DEADSOFTWARE

center player when the game is scaled (lighting is not working correctly yet, tho)
[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 e_graphics, g_playermodel, g_basic, g_textures,
24 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
25 BinEditor, g_panel;
27 const
28 KEY_LEFT = 1;
29 KEY_RIGHT = 2;
30 KEY_UP = 3;
31 KEY_DOWN = 4;
32 KEY_FIRE = 5;
33 KEY_NEXTWEAPON = 6;
34 KEY_PREVWEAPON = 7;
35 KEY_OPEN = 8;
36 KEY_JUMP = 9;
37 KEY_CHAT = 10;
39 R_ITEM_BACKPACK = 0;
40 R_KEY_RED = 1;
41 R_KEY_GREEN = 2;
42 R_KEY_BLUE = 3;
43 R_BERSERK = 4;
45 MR_SUIT = 0;
46 MR_INVUL = 1;
47 MR_INVIS = 2;
48 MR_MAX = 2;
50 A_BULLETS = 0;
51 A_SHELLS = 1;
52 A_ROCKETS = 2;
53 A_CELLS = 3;
54 A_FUEL = 4;
55 A_HIGH = 4;
57 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
58 ((200, 50, 50, 300, 100),
59 (400, 100, 100, 600, 200));
61 K_SIMPLEKILL = 0;
62 K_HARDKILL = 1;
63 K_EXTRAHARDKILL = 2;
64 K_FALLKILL = 3;
66 T_RESPAWN = 0;
67 T_SWITCH = 1;
68 T_USE = 2;
69 T_FLAGCAP = 3;
71 TEAM_NONE = 0;
72 TEAM_RED = 1;
73 TEAM_BLUE = 2;
74 TEAM_COOP = 3;
76 SHELL_BULLET = 0;
77 SHELL_SHELL = 1;
78 SHELL_DBLSHELL = 2;
80 ANGLE_NONE = Low(SmallInt);
82 CORPSE_STATE_REMOVEME = 0;
83 CORPSE_STATE_NORMAL = 1;
84 CORPSE_STATE_MESS = 2;
86 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
87 PLAYER_RECT_CX = 15+(34 div 2);
88 PLAYER_RECT_CY = 12+(52 div 2);
89 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
91 PLAYER_HP_SOFT = 100;
92 PLAYER_HP_LIMIT = 200;
93 PLAYER_AP_SOFT = 100;
94 PLAYER_AP_LIMIT = 200;
95 SUICIDE_DAMAGE = 112;
97 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
98 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
100 type
101 TPlayerStat = record
102 Ping: Word;
103 Loss: Byte;
104 Name: String;
105 Team: Byte;
106 Frags: SmallInt;
107 Deaths: SmallInt;
108 Lives: Byte;
109 Kills: Word;
110 Color: TRGB;
111 Spectator: Boolean;
112 end;
114 TPlayerStatArray = Array of TPlayerStat;
116 TPlayerSavedState = record
117 Health: Integer;
118 Armor: Integer;
119 Air: Integer;
120 JetFuel: Integer;
121 CurrWeap: Byte;
122 NextWeap: WORD;
123 NextWeapDelay: Byte;
124 Ammo: Array [A_BULLETS..A_HIGH] of Word;
125 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
126 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
127 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
128 WaitRecall: Boolean;
129 end;
131 TKeyState = record
132 Pressed: Boolean;
133 Time: Word;
134 end;
136 TPlayer = class (TObject)
137 private
138 FIamBot: Boolean;
139 FUID: Word;
140 FName: String;
141 FTeam: Byte;
142 FAlive: Boolean;
143 FSpawned: Boolean;
144 FDirection: TDirection;
145 FHealth: Integer;
146 FLives: Byte;
147 FArmor: Integer;
148 FAir: Integer;
149 FPain: Integer;
150 FPickup: Integer;
151 FKills: Integer;
152 FMonsterKills: Integer;
153 FFrags: Integer;
154 FFragCombo: Byte;
155 FLastFrag: LongWord;
156 FComboEvnt: Integer;
157 FDeath: Integer;
158 FCanJetpack: Boolean;
159 FJetFuel: Integer;
160 FFlag: Byte;
161 FSecrets: Integer;
162 FCurrWeap: Byte;
163 FNextWeap: WORD;
164 FNextWeapDelay: Byte; // frames
165 FBFGFireCounter: SmallInt;
166 FLastSpawnerUID: Word;
167 FLastHit: Byte;
168 FObj: TObj;
169 FXTo, FYTo: Integer;
170 FSpectatePlayer: Integer;
171 FFirePainTime: Integer;
172 FFireAttacker: Word;
174 FSavedState: TPlayerSavedState;
176 FModel: TPlayerModel;
177 FActionPrior: Byte;
178 FActionAnim: Byte;
179 FActionForce: Boolean;
180 FActionChanged: Boolean;
181 FAngle: SmallInt;
182 FFireAngle: SmallInt;
183 FIncCam: Integer;
184 FShellTimer: Integer;
185 FShellType: Byte;
186 FSawSound: TPlayableSound;
187 FSawSoundIdle: TPlayableSound;
188 FSawSoundHit: TPlayableSound;
189 FSawSoundSelect: TPlayableSound;
190 FJetSoundOn: TPlayableSound;
191 FJetSoundOff: TPlayableSound;
192 FJetSoundFly: TPlayableSound;
193 FGodMode: Boolean;
194 FNoTarget: Boolean;
195 FNoReload: Boolean;
196 FJustTeleported: Boolean;
197 FNetTime: LongWord;
199 function CollideLevel(XInc, YInc: Integer): Boolean;
200 function StayOnStep(XInc, YInc: Integer): Boolean;
201 function HeadInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInLiquid(XInc, YInc: Integer): Boolean;
203 function BodyInAcid(XInc, YInc: Integer): Boolean;
204 function FullInLift(XInc, YInc: Integer): Integer;
205 {procedure CollideItem();}
206 procedure FlySmoke(Times: DWORD = 1);
207 procedure OnFireFlame(Times: DWORD = 1);
208 function GetAmmoByWeapon(Weapon: Byte): Word;
209 procedure SetAction(Action: Byte; Force: Boolean = False);
210 procedure OnDamage(Angle: SmallInt); virtual;
211 function firediry(): Integer;
213 procedure Run(Direction: TDirection);
214 procedure NextWeapon();
215 procedure PrevWeapon();
216 procedure SeeUp();
217 procedure SeeDown();
218 procedure Fire();
219 procedure Jump();
220 procedure Use();
222 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
223 procedure resetWeaponQueue ();
224 function hasAmmoForWeapon (weapon: Byte): Boolean;
226 public
227 FDamageBuffer: Integer;
229 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
231 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
232 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
233 FBerserk: Integer;
234 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
235 FReloading: Array [WP_FIRST..WP_LAST] of Word;
236 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
237 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
238 FColor: TRGB;
239 FPreferredTeam: Byte;
240 FSpectator: Boolean;
241 FNoRespawn: Boolean;
242 FWantsInGame: Boolean;
243 FGhost: Boolean;
244 FPhysics: Boolean;
245 FJetpack: Boolean;
246 FActualModelName: string;
247 FClientID: SmallInt;
248 FPing: Word;
249 FLoss: Byte;
250 FDummy: Boolean;
251 FFireTime: Integer;
253 // debug: viewport offset
254 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
256 function isValidViewPort (): Boolean; inline;
258 constructor Create(); virtual;
259 destructor Destroy(); override;
260 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
261 function GetRespawnPoint(): Byte;
262 procedure PressKey(Key: Byte; Time: Word = 1);
263 procedure ReleaseKeys();
264 procedure SetModel(ModelName: String);
265 procedure SetColor(Color: TRGB);
266 procedure SetWeapon(W: Byte);
267 function IsKeyPressed(K: Byte): Boolean;
268 function GetKeys(): Byte;
269 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
270 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
271 function Collide(Panel: TPanel): Boolean; overload;
272 function Collide(X, Y: Integer): Boolean; overload;
273 procedure SetDirection(Direction: TDirection);
274 procedure GetSecret();
275 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
276 procedure Touch();
277 procedure Push(vx, vy: Integer);
278 procedure ChangeModel(ModelName: String);
279 procedure SwitchTeam;
280 procedure ChangeTeam(Team: Byte);
281 procedure BFGHit();
282 function GetFlag(Flag: Byte): Boolean;
283 procedure SetFlag(Flag: Byte);
284 function DropFlag(): Boolean;
285 procedure AllRulez(Health: Boolean);
286 procedure RestoreHealthArmor();
287 procedure FragCombo();
288 procedure GiveItem(ItemType: Byte);
289 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
290 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
291 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
292 procedure MakeBloodSimple(Count: Word);
293 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
294 procedure Reset(Force: Boolean);
295 procedure Spectate(NoMove: Boolean = False);
296 procedure SwitchNoClip;
297 procedure SoftReset();
298 procedure Draw(); virtual;
299 procedure DrawPain();
300 procedure DrawPickup();
301 procedure DrawRulez();
302 procedure DrawAim();
303 procedure DrawBubble();
304 procedure DrawGUI();
305 procedure Update(); virtual;
306 procedure RememberState();
307 procedure RecallState();
308 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
309 procedure LoadState(var Mem: TBinMemoryReader); virtual;
310 procedure PauseSounds(Enable: Boolean);
311 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
312 procedure DoLerp(Level: Integer = 2);
313 procedure SetLerp(XTo, YTo: Integer);
314 procedure QueueWeaponSwitch(Weapon: Byte);
315 procedure RealizeCurrentWeapon();
316 procedure JetpackOn;
317 procedure JetpackOff;
318 procedure CatchFire(Attacker: Word);
320 //WARNING! this does nothing for now, but still call it!
321 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
323 procedure getMapBox (out x, y, w, h: Integer); inline;
324 procedure moveBy (dx, dy: Integer); inline;
326 public
327 property Vel: TPoint2i read FObj.Vel;
328 property Obj: TObj read FObj;
330 published
331 property Name: String read FName write FName;
332 property Model: TPlayerModel read FModel;
333 property Health: Integer read FHealth write FHealth;
334 property Lives: Byte read FLives write FLives;
335 property Armor: Integer read FArmor write FArmor;
336 property Air: Integer read FAir write FAir;
337 property JetFuel: Integer read FJetFuel write FJetFuel;
338 property Frags: Integer read FFrags write FFrags;
339 property Death: Integer read FDeath write FDeath;
340 property Kills: Integer read FKills write FKills;
341 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
342 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
343 property Secrets: Integer read FSecrets;
344 property GodMode: Boolean read FGodMode write FGodMode;
345 property NoTarget: Boolean read FNoTarget write FNoTarget;
346 property NoReload: Boolean read FNoReload write FNoReload;
347 property alive: Boolean read FAlive write FAlive;
348 property Flag: Byte read FFlag;
349 property Team: Byte read FTeam write FTeam;
350 property Direction: TDirection read FDirection;
351 property GameX: Integer read FObj.X write FObj.X;
352 property GameY: Integer read FObj.Y write FObj.Y;
353 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
354 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
355 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
356 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
357 property IncCam: Integer read FIncCam write FIncCam;
358 property UID: Word read FUID write FUID;
359 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
360 property NetTime: LongWord read FNetTime write FNetTime;
361 end;
363 TDifficult = record
364 DiagFire: Byte;
365 InvisFire: Byte;
366 DiagPrecision: Byte;
367 FlyPrecision: Byte;
368 Cover: Byte;
369 CloseJump: Byte;
370 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
371 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
372 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
373 end;
375 TAIFlag = record
376 Name: String;
377 Value: String;
378 end;
380 TBot = class (TPlayer)
381 private
382 FSelectedWeapon: Byte;
383 FTargetUID: Word;
384 FLastVisible: DWORD;
385 FAIFlags: Array of TAIFlag;
386 FDifficult: TDifficult;
388 function GetRnd(a: Byte): Boolean;
389 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
390 function RunDirection(): TDirection;
391 function FullInStep(XInc, YInc: Integer): Boolean;
392 //function NeedItem(Item: Byte): Byte;
393 procedure SelectWeapon(Dist: Integer);
394 procedure SetAIFlag(aName, fValue: String20);
395 function GetAIFlag(aName: String20): String20;
396 procedure RemoveAIFlag(aName: String20);
397 function Healthy(): Byte;
398 procedure UpdateMove();
399 procedure UpdateCombat();
400 function KeyPressed(Key: Word): Boolean;
401 procedure ReleaseKey(Key: Byte);
402 function TargetOnScreen(TX, TY: Integer): Boolean;
403 procedure OnDamage(Angle: SmallInt); override;
405 public
406 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
407 constructor Create(); override;
408 destructor Destroy(); override;
409 procedure Draw(); override;
410 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
411 function Heal(value: Word; Soft: Boolean): Boolean; override;
412 procedure Update(); override;
413 procedure SaveState(var Mem: TBinMemoryWriter); override;
414 procedure LoadState(var Mem: TBinMemoryReader); override;
415 end;
417 PGib = ^TGib;
418 TGib = record
419 alive: Boolean;
420 ID: DWORD;
421 MaskID: DWORD;
422 RAngle: Integer;
423 Color: TRGB;
424 Obj: TObj;
426 procedure getMapBox (out x, y, w, h: Integer); inline;
427 procedure moveBy (dx, dy: Integer); inline;
429 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
430 end;
433 PShell = ^TShell;
434 TShell = record
435 SpriteID: DWORD;
436 alive: Boolean;
437 SType: Byte;
438 RAngle: Integer;
439 Timeout: Cardinal;
440 CX, CY: Integer;
441 Obj: TObj;
443 procedure getMapBox (out x, y, w, h: Integer); inline;
444 procedure moveBy (dx, dy: Integer); inline;
446 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
447 end;
449 TCorpse = class (TObject)
450 private
451 FModelName: String;
452 FMess: Boolean;
453 FState: Byte;
454 FDamage: Byte;
455 FColor: TRGB;
456 FObj: TObj;
457 FAnimation: TAnimation;
458 FAnimationMask: TAnimation;
460 public
461 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
462 destructor Destroy(); override;
463 procedure Damage(Value: Word; vx, vy: Integer);
464 procedure Update();
465 procedure Draw();
466 procedure SaveState(var Mem: TBinMemoryWriter);
467 procedure LoadState(var Mem: TBinMemoryReader);
469 procedure getMapBox (out x, y, w, h: Integer); inline;
470 procedure moveBy (dx, dy: Integer); inline;
472 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
474 function ObjPtr (): PObj; inline;
476 property Obj: TObj read FObj; // copies object
477 property State: Byte read FState;
478 property Mess: Boolean read FMess;
479 end;
481 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
482 record
483 Goals: SmallInt;
484 end;
486 var
487 gPlayers: Array of TPlayer;
488 gCorpses: Array of TCorpse;
489 gGibs: Array of TGib;
490 gShells: Array of TShell;
491 gTeamStat: TTeamStat;
492 gFly: Boolean = False;
493 gAimLine: Boolean = False;
494 gChatBubble: Byte = 0;
495 gNumBots: Word = 0;
496 gLMSPID1: Word = 0;
497 gLMSPID2: Word = 0;
498 MAX_RUNVEL: Integer = 8;
499 VEL_JUMP: Integer = 10;
500 SHELL_TIMEOUT: Cardinal = 60000;
502 function Lerp(X, Y, Factor: Integer): Integer;
504 procedure g_Gibs_SetMax(Count: Word);
505 function g_Gibs_GetMax(): Word;
506 procedure g_Corpses_SetMax(Count: Word);
507 function g_Corpses_GetMax(): Word;
508 procedure g_Shells_SetMax(Count: Word);
509 function g_Shells_GetMax(): Word;
511 procedure g_Player_Init();
512 procedure g_Player_Free();
513 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
514 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
515 procedure g_Player_Remove(UID: Word);
516 procedure g_Player_ResetTeams();
517 procedure g_Player_UpdateAll();
518 procedure g_Player_DrawAll();
519 procedure g_Player_DrawDebug(p: TPlayer);
520 procedure g_Player_DrawHealth();
521 procedure g_Player_RememberAll();
522 procedure g_Player_ResetAll(Force, Silent: Boolean);
523 function g_Player_Get(UID: Word): TPlayer;
524 function g_Player_GetCount(): Byte;
525 function g_Player_GetStats(): TPlayerStatArray;
526 function g_Player_ValidName(Name: String): Boolean;
527 procedure g_Player_CreateCorpse(Player: TPlayer);
528 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
529 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
530 procedure g_Player_UpdatePhysicalObjects();
531 procedure g_Player_DrawCorpses();
532 procedure g_Player_DrawShells();
533 procedure g_Player_RemoveAllCorpses();
534 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
535 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
536 procedure g_Bot_Add(Team, Difficult: Byte);
537 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
538 procedure g_Bot_MixNames();
539 procedure g_Bot_RemoveAll();
541 implementation
543 uses
544 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
545 g_options, g_triggers, g_menu, g_game, g_grid,
546 wadreader, g_main, g_monsters, CONFIG, g_language,
547 g_net, g_netmsg, g_window, GL, g_holmes;
549 type
550 TBotProfile = record
551 name: ShortString;
552 model: ShortString;
553 team: Byte;
554 color: TRGB;
555 diag_fire: Byte;
556 invis_fire: Byte;
557 diag_precision: Byte;
558 fly_precision: Byte;
559 cover: Byte;
560 close_jump: Byte;
561 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
562 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
563 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
564 end;
566 const
567 TIME_RESPAWN1 = 1500;
568 TIME_RESPAWN2 = 2000;
569 TIME_RESPAWN3 = 3000;
570 AIR_DEF = 360;
571 AIR_MAX = 1091;
572 JET_MAX = 540; // ~30 sec
573 PLAYER_SUIT_TIME = 30000;
574 PLAYER_INVUL_TIME = 30000;
575 PLAYER_INVIS_TIME = 35000;
576 FRAG_COMBO_TIME = 3000;
577 VEL_SW = 4;
578 VEL_FLY = 6;
579 ANGLE_RIGHTUP = 55;
580 ANGLE_RIGHTDOWN = -35;
581 ANGLE_LEFTUP = 125;
582 ANGLE_LEFTDOWN = -145;
583 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
584 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
585 BOT_MAXJUMP = 84;
586 BOT_LONGDIST = 300;
587 BOT_UNSAFEDIST = 128;
588 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
589 (R:0; G:0; B:255));
590 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
591 FlyPrecision: 32; Cover: 32; CloseJump: 32;
592 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
593 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
594 FlyPrecision: 127; Cover: 127; CloseJump: 127;
595 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
