or (not Target.Visible) then
6570 begin
6571 // Èãðîêè:
6572 if vsPlayer then
6573 for a := 0 to High(gPlayers) do
6574 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6575 (gPlayers[a].FUID <> FUID) and
6576 (not SameTeam(FUID, gPlayers[a].FUID)) and
6577 (not gPlayers[a].NoTarget) and
6578 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6579 begin
6580 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6581 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6582 Continue;
6584 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6585 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6587 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6588 if g_TraceVector(x1, y1, x2, y2) then
6589 begin
6590 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6591 SetLength(targets, Length(targets)+1);
6592 with targets[High(targets)] do
6593 begin
6594 UID := gPlayers[a].FUID;
6595 X := gPlayers[a].FObj.X;
6596 Y := gPlayers[a].FObj.Y;
6597 cX := x2;
6598 cY := y2;
6599 Rect := PLAYER_RECT;
6600 Dist := g_PatchLength(x1, y1, x2, y2);
6601 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6602 (y1-4 > Target.Y+PLAYER_RECT.Y);
6603 Visible := True;
6604 IsPlayer := True;
6605 end;
6606 end;
6607 end;
6609 // Ìîíñòðû:
6610 if vsMonster then g_Mons_ForEach(monsUpdate);
6611 end;
6613 // Åñëè åñòü âîçìîæíûå öåëè:
6614 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6615 if targets <> nil then
6616 begin
6617 // Âûáèðàåì íàèëó÷øóþ öåëü:
6618 BestTarget := targets[0];
6619 if Length(targets) > 1 then
6620 for a := 1 to High(targets) do
6621 if Compare(BestTarget, targets[a]) = 1 then
6622 BestTarget := targets[a];
6624 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6625 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6626 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6627 begin
6628 Target := BestTarget;
6630 if (Healthy() = 3) or ((Healthy() = 2)) then
6631 begin // Åñëè çäîðîâû - äîãîíÿåì
6632 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6633 SetAIFlag('GORIGHT', '1');
6634 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6635 SetAIFlag('GOLEFT', '1');
6636 end
6637 else
6638 begin // Åñëè ïîáèòû - óáåãàåì
6639 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6640 SetAIFlag('GORIGHT', '1');
6641 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6642 SetAIFlag('GOLEFT', '1');
6643 end;
6645 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6646 SelectWeapon(Abs(x1-Target.cX));
6647 end;
6648 end;
6650 // Åñëè åñòü öåëü:
6651 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6652 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6653 if Target.UID <> 0 then
6654 begin
6655 if not TargetOnScreen(Target.X + Target.Rect.X,
6656 Target.Y + Target.Rect.Y) then
6657 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6658 if (Healthy() = 3) or ((Healthy() = 2)) then
6659 begin // Åñëè çäîðîâû - äîãîíÿåì
6660 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6661 SetAIFlag('GORIGHT', '1');
6662 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6663 SetAIFlag('GOLEFT', '1');
6664 end
6665 else
6666 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6667 Target.UID := 0;
6668 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6669 SetAIFlag('GORIGHT', '1');
6670 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6671 SetAIFlag('GOLEFT', '1');
6672 end;
6673 end
6674 else
6675 begin // Öåëü ïîêà íà "ýêðàíå"
6676 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6677 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6678 FLastVisible := gTime;
6679 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6680 if (Abs(FObj.Y-Target.Y) <= 128) then
6681 begin
6682 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6683 SetAIFlag('GORIGHT', '1');
6684 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6685 SetAIFlag('GOLEFT', '1');
6686 end;
6687 end;
6689 // Âûáèðàåì óãîë ââåðõ:
6690 if FDirection = TDirection.D_LEFT then
6691 angle := ANGLE_LEFTUP
6692 else
6693 angle := ANGLE_RIGHTUP;
6695 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6696 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6698 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6699 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6700 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6701 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6702 Target.Rect.Width, Target.Rect.Height) and