596 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
597 FlyPrecision: 255; Cover: 255; CloseJump: 255;
598 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
599 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
600 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
601 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
602 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
603 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
604 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
605 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
606 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
607 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
608 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
609 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
610 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
611 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
612 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
613 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
614 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
615 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
617 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
618 CORPSE_SIGNATURE = $50524F43; // 'CORP'
620 BOTNAMES_FILENAME = 'botnames.txt';
621 BOTLIST_FILENAME = 'botlist.txt';
623 var
624 MaxGibs: Word = 150;
625 MaxCorpses: Word = 20;
626 MaxShells: Word = 300;
627 CurrentGib: Integer = 0;
628 CurrentShell: Integer = 0;
629 BotNames: Array of String;
630 BotList: Array of TBotProfile;
633 function Lerp(X, Y, Factor: Integer): Integer;
634 begin
635 Result := X + ((Y - X) div Factor);
636 end;
638 function SameTeam(UID1, UID2: Word): Boolean;
639 begin
640 Result := False;
642 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
643 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
645 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
647 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
648 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
650 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
651 end;
653 procedure g_Gibs_SetMax(Count: Word);
654 begin
655 MaxGibs := Count;
656 SetLength(gGibs, Count);
658 if CurrentGib >= Count then
659 CurrentGib := 0;
660 end;
662 function g_Gibs_GetMax(): Word;
663 begin
664 Result := MaxGibs;
665 end;
667 procedure g_Shells_SetMax(Count: Word);
668 begin
669 MaxShells := Count;
670 SetLength(gShells, Count);
672 if CurrentShell >= Count then
673 CurrentShell := 0;
674 end;
676 function g_Shells_GetMax(): Word;
677 begin
678 Result := MaxShells;
679 end;
682 procedure g_Corpses_SetMax(Count: Word);
683 begin
684 MaxCorpses := Count;
685 SetLength(gCorpses, Count);
686 end;
688 function g_Corpses_GetMax(): Word;
689 begin
690 Result := MaxCorpses;
691 end;
693 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
694 var
695 a: Integer;
696 ok: Boolean;
697 begin
698 Result := 0;
700 ok := False;
701 a := 0;
703 // Åñòü ëè ìåñòî â gPlayers:
704 if gPlayers <> nil then
705 for a := 0 to High(gPlayers) do
706 if gPlayers[a] = nil then
707 begin
708 ok := True;
709 Break;
710 end;
712 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
713 if not ok then
714 begin
715 SetLength(gPlayers, Length(gPlayers)+1);
716 a := High(gPlayers);
717 end;
719 // Ñîçäàåì îáúåêò èãðîêà:
720 if Bot then
721 gPlayers[a] := TBot.Create()
722 else
723 gPlayers[a] := TPlayer.Create();
726 gPlayers[a].FActualModelName := ModelName;
727 gPlayers[a].SetModel(ModelName);
729 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
730 if gPlayers[a].FModel = nil then
731 begin
732 gPlayers[a].Free();
733 gPlayers[a] := nil;
734 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
735 Exit;
736 end;
738 if not (Team in [TEAM_RED, TEAM_BLUE]) then
739 if Random(2) = 0 then
740 Team := TEAM_RED
741 else
742 Team := TEAM_BLUE;
743 gPlayers[a].FPreferredTeam := Team;
745 case gGameSettings.GameMode of
746 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
747 GM_TDM,
748 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
749 GM_SINGLE,
750 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
751 end;
753 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
754 gPlayers[a].FColor := Color;
755 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
756 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
757 else
758 gPlayers[a].FModel.Color := Color;
760 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
761 gPlayers[a].FAlive := False;
763 Result := gPlayers[a].FUID;
764 end;
766 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
767 var
768 a, i: Integer;
769 ok, Bot: Boolean;
770 sig: DWORD;
771 b: Byte;
772 begin
773 Result := 0;
774 if Mem = nil then
775 Exit;
777 // Ñèãíàòóðà èãðîêà:
778 Mem.ReadDWORD(sig);
779 if sig <> PLAYER_SIGNATURE then // 'PLYR'
780 begin
781 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
782 end;
784 // Áîò èëè ÷åëîâåê:
785 Mem.ReadBoolean(Bot);
787 ok := False;
788 a := 0;
790 // Åñòü ëè ìåñòî â gPlayers:
791 if gPlayers <> nil then
792 for a := 0 to High(gPlayers) do
793 if gPlayers[a] = nil then
794 begin
795 ok := True;
796 Break;
797 end;
799 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
800 if not ok then
801 begin
802 SetLength(gPlayers, Length(gPlayers)+1);
803 a := High(gPlayers);
804 end;
806 // Ñîçäàåì îáúåêò èãðîêà:
807 if Bot then
808 gPlayers[a] := TBot.Create()
809 else
810 gPlayers[a] := TPlayer.Create();
811 gPlayers[a].FIamBot := Bot;
812 gPlayers[a].FPhysics := True;
814 // UID èãðîêà:
815 Mem.ReadWord(gPlayers[a].FUID);
816 // Èìÿ èãðîêà:
817 Mem.ReadString(gPlayers[a].FName);
818 // Êîìàíäà:
819 Mem.ReadByte(gPlayers[a].FTeam);
820 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
821 // Æèâ ëè:
822 Mem.ReadBoolean(gPlayers[a].FAlive);
823 // Èçðàñõîäîâàë ëè âñå æèçíè:
824 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
825 // Íàïðàâëåíèå:
826 Mem.ReadByte(b);
827 if b = 1 then
828 gPlayers[a].FDirection := D_LEFT
829 else // b = 2
830 gPlayers[a].FDirection := D_RIGHT;
831 // Çäîðîâüå:
832 Mem.ReadInt(gPlayers[a].FHealth);
833 // Æèçíè:
834 Mem.ReadByte(gPlayers[a].FLives);
835 // Áðîíÿ:
836 Mem.ReadInt(gPlayers[a].FArmor);
837 // Çàïàñ âîçäóõà:
838 Mem.ReadInt(gPlayers[a].FAir);
839 // Çàïàñ ãîðþ÷åãî:
840 Mem.ReadInt(gPlayers[a].FJetFuel);
841 // Áîëü:
842 Mem.ReadInt(gPlayers[a].FPain);
843 // Óáèë:
844 Mem.ReadInt(gPlayers[a].FKills);
845 // Óáèë ìîíñòðîâ:
846 Mem.ReadInt(gPlayers[a].FMonsterKills);
847 // Ôðàãîâ:
848 Mem.ReadInt(gPlayers[a].FFrags);
849 // Ôðàãîâ ïîäðÿä:
850 Mem.ReadByte(gPlayers[a].FFragCombo);
851 // Âðåìÿ ïîñëåäíåãî ôðàãà:
852 Mem.ReadDWORD(gPlayers[a].FLastFrag);
853 // Ñìåðòåé:
854 Mem.ReadInt(gPlayers[a].FDeath);
855 // Êàêîé ôëàã íåñåò:
856 Mem.ReadByte(gPlayers[a].FFlag);
857 // Íàøåë ñåêðåòîâ:
858 Mem.ReadInt(gPlayers[a].FSecrets);
859 // Òåêóùåå îðóæèå:
860 Mem.ReadByte(gPlayers[a].FCurrWeap);
861 // Ñëåäóþùåå æåëàåìîå îðóæèå:
862 Mem.ReadWord(gPlayers[a].FNextWeap);
863 // ...è ïàóçà:
864 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
865 // Âðåìÿ çàðÿäêè BFG:
866 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
867 // Áóôåð óðîíà:
868 Mem.ReadInt(gPlayers[a].FDamageBuffer);
869 // Ïîñëåäíèé óäàðèâøèé:
870 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
871 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
872 Mem.ReadByte(gPlayers[a].FLastHit);
873 // Îáúåêò èãðîêà:
874 Obj_LoadState(@gPlayers[a].FObj, Mem);
875 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
876 for i := A_BULLETS to A_HIGH do
877 Mem.ReadWord(gPlayers[a].FAmmo[i]);
878 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
879 for i := A_BULLETS to A_HIGH do
880 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
881 // Íàëè÷èå îðóæèÿ:
882 for i := WP_FIRST to WP_LAST do
883 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
884 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
885 for i := WP_FIRST to WP_LAST do
886 Mem.ReadWord(gPlayers[a].FReloading[i]);
887 // Íàëè÷èå ðþêçàêà:
888 Mem.ReadByte(b);
889 if b = 1 then
890 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
891 // Íàëè÷èå êðàñíîãî êëþ÷à:
892 Mem.ReadByte(b);
893 if b = 1 then
894 Include(gPlayers[a].FRulez, R_KEY_RED);
895 // Íàëè÷èå çåëåíîãî êëþ÷à:
896 Mem.ReadByte(b);
897 if b = 1 then
898 Include(gPlayers[a].FRulez, R_KEY_GREEN);
899 // Íàëè÷èå ñèíåãî êëþ÷à:
900 Mem.ReadByte(b);
901 if b = 1 then
902 Include(gPlayers[a].FRulez, R_KEY_BLUE);
903 // Íàëè÷èå áåðñåðêà:
904 Mem.ReadByte(b);
905 if b = 1 then
906 Include(gPlayers[a].FRulez, R_BERSERK);
907 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
908 for i := MR_SUIT to MR_MAX do
909 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
910 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
911 for i := T_RESPAWN to T_FLAGCAP do
912 Mem.ReadDWORD(gPlayers[a].FTime[i]);
914 // Íàçâàíèå ìîäåëè:
915 Mem.ReadString(gPlayers[a].FActualModelName);
916 // Öâåò ìîäåëè:
917 Mem.ReadByte(gPlayers[a].FColor.R);
918 Mem.ReadByte(gPlayers[a].FColor.G);
919 Mem.ReadByte(gPlayers[a].FColor.B);
920 // Îáíîâëÿåì ìîäåëü èãðîêà:
921 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
923 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
924 if gPlayers[a].FModel = nil then
925 begin
926 gPlayers[a].Free();
927 gPlayers[a] := nil;
928 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
929 Exit;
930 end;
932 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
933 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
934 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
935 else
936 gPlayers[a].FModel.Color := gPlayers[a].FColor;
938 Result := gPlayers[a].FUID;
939 end;
941 procedure g_Player_ResetTeams();
942 var
943 a: Integer;
944 begin
945 if g_Game_IsClient then
946 Exit;
947 if gPlayers = nil then
948 Exit;
949 for a := Low(gPlayers) to High(gPlayers) do
950 if gPlayers[a] <> nil then
951 case gGameSettings.GameMode of
952 GM_DM:
953 gPlayers[a].ChangeTeam(TEAM_NONE);
954 GM_TDM, GM_CTF:
955 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
956 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
957 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
958 else
959 if a mod 2 = 0 then
960 gPlayers[a].ChangeTeam(TEAM_RED)
961 else
962 gPlayers[a].ChangeTeam(TEAM_BLUE);
963 GM_SINGLE,
964 GM_COOP:
965 gPlayers[a].ChangeTeam(TEAM_COOP);
966 end;
967 end;
969 procedure g_Bot_Add(Team, Difficult: Byte);
970 var
971 m: SArray;
972 _name, _model: String;
973 a, tr, tb: Integer;
974 begin
975 if not g_Game_IsServer then Exit;
977 // Ñïèñîê íàçâàíèé ìîäåëåé:
978 m := g_PlayerModel_GetNames();
979 if m = nil then
980 Exit;
982 // Êîìàíäà:
983 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
984 Team := TEAM_COOP // COOP
985 else
986 if gGameSettings.GameMode = GM_DM then
987 Team := TEAM_NONE // DM
988 else
989 if Team = TEAM_NONE then // CTF / TDM
990 begin
991 // Àâòîáàëàíñ êîìàíä:
992 tr := 0;
993 tb := 0;
995 for a := 0 to High(gPlayers) do
996 if gPlayers[a] <> nil then
997 begin
998 if gPlayers[a].Team = TEAM_RED then
999 Inc(tr)
1000 else
1001 if gPlayers[a].Team = TEAM_BLUE then
1002 Inc(tb);
1003 end;
1005 if tr > tb then
1006 Team := TEAM_BLUE
1007 else
1008 if tb > tr then
1009 Team := TEAM_RED
1010 else // tr = tb
1011 if Random(2) = 0 then
1012 Team := TEAM_RED
1013 else
1014 Team := TEAM_BLUE;
1015 end;
1017 // Âûáèðàåì áîòó èìÿ:
1018 _name := '';
1019 if BotNames <> nil then
1020 for a := 0 to High(BotNames) do
1021 if g_Player_ValidName(BotNames[a]) then
1022 begin
1023 _name := BotNames[a];
1024 Break;
1025 end;
1027 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1028 if _name = '' then
1029 repeat
1030 _name := Format('DFBOT%.2d', [Random(100)]);
1031 until g_Player_ValidName(_name);
1033 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1034 _model := m[Random(Length(m))];
1036 // Ñîçäàåì áîòà:
1037 with g_Player_Get(g_Player_Create(_model,
1038 _RGB(Min(Random(9)*32, 255),
1039 Min(Random(9)*32, 255),
1040 Min(Random(9)*32, 255)),
1041 Team, True)) as TBot do
1042 begin
1043 Name := _name;
1045 case Difficult of
1046 1: FDifficult := DIFFICULT_EASY;
1047 2: FDifficult := DIFFICULT_MEDIUM;
1048 else FDifficult := DIFFICULT_HARD;
1049 end;
1051 for a := WP_FIRST to WP_LAST do
1052 begin
1053 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1054 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1055 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1056 end;
1058 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1060 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1061 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1062 Spectate();
1063 end;
1064 end;
1066 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1067 var
1068 m: SArray;
1069 _name, _model: String;
1070 a: Integer;
1071 begin
1072 if not g_Game_IsServer then Exit;
1074 // Ñïèñîê íàçâàíèé ìîäåëåé:
1075 m := g_PlayerModel_GetNames();
1076 if m = nil then
1077 Exit;
1079 // Êîìàíäà:
1080 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1081 Team := TEAM_COOP // COOP
1082 else
1083 if gGameSettings.GameMode = GM_DM then
1084 Team := TEAM_NONE // DM
1085 else
1086 if Team = TEAM_NONE then
1087 Team := BotList[num].team; // CTF / TDM
1089 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1090 lName := AnsiLowerCase(lName);
1091 if (num < 0) or (num > Length(BotList)-1) then
1092 num := -1;
1093 if (num = -1) and (lName <> '') and (BotList <> nil) then
1094 for a := 0 to High(BotList) do
1095 if AnsiLowerCase(BotList[a].name) = lName then
1096 begin
1097 num := a;
1098 Break;
1099 end;
1100 if num = -1 then
1101 Exit;
1103 // Èìÿ áîòà:
1104 _name := BotList[num].name;
1105 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1106 if not g_Player_ValidName(_name) then
1107 repeat
1108 _name := Format('DFBOT%.2d', [Random(100)]);
1109 until g_Player_ValidName(_name);
1111 // Ìîäåëü:
1112 _model := BotList[num].model;
1113 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1114 if not InSArray(_model, m) then
1115 _model := m[Random(Length(m))];
1117 // Ñîçäàåì áîòà:
1118 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1119 begin
1120 Name := _name;
1122 FDifficult.DiagFire := BotList[num].diag_fire;
1123 FDifficult.InvisFire := BotList[num].invis_fire;
1124 FDifficult.DiagPrecision := BotList[num].diag_precision;
1125 FDifficult.FlyPrecision := BotList[num].fly_precision;
1126 FDifficult.Cover := BotList[num].cover;
1127 FDifficult.CloseJump := BotList[num].close_jump;
1129 for a := WP_FIRST to WP_LAST do
1130 begin
1131 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1132 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1133 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1134 end;
1136 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1138 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1139 end;
1140 end;
1142 procedure g_Bot_RemoveAll();
1143 var
1144 a: Integer;
1145 begin
1146 if not g_Game_IsServer then Exit;
1147 if gPlayers = nil then Exit;
1149 for a := 0 to High(gPlayers) do
1150 if gPlayers[a] <> nil then
1151 if gPlayers[a] is TBot then
1152 begin
1153 gPlayers[a].Lives := 0;
1154 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1155 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1156 g_Player_Remove(gPlayers[a].FUID);
1157 end;
1159 g_Bot_MixNames();
1160 end;
1162 procedure g_Bot_MixNames();
1163 var
1164 s: String;
1165 a, b: Integer;
1166 begin
1167 if BotNames <> nil then
1168 for a := 0 to High(BotNames) do
1169 begin
1170 b := Random(Length(BotNames));
1171 s := BotNames[a];
1172 Botnames[a] := BotNames[b];
1173 BotNames[b] := s;
1174 end;
1175 end;
1177 procedure g_Player_Remove(UID: Word);
1178 var
1179 i: Integer;
1180 begin
1181 if gPlayers = nil then Exit;
1183 if g_Game_IsServer and g_Game_IsNet then
1184 MH_SEND_PlayerDelete(UID);
1186 for i := 0 to High(gPlayers) do
1187 if gPlayers[i] <> nil then
1188 if gPlayers[i].FUID = UID then
1189 begin
1190 if gPlayers[i] is TPlayer then
1191 TPlayer(gPlayers[i]).Free()
1192 else
1193 TBot(gPlayers[i]).Free();
1194 gPlayers[i] := nil;
1195 Exit;
1196 end;
1197 end;
1199 procedure g_Player_Init();
1200 var
1201 F: TextFile;
1202 s: String;
1203 a, b: Integer;
1204 config: TConfig;
1205 sa: SArray;
1206 begin
1207 BotNames := nil;
1209 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1210 Exit;
1212 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1213 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1214 Reset(F);
1216 while not EOF(F) do
1217 begin
1218 ReadLn(F, s);
1220 s := Trim(s);
1221 if s = '' then
1222 Continue;
1224 SetLength(BotNames, Length(BotNames)+1);
1225 BotNames[High(BotNames)] := s;
1226 end;
1228 CloseFile(F);
1230 // Ïåðåìåøèâàåì èõ:
1231 g_Bot_MixNames();
1233 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1234 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1235 BotList := nil;
1236 a := 0;
1238 while config.SectionExists(IntToStr(a)) do
1239 begin
1240 SetLength(BotList, Length(BotList)+1);
1242 with BotList[High(BotList)] do
1243 begin
1244 // Èìÿ áîòà:
1245 name := config.ReadStr(IntToStr(a), 'name', '');
1246 // Ìîäåëü:
1247 model := config.ReadStr(IntToStr(a), 'model', '');
1248 // Êîìàíäà:
1249 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1250 team := TEAM_RED
1251 else
1252 team := TEAM_BLUE;
1253 // Öâåò ìîäåëè:
1254 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1255 color.R := StrToIntDef(sa[0], 0);
1256 color.G := StrToIntDef(sa[1], 0);
1257 color.B := StrToIntDef(sa[2], 0);
1258 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1259 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1260 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1261 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1262 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1263 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1264 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1265 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1266 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1267 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1268 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1269 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1270 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1271 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1272 if Length(sa) = 10 then
1273 for b := 0 to 9 do
1274 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1275 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1276 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1277 if Length(sa) = 10 then
1278 for b := 0 to 9 do
1279 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1281 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1282 if Length(sa) = 10 then
1283 for b := 0 to 9 do
1284 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1285 end;
1287 a := a + 1;
1288 end;
1290 config.Free();
1291 end;
1293 procedure g_Player_Free();
1294 var
1295 i: Integer;
1296 begin
1297 if gPlayers <> nil then
1298 begin
1299 for i := 0 to High(gPlayers) do
1300 if gPlayers[i] <> nil then
1301 begin
1302 if gPlayers[i] is TPlayer then
1303 TPlayer(gPlayers[i]).Free()
1304 else
1305 TBot(gPlayers[i]).Free();
1306 gPlayers[i] := nil;
1307 end;
1309 gPlayers := nil;
1310 end;
1312 gPlayer1 := nil;
1313 gPlayer2 := nil;
1314 end;
1316 procedure g_Player_UpdateAll();
1317 var
1318 i: Integer;
1319 begin
1320 if gPlayers = nil then Exit;
1322 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1323 for i := 0 to High(gPlayers) do
1324 begin
1325 if gPlayers[i] <> nil then
1326 begin
1327 if gPlayers[i] is TPlayer then
1328 begin
1329 gPlayers[i].Update();
1330 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1331 end
1332 else
1333 begin
1334 // bot updates weapons in `UpdateCombat()`
1335 TBot(gPlayers[i]).Update();
1336 end;
1337 end;
1338 end;
1339 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1340 end;
1342 procedure g_Player_DrawAll();
1343 var
1344 i: Integer;
1345 begin
1346 if gPlayers = nil then Exit;
1348 for i := 0 to High(gPlayers) do
1349 if gPlayers[i] <> nil then
1350 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1351 else TBot(gPlayers[i]).Draw();
1352 end;
1354 procedure g_Player_DrawDebug(p: TPlayer);
1355 var
1356 fW, fH: Byte;
1357 begin
1358 if p = nil then Exit;
1359 if (@p.FObj) = nil then Exit;
1361 e_TextureFontGetSize(gStdFont, fW, fH);
1363 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1364 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1365 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1366 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1367 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1368 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1369 end;
1371 procedure g_Player_DrawHealth();
1372 var
1373 i: Integer;
1374 fW, fH: Byte;
1375 begin
1376 if gPlayers = nil then Exit;
1377 e_TextureFontGetSize(gStdFont, fW, fH);
1379 for i := 0 to High(gPlayers) do
1380 if gPlayers[i] <> nil then
1381 begin
1382 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1383 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1384 IntToStr(gPlayers[i].FHealth), gStdFont);
1385 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1386 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1387 IntToStr(gPlayers[i].FArmor), gStdFont);
1388 end;
1389 end;
1391 function g_Player_Get(UID: Word): TPlayer;
1392 var
1393 a: Integer;
1394 begin
1395 Result := nil;
1397 if gPlayers = nil then
1398 Exit;
1400 for a := 0 to High(gPlayers) do
1401 if gPlayers[a] <> nil then
1402 if gPlayers[a].FUID = UID then
1403 begin
1404 Result := gPlayers[a];
1405 Exit;
1406 end;
1407 end;
1409 function g_Player_GetCount(): Byte;
1410 var
1411 a: Integer;
1412 begin
1413 Result := 0;
1415 if gPlayers = nil then
1416 Exit;
1418 for a := 0 to High(gPlayers) do
1419 if gPlayers[a] <> nil then
1420 Result := Result + 1;
1421 end;
1423 function g_Player_GetStats(): TPlayerStatArray;
1424 var
1425 a: Integer;
1426 begin
1427 Result := nil;
1429 if gPlayers = nil then Exit;
1431 for a := 0 to High(gPlayers) do
1432 if gPlayers[a] <> nil then
1433 begin
1434 SetLength(Result, Length(Result)+1);
1435 with Result[High(Result)] do
1436 begin
1437 Ping := gPlayers[a].FPing;
1438 Loss := gPlayers[a].FLoss;
1439 Name := gPlayers[a].FName;
1440 Team := gPlayers[a].FTeam;
1441 Frags := gPlayers[a].FFrags;
1442 Deaths := gPlayers[a].FDeath;
1443 Kills := gPlayers[a].FKills;
1444 Color := gPlayers[a].FModel.Color;
1445 Lives := gPlayers[a].FLives;
1446 Spectator := gPlayers[a].FSpectator;
1447 end;
1448 end;
1449 end;
1451 procedure g_Player_RememberAll;
1452 var
1453 i: Integer;
1454 begin
1455 for i := Low(gPlayers) to High(gPlayers) do
1456 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1457 gPlayers[i].RememberState;
1458 end;
1460 procedure g_Player_ResetAll(Force, Silent: Boolean);
1461 var
1462 i: Integer;
1463 begin
1464 gTeamStat[TEAM_RED].Goals := 0;
1465 gTeamStat[TEAM_BLUE].Goals := 0;
1467 if gPlayers <> nil then
1468 for i := 0 to High(gPlayers) do
1469 if gPlayers[i] <> nil then
1470 begin
1471 gPlayers[i].Reset(Force);
1473 if gPlayers[i] is TPlayer then
1474 begin
1475 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1476 gPlayers[i].Respawn(Silent)
1477 else
1478 gPlayers[i].Spectate();
1479 end
1480 else
1481 TBot(gPlayers[i]).Respawn(Silent);
1482 end;
1483 end;
1485 procedure g_Player_CreateCorpse(Player: TPlayer);
1486 var
1487 find_id: DWORD;
1488 ok: Boolean;
1489 begin
1490 if Player.alive then
1491 Exit;
1492 if Player.FObj.Y >= gMapInfo.Height+128 then
1493 Exit;
1495 with Player do
1496 begin
1497 if (FHealth >= -50) or (gGibsCount = 0) then
1498 begin
1499 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1500 Exit;
1502 ok := False;
1503 for find_id := 0 to High(gCorpses) do
1504 if gCorpses[find_id] = nil then
1505 begin
1506 ok := True;
1507 Break;
1508 end;
1510 if not ok then
1511 find_id := Random(Length(gCorpses));
1513 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1514 gCorpses[find_id].FColor := FModel.Color;
1515 gCorpses[find_id].FObj.Vel := FObj.Vel;
1516 gCorpses[find_id].FObj.Accel := FObj.Accel;
1517 end
1518 else
1519 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1520 FObj.Y + PLAYER_RECT_CY,
1521 FModel.Name, FModel.Color);
1522 end;
1523 end;
1525 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1526 var
1527 SID: DWORD;
1528 begin
1529 if (gShells = nil) or (Length(gShells) = 0) then
1530 Exit;
1532 with gShells[CurrentShell] do
1533 begin
1534 SpriteID := 0;
1535 g_Obj_Init(@Obj);
1536 Obj.Rect.X := 0;
1537 Obj.Rect.Y := 0;
1538 if T = SHELL_BULLET then
1539 begin
1540 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1541 SpriteID := SID;
1542 CX := 2;
1543 CY := 1;
1544 Obj.Rect.Width := 4;
1545 Obj.Rect.Height := 2;
1546 end
1547 else
1548 begin
1549 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1550 SpriteID := SID;
1551 CX := 4;
1552 CY := 2;
1553 Obj.Rect.Width := 7;
1554 Obj.Rect.Height := 3;
1555 end;
1556 SType := T;
1557 alive := True;
1558 Obj.X := fX;
1559 Obj.Y := fY;
1560 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1561 positionChanged(); // this updates spatial accelerators
1562 RAngle := Random(360);
1563 Timeout := gTime + SHELL_TIMEOUT;
1565 if CurrentShell >= High(gShells) then
1566 CurrentShell := 0
1567 else
1568 Inc(CurrentShell);
1569 end;
1570 end;
1572 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1573 var
1574 a: Integer;
1575 GibsArray: TGibsArray;
1576 begin
1577 if (gGibs = nil) or (Length(gGibs) = 0) then
1578 Exit;
1579 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1580 Exit;
1582 for a := 0 to High(GibsArray) do
1583 with gGibs[CurrentGib] do
1584 begin
1585 Color := fColor;
1586 ID := GibsArray[a].ID;
1587 MaskID := GibsArray[a].MaskID;
1588 alive := True;
1589 g_Obj_Init(@Obj);
1590 Obj.Rect := GibsArray[a].Rect;
1591 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1592 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1593 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1594 positionChanged(); // this updates spatial accelerators
1595 RAngle := Random(360);
1597 if gBloodCount > 0 then
1598 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1599 Random(48), Random(48), 150, 0, 0);
1601 if CurrentGib >= High(gGibs) then
1602 CurrentGib := 0
1603 else
1604 Inc(CurrentGib);
1605 end;
1606 end;
1608 procedure g_Player_UpdatePhysicalObjects();
1609 var
1610 i: Integer;
1611 vel: TPoint2i;
1612 mr: Word;
1614 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1615 var
1616 k: Integer;
1617 begin
1618 k := 1 + Random(2);
1619 if T = SHELL_BULLET then
1620 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1621 else
1622 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1623 end;
1625 begin
1626 // Êóñêè ìÿñà:
1627 if gGibs <> nil then
1628 for i := 0 to High(gGibs) do
1629 if gGibs[i].alive then
1630 with gGibs[i] do
1631 begin
1632 vel := Obj.Vel;
1633 mr := g_Obj_Move(@Obj, True, False, True);
1634 positionChanged(); // this updates spatial accelerators
1636 if WordBool(mr and MOVE_FALLOUT) then
1637 begin
1638 alive := False;
1639 Continue;
1640 end;
1642 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1643 if WordBool(mr and MOVE_HITWALL) then
1644 Obj.Vel.X := -(vel.X div 2);
1645 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1646 Obj.Vel.Y := -(vel.Y div 2);
1648 if (Obj.Vel.X >= 0) then
1649 begin // Clockwise
1650 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1651 if RAngle >= 360 then
1652 RAngle := RAngle mod 360;
1653 end else begin // Counter-clockwise
1654 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1655 if RAngle < 0 then
1656 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1657 end;
1659 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1660 if gTime mod (GAME_TICK*3) = 0 then
1661 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1662 end;
1664 // Òðóïû:
1665 if gCorpses <> nil then
1666 for i := 0 to High(gCorpses) do
1667 if gCorpses[i] <> nil then
1668 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1669 begin
1670 gCorpses[i].Free();
1671 gCorpses[i] := nil;
1672 end
1673 else
1674 gCorpses[i].Update();
1676 // Ãèëüçû:
1677 if gShells <> nil then
1678 for i := 0 to High(gShells) do
1679 if gShells[i].alive then
1680 with gShells[i] do
1681 begin
1682 vel := Obj.Vel;
1683 mr := g_Obj_Move(@Obj, True, False, True);
1684 positionChanged(); // this updates spatial accelerators
1686 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1687 begin
1688 alive := False;
1689 Continue;
1690 end;
1692 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1693 if WordBool(mr and MOVE_HITWALL) then
1694 begin
1695 Obj.Vel.X := -(vel.X div 2);
1696 if not WordBool(mr and MOVE_INWATER) then
1697 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1698 end;
1699 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1700 begin
1701 Obj.Vel.Y := -(vel.Y div 2);
1702 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1703 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1704 begin
1705 if RAngle mod 90 <> 0 then
1706 RAngle := (RAngle div 90) * 90;
1707 end
1708 else if not WordBool(mr and MOVE_INWATER) then
1709 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1710 end;
1712 if (Obj.Vel.X >= 0) then
1713 begin // Clockwise
1714 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1715 if RAngle >= 360 then
1716 RAngle := RAngle mod 360;
1717 end else begin // Counter-clockwise
1718 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1719 if RAngle < 0 then
1720 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1721 end;
1722 end;
1723 end;
1726 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1727 begin
1728 x := Obj.X+Obj.Rect.X;
1729 y := Obj.Y+Obj.Rect.Y;
1730 w := Obj.Rect.Width;
1731 h := Obj.Rect.Height;
1732 end;
1734 procedure TGib.moveBy (dx, dy: Integer); inline;
1735 begin
1736 if (dx <> 0) or (dy <> 0) then
1737 begin
1738 Obj.X += dx;
1739 Obj.Y += dy;
1740 positionChanged();
1741 end;
1742 end;
1745 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1746 begin
1747 x := Obj.X;
1748 y := Obj.Y;
1749 w := Obj.Rect.Width;
1750 h := Obj.Rect.Height;
1751 end;
1753 procedure TShell.moveBy (dx, dy: Integer); inline;
1754 begin
1755 if (dx <> 0) or (dy <> 0) then
1756 begin
1757 Obj.X += dx;
1758 Obj.Y += dy;
1759 positionChanged();
1760 end;
1761 end;
1764 procedure TGib.positionChanged (); inline; begin end;
1765 procedure TShell.positionChanged (); inline; begin end;
1768 procedure g_Player_DrawCorpses();
1769 var
1770 i: Integer;
1771 a: TDFPoint;
1772 begin
1773 if gGibs <> nil then
1774 for i := 0 to High(gGibs) do
1775 if gGibs[i].alive then
1776 with gGibs[i] do
1777 begin
1778 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1779 Continue;
1781 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1782 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1784 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1786 e_Colors := Color;
1787 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1788 e_Colors.R := 255;
1789 e_Colors.G := 255;
1790 e_Colors.B := 255;
1791 end;
1793 if gCorpses <> nil then
1794 for i := 0 to High(gCorpses) do
1795 if gCorpses[i] <> nil then
1796 gCorpses[i].Draw();
1797 end;
1799 procedure g_Player_DrawShells();
1800 var
1801 i: Integer;
1802 a: TDFPoint;
1803 begin
1804 if gShells <> nil then
1805 for i := 0 to High(gShells) do
1806 if gShells[i].alive then
1807 with gShells[i] do
1808 begin
1809 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1810 Continue;
1812 a.X := CX;
1813 a.Y := CY;
1815 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1816 end;
1817 end;
1819 procedure g_Player_RemoveAllCorpses();
1820 var
1821 i: Integer;
1822 begin
1823 gGibs := nil;
1824 gShells := nil;
1825 SetLength(gGibs, MaxGibs);
1826 SetLength(gShells, MaxGibs);
1827 CurrentGib := 0;
1828 CurrentShell := 0;
1830 if gCorpses <> nil then
1831 for i := 0 to High(gCorpses) do
1832 gCorpses[i].Free();
1834 gCorpses := nil;
1835 SetLength(gCorpses, MaxCorpses);
1836 end;
1838 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1839 var
1840 count, i: Integer;
1841 b: Boolean;
1842 begin
1843 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1844 count := 0;
1845 if gCorpses <> nil then
1846 for i := 0 to High(gCorpses) do
1847 if gCorpses[i] <> nil then
1848 count := count + 1;
1850 Mem := TBinMemoryWriter.Create((count+1) * 128);
1852 // Êîëè÷åñòâî òðóïîâ:
1853 Mem.WriteInt(count);
1855 if count = 0 then
1856 Exit;
1858 // Ñîõðàíÿåì òðóïû:
1859 for i := 0 to High(gCorpses) do
1860 if gCorpses[i] <> nil then
1861 begin
1862 // Íàçâàíèå ìîäåëè:
1863 Mem.WriteString(gCorpses[i].FModelName);
1864 // Òèï ñìåðòè:
1865 b := gCorpses[i].Mess;
1866 Mem.WriteBoolean(b);
1867 // Ñîõðàíÿåì äàííûå òðóïà:
1868 gCorpses[i].SaveState(Mem);
1869 end;
1870 end;
1872 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1873 var
1874 count, i: Integer;
1875 str: String;
1876 b: Boolean;
1877 begin
1878 if Mem = nil then
1879 Exit;
1881 g_Player_RemoveAllCorpses();
1883 // Êîëè÷åñòâî òðóïîâ:
1884 Mem.ReadInt(count);
1886 if count > Length(gCorpses) then
1887 begin
1888 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1889 end;
1891 if count = 0 then
1892 Exit;
1894 // Çàãðóæàåì òðóïû:
1895 for i := 0 to count-1 do
1896 begin
1897 // Íàçâàíèå ìîäåëè:
1898 Mem.ReadString(str);
1899 // Òèï ñìåðòè:
1900 Mem.ReadBoolean(b);
1901 // Ñîçäàåì òðóï:
1902 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1903 // Çàãðóæàåì äàííûå òðóïà:
1904 gCorpses[i].LoadState(Mem);
1905 end;
1906 end;
1908 { T P l a y e r : }
1910 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1912 procedure TPlayer.BFGHit();
1913 begin
1914 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1915 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1916 if g_Game_IsServer and g_Game_IsNet then
1917 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1918 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1919 0, NET_GFX_BFGHIT);
1920 end;
1922 procedure TPlayer.ChangeModel(ModelName: string);
1923 var
1924 locModel: TPlayerModel;
1925 begin
1926 locModel := g_PlayerModel_Get(ModelName);
1927 if locModel = nil then Exit;
1929 FModel.Free();
1930 FModel := locModel;
1931 end;
1933 procedure TPlayer.SetModel(ModelName: string);
1934 var
1935 m: TPlayerModel;
1936 begin
1937 m := g_PlayerModel_Get(ModelName);
1938 if m = nil then
1939 begin
1940 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1941 m := g_PlayerModel_Get('doomer');
1942 if m = nil then
1943 begin
1944 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1945 Exit;
1946 end;
1947 end;