6703 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6704 begin // òî íóæíî ñòðåëÿòü ââåðõ
6705 SetAIFlag('NEEDFIRE', '1');
6706 SetAIFlag('NEEDSEEUP', '1');
6707 end;
6709 // Âûáèðàåì óãîë âíèç:
6710 if FDirection = TDirection.D_LEFT then
6711 angle := ANGLE_LEFTDOWN
6712 else
6713 angle := ANGLE_RIGHTDOWN;
6715 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6716 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6718 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6719 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6720 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6721 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6722 Target.Rect.Width, Target.Rect.Height) and
6723 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6724 begin // òî íóæíî ñòðåëÿòü âíèç
6725 SetAIFlag('NEEDFIRE', '1');
6726 SetAIFlag('NEEDSEEDOWN', '1');
6727 end;
6729 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6730 if Target.Visible and
6731 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6732 (y1-4 > Target.Y+Target.Rect.Y) then
6733 begin
6734 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6735 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6736 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6737 begin // òî íóæíî ñòðåëÿòü âïåðåä
6738 SetAIFlag('NEEDFIRE', '1');
6739 SetAIFlag('NEEDSEEDOWN', '');
6740 SetAIFlag('NEEDSEEUP', '');
6741 end;
6742 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6743 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6744 if GetRnd(FDifficult.CloseJump) then
6745 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6746 if Abs(FObj.X-Target.X) < 128 then
6747 a := 4
6748 else
6749 a := 30;
6750 if Random(a) = 0 then
6751 SetAIFlag('NEEDJUMP', '1');
6752 end;
6753 end;
6755 // Åñëè öåëü âñå åùå åñòü:
6756 if Target.UID <> 0 then
6757 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6758 Target.UID := 0 // òî çàáûòü öåëü
6759 else // Åñëè âèäåëè íåäàâíî
6760 begin // íî öåëü óáèëè
6761 if Target.IsPlayer then
6762 begin // Öåëü - èãðîê
6763 pla := g_Player_Get(Target.UID);
6764 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6765 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6766 Target.UID := 0; // òî çàáûòü öåëü
6767 end
6768 else
6769 begin // Öåëü - ìîíñòð
6770 mon := g_Monsters_ByUID(Target.UID);
6771 if (mon = nil) or (not mon.alive) then
6772 Target.UID := 0; // òî çàáûòü öåëü
6773 end;
6774 end;
6775 end; // if Target.UID <> 0
6777 FTargetUID := Target.UID;
6779 // Åñëè âîçìîæíûõ öåëåé íåò:
6780 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6781 if targets = nil then
6782 if GetAIFlag('ATTACKLEFT') <> '' then
6783 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6784 RemoveAIFlag('ATTACKLEFT');
6786 SetAIFlag('NEEDJUMP', '1');
6788 if RunDirection() = TDirection.D_RIGHT then
6789 begin // Èäåì íå â òó ñòîðîíó
6790 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6791 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6792 SetAIFlag('NEEDFIRE', '1');
6793 SetAIFlag('GOLEFT', '1');
6794 end;
6795 end
6796 else
6797 begin // Èäåì â íóæíóþ ñòîðîíó
6798 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6799 SetAIFlag('NEEDFIRE', '1');
6800 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6801 SetAIFlag('GORIGHT', '1');
6802 end;
6803 end
6804 else
6805 if GetAIFlag('ATTACKRIGHT') <> '' then
6806 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6807 RemoveAIFlag('ATTACKRIGHT');
6809 SetAIFlag('NEEDJUMP', '1');
6811 if RunDirection() = TDirection.D_LEFT then
6812 begin // Èäåì íå â òó ñòîðîíó
6813 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6814 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6815 SetAIFlag('NEEDFIRE', '1');
6816 SetAIFlag('GORIGHT', '1');
6817 end;
6818 end
6819 else
6820 begin
6821 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6822 SetAIFlag('NEEDFIRE', '1');
6823 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6824 SetAIFlag('GOLEFT', '1');
6825 end;
6826 end;
6828 //HACK! (does it belongs there?)
6829 RealizeCurrentWeapon();
6831 // Åñëè åñòü âîçìîæíûå öåëè:
6832 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6833 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6834 for a := 0 to High(targets) do
6835 begin
6836 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6837 if GetRnd(FDifficult.DiagFire) then
6838 begin
6839 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6840 if FDirection = TDirection.D_LEFT then
6841 angle := ANGLE_LEFTUP
6842 else
6843 angle := ANGLE_RIGHTUP;
6845 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6846 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6848 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6849 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6850 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6851 targets[a].Rect.Width, targets[a].Rect.Height) and
6852 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6853 begin
6854 SetAIFlag('NEEDFIRE', '1');
6855 SetAIFlag('NEEDSEEUP', '1');
6856 end;
6858 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6859 if FDirection = TDirection.D_LEFT then
6860 angle := ANGLE_LEFTDOWN
6861 else
6862 angle := ANGLE_RIGHTDOWN;
6864 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6865 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6867 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6868 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6869 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6870 targets[a].Rect.Width, targets[a].Rect.Height) and
6871 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6872 begin
6873 SetAIFlag('NEEDFIRE', '1');
6874 SetAIFlag('NEEDSEEDOWN', '1');
6875 end;
6876 end;
6878 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6879 if targets[a].Line and targets[a].Visible and
6880 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6881 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6882 begin
6883 SetAIFlag('NEEDFIRE', '1');
6884 Break;
6885 end;
6886 end;
6888 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6889 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6890 PLAYER_RECT.Width, PLAYER_RECT.Height,
6891 40+GetInterval(FDifficult.Cover, 40)) then
6892 SetAIFlag('NEEDJUMP', '1');
6894 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6895 ammo := GetAmmoByWeapon(FCurrWeap);
6896 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6897 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6898 (ammo = 0) then
6899 SetAIFlag('SELECTWEAPON', '1');
6901 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6902 if GetAIFlag('SELECTWEAPON') = '1' then
6903 begin
6904 SelectWeapon(-1);
6905 RemoveAIFlag('SELECTWEAPON');
6906 end;
6907 end;
6909 procedure TBot.Update();
6910 var
6911 EnableAI: Boolean;
6912 begin
6913 if not FAlive then
6914 begin // Respawn
6915 ReleaseKeys();
6916 PressKey(KEY_UP);
6917 end
6918 else
6919 begin
6920 EnableAI := True;
6922 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6923 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6924 EnableAI := False;
6925 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6926 EnableAI := False;
6927 if g_debug_BotAIOff = 3 then
6928 EnableAI := False;
6930 if EnableAI then
6931 begin
6932 UpdateMove();
6933 UpdateCombat();
6934 end
6935 else
6936 begin
6937 RealizeCurrentWeapon();
6938 end;
6939 end;
6941 inherited Update();
6942 end;
6944 procedure TBot.ReleaseKey(Key: Byte);
6945 begin
6946 with FKeys[Key] do
6947 begin
6948 Pressed := False;
6949 Time := 0;
6950 end;
6951 end;
6953 function TBot.KeyPressed(Key: Word): Boolean;
6954 begin
6955 Result := FKeys[Key].Pressed;
6956 end;
6958 function TBot.GetAIFlag(aName: String20): String20;
6959 var
6960 a: Integer;
6961 begin
6962 Result := '';
6964 aName := LowerCase(aName);
6966 if FAIFlags <> nil then
6967 for a := 0 to High(FAIFlags) do
6968 if LowerCase(FAIFlags[a].Name) = aName then
6969 begin
6970 Result := FAIFlags[a].Value;
6971 Break;
6972 end;
6973 end;
6975 procedure TBot.RemoveAIFlag(aName: String20);
6976 var
6977 a, b: Integer;
6978 begin
6979 if FAIFlags = nil then Exit;
6981 aName := LowerCase(aName);