1949 if FModel <> nil then
1950 FModel.Free();
1952 FModel := m;
1954 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1955 FModel.Color := FColor
1956 else
1957 FModel.Color := TEAMCOLOR[FTeam];
1958 FModel.SetWeapon(FCurrWeap);
1959 FModel.SetFlag(FFlag);
1960 SetDirection(FDirection);
1961 end;
1963 procedure TPlayer.SetColor(Color: TRGB);
1964 begin
1965 FColor := Color;
1966 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1967 if FModel <> nil then FModel.Color := Color;
1968 end;
1970 procedure TPlayer.SwitchTeam;
1971 begin
1972 if g_Game_IsClient then
1973 Exit;
1974 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1976 if gGameOn and FAlive then
1977 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1979 if FTeam = TEAM_RED then
1980 begin
1981 ChangeTeam(TEAM_BLUE);
1982 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1983 if g_Game_IsNet then
1984 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1985 end
1986 else
1987 begin
1988 ChangeTeam(TEAM_RED);
1989 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1990 if g_Game_IsNet then
1991 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1992 end;
1993 FPreferredTeam := FTeam;
1994 end;
1996 procedure TPlayer.ChangeTeam(Team: Byte);
1997 var
1998 OldTeam: Byte;
1999 begin
2000 OldTeam := FTeam;
2001 FTeam := Team;
2002 case Team of
2003 TEAM_RED, TEAM_BLUE:
2004 FModel.Color := TEAMCOLOR[Team];
2005 else
2006 FModel.Color := FColor;
2007 end;
2008 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2009 MH_SEND_PlayerStats(FUID);
2010 end;
2013 procedure TPlayer.CollideItem();
2014 var
2015 i: Integer;
2016 r: Boolean;
2017 begin
2018 if gItems = nil then Exit;
2019 if not FAlive then Exit;
2021 for i := 0 to High(gItems) do
2022 with gItems[i] do
2023 begin
2024 if (ItemType <> ITEM_NONE) and alive then
2025 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2026 PLAYER_RECT.Height, @Obj) then
2027 begin
2028 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2030 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2031 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2032 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2033 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2034 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2036 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2037 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2038 (gGameSettings.GameType = GT_SINGLE) and
2039 (g_Player_GetCount() > 1)) then
2040 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2041 end;
2042 end;
2043 end;
2046 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2047 begin
2048 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2049 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2050 False);
2051 end;
2053 constructor TPlayer.Create();
2054 begin
2055 viewPortX := 0;
2056 viewPortY := 0;
2057 viewPortW := 0;
2058 viewPortH := 0;
2060 FIamBot := False;
2061 FDummy := False;
2062 FSpawned := False;
2064 FSawSound := TPlayableSound.Create();
2065 FSawSoundIdle := TPlayableSound.Create();
2066 FSawSoundHit := TPlayableSound.Create();
2067 FSawSoundSelect := TPlayableSound.Create();
2068 FJetSoundFly := TPlayableSound.Create();
2069 FJetSoundOn := TPlayableSound.Create();
2070 FJetSoundOff := TPlayableSound.Create();
2072 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2073 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2074 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2075 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2076 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2077 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2078 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2080 FSpectatePlayer := -1;
2081 FClientID := -1;
2082 FPing := 0;
2083 FLoss := 0;
2084 FSavedState.WaitRecall := False;
2085 FShellTimer := -1;
2086 FFireTime := 0;
2087 FFirePainTime := 0;
2088 FFireAttacker := 0;
2090 FActualModelName := 'doomer';
2092 g_Obj_Init(@FObj);
2093 FObj.Rect := PLAYER_RECT;
2095 FBFGFireCounter := -1;
2096 FJustTeleported := False;
2097 FNetTime := 0;
2099 resetWeaponQueue();
2100 end;
2102 procedure TPlayer.positionChanged (); inline;
2103 begin
2104 end;
2106 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2107 var
2108 c: Word;
2109 begin
2110 if (not g_Game_IsClient) and (not FAlive) then
2111 Exit;
2113 FLastHit := t;
2115 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2116 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2117 begin
2118 if not g_Game_IsClient then
2119 begin
2120 FArmor := 0;
2121 if t = HIT_TRAP then
2122 begin
2123 // Ëîâóøêà óáèâàåò ñðàçó:
2124 FHealth := -100;
2125 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2126 end;
2127 if t = HIT_SELF then
2128 begin
2129 // Ñàìîóáèéñòâî:
2130 FHealth := 0;
2131 Kill(K_SIMPLEKILL, SpawnerUID, t);
2132 end;
2133 end;
2134 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2135 FMegaRulez[MR_SUIT] := 0;
2136 FMegaRulez[MR_INVUL] := 0;
2137 FMegaRulez[MR_INVIS] := 0;
2138 FBerserk := 0;
2139 end;
2141 // Íî îò îñòàëüíîãî ñïàñàåò:
2142 if FMegaRulez[MR_INVUL] >= gTime then
2143 Exit;
2145 // ×èò-êîä "ÃÎÐÅÖ":
2146 if FGodMode then
2147 Exit;
2149 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2150 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2151 (SpawnerUID = FUID) or
2152 (not SameTeam(FUID, SpawnerUID)) then
2153 begin
2154 FLastSpawnerUID := SpawnerUID;
2156 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2157 if gBloodCount > 0 then
2158 begin
2159 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2160 if value div 4 <= c then
2161 c := c - (value div 4)
2162 else
2163 c := 0;
2165 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2166 MakeBloodSimple(c)
2167 else
2168 case t of
2169 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2170 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2171 end;
2173 if t = HIT_WATER then
2174 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2175 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2176 end;
2178 // Áóôåð óðîíà:
2179 if FAlive then
2180 Inc(FDamageBuffer, value);
2182 // Âñïûøêà áîëè:
2183 if gFlash <> 0 then
2184 FPain := FPain + value;
2185 end;
2187 if g_Game_IsServer and g_Game_IsNet then
2188 begin
2189 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2190 MH_SEND_PlayerStats(FUID);
2191 MH_SEND_PlayerPos(False, FUID);
2192 end;
2193 end;
2195 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2196 begin
2197 Result := False;
2198 if g_Game_IsClient then
2199 Exit;
2200 if not FAlive then
2201 Exit;
2203 if Soft and (FHealth < PLAYER_HP_SOFT) then
2204 begin
2205 IncMax(FHealth, value, PLAYER_HP_SOFT);
2206 Result := True;
2207 end;
2208 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2209 begin
2210 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2211 Result := True;
2212 end;
2214 if Result and g_Game_IsServer and g_Game_IsNet then
2215 MH_SEND_PlayerStats(FUID);
2216 end;
2218 destructor TPlayer.Destroy();
2219 begin
2220 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2221 gPlayer1 := nil;
2222 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2223 gPlayer2 := nil;
2225 FSawSound.Free();
2226 FSawSoundIdle.Free();
2227 FSawSoundHit.Free();
2228 FJetSoundFly.Free();
2229 FJetSoundOn.Free();
2230 FJetSoundOff.Free();
2231 FModel.Free();
2233 inherited;
2234 end;
2236 procedure TPlayer.DrawBubble();
2237 var
2238 bubX, bubY: Integer;
2239 ID: LongWord;
2240 Rb, Gb, Bb,
2241 Rw, Gw, Bw: SmallInt;
2242 Dot: Byte;
2243 begin
2244 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2245 bubY := FObj.Y+FObj.Rect.Y - 18;
2246 Rb := 64;
2247 Gb := 64;
2248 Bb := 64;
2249 Rw := 240;
2250 Gw := 240;
2251 Bw := 240;
2252 case gChatBubble of
2253 1: // simple textual non-bubble
2254 begin
2255 bubX := FObj.X+FObj.Rect.X - 11;
2256 bubY := FObj.Y+FObj.Rect.Y - 17;
2257 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2258 Exit;
2259 end;
2260 2: // advanced pixel-perfect bubble
2261 begin
2262 if FTeam = TEAM_RED then
2263 Rb := 255
2264 else
2265 if FTeam = TEAM_BLUE then
2266 Bb := 255;
2267 end;
2268 3: // colored bubble
2269 begin
2270 Rb := FModel.Color.R;
2271 Gb := FModel.Color.G;
2272 Bb := FModel.Color.B;
2273 Rw := Min(Rb * 2 + 64, 255);
2274 Gw := Min(Gb * 2 + 64, 255);
2275 Bw := Min(Bb * 2 + 64, 255);
2276 if (Abs(Rw - Rb) < 32)
2277 or (Abs(Gw - Gb) < 32)
2278 or (Abs(Bw - Bb) < 32) then
2279 begin
2280 Rb := Max(Rw div 2 - 16, 0);
2281 Gb := Max(Gw div 2 - 16, 0);
2282 Bb := Max(Bw div 2 - 16, 0);
2283 end;
2284 end;
2285 4: // custom textured bubble
2286 begin
2287 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2288 if FDirection = D_RIGHT then
2289 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2290 else
2291 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2292 Exit;
2293 end;
2294 end;
2296 // Outer borders
2297 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2298 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2299 // Inner box
2300 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2302 // Tail
2303 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2304 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2305 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2306 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2307 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2308 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2310 // Dots
2311 Dot := 6;
2312 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2313 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2314 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2315 end;
2317 procedure TPlayer.Draw();
2318 var
2319 ID: DWORD;
2320 w, h: Word;
2321 dr: Boolean;
2322 begin
2323 if FAlive then
2324 begin
2325 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2326 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2327 begin
2328 e_GetTextureSize(ID, @w, @h);
2329 if FDirection = D_LEFT then
2330 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2331 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2332 else
2333 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2334 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2335 end;
2337 if FMegaRulez[MR_INVIS] > gTime then
2338 begin
2339 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2340 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2341 begin
2342 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2343 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2344 else
2345 dr := True;
2346 if dr then
2347 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2348 else
2349 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2350 end
2351 else
2352 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2353 end
2354 else
2355 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2356 end;
2358 if g_debug_Frames then
2359 begin
2360 e_DrawQuad(FObj.X+FObj.Rect.X,
2361 FObj.Y+FObj.Rect.Y,
2362 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2363 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2364 0, 255, 0);
2365 end;
2367 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2368 DrawBubble();
2369 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2370 if gAimLine and alive and
2371 ((Self = gPlayer1) or (Self = gPlayer2)) then
2372 DrawAim();
2373 end;
2376 procedure TPlayer.DrawAim();
2377 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2378 var
2379 ex, ey: Integer;
2380 begin
2381 if isValidViewPort and (self = gPlayer1) then
2382 begin
2383 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2384 end;
2386 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2387 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2388 begin
2389 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2390 end
2391 else
2392 begin
2393 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2394 end;
2395 end;
2397 var
2398 wx, wy, xx, yy: Integer;
2399 angle: SmallInt;
2400 sz, len: Word;
2401 begin
2402 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2403 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2404 angle := FAngle;
2405 len := 1024;
2406 sz := 2;
2407 case FCurrWeap of
2408 0: begin // Punch
2409 len := 12;
2410 sz := 4;
2411 end;
2412 1: begin // Chainsaw
2413 len := 24;
2414 sz := 6;
2415 end;
2416 2: begin // Pistol
2417 len := 1024;
2418 sz := 2;
2419 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2420 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2421 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2422 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2423 end;
2424 3: begin // Shotgun
2425 len := 1024;
2426 sz := 3;
2427 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2428 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2429 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2430 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2431 end;
2432 4: begin // Double Shotgun
2433 len := 1024;
2434 sz := 4;
2435 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2436 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2437 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2438 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2439 end;
2440 5: begin // Chaingun
2441 len := 1024;
2442 sz := 3;
2443 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2444 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2445 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2446 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2447 end;
2448 6: begin // Rocket Launcher
2449 len := 1024;
2450 sz := 7;
2451 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2452 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2453 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2454 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2455 end;
2456 7: begin // Plasmagun
2457 len := 1024;
2458 sz := 5;
2459 if angle = ANGLE_RIGHTUP then Inc(angle);
2460 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2461 if angle = ANGLE_LEFTUP then Dec(angle);
2462 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2463 end;
2464 8: begin // BFG
2465 len := 1024;
2466 sz := 12;
2467 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2468 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2469 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2470 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2471 end;
2472 9: begin // Super Chaingun
2473 len := 1024;
2474 sz := 4;
2475 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2476 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2477 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2478 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2479 end;
2480 end;
2481 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2482 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2483 {$IF DEFINED(D2F_DEBUG)}
2484 drawCast(sz, wx, wy, xx, yy);
2485 {$ELSE}
2486 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2487 {$ENDIF}
2488 end;
2490 procedure TPlayer.DrawGUI();
2491 var
2492 ID: DWORD;
2493 X, Y, SY, a, p, m: Integer;
2494 tw, th: Word;
2495 cw, ch: Byte;
2496 s: string;
2497 stat: TPlayerStatArray;
2498 begin
2499 X := gPlayerScreenSize.X;
2500 SY := gPlayerScreenSize.Y;
2501 Y := 0;
2503 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2504 begin
2505 if gGameSettings.GameMode = GM_CTF then
2506 a := 32 + 8
2507 else
2508 a := 0;
2509 if gGameSettings.GameMode = GM_CTF then
2510 begin
2511 s := 'TEXTURE_PLAYER_REDFLAG';
2512 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2513 s := 'TEXTURE_PLAYER_REDFLAG_S';
2514 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2515 s := 'TEXTURE_PLAYER_REDFLAG_D';
2516 if g_Texture_Get(s, ID) then
2517 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2518 end;
2520 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2521 e_CharFont_GetSize(gMenuFont, s, tw, th);
2522 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2524 if gGameSettings.GameMode = GM_CTF then
2525 begin
2526 s := 'TEXTURE_PLAYER_BLUEFLAG';
2527 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2528 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2529 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2530 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2531 if g_Texture_Get(s, ID) then
2532 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2533 end;
2535 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2536 e_CharFont_GetSize(gMenuFont, s, tw, th);
2537 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2538 end;
2540 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2541 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2542 0, False, False);
2544 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2545 e_Draw(ID, X+2, Y, 0, True, False);
2547 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2548 begin
2549 if gShowStat then
2550 begin
2551 s := IntToStr(Frags);
2552 e_CharFont_GetSize(gMenuFont, s, tw, th);
2553 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2555 s := '';
2556 p := 1;
2557 m := 0;
2558 stat := g_Player_GetStats();
2559 if stat <> nil then
2560 begin
2561 p := 1;
2563 for a := 0 to High(stat) do
2564 if stat[a].Name <> Name then
2565 begin
2566 if stat[a].Frags > m then m := stat[a].Frags;
2567 if stat[a].Frags > Frags then p := p+1;
2568 end;
2569 end;