6983 for a := 0 to High(FAIFlags) do
6984 if LowerCase(FAIFlags[a].Name) = aName then
6985 begin
6986 if a <> High(FAIFlags) then
6987 for b := a to High(FAIFlags)-1 do
6988 FAIFlags[b] := FAIFlags[b+1];
6990 SetLength(FAIFlags, Length(FAIFlags)-1);
6991 Break;
6992 end;
6993 end;
6995 procedure TBot.SetAIFlag(aName, fValue: String20);
6996 var
6997 a: Integer;
6998 ok: Boolean;
6999 begin
7000 a := 0;
7001 ok := False;
7003 aName := LowerCase(aName);
7005 if FAIFlags <> nil then
7006 for a := 0 to High(FAIFlags) do
7007 if LowerCase(FAIFlags[a].Name) = aName then
7008 begin
7009 ok := True;
7010 Break;
7011 end;
7013 if ok then FAIFlags[a].Value := fValue
7014 else
7015 begin
7016 SetLength(FAIFlags, Length(FAIFlags)+1);
7017 with FAIFlags[High(FAIFlags)] do
7018 begin
7019 Name := aName;
7020 Value := fValue;
7021 end;
7022 end;
7023 end;
7025 procedure TBot.UpdateMove;
7027 procedure GoLeft(Time: Word = 1);
7028 begin
7029 ReleaseKey(KEY_LEFT);
7030 ReleaseKey(KEY_RIGHT);
7031 PressKey(KEY_LEFT, Time);
7032 SetDirection(TDirection.D_LEFT);
7033 end;
7035 procedure GoRight(Time: Word = 1);
7036 begin
7037 ReleaseKey(KEY_LEFT);
7038 ReleaseKey(KEY_RIGHT);
7039 PressKey(KEY_RIGHT, Time);
7040 SetDirection(TDirection.D_RIGHT);
7041 end;
7043 function Rnd(a: Word): Boolean;
7044 begin
7045 Result := Random(a) = 0;
7046 end;
7048 procedure Turn(Time: Word = 1200);
7049 begin
7050 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7051 end;
7053 procedure Stop();
7054 begin
7055 ReleaseKey(KEY_LEFT);
7056 ReleaseKey(KEY_RIGHT);
7057 end;
7059 function CanRunLeft(): Boolean;
7060 begin
7061 Result := not CollideLevel(-1, 0);
7062 end;
7064 function CanRunRight(): Boolean;
7065 begin
7066 Result := not CollideLevel(1, 0);
7067 end;
7069 function CanRun(): Boolean;
7070 begin
7071 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7072 end;
7074 procedure Jump(Time: Word = 30);
7075 begin
7076 PressKey(KEY_JUMP, Time);
7077 end;
7079 function NearHole(): Boolean;
7080 var
7081 x, sx: Integer;
7082 begin
7083 { TODO 5 : Ëåñòíèöû }
7084 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7085 for x := 1 to PLAYER_RECT.Width do
7086 if (not StayOnStep(x*sx, 0)) and
7087 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7088 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7089 begin
7090 Result := True;
7091 Exit;
7092 end;
7094 Result := False;
7095 end;
7097 function BorderHole(): Boolean;
7098 var
7099 x, sx, xx: Integer;
7100 begin
7101 { TODO 5 : Ëåñòíèöû }
7102 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7103 for x := 1 to PLAYER_RECT.Width do
7104 if (not StayOnStep(x*sx, 0)) and
7105 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7106 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7107 begin
7108 for xx := x to x+32 do
7109 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7110 begin
7111 Result := True;
7112 Exit;
7113 end;
7114 end;
7116 Result := False;
7117 end;
7119 function NearDeepHole(): Boolean;
7120 var
7121 x, sx, y: Integer;
7122 begin
7123 Result := False;
7125 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7126 y := 3;
7128 for x := 1 to PLAYER_RECT.Width do
7129 if (not StayOnStep(x*sx, 0)) and
7130 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7131 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7132 begin
7133 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7134 begin
7135 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7136 y := y+1;
7137 end;
7139 Result := True;
7140 end else Result := False;
7141 end;
7143 function OverDeepHole(): Boolean;
7144 var
7145 y: Integer;
7146 begin
7147 Result := False;
7149 y := 1;
7150 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7151 begin
7152 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7153 y := y+1;
7154 end;
7156 Result := True;
7157 end;
7159 function OnGround(): Boolean;
7160 begin
7161 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7162 end;
7164 function OnLadder(): Boolean;
7165 begin
7166 Result := FullInStep(0, 0);
7167 end;
7169 function BelowLadder(): Boolean;
7170 begin
7171 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7172 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7173 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7174 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7175 end;
7177 function BelowLiftUp(): Boolean;
7178 begin
7179 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7180 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7181 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7182 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7183 end;
7185 function OnTopLift(): Boolean;
7186 begin
7187 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7188 end;
7190 function CanJumpOver(): Boolean;
7191 var
7192 sx, y: Integer;
7193 begin
7194 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7196 Result := False;
7198 if not CollideLevel(sx, 0) then Exit;
7200 for y := 1 to BOT_MAXJUMP do
7201 if CollideLevel(0, -y) then Exit else
7202 if not CollideLevel(sx, -y) then
7203 begin
7204 Result := True;
7205 Exit;
7206 end;
7207 end;
7209 function CanJumpUp(Dist: ShortInt): Boolean;
7210 var
7211 y, yy: Integer;
7212 c: Boolean;
7213 begin
7214 Result := False;
7216 if CollideLevel(Dist, 0) then Exit;
7218 c := False;
7219 for y := 0 to BOT_MAXJUMP do
7220 if CollideLevel(Dist, -y) then
7221 begin
7222 c := True;
7223 Break;
7224 end;
7226 if not c then Exit;
7228 c := False;
7229 for yy := y+1 to BOT_MAXJUMP do
7230 if not CollideLevel(Dist, -yy) then
7231 begin
7232 c := True;
7233 Break;
7234 end;
7236 if not c then Exit;
7238 c := False;
7239 for y := 0 to BOT_MAXJUMP do
7240 if CollideLevel(0, -y) then
7241 begin
7242 c := True;
7243 Break;
7244 end;
7246 if c then Exit;
7248 if y < yy then Exit;
7250 Result := True;
7251 end;
7253 function IsSafeTrigger(): Boolean;
7254 var
7255 a: Integer;
7256 begin
7257 Result := True;
7258 if gTriggers = nil then
7259 Exit;
7260 for a := 0 to High(gTriggers) do
7261 if Collide(gTriggers[a].X,
7262 gTriggers[a].Y,
7263 gTriggers[a].Width,
7264 gTriggers[a].Height) and
7265 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7266 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7267 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7268 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7269 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7270 Result := False;
7271 end;
7273 begin
7274 // Âîçìîæíî, íàæèìàåì êíîïêó:
7275 if Rnd(16) and IsSafeTrigger() then
7276 PressKey(KEY_OPEN);
7278 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7279 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7280 begin
7281 ReleaseKey(KEY_LEFT);
7282 ReleaseKey(KEY_RIGHT);
7283 Jump();
7284 end;
7286 // Èäåì âëåâî, åñëè íàäî áûëî:
7287 if GetAIFlag('GOLEFT') <> '' then
7288 begin
7289 RemoveAIFlag('GOLEFT');
7290 if CanRunLeft() then
7291 GoLeft(360);
7292 end;
7294 // Èäåì âïðàâî, åñëè íàäî áûëî:
7295 if GetAIFlag('GORIGHT') <> '' then
7296 begin
7297 RemoveAIFlag('GORIGHT');
7298 if CanRunRight() then
7299 GoRight(360);
7300 end;
7302 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7303 if FObj.X < -32 then
7304 GoRight(360)
7305 else
7306 if FObj.X+32 > gMapInfo.Width then
7307 GoLeft(360);
7309 // Ïðûãàåì, åñëè íàäî áûëî:
7310 if GetAIFlag('NEEDJUMP') <> '' then
7311 begin
7312 Jump(0);
7313 RemoveAIFlag('NEEDJUMP');
7314 end;
7316 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7317 if GetAIFlag('NEEDSEEUP') <> '' then
7318 begin
7319 ReleaseKey(KEY_UP);
7320 ReleaseKey(KEY_DOWN);
7321 PressKey(KEY_UP, 20);
7322 RemoveAIFlag('NEEDSEEUP');
7323 end;
7325 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7326 if GetAIFlag('NEEDSEEDOWN') <> '' then
7327 begin
7328 ReleaseKey(KEY_UP);
7329 ReleaseKey(KEY_DOWN);
7330 PressKey(KEY_DOWN, 20);
7331 RemoveAIFlag('NEEDSEEDOWN');
7332 end;
7334 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7335 if GetAIFlag('GOINHOLE') <> '' then
7336 if not OnGround() then
7337 begin
7338 ReleaseKey(KEY_LEFT);
7339 ReleaseKey(KEY_RIGHT);
7340 RemoveAIFlag('GOINHOLE');
7341 SetAIFlag('FALLINHOLE', '1');
7342 end;
7344 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7345 if GetAIFlag('FALLINHOLE') <> '' then