2571 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2572 if Frags >= m then s := s+'+' else s := s+'-';
2573 s := s+IntToStr(Abs(Frags-m));
2575 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2576 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2577 end;
2579 if gShowLives and (gGameSettings.MaxLives > 0) then
2580 begin
2581 s := IntToStr(Lives);
2582 e_CharFont_GetSize(gMenuFont, s, tw, th);
2583 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2584 end;
2585 end;
2587 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2588 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2590 if R_BERSERK in FRulez then
2591 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2592 else
2593 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2595 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2596 e_Draw(ID, X+36, Y+77, 0, True, False);
2598 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2599 e_CharFont_GetSize(gMenuFont, s, tw, th);
2600 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2602 s := IntToStr(FArmor);
2603 e_CharFont_GetSize(gMenuFont, s, tw, th);
2604 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2606 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2608 case FCurrWeap of
2609 WEAPON_KASTET:
2610 begin
2611 s := '--';
2612 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2613 end;
2614 WEAPON_SAW:
2615 begin
2616 s := '--';
2617 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2618 end;
2619 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2620 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2621 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2622 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2623 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2624 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2625 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2626 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2627 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2628 end;
2630 e_CharFont_GetSize(gMenuFont, s, tw, th);
2631 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2632 e_Draw(ID, X+20, Y+160, 0, True, False);
2634 if R_KEY_RED in FRulez then
2635 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2637 if R_KEY_GREEN in FRulez then
2638 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2640 if R_KEY_BLUE in FRulez then
2641 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2643 if FJetFuel > 0 then
2644 begin
2645 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2646 e_Draw(ID, X+2, Y+116, 0, True, False);
2647 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2648 e_Draw(ID, X+2, Y+126, 0, True, False);
2649 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2650 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2651 end
2652 else
2653 begin
2654 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2655 e_Draw(ID, X+2, Y+124, 0, True, False);
2656 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2657 end;
2659 if gShowPing and g_Game_IsClient then
2660 begin
2661 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2662 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2663 Y := Y + 16;
2664 end;
2666 if FSpectator then
2667 begin
2668 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2669 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2670 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2671 if FNoRespawn then
2672 begin
2673 e_TextureFontGetSize(gStdFont, cw, ch);
2674 s := _lc[I_PLAYER_SPECT4];
2675 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2676 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2677 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2678 end;
2680 end;
2681 end;
2683 procedure TPlayer.DrawRulez();
2684 var
2685 dr: Boolean;
2686 begin
2687 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2688 if FMegaRulez[MR_INVUL] >= gTime then
2689 begin
2690 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2691 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2692 else
2693 dr := True;
2695 if dr then
2696 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2697 191, 191, 191, 0, B_INVERT);
2698 end;
2700 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2701 if FMegaRulez[MR_SUIT] >= gTime then
2702 begin
2703 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2704 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2705 else
2706 dr := True;
2708 if dr then
2709 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2710 0, 96, 0, 200, B_NONE);
2711 end;
2713 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2714 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2715 begin
2716 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2717 255, 0, 0, 200, B_NONE);
2718 end;
2719 end;
2721 procedure TPlayer.DrawPain();
2722 var
2723 a, h: Integer;
2724 begin
2725 if FPain = 0 then Exit;
2727 a := FPain;
2729 if a < 15 then h := 0
2730 else if a < 35 then h := 1
2731 else if a < 55 then h := 2
2732 else if a < 75 then h := 3
2733 else if a < 95 then h := 4
2734 else h := 5;
2736 //if a > 255 then a := 255;
2738 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2739 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2740 end;
2742 procedure TPlayer.DrawPickup();
2743 var
2744 a, h: Integer;
2745 begin
2746 if FPickup = 0 then Exit;
2748 a := FPickup;
2750 if a < 15 then h := 1
2751 else if a < 35 then h := 2
2752 else if a < 55 then h := 3
2753 else if a < 75 then h := 4
2754 else h := 5;
2756 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2757 end;
2759 procedure TPlayer.Fire();
2760 var
2761 f, DidFire: Boolean;
2762 wx, wy, xd, yd: Integer;
2763 locobj: TObj;
2764 begin
2765 if g_Game_IsClient then Exit;
2766 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2767 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2769 if FSpectator then
2770 begin
2771 Respawn(False);
2772 Exit;
2773 end;
2775 if FReloading[FCurrWeap] <> 0 then Exit;
2777 DidFire := False;
2779 f := False;
2780 wx := FObj.X+WEAPONPOINT[FDirection].X;
2781 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2782 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2783 yd := wy+firediry();
2785 case FCurrWeap of
2786 WEAPON_KASTET:
2787 begin
2788 if R_BERSERK in FRulez then
2789 begin
2790 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2791 locobj.X := FObj.X+FObj.Rect.X;
2792 locobj.Y := FObj.Y+FObj.Rect.Y;
2793 locobj.rect.X := 0;
2794 locobj.rect.Y := 0;
2795 locobj.rect.Width := 39;
2796 locobj.rect.Height := 52;
2797 locobj.Vel.X := (xd-wx) div 2;
2798 locobj.Vel.Y := (yd-wy) div 2;
2799 locobj.Accel.X := xd-wx;
2800 locobj.Accel.y := yd-wy;
2802 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2803 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2804 else
2805 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2807 if gFlash = 1 then
2808 if FPain < 50 then
2809 FPain := min(FPain + 25, 50);
2810 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2812 DidFire := True;
2813 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2814 end;
2816 WEAPON_SAW:
2817 begin
2818 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2819 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2820 begin
2821 FSawSoundSelect.Stop();
2822 FSawSound.Stop();
2823 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2824 end
2825 else if not FSawSoundHit.IsPlaying() then
2826 begin
2827 FSawSoundSelect.Stop();
2828 FSawSound.PlayAt(FObj.X, FObj.Y);
2829 end;
2831 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2832 DidFire := True;
2833 f := True;
2834 end;
2836 WEAPON_PISTOL:
2837 if FAmmo[A_BULLETS] > 0 then
2838 begin
2839 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2840 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2841 Dec(FAmmo[A_BULLETS]);
2842 FFireAngle := FAngle;
2843 f := True;
2844 DidFire := True;
2845 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2846 GameVelX, GameVelY-2, SHELL_BULLET);
2847 end;
2849 WEAPON_SHOTGUN1:
2850 if FAmmo[A_SHELLS] > 0 then
2851 begin
2852 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2853 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2854 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2855 Dec(FAmmo[A_SHELLS]);
2856 FFireAngle := FAngle;
2857 f := True;
2858 DidFire := True;
2859 FShellTimer := 10;
2860 FShellType := SHELL_SHELL;
2861 end;
2863 WEAPON_SHOTGUN2:
2864 if FAmmo[A_SHELLS] >= 2 then
2865 begin
2866 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2867 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2868 Dec(FAmmo[A_SHELLS], 2);
2869 FFireAngle := FAngle;
2870 f := True;
2871 DidFire := True;
2872 FShellTimer := 13;
2873 FShellType := SHELL_DBLSHELL;
2874 end;
2876 WEAPON_CHAINGUN:
2877 if FAmmo[A_BULLETS] > 0 then
2878 begin
2879 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2880 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2881 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2882 Dec(FAmmo[A_BULLETS]);
2883 FFireAngle := FAngle;
2884 f := True;
2885 DidFire := True;
2886 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2887 GameVelX, GameVelY-2, SHELL_BULLET);
2888 end;
2890 WEAPON_ROCKETLAUNCHER:
2891 if FAmmo[A_ROCKETS] > 0 then
2892 begin
2893 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2894 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2895 Dec(FAmmo[A_ROCKETS]);
2896 FFireAngle := FAngle;
2897 f := True;
2898 DidFire := True;
2899 end;
2901 WEAPON_PLASMA:
2902 if FAmmo[A_CELLS] > 0 then
2903 begin
2904 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2905 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2906 Dec(FAmmo[A_CELLS]);
2907 FFireAngle := FAngle;
2908 f := True;
2909 DidFire := True;
2910 end;
2912 WEAPON_BFG:
2913 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2914 begin
2915 FBFGFireCounter := 17;
2916 if not FNoReload then
2917 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2918 Dec(FAmmo[A_CELLS], 40);
2919 DidFire := True;
2920 end;
2922 WEAPON_SUPERPULEMET:
2923 if FAmmo[A_SHELLS] > 0 then
2924 begin
2925 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2926 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2927 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2928 Dec(FAmmo[A_SHELLS]);
2929 FFireAngle := FAngle;
2930 f := True;
2931 DidFire := True;
2932 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2933 GameVelX, GameVelY-2, SHELL_SHELL);
2934 end;
2936 WEAPON_FLAMETHROWER:
2937 if FAmmo[A_FUEL] > 0 then
2938 begin
2939 g_Weapon_flame(wx, wy, xd, yd, FUID);
2940 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2941 Dec(FAmmo[A_FUEL]);
2942 FFireAngle := FAngle;
2943 f := True;
2944 DidFire := True;
2945 end;
2946 end;
2948 if g_Game_IsNet then
2949 begin
2950 if DidFire then
2951 begin
2952 if FCurrWeap <> WEAPON_BFG then
2953 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2954 else
2955 if not FNoReload then
2956 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2957 end;
2959 MH_SEND_PlayerStats(FUID);
2960 end;
2962 if not f then Exit;
2964 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2965 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2966 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2967 end;
2969 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2970 begin
2971 case Weapon of
2972 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2973 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2974 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2975 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2976 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2977 else Result := 0;
2978 end;
2979 end;
2981 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2982 begin
2983 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2984 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2985 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2986 end;
2988 procedure TPlayer.JetpackOn;
2989 begin
2990 FJetSoundFly.Stop;
2991 FJetSoundOff.Stop;
2992 FJetSoundOn.SetPosition(0);
2993 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2994 FlySmoke(8);
2995 end;
2997 procedure TPlayer.JetpackOff;
2998 begin
2999 FJetSoundFly.Stop;
3000 FJetSoundOn.Stop;
3001 FJetSoundOff.SetPosition(0);
3002 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3003 end;
3005 procedure TPlayer.CatchFire(Attacker: Word);
3006 begin
3007 FFireTime := 100;
3008 FFireAttacker := Attacker;
3009 if g_Game_IsNet and g_Game_IsServer then
3010 MH_SEND_PlayerStats(FUID);
3011 end;
3013 procedure TPlayer.Jump();
3014 begin
3015 if gFly or FJetpack then
3016 begin
3017 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3018 if FObj.Vel.Y > -VEL_FLY then
3019 FObj.Vel.Y := FObj.Vel.Y - 3;
3020 if FJetpack then
3021 begin
3022 if FJetFuel > 0 then
3023 Dec(FJetFuel);
3024 if (FJetFuel < 1) and g_Game_IsServer then
3025 begin
3026 FJetpack := False;
3027 JetpackOff;
3028 if g_Game_IsNet then
3029 MH_SEND_PlayerStats(FUID);
3030 end;
3031 end;
3032 Exit;
3033 end;
3035 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3036 if FGhost then
3037 FCanJetpack := False;
3039 // Ïðûãàåì èëè âñïëûâàåì:
3040 if (CollideLevel(0, 1) or
3041 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3042 PLAYER_RECT.Height-33, PANEL_STEP, False)
3043 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3044 begin
3045 FObj.Vel.Y := -VEL_JUMP;
3046 FCanJetpack := False;
3047 end
3048 else
3049 begin
3050 if BodyInLiquid(0, 0) then
3051 FObj.Vel.Y := -VEL_SW
3052 else if (FJetFuel > 0) and FCanJetpack and
3053 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3054 begin
3055 FJetpack := True;
3056 JetpackOn;
3057 if g_Game_IsNet then
3058 MH_SEND_PlayerStats(FUID);
3059 end;
3060 end;
3061 end;
3063 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3064 var
3065 a, i, k, ab, ar: Byte;
3066 s: String;
3067 mon: TMonster;
3068 plr: TPlayer;
3069 srv, netsrv: Boolean;
3070 DoFrags: Boolean;
3071 OldLR: Byte;
3072 KP: TPlayer;
3073 it: PItem;
3075 procedure PushItem(t: Byte);
3076 var
3077 id: DWORD;
3078 begin
3079 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3080 it := g_Items_ByIdx(id);
3081 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3082 begin
3083 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3084 (FObj.Vel.Y div 2)-Random(9));
3085 it.positionChanged(); // this updates spatial accelerators
3086 end
3087 else
3088 begin
3089 if KillType = K_HARDKILL then // -5..+5; -5..0
3090 begin
3091 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3092 (FObj.Vel.Y div 2)-Random(6));
3093 end
3094 else // -3..+3; -3..0
3095 begin
3096 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3097 (FObj.Vel.Y div 2)-Random(4));
3098 end;
3099 it.positionChanged(); // this updates spatial accelerators
3100 end;
3102 if g_Game_IsNet and g_Game_IsServer then
3103 MH_SEND_ItemSpawn(True, id);
3104 end;
3106 begin
3107 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3108 Srv := g_Game_IsServer;
3109 Netsrv := g_Game_IsServer and g_Game_IsNet;
3110 if Srv then FDeath := FDeath + 1;
3111 if FAlive then
3112 begin
3113 if FGhost then
3114 FGhost := False;
3115 if not FPhysics then
3116 FPhysics := True;
3117 FAlive := False;
3118 end;
3119 FShellTimer := -1;
3121 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3122 begin
3123 if FLives > 0 then FLives := FLives - 1;
3124 if FLives = 0 then FNoRespawn := True;
3125 end;
3127 // Íîìåð òèïà ñìåðòè:
3128 a := 1;
3129 case KillType of
3130 K_SIMPLEKILL: a := 1;
3131 K_HARDKILL: a := 2;
3132 K_EXTRAHARDKILL: a := 3;
3133 K_FALLKILL: a := 4;
3134 end;
3136 // Çâóê ñìåðòè:
3137 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3138 for i := 1 to 3 do
3139 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3140 Break;
3142 // Âðåìÿ ðåñïàóíà:
3143 if Srv then
3144 case KillType of
3145 K_SIMPLEKILL:
3146 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3147 K_HARDKILL:
3148 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3149 K_EXTRAHARDKILL, K_FALLKILL:
3150 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3151 end;
3153 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3154 case KillType of
3155 K_SIMPLEKILL:
3156 SetAction(A_DIE1);
3157 K_HARDKILL, K_EXTRAHARDKILL:
3158 SetAction(A_DIE2);
3159 end;
3161 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3162 if (KillType <> K_FALLKILL) and (Srv) then
3163 g_Monsters_killedp();
3165 if SpawnerUID = FUID then
3166 begin // Ñàìîóáèëñÿ
3167 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3168 begin
3169 Dec(FFrags);
3170 FLastFrag := 0;
3171 end;
3172 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3173 end
3174 else
3175 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3176 begin // Óáèò äðóãèì èãðîêîì
3177 KP := g_Player_Get(SpawnerUID);
3178 if (KP <> nil) and Srv then
3179 begin
3180 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3181 if SameTeam(FUID, SpawnerUID) then
3182 begin
3183 Dec(KP.FFrags);
3184 KP.FLastFrag := 0;
3185 end else
3186 begin
3187 Inc(KP.FFrags);
3188 KP.FragCombo();
3189 end;
3191 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3192 Inc(gTeamStat[KP.Team].Goals,
3193 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3195 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3196 end;
3198 plr := g_Player_Get(SpawnerUID);
3199 if plr = nil then
3200 s := '?'