7346 if OnGround() then
7347 RemoveAIFlag('FALLINHOLE');
7349 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7350 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7351 if GetAIFlag('FALLINHOLE') = '' then
7352 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7353 if Rnd(2) then
7354 GoLeft(360)
7355 else
7356 GoRight(360);
7358 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7359 if OnGround() and
7360 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7361 Rnd(8) then
7362 Jump();
7364 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7365 if OnGround() and NearHole() then
7366 if NearDeepHole() then // Åñëè ýòî áåçäíà
7367 case Random(6) of
7368 0..3: Turn(); // Áåæèì îáðàòíî
7369 4: Jump(); // Ïðûãàåì
7370 5: begin // Ïðûãàåì îáðàòíî
7371 Turn();
7372 Jump();
7373 end;
7374 end
7375 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7376 if GetAIFlag('GOINHOLE') = '' then
7377 case Random(6) of
7378 0: Turn(); // Íå íóæíî òóäà
7379 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7380 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7381 if BorderHole() then
7382 SetAIFlag('GOINHOLE', '1');
7383 end;
7385 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7386 if (not CanRun()) and OnGround() then
7387 begin
7388 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7389 if CanJumpOver() or OnLadder() then
7390 Jump()
7391 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7392 if Random(2) = 0 then
7393 begin
7394 if IsSafeTrigger() then
7395 PressKey(KEY_OPEN);
7396 end else
7397 Turn();
7398 end;
7400 // Îñòàëîñü ìàëî âîçäóõà:
7401 if FAir < 36 * 2 then
7402 Jump(20);
7404 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7405 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7406 if BodyInAcid(0, 0) then
7407 Jump();
7408 end;
7410 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7411 begin
7412 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7413 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7414 end;
7416 {function TBot.NeedItem(Item: Byte): Byte;
7417 begin
7418 Result := 4;
7419 end;}
7421 procedure TBot.SelectWeapon(Dist: Integer);
7422 var
7423 a: Integer;
7425 function HaveAmmo(weapon: Byte): Boolean;
7426 begin
7427 case weapon of
7428 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7429 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7430 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7431 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7432 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7433 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7434 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7435 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7436 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7437 else Result := True;
7438 end;
7439 end;
7441 begin
7442 if Dist = -1 then Dist := BOT_LONGDIST;
7444 if Dist > BOT_LONGDIST then
7445 begin // Äàëüíèé áîé
7446 for a := 0 to 9 do
7447 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7448 begin
7449 FSelectedWeapon := FDifficult.WeaponPrior[a];
7450 Break;
7451 end;
7452 end
7453 else //if Dist > BOT_UNSAFEDIST then
7454 begin // Áëèæíèé áîé
7455 for a := 0 to 9 do
7456 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7457 begin
7458 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7459 Break;
7460 end;
7461 end;
7462 { else
7463 begin
7464 for a := 0 to 9 do
7465 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7466 begin
7467 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7468 Break;
7469 end;
7470 end;}
7471 end;
7473 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7474 begin
7475 Result := inherited PickItem(ItemType, force, remove);
7477 if Result then SetAIFlag('SELECTWEAPON', '1');
7478 end;
7480 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7481 begin
7482 Result := inherited Heal(value, Soft);
7483 end;
7485 function TBot.Healthy(): Byte;
7486 begin
7487 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7488 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7489 else if (FHealth > 50) then Result := 2
7490 else if (FHealth > 20) then Result := 1