3201 else
3202 s := plr.FName;
3204 case KillType of
3205 K_HARDKILL:
3206 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3207 [FName, s]),
3208 gShowKillMsg);
3209 K_EXTRAHARDKILL:
3210 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3211 [FName, s]),
3212 gShowKillMsg);
3213 else
3214 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3215 [FName, s]),
3216 gShowKillMsg);
3217 end;
3218 end
3219 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3220 begin // Óáèò ìîíñòðîì
3221 mon := g_Monsters_ByUID(SpawnerUID);
3222 if mon = nil then
3223 s := '?'
3224 else
3225 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3227 case KillType of
3228 K_HARDKILL:
3229 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3230 [FName, s]),
3231 gShowKillMsg);
3232 K_EXTRAHARDKILL:
3233 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3234 [FName, s]),
3235 gShowKillMsg);
3236 else
3237 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3238 [FName, s]),
3239 gShowKillMsg);
3240 end;
3241 end
3242 else // Îñîáûå òèïû ñìåðòè
3243 case t of
3244 HIT_DISCON: ;
3245 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3246 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3247 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3248 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3249 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3250 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3251 end;
3253 if Srv then
3254 begin
3255 // Âûáðîñ îðóæèÿ:
3256 for a := WP_FIRST to WP_LAST do
3257 if FWeapon[a] then
3258 begin
3259 case a of
3260 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3261 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3262 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3263 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3264 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3265 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3266 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3267 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3268 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3269 else i := 0;
3270 end;
3272 if i <> 0 then
3273 PushItem(i);
3274 end;
3276 // Âûáðîñ ðþêçàêà:
3277 if R_ITEM_BACKPACK in FRulez then
3278 PushItem(ITEM_AMMO_BACKPACK);
3280 // Âûáðîñ ðàêåòíîãî ðàíöà:
3281 if FJetFuel > 0 then
3282 PushItem(ITEM_JETPACK);
3284 // Âûáðîñ êëþ÷åé:
3285 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3286 begin
3287 if R_KEY_RED in FRulez then
3288 PushItem(ITEM_KEY_RED);
3290 if R_KEY_GREEN in FRulez then
3291 PushItem(ITEM_KEY_GREEN);
3293 if R_KEY_BLUE in FRulez then
3294 PushItem(ITEM_KEY_BLUE);
3295 end;
3297 // Âûáðîñ ôëàãà:
3298 DropFlag();
3299 end;
3301 g_Player_CreateCorpse(Self);
3303 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3304 (gLMSRespawn = LMS_RESPAWN_NONE) then
3305 begin
3306 a := 0;
3307 k := 0;
3308 ar := 0;
3309 ab := 0;
3310 for i := Low(gPlayers) to High(gPlayers) do
3311 begin
3312 if gPlayers[i] = nil then continue;
3313 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3314 begin
3315 Inc(a);
3316 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3317 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3318 k := i;
3319 end;
3320 end;
3322 OldLR := gLMSRespawn;
3323 if (gGameSettings.GameMode = GM_COOP) then
3324 begin
3325 if (a = 0) then
3326 begin
3327 // everyone is dead, restart the map
3328 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3329 if Netsrv then
3330 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3331 gLMSRespawn := LMS_RESPAWN_FINAL;
3332 gLMSRespawnTime := gTime + 5000;
3333 end
3334 else if (a = 1) then
3335 begin
3336 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3337 if (gPlayers[k] = gPlayer1) or
3338 (gPlayers[k] = gPlayer2) then
3339 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3340 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3341 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3342 end;
3343 end
3344 else if (gGameSettings.GameMode = GM_TDM) then
3345 begin
3346 if (ab = 0) and (ar <> 0) then
3347 begin
3348 // blu team ded
3349 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3350 if Netsrv then
3351 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3352 Inc(gTeamStat[TEAM_RED].Goals);
3353 gLMSRespawn := LMS_RESPAWN_FINAL;
3354 gLMSRespawnTime := gTime + 5000;
3355 end
3356 else if (ar = 0) and (ab <> 0) then
3357 begin
3358 // red team ded
3359 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3360 if Netsrv then
3361 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3362 Inc(gTeamStat[TEAM_BLUE].Goals);
3363 gLMSRespawn := LMS_RESPAWN_FINAL;
3364 gLMSRespawnTime := gTime + 5000;
3365 end
3366 else if (ar = 0) and (ab = 0) then
3367 begin
3368 // everyone ded
3369 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3370 if Netsrv then
3371 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3372 gLMSRespawn := LMS_RESPAWN_FINAL;
3373 gLMSRespawnTime := gTime + 5000;
3374 end;
3375 end
3376 else if (gGameSettings.GameMode = GM_DM) then
3377 begin
3378 if (a = 1) then
3379 begin
3380 if gPlayers[k] <> nil then
3381 with gPlayers[k] do
3382 begin
3383 // survivor is the winner
3384 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3385 if Netsrv then
3386 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3387 Inc(FFrags);
3388 end;
3389 gLMSRespawn := LMS_RESPAWN_FINAL;
3390 gLMSRespawnTime := gTime + 5000;
3391 end
3392 else if (a = 0) then
3393 begin
3394 // everyone is dead, restart the map
3395 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3396 if Netsrv then
3397 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3398 gLMSRespawn := LMS_RESPAWN_FINAL;
3399 gLMSRespawnTime := gTime + 5000;
3400 end;
3401 end;
3402 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3403 begin
3404 if NetMode = NET_SERVER then
3405 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3406 else
3407 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3408 end;
3409 end;
3411 if Netsrv then
3412 begin
3413 MH_SEND_PlayerStats(FUID);
3414 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3415 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3416 end;
3418 if srv and FNoRespawn then Spectate(True);
3419 FWantsInGame := True;
3420 end;
3422 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3423 begin
3424 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3425 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3426 end;
3428 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3429 begin
3430 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3431 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3432 end;
3434 procedure TPlayer.MakeBloodSimple(Count: Word);
3435 begin
3436 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3437 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3438 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3439 150, 0, 0);
3440 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3441 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3442 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3443 150, 0, 0);
3444 end;
3446 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3447 begin
3448 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3449 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3450 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3451 150, 0, 0);
3452 end;
3454 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3455 begin
3456 if g_Game_IsClient then Exit;
3457 if Weapon > High(FWeapon) then Exit;
3458 FNextWeap := FNextWeap or (1 shl Weapon);
3459 end;
3461 procedure TPlayer.resetWeaponQueue ();
3462 begin
3463 FNextWeap := 0;
3464 FNextWeapDelay := 0;
3465 end;
3467 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3468 begin
3469 result := false;
3470 case weapon of
3471 WEAPON_KASTET, WEAPON_SAW: result := true;
3472 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3473 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3474 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3475 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3476 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3477 else result := (weapon < length(FWeapon));
3478 end;
3479 end;
3481 // return 255 for "no switch"
3482 function TPlayer.getNextWeaponIndex (): Byte;
3483 var
3484 i: Word;
3485 wantThisWeapon: array[0..64] of Boolean;
3486 wwc: Integer = 0; //HACK!
3487 dir, cwi: Integer;
3488 begin
3489 result := 255; // default result: "no switch"
3490 // had weapon cycling on previous frame? remove that flag
3491 if (FNextWeap and $2000) <> 0 then
3492 begin
3493 FNextWeap := FNextWeap and $1FFF;
3494 FNextWeapDelay := 0;
3495 end;
3496 // cycling has priority
3497 if (FNextWeap and $C000) <> 0 then
3498 begin
3499 if (FNextWeap and $8000) <> 0 then
3500 dir := 1
3501 else
3502 dir := -1;
3503 FNextWeap := FNextWeap or $2000; // we need this
3504 if FNextWeapDelay > 0 then
3505 exit; // cooldown time
3506 cwi := FCurrWeap;
3507 for i := 0 to High(FWeapon) do
3508 begin
3509 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3510 if FWeapon[cwi] then
3511 begin
3512 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3513 result := Byte(cwi);
3514 FNextWeapDelay := 10;
3515 exit;
3516 end;
3517 end;
3518 resetWeaponQueue();
3519 exit;
3520 end;
3521 // no cycling
3522 for i := 0 to High(wantThisWeapon) do
3523 wantThisWeapon[i] := false;
3524 for i := 0 to High(FWeapon) do
3525 if (FNextWeap and (1 shl i)) <> 0 then
3526 begin
3527 wantThisWeapon[i] := true;
3528 Inc(wwc);
3529 end;
3530 // exclude currently selected weapon from the set
3531 wantThisWeapon[FCurrWeap] := false;
3532 // slow down alterations a little
3533 if wwc > 1 then
3534 begin
3535 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3536 // more than one weapon requested, assume "alteration" and check alteration delay
3537 if FNextWeapDelay > 0 then
3538 begin
3539 FNextWeap := 0;
3540 exit;
3541 end; // yeah
3542 end;
3543 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3544 // but clear all counters if no weapon should be switched
3545 if wwc < 1 then
3546 begin
3547 resetWeaponQueue();
3548 exit;
3549 end;
3550 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3551 // try weapons in descending order
3552 for i := High(FWeapon) downto 0 do
3553 begin
3554 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3555 begin
3556 // i found her!
3557 result := Byte(i);
3558 resetWeaponQueue();
3559 FNextWeapDelay := 10; // anyway, 'cause why not
3560 exit;
3561 end;
3562 end;
3563 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3564 resetWeaponQueue();
3565 end;
3567 procedure TPlayer.RealizeCurrentWeapon();
3568 function switchAllowed (): Boolean;
3569 var
3570 i: Byte;
3571 begin
3572 result := false;
3573 if FBFGFireCounter <> -1 then
3574 exit;
3575 if FTime[T_SWITCH] > gTime then
3576 exit;
3577 for i := WP_FIRST to WP_LAST do
3578 if FReloading[i] > 0 then
3579 exit;
3580 result := true;
3581 end;
3583 var
3584 nw: Byte;
3585 begin
3586 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3587 //FNextWeap := FNextWeap and $1FFF;
3588 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3590 if not switchAllowed then
3591 begin
3592 //HACK for weapon cycling
3593 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3594 exit;
3595 end;
3597 nw := getNextWeaponIndex();
3598 if nw = 255 then exit; // don't reset anything here
3599 if nw > High(FWeapon) then
3600 begin
3601 // don't forget to reset queue here!
3602 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3603 resetWeaponQueue();
3604 exit;
3605 end;
3607 if FWeapon[nw] then
3608 begin
3609 FCurrWeap := nw;
3610 FTime[T_SWITCH] := gTime+156;
3611 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3612 FModel.SetWeapon(FCurrWeap);
3613 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3614 end;
3615 end;
3617 procedure TPlayer.NextWeapon();
3618 begin
3619 if g_Game_IsClient then Exit;
3620 FNextWeap := $8000;
3621 end;
3623 procedure TPlayer.PrevWeapon();
3624 begin
3625 if g_Game_IsClient then Exit;
3626 FNextWeap := $4000;
3627 end;
3629 procedure TPlayer.SetWeapon(W: Byte);
3630 begin
3631 if FCurrWeap <> W then
3632 if W = WEAPON_SAW then
3633 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3635 FCurrWeap := W;
3636 FModel.SetWeapon(CurrWeap);
3637 resetWeaponQueue();
3638 end;
3640 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3641 var
3642 a: Boolean;
3643 begin
3644 Result := False;
3645 if g_Game_IsClient then Exit;
3647 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3648 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3649 remove := not a;
3651 case ItemType of
3652 ITEM_MEDKIT_SMALL:
3653 if FHealth < PLAYER_HP_SOFT then
3654 begin
3655 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3656 Result := True;
3657 remove := True;
3658 FFireTime := 0;
3659 if gFlash = 2 then Inc(FPickup, 5);
3660 end;
3662 ITEM_MEDKIT_LARGE:
3663 if FHealth < PLAYER_HP_SOFT then
3664 begin
3665 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3666 Result := True;
3667 remove := True;
3668 FFireTime := 0;
3669 if gFlash = 2 then Inc(FPickup, 5);
3670 end;
3672 ITEM_ARMOR_GREEN:
3673 if FArmor < PLAYER_AP_SOFT then
3674 begin
3675 FArmor := PLAYER_AP_SOFT;
3676 Result := True;
3677 remove := True;
3678 if gFlash = 2 then Inc(FPickup, 5);
3679 end;
3681 ITEM_ARMOR_BLUE:
3682 if FArmor < PLAYER_AP_LIMIT then
3683 begin
3684 FArmor := PLAYER_AP_LIMIT;
3685 Result := True;
3686 remove := True;
3687 if gFlash = 2 then Inc(FPickup, 5);
3688 end;
3690 ITEM_SPHERE_BLUE:
3691 if FHealth < PLAYER_HP_LIMIT then
3692 begin
3693 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3694 Result := True;
3695 remove := True;
3696 FFireTime := 0;
3697 if gFlash = 2 then Inc(FPickup, 5);
3698 end;
3700 ITEM_SPHERE_WHITE:
3701 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3702 begin
3703 if FHealth < PLAYER_HP_LIMIT then
3704 FHealth := PLAYER_HP_LIMIT;
3705 if FArmor < PLAYER_AP_LIMIT then
3706 FArmor := PLAYER_AP_LIMIT;
3707 Result := True;
3708 remove := True;
3709 FFireTime := 0;
3710 if gFlash = 2 then Inc(FPickup, 5);
3711 end;
3713 ITEM_WEAPON_SAW:
3714 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3715 begin
3716 FWeapon[WEAPON_SAW] := True;
3717 Result := True;
3718 if gFlash = 2 then Inc(FPickup, 5);
3719 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3720 end;
3722 ITEM_WEAPON_SHOTGUN1:
3723 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3724 begin
3725 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3726 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3728 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3729 FWeapon[WEAPON_SHOTGUN1] := True;
3730 Result := True;
3731 if gFlash = 2 then Inc(FPickup, 5);
3732 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3733 end;
3735 ITEM_WEAPON_SHOTGUN2:
3736 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3737 begin
3738 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3740 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3741 FWeapon[WEAPON_SHOTGUN2] := True;
3742 Result := True;
3743 if gFlash = 2 then Inc(FPickup, 5);
3744 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3745 end;
3747 ITEM_WEAPON_CHAINGUN:
3748 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3749 begin
3750 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3752 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3753 FWeapon[WEAPON_CHAINGUN] := True;
3754 Result := True;
3755 if gFlash = 2 then Inc(FPickup, 5);
3756 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3757 end;
3759 ITEM_WEAPON_ROCKETLAUNCHER:
3760 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3761 begin
3762 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3764 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3765 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3766 Result := True;
3767 if gFlash = 2 then Inc(FPickup, 5);
3768 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3769 end;
3771 ITEM_WEAPON_PLASMA:
3772 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3773 begin
3774 if a and FWeapon[WEAPON_PLASMA] then Exit;
3776 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3777 FWeapon[WEAPON_PLASMA] := 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_BFG:
3784 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3785 begin
3786 if a and FWeapon[WEAPON_BFG] then Exit;
3788 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3789 FWeapon[WEAPON_BFG] := True;
3790 Result := True;
3791 if gFlash = 2 then Inc(FPickup, 5);
3792 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3793 end;
3795 ITEM_WEAPON_SUPERPULEMET:
3796 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3797 begin
3798 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3800 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3801 FWeapon[WEAPON_SUPERPULEMET] := True;
3802 Result := True;
3803 if gFlash = 2 then Inc(FPickup, 5);
3804 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3805 end;
3807 ITEM_WEAPON_FLAMETHROWER:
3808 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3809 begin
3810 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3812 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3813 FWeapon[WEAPON_FLAMETHROWER] := True;
3814 Result := True;
3815 if gFlash = 2 then Inc(FPickup, 5);
3816 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3817 end;
3819 ITEM_AMMO_BULLETS:
3820 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3821 begin
3822 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3823 Result := True;
3824 remove := True;
3825 if gFlash = 2 then Inc(FPickup, 5);
3826 end;
3828 ITEM_AMMO_BULLETS_BOX:
3829 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3830 begin
3831 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3832 Result := True;
3833 remove := True;
3834 if gFlash = 2 then Inc(FPickup, 5);
3835 end;
3837 ITEM_AMMO_SHELLS:
3838 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3839 begin
3840 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3841 Result := True;
3842 remove := True;
3843 if gFlash = 2 then Inc(FPickup, 5);
3844 end;
3846 ITEM_AMMO_SHELLS_BOX:
3847 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3848 begin
3849 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3850 Result := True;
3851 remove := True;
3852 if gFlash = 2 then Inc(FPickup, 5);
3853 end;
3855 ITEM_AMMO_ROCKET:
3856 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3857 begin
3858 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3859 Result := True;
3860 remove := True;
3861 if gFlash = 2 then Inc(FPickup, 5);
3862 end;
3864 ITEM_AMMO_ROCKET_BOX:
3865 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3866 begin
3867 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3868 Result := True;
3869 remove := True;
3870 if gFlash = 2 then Inc(FPickup, 5);
3871 end;
3873 ITEM_AMMO_CELL:
3874 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3875 begin
3876 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3877 Result := True;
3878 remove := True;
3879 if gFlash = 2 then Inc(FPickup, 5);
3880 end;
3882 ITEM_AMMO_CELL_BIG:
3883 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3884 begin
3885 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3886 Result := True;
3887 remove := True;
3888 if gFlash = 2 then Inc(FPickup, 5);
3889 end;
3891 ITEM_AMMO_FUELCAN:
3892 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3893 begin
3894 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3895 Result := True;
3896 remove := True;
3897 if gFlash = 2 then Inc(FPickup, 5);
3898 end;
3900 ITEM_AMMO_BACKPACK:
3901 if not(R_ITEM_BACKPACK in FRulez) or
3902 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3903 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3904 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3905 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3906 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3907 begin
3908 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3909 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3910 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3911 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3912 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3914 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3915 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3916 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3917 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3918 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3919 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3920 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3921 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3923 FRulez := FRulez + [R_ITEM_BACKPACK];
3924 Result := True;
3925 remove := True;
3926 if gFlash = 2 then Inc(FPickup, 5);
3927 end;
3929 ITEM_KEY_RED:
3930 if not(R_KEY_RED in FRulez) then
3931 begin
3932 Include(FRulez, R_KEY_RED);
3933 Result := True;
3934 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3935 if gFlash = 2 then Inc(FPickup, 5);
3936 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3937 end;
3939 ITEM_KEY_GREEN:
3940 if not(R_KEY_GREEN in FRulez) then
3941 begin
3942 Include(FRulez, R_KEY_GREEN);
3943 Result := True;
3944 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3945 if gFlash = 2 then Inc(FPickup, 5);
3946 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3947 end;
3949 ITEM_KEY_BLUE:
3950 if not(R_KEY_BLUE in FRulez) then
3951 begin
3952 Include(FRulez, R_KEY_BLUE);
3953 Result := True;
3954 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3955 if gFlash = 2 then Inc(FPickup, 5);
3956 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3957 end;
3959 ITEM_SUIT:
3960 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3961 begin
3962 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3963 Result := True;
3964 remove := True;
3965 FFireTime := 0;
3966 if gFlash = 2 then Inc(FPickup, 5);
3967 end;
3969 ITEM_OXYGEN:
3970 if FAir < AIR_MAX then
3971 begin
3972 FAir := AIR_MAX;
3973 Result := True;
3974 remove := True;
3975 if gFlash = 2 then Inc(FPickup, 5);
3976 end;
3978 ITEM_MEDKIT_BLACK:
3979 begin
3980 if not (R_BERSERK in FRulez) then
3981 begin
3982 Include(FRulez, R_BERSERK);
3983 if gBerserkAutoswitch and (gDebugMode or gCheats) and (FBFGFireCounter = -1) then
3984 begin
3985 FCurrWeap := WEAPON_KASTET;
3986 resetWeaponQueue();
3987 FModel.SetWeapon(WEAPON_KASTET);
3988 end;
3989 if gFlash <> 0 then
3990 begin
3991 Inc(FPain, 100);
3992 if gFlash = 2 then Inc(FPickup, 5);
3993 end;
3994 FBerserk := gTime+30000;
3995 Result := True;
3996 remove := True;
3997 FFireTime := 0;
3998 end;
3999 if FHealth < PLAYER_HP_SOFT then
4000 begin
4001 FHealth := PLAYER_HP_SOFT;
4002 FBerserk := gTime+30000;
4003 Result := True;
4004 remove := True;
4005 FFireTime := 0;
4006 end;
4007 end;
4009 ITEM_INVUL:
4010 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4011 begin
4012 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4013 Result := True;
4014 remove := True;
4015 if gFlash = 2 then Inc(FPickup, 5);
4016 end;
4018 ITEM_BOTTLE:
4019 if FHealth < PLAYER_HP_LIMIT then
4020 begin
4021 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4022 Result := True;
4023 remove := True;
4024 FFireTime := 0;
4025 if gFlash = 2 then Inc(FPickup, 5);
4026 end;
4028 ITEM_HELMET:
4029 if FArmor < PLAYER_AP_LIMIT then
4030 begin
4031 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4032 Result := True;
4033 remove := True;
4034 if gFlash = 2 then Inc(FPickup, 5);
4035 end;
4037 ITEM_JETPACK:
4038 if FJetFuel < JET_MAX then
4039 begin
4040 FJetFuel := JET_MAX;
4041 Result := True;
4042 remove := True;
4043 if gFlash = 2 then Inc(FPickup, 5);
4044 end;
4046 ITEM_INVIS:
4047 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4048 begin
4049 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4050 Result := True;
4051 remove := True;
4052 if gFlash = 2 then Inc(FPickup, 5);
4053 end;
4054 end;
4055 end;
4057 procedure TPlayer.Touch();
4058 begin
4059 if not FAlive then
4060 Exit;
4061 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4062 if FIamBot then
4063 begin
4064 // Áðîñèòü ôëàã òîâàðèùó:
4065 if gGameSettings.GameMode = GM_CTF then
4066 DropFlag();
4067 end;
4068 end;
4070 procedure TPlayer.Push(vx, vy: Integer);
4071 begin
4072 if (not FPhysics) and FGhost then
4073 Exit;
4074 FObj.Accel.X := FObj.Accel.X + vx;
4075 FObj.Accel.Y := FObj.Accel.Y + vy;
4076 if g_Game_IsNet and g_Game_IsServer then
4077 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4078 end;
4080 procedure TPlayer.Reset(Force: Boolean);
4081 begin
4082 if Force then
4083 FAlive := False;
4085 FSpawned := False;
4086 FTime[T_RESPAWN] := 0;
4087 FTime[T_FLAGCAP] := 0;
4088 FGodMode := False;
4089 FNoTarget := False;
4090 FNoReload := False;
4091 FFrags := 0;
4092 FLastFrag := 0;
4093 FComboEvnt := -1;
4094 FKills := 0;
4095 FMonsterKills := 0;
4096 FDeath := 0;
4097 FSecrets := 0;
4098 if FNoRespawn then
4099 begin
4100 FSpectator := False;
4101 FGhost := False;
4102 FPhysics := True;
4103 FSpectatePlayer := -1;
4104 FNoRespawn := False;
4105 end;
4106 FLives := gGameSettings.MaxLives;
4108 SetFlag(FLAG_NONE);
4109 end;
4111 procedure TPlayer.SoftReset();
4112 begin
4113 ReleaseKeys();
4115 FDamageBuffer := 0;
4116 FIncCam := 0;
4117 FBFGFireCounter := -1;
4118 FShellTimer := -1;
4119 FPain := 0;
4120 FLastHit := 0;
4121 FLastFrag := 0;
4122 FComboEvnt := -1;
4124 SetFlag(FLAG_NONE);
4125 SetAction(A_STAND, True);
4126 end;
4128 function TPlayer.GetRespawnPoint(): Byte;
4129 var
4130 c: Byte;
4131 begin
4132 Result := 255;
4133 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4135 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4136 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4137 begin
4138 if (Self = gPlayer1) or (Self = gPlayer2) then
4139 begin
4140 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4141 if Self = gPlayer1 then
4142 c := RESPAWNPOINT_PLAYER1
4143 else
4144 c := RESPAWNPOINT_PLAYER2;
4145 if g_Map_GetPointCount(c) > 0 then
4146 begin
4147 Result := c;
4148 Exit;
4149 end;
4151 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4152 if Self = gPlayer1 then
4153 c := RESPAWNPOINT_PLAYER2
4154 else
4155 c := RESPAWNPOINT_PLAYER1;
4156 if g_Map_GetPointCount(c) > 0 then
4157 begin
4158 Result := c;
4159 Exit;
4160 end;
4161 end else
4162 begin
4163 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4164 if Random(2) = 0 then
4165 c := RESPAWNPOINT_PLAYER1
4166 else
4167 c := RESPAWNPOINT_PLAYER2;
4168 if g_Map_GetPointCount(c) > 0 then
4169 begin
4170 Result := c;
4171 Exit;
4172 end;
4173 end;
4175 // Òî÷êà ëþáîé èç êîìàíä
4176 if Random(2) = 0 then
4177 c := RESPAWNPOINT_RED
4178 else
4179 c := RESPAWNPOINT_BLUE;
4180 if g_Map_GetPointCount(c) > 0 then
4181 begin
4182 Result := c;
4183 Exit;
4184 end;
4186 // Òî÷êà DM
4187 c := RESPAWNPOINT_DM;
4188 if g_Map_GetPointCount(c) > 0 then
4189 begin
4190 Result := c;
4191 Exit;
4192 end;
4193 end;
4195 // Ìÿñîïîâàë
4196 if gGameSettings.GameMode = GM_DM then
4197 begin
4198 // Òî÷êà DM
4199 c := RESPAWNPOINT_DM;
4200 if g_Map_GetPointCount(c) > 0 then
4201 begin
4202 Result := c;
4203 Exit;
4204 end;
4206 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4207 if Random(2) = 0 then
4208 c := RESPAWNPOINT_PLAYER1
4209 else
4210 c := RESPAWNPOINT_PLAYER2;
4211 if g_Map_GetPointCount(c) > 0 then
4212 begin
4213 Result := c;
4214 Exit;
4215 end;
4217 // Òî÷êà ëþáîé èç êîìàíä
4218 if Random(2) = 0 then
4219 c := RESPAWNPOINT_RED
4220 else
4221 c := RESPAWNPOINT_BLUE;
4222 if g_Map_GetPointCount(c) > 0 then
4223 begin
4224 Result := c;
4225 Exit;
4226 end;
4227 end;
4229 // Êîìàíäíûå
4230 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4231 begin
4232 // Òî÷êà ñâîåé êîìàíäû
4233 c := RESPAWNPOINT_DM;
4234 if FTeam = TEAM_RED then
4235 c := RESPAWNPOINT_RED;
4236 if FTeam = TEAM_BLUE then
4237 c := RESPAWNPOINT_BLUE;
4238 if g_Map_GetPointCount(c) > 0 then
4239 begin
4240 Result := c;
4241 Exit;
4242 end;
4244 // Òî÷êà DM
4245 c := RESPAWNPOINT_DM;
4246 if g_Map_GetPointCount(c) > 0 then
4247 begin
4248 Result := c;
4249 Exit;
4250 end;
4252 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4253 if Random(2) = 0 then
4254 c := RESPAWNPOINT_PLAYER1
4255 else
4256 c := RESPAWNPOINT_PLAYER2;
4257 if g_Map_GetPointCount(c) > 0 then
4258 begin
4259 Result := c;
4260 Exit;
4261 end;
4263 // Òî÷êà äðóãîé êîìàíäû
4264 c := RESPAWNPOINT_DM;
4265 if FTeam = TEAM_RED then
4266 c := RESPAWNPOINT_BLUE;
4267 if FTeam = TEAM_BLUE then
4268 c := RESPAWNPOINT_RED;
4269 if g_Map_GetPointCount(c) > 0 then
4270 begin
4271 Result := c;
4272 Exit;
4273 end;
4274 end;
4275 end;
4277 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4278 var
4279 RespawnPoint: TRespawnPoint;
4280 a, b, c: Byte;
4281 Anim: TAnimation;
4282 ID: DWORD;
4283 begin
4284 if not g_Game_IsServer then
4285 Exit;
4286 if FDummy then
4287 Exit;
4288 FWantsInGame := True;
4289 FJustTeleported := True;
4290 if Force then
4291 begin
4292 FTime[T_RESPAWN] := 0;
4293 FAlive := False;
4294 end;
4295 FNetTime := 0;
4296 // if server changes MaxLives we gotta be ready
4297 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4299 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4300 if FTime[T_RESPAWN] > gTime then
4301 Exit;
4303 // Ïðîñðàë âñå æèçíè:
4304 if FNoRespawn then
4305 begin
4306 if not FSpectator then Spectate(True);
4307 FWantsInGame := True;
4308 Exit;
4309 end;
4311 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4312 begin // "Ñâîÿ èãðà"
4313 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4314 FRulez := FRulez-[R_BERSERK];
4315 end
4316 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4317 begin