7491 else Result := 0;
7492 end;
7494 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7495 begin
7496 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7497 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7498 end;
7500 procedure TBot.OnDamage(Angle: SmallInt);
7501 var
7502 pla: TPlayer;
7503 mon: TMonster;
7504 ok: Boolean;
7505 begin
7506 inherited;
7508 if (Angle = 0) or (Angle = 180) then
7509 begin
7510 ok := False;
7511 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7512 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7513 begin // Èãðîê
7514 pla := g_Player_Get(FLastSpawnerUID);
7515 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7516 pla.FObj.Y + PLAYER_RECT.Y);
7517 end
7518 else
7519 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7520 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7521 begin // Ìîíñòð
7522 mon := g_Monsters_ByUID(FLastSpawnerUID);
7523 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7524 mon.Obj.Y + mon.Obj.Rect.Y);
7525 end;
7527 if ok then
7528 if Angle = 0 then
7529 SetAIFlag('ATTACKLEFT', '1')
7530 else
7531 SetAIFlag('ATTACKRIGHT', '1');
7532 end;
7533 end;
7535 function TBot.RunDirection(): TDirection;
7536 begin
7537 if Abs(Vel.X) >= 1 then
7538 begin
7539 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7540 end else
7541 Result := FDirection;
7542 end;
7544 function TBot.GetRnd(a: Byte): Boolean;
7545 begin
7546 if a = 0 then Result := False
7547 else if a = 255 then Result := True
7548 else Result := Random(256) > 255-a;
7549 end;
7551 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7552 begin
7553 Result := Round((255-a)/255*radius*(Random(2)-1));
7554 end;
7557 procedure TDifficult.save (st: TStream);
7558 begin
7559 utils.writeInt(st, Byte(DiagFire));
7560 utils.writeInt(st, Byte(InvisFire));
7561 utils.writeInt(st, Byte(DiagPrecision));
7562 utils.writeInt(st, Byte(FlyPrecision));
7563 utils.writeInt(st, Byte(Cover));
7564 utils.writeInt(st, Byte(CloseJump));
7565 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7566 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7567 end;
7569 procedure TDifficult.load (st: TStream);
7570 begin
7571 DiagFire := utils.readByte(st);
7572 InvisFire := utils.readByte(st);
7573 DiagPrecision := utils.readByte(st);
7574 FlyPrecision := utils.readByte(st);
7575 Cover := utils.readByte(st);
7576 CloseJump := utils.readByte(st);
7577 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7578 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7579 end;
7582 procedure TBot.SaveState (st: TStream);
7583 var
7584 i: Integer;
7585 dw: Integer;
7586 begin
7587 inherited SaveState(st);
7588 utils.writeSign(st, 'BOT0');
7589 // Âûáðàííîå îðóæèå
7590 utils.writeInt(st, Byte(FSelectedWeapon));
7591 // UID öåëè
7592 utils.writeInt(st, Word(FTargetUID));
7593 // Âðåìÿ ïîòåðè öåëè
7594 utils.writeInt(st, LongWord(FLastVisible));
7595 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7596 dw := Length(FAIFlags);
7597 utils.writeInt(st, LongInt(dw));
7598 // Ôëàãè ÈÈ
7599 for i := 0 to dw-1 do
7600 begin
7601 utils.writeStr(st, FAIFlags[i].Name, 20);
7602 utils.writeStr(st, FAIFlags[i].Value, 20);
7603 end;
7604 // Íàñòðîéêè ñëîæíîñòè
7605 FDifficult.save(st);
7606 end;
7609 procedure TBot.LoadState (st: TStream);
7610 var
7611 i: Integer;
7612 dw: Integer;
7613 begin
7614 inherited LoadState(st);
7615 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7616 // Âûáðàííîå îðóæèå
7617 FSelectedWeapon := utils.readByte(st);
7618 // UID öåëè
7619 FTargetUID := utils.readWord(st);
7620 // Âðåìÿ ïîòåðè öåëè
7621 FLastVisible := utils.readLongWord(st);
7622 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7623 dw := utils.readLongInt(st);
7624 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7625 SetLength(FAIFlags, dw);
7626 // Ôëàãè ÈÈ
7627 for i := 0 to dw-1 do
7628 begin
7629 FAIFlags[i].Name := utils.readStr(st, 20);
7630 FAIFlags[i].Value := utils.readStr(st, 20);
7631 end;
7632 // Íàñòðîéêè ñëîæíîñòè
7633 FDifficult.load(st);
7634 end;
7637 begin
7638 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7639 end.