4318 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4319 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4320 end;
4322 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4323 c := GetRespawnPoint();
4325 ReleaseKeys();
4326 SetFlag(FLAG_NONE);
4328 // Âîñêðåøåíèå áåç îðóæèÿ:
4329 if not FAlive then
4330 begin
4331 FHealth := PLAYER_HP_SOFT;
4332 FArmor := 0;
4333 FAlive := True;
4334 FAir := AIR_DEF;
4335 FJetFuel := 0;
4337 for a := WP_FIRST to WP_LAST do
4338 begin
4339 FWeapon[a] := False;
4340 FReloading[a] := 0;
4341 end;
4343 FWeapon[WEAPON_PISTOL] := True;
4344 FWeapon[WEAPON_KASTET] := True;
4345 FCurrWeap := WEAPON_PISTOL;
4346 resetWeaponQueue();
4348 FModel.SetWeapon(FCurrWeap);
4350 for b := A_BULLETS to A_HIGH do
4351 FAmmo[b] := 0;
4353 FAmmo[A_BULLETS] := 50;
4355 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4356 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4357 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4358 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4359 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4361 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4362 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4363 else
4364 FRulez := [];
4365 end;
4367 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4368 if not g_Map_GetPoint(c, RespawnPoint) then
4369 begin
4370 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4371 Exit;
4372 end;
4374 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4375 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4376 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4377 FObj.Vel.X := 0;
4378 FObj.Vel.Y := 0;
4379 FObj.Accel.X := 0;
4380 FObj.Accel.Y := 0;
4382 FDirection := RespawnPoint.Direction;
4383 if FDirection = D_LEFT then
4384 FAngle := 180
4385 else
4386 FAngle := 0;
4388 FIncCam := 0;
4389 FBFGFireCounter := -1;
4390 FShellTimer := -1;
4391 FPain := 0;
4392 FLastHit := 0;
4394 SetAction(A_STAND, True);
4395 FModel.Direction := FDirection;
4397 for a := Low(FTime) to High(FTime) do
4398 FTime[a] := 0;
4400 for a := Low(FMegaRulez) to High(FMegaRulez) do
4401 FMegaRulez[a] := 0;
4403 FDamageBuffer := 0;
4404 FJetpack := False;
4405 FCanJetpack := False;
4406 FFireTime := 0;
4407 FFirePainTime := 0;
4408 FFireAttacker := 0;
4410 // Àíèìàöèÿ âîçðîæäåíèÿ:
4411 if (not gLoadGameMode) and (not Silent) then
4412 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4413 begin
4414 Anim := TAnimation.Create(ID, False, 3);
4415 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4416 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4417 Anim.Free();
4418 end;
4420 FSpectator := False;
4421 FGhost := False;
4422 FPhysics := True;
4423 FSpectatePlayer := -1;
4424 FSpawned := True;
4426 if g_Game_IsNet then
4427 begin
4428 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4429 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4430 if not Silent then
4431 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4432 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4433 0, NET_GFX_TELE);
4434 end;
4435 end;
4437 procedure TPlayer.Spectate(NoMove: Boolean = False);
4438 begin
4439 if FAlive then
4440 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4441 else if (not NoMove) then
4442 begin
4443 GameX := gMapInfo.Width div 2;
4444 GameY := gMapInfo.Height div 2;
4445 end;
4446 FXTo := GameX;
4447 FYTo := GameY;
4449 FAlive := False;
4450 FSpectator := True;
4451 FGhost := True;
4452 FPhysics := False;
4453 FWantsInGame := False;
4454 FSpawned := False;
4456 if FNoRespawn then
4457 begin
4458 if Self = gPlayer1 then
4459 begin
4460 gLMSPID1 := FUID;
4461 gPlayer1 := nil;
4462 end;
4463 if Self = gPlayer2 then
4464 begin
4465 gLMSPID2 := FUID;
4466 gPlayer2 := nil;
4467 end;
4468 end;
4470 if g_Game_IsNet then
4471 MH_SEND_PlayerStats(FUID);
4472 end;
4474 procedure TPlayer.SwitchNoClip;
4475 begin
4476 if not FAlive then
4477 Exit;
4478 FGhost := not FGhost;
4479 FPhysics := not FGhost;
4480 if FGhost then
4481 begin
4482 FXTo := FObj.X;
4483 FYTo := FObj.Y;
4484 end else
4485 begin
4486 FObj.Accel.X := 0;
4487 FObj.Accel.Y := 0;
4488 end;
4489 end;
4491 procedure TPlayer.Run(Direction: TDirection);
4492 var
4493 a, b: Integer;
4494 begin
4495 if MAX_RUNVEL > 8 then
4496 FlySmoke();
4498 // Áåæèì:
4499 if Direction = D_LEFT then
4500 begin
4501 if FObj.Vel.X > -MAX_RUNVEL then
4502 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4503 end
4504 else
4505 if FObj.Vel.X < MAX_RUNVEL then
4506 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4508 // Âîçìîæíî, ïèíàåì êóñêè:
4509 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4510 begin
4511 b := Abs(FObj.Vel.X);
4512 if b > 1 then b := b * (Random(8 div b) + 1);
4513 for a := 0 to High(gGibs) do
4514 begin
4515 if gGibs[a].alive and
4516 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4517 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4518 begin
4519 // Ïèíàåì êóñêè
4520 if FObj.Vel.X < 0 then
4521 begin
4522 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4523 end
4524 else
4525 begin
4526 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4527 end;
4528 gGibs[a].positionChanged(); // this updates spatial accelerators
4529 end;
4530 end;
4531 end;
4533 SetAction(A_WALK);
4534 end;
4536 procedure TPlayer.SeeDown();
4537 begin
4538 SetAction(A_SEEDOWN);
4540 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4542 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4543 end;
4545 procedure TPlayer.SeeUp();
4546 begin
4547 SetAction(A_SEEUP);
4549 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4551 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4552 end;
4554 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4555 var
4556 Prior: Byte;
4557 begin
4558 case Action of
4559 A_WALK: Prior := 3;
4560 A_DIE1: Prior := 5;
4561 A_DIE2: Prior := 5;
4562 A_ATTACK: Prior := 2;
4563 A_SEEUP: Prior := 1;
4564 A_SEEDOWN: Prior := 1;
4565 A_ATTACKUP: Prior := 2;
4566 A_ATTACKDOWN: Prior := 2;
4567 A_PAIN: Prior := 4;
4568 else Prior := 0;
4569 end;
4571 if (Prior > FActionPrior) or Force then
4572 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4573 begin
4574 FActionPrior := Prior;
4575 FActionAnim := Action;
4576 FActionForce := Force;
4577 FActionChanged := True;
4578 end;
4580 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4581 end;
4583 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4584 begin
4585 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4586 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4587 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4588 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4589 end;
4591 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4592 var
4593 Anim: TAnimation;
4594 ID: DWORD;
4595 begin
4596 Result := False;
4598 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4599 begin
4600 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4601 if g_Game_IsServer and g_Game_IsNet then
4602 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4603 Exit;
4604 end;
4606 FJustTeleported := True;
4608 Anim := nil;
4609 if not silent then
4610 begin
4611 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4612 begin
4613 Anim := TAnimation.Create(ID, False, 3);
4614 end;
4616 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4617 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4618 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4619 if g_Game_IsServer and g_Game_IsNet then
4620 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4621 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4622 NET_GFX_TELE);
4623 end;
4625 FObj.X := X-PLAYER_RECT.X;
4626 FObj.Y := Y-PLAYER_RECT.Y;
4627 if FAlive and FGhost then
4628 begin
4629 FXTo := FObj.X;
4630 FYTo := FObj.Y;
4631 end;
4633 if not g_Game_IsNet then
4634 begin
4635 if dir = 1 then
4636 begin
4637 SetDirection(D_LEFT);
4638 FAngle := 180;
4639 end
4640 else
4641 if dir = 2 then
4642 begin
4643 SetDirection(D_RIGHT);
4644 FAngle := 0;
4645 end
4646 else
4647 if dir = 3 then
4648 begin // îáðàòíîå
4649 if FDirection = D_RIGHT then
4650 begin
4651 SetDirection(D_LEFT);
4652 FAngle := 180;
4653 end
4654 else
4655 begin
4656 SetDirection(D_RIGHT);
4657 FAngle := 0;
4658 end;
4659 end;
4660 end;
4662 if not silent and (Anim <> nil) then
4663 begin
4664 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4665 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4666 Anim.Free();
4668 if g_Game_IsServer and g_Game_IsNet then
4669 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4670 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4671 NET_GFX_TELE);
4672 end;
4674 Result := True;
4675 end;
4677 function nonz(a: Single): Single;
4678 begin
4679 if a <> 0 then
4680 Result := a
4681 else
4682 Result := 1;
4683 end;
4685 procedure TPlayer.Update();
4686 var
4687 b: Byte;
4688 i, ii, wx, wy, xd, yd, k: Integer;
4689 blockmon, headwater, dospawn: Boolean;
4690 NetServer: Boolean;
4691 AnyServer: Boolean;
4692 SetSpect: Boolean;
4693 begin
4694 NetServer := g_Game_IsNet and g_Game_IsServer;
4695 AnyServer := g_Game_IsServer;
4697 if g_Game_IsClient and (NetInterpLevel > 0) then
4698 DoLerp(NetInterpLevel + 1)
4699 else
4700 if FGhost then
4701 DoLerp(4);
4703 if NetServer then
4704 if FClientID >= 0 then
4705 begin
4706 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4707 if NetClients[FClientID].Peer^.packetsSent > 0 then
4708 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4709 else
4710 FLoss := 0;
4711 end else
4712 begin
4713 FPing := 0;
4714 FLoss := 0;
4715 end;
4717 if FAlive and (gFly or FJetpack) then
4718 FlySmoke();
4720 if FDirection = D_LEFT then
4721 FAngle := 180
4722 else
4723 FAngle := 0;
4725 if FAlive and (not FGhost) then
4726 begin
4727 if FKeys[KEY_UP].Pressed then
4728 SeeUp();
4729 if FKeys[KEY_DOWN].Pressed then
4730 SeeDown();
4731 end;
4733 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4734 (FIncCam <> 0) then
4735 begin
4736 i := g_basic.Sign(FIncCam);
4737 FIncCam := Abs(FIncCam);
4738 DecMin(FIncCam, 5, 0);
4739 FIncCam := FIncCam*i;
4740 end;
4742 // no need to do that each second frame, weapon queue will take care of it
4743 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4744 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4746 if gTime mod (GAME_TICK*2) <> 0 then
4747 begin
4748 if (FObj.Vel.X = 0) and FAlive then
4749 begin
4750 if FKeys[KEY_LEFT].Pressed then
4751 Run(D_LEFT);
4752 if FKeys[KEY_RIGHT].Pressed then
4753 Run(D_RIGHT);
4754 end;
4756 if FPhysics then
4757 begin
4758 g_Obj_Move(@FObj, True, True, True);
4759 positionChanged(); // this updates spatial accelerators
4760 end;
4762 Exit;
4763 end;
4765 FActionChanged := False;
4767 if FAlive then
4768 begin
4769 // Let alive player do some actions
4770 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4771 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4772 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4773 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4774 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4775 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4776 if FKeys[KEY_JUMP].Pressed then Jump()
4777 else
4778 begin
4779 if AnyServer and FJetpack then
4780 begin
4781 FJetpack := False;
4782 JetpackOff;
4783 if NetServer then MH_SEND_PlayerStats(FUID);
4784 end;
4785 FCanJetpack := True;
4786 end;
4787 end
4788 else // Dead
4789 begin
4790 dospawn := False;
4791 if not FGhost then
4792 for k := Low(FKeys) to KEY_CHAT-1 do
4793 begin
4794 if FKeys[k].Pressed then
4795 begin
4796 dospawn := True;
4797 break;
4798 end;
4799 end;
4800 if dospawn then
4801 begin
4802 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4803 Respawn(False)
4804 else // Single
4805 if (FTime[T_RESPAWN] <= gTime) and
4806 gGameOn and (not FAlive) then
4807 begin
4808 if (g_Player_GetCount() > 1) then
4809 Respawn(False)
4810 else
4811 begin
4812 gExit := EXIT_RESTART;
4813 Exit;
4814 end;
4815 end;
4816 end;
4817 // Dead spectator actions
4818 if FGhost then
4819 begin
4820 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4821 if FKeys[KEY_FIRE].Pressed and AnyServer then
4822 begin
4823 if FSpectator then
4824 begin
4825 if (FSpectatePlayer >= High(gPlayers)) then
4826 FSpectatePlayer := -1
4827 else
4828 begin
4829 SetSpect := False;
4830 for I := FSpectatePlayer + 1 to High(gPlayers) do
4831 if gPlayers[I] <> nil then
4832 if gPlayers[I].alive then
4833 if gPlayers[I].UID <> FUID then
4834 begin
4835 FSpectatePlayer := I;
4836 SetSpect := True;
4837 break;
4838 end;
4840 if not SetSpect then FSpectatePlayer := -1;
4841 end;
4843 ReleaseKeys;
4844 end;
4845 end;
4846 end;
4847 end;
4848 // No clipping
4849 if FGhost then
4850 begin
4851 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4852 begin
4853 FYTo := FObj.Y - 32;
4854 FSpectatePlayer := -1;
4855 end;
4856 if FKeys[KEY_DOWN].Pressed then
4857 begin
4858 FYTo := FObj.Y + 32;
4859 FSpectatePlayer := -1;
4860 end;
4861 if FKeys[KEY_LEFT].Pressed then
4862 begin
4863 FXTo := FObj.X - 32;
4864 FSpectatePlayer := -1;
4865 end;
4866 if FKeys[KEY_RIGHT].Pressed then
4867 begin
4868 FXTo := FObj.X + 32;
4869 FSpectatePlayer := -1;
4870 end;
4872 if (FXTo < -64) then
4873 FXTo := -64
4874 else if (FXTo > gMapInfo.Width + 32) then
4875 FXTo := gMapInfo.Width + 32;
4876 if (FYTo < -72) then
4877 FYTo := -72
4878 else if (FYTo > gMapInfo.Height + 32) then
4879 FYTo := gMapInfo.Height + 32;
4880 end;
4882 if FPhysics then
4883 begin
4884 g_Obj_Move(@FObj, True, True, True);
4885 positionChanged(); // this updates spatial accelerators
4886 end
4887 else
4888 begin
4889 FObj.Vel.X := 0;
4890 FObj.Vel.Y := 0;
4891 if FSpectator then
4892 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4893 if gPlayers[FSpectatePlayer] <> nil then
4894 if gPlayers[FSpectatePlayer].alive then
4895 begin
4896 FXTo := gPlayers[FSpectatePlayer].GameX;
4897 FYTo := gPlayers[FSpectatePlayer].GameY;
4898 end;
4899 end;
4901 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4902 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4903 PANEL_BLOCKMON, True);
4904 headwater := HeadInLiquid(0, 0);
4906 // Ñîïðîòèâëåíèå âîçäóõà:
4907 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4908 if FObj.Vel.X <> 0 then
4909 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4911 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4912 DecMin(FPain, 5, 0);
4913 DecMin(FPickup, 1, 0);
4915 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4916 begin
4917 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4918 FMegaRulez[MR_SUIT] := 0;
4919 FMegaRulez[MR_INVUL] := 0;
4920 FMegaRulez[MR_INVIS] := 0;
4921 Kill(K_FALLKILL, 0, HIT_FALL);
4922 end;
4924 i := 9;
4926 if FAlive then
4927 begin
4928 if FCurrWeap = WEAPON_SAW then
4929 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4930 FSawSoundSelect.IsPlaying()) then
4931 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4933 if FJetpack then
4934 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4935 (not FJetSoundOff.IsPlaying()) then
4936 begin
4937 FJetSoundFly.SetPosition(0);
4938 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4939 end;
4941 for b := WP_FIRST to WP_LAST do
4942 if FReloading[b] > 0 then
4943 if FNoReload then
4944 FReloading[b] := 0
4945 else
4946 Dec(FReloading[b]);
4948 if FShellTimer > -1 then
4949 if FShellTimer = 0 then
4950 begin
4951 if FShellType = SHELL_SHELL then
4952 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4953 GameVelX, GameVelY-2, SHELL_SHELL)
4954 else if FShellType = SHELL_DBLSHELL then
4955 begin
4956 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4957 GameVelX+1, GameVelY-2, SHELL_SHELL);
4958 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4959 GameVelX-1, GameVelY-2, SHELL_SHELL);
4960 end;
4961 FShellTimer := -1;
4962 end else Dec(FShellTimer);
4964 if (FBFGFireCounter > -1) then
4965 if FBFGFireCounter = 0 then
4966 begin
4967 if AnyServer then
4968 begin
4969 wx := FObj.X+WEAPONPOINT[FDirection].X;
4970 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4971 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4972 yd := wy+firediry();
4973 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4974 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4975 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4976 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4977 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4978 end;
4980 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4981 FBFGFireCounter := -1;
4982 end else
4983 if FNoReload then
4984 FBFGFireCounter := 0
4985 else
4986 Dec(FBFGFireCounter);
4988 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4989 begin
4990 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4992 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4993 end;
4995 if (headwater or blockmon) then
4996 begin
4997 Dec(FAir);
4999 if FAir < -9 then
5000 begin
5001 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5002 FAir := 0;
5003 end
5004 else if (FAir mod 31 = 0) and not blockmon then
5005 begin
5006 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5007 if Random(2) = 0 then
5008 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5009 else
5010 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5011 end;
5012 end else if FAir < AIR_DEF then
5013 FAir := AIR_DEF;
5015 if FFireTime > 0 then
5016 begin
5017 if BodyInLiquid(0, 0) then
5018 begin
5019 FFireTime := 0;
5020 FFirePainTime := 0;
5021 end
5022 else if FMegaRulez[MR_SUIT] >= gTime then
5023 begin
5024 if FMegaRulez[MR_SUIT] = gTime then
5025 FFireTime := 1;
5026 FFirePainTime := 0;
5027 end
5028 else
5029 begin
5030 OnFireFlame(1);
5031 if FFirePainTime <= 0 then
5032 begin
5033 if g_Game_IsServer then
5034 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5035 FFirePainTime := 18;
5036 end;
5037 FFirePainTime := FFirePainTime - 1;
5038 FFireTime := FFireTime - 1;
5039 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5040 MH_SEND_PlayerStats(FUID);
5041 end;
5042 end;
5044 if FDamageBuffer > 0 then
5045 begin
5046 if FDamageBuffer >= 9 then
5047 begin
5048 SetAction(A_PAIN);
5050 if FDamageBuffer < 30 then i := 9
5051 else if FDamageBuffer < 100 then i := 18
5052 else i := 27;
5053 end;
5055 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5056 FArmor := FArmor-(FDamageBuffer-ii);
5057 FHealth := FHealth-ii;
5058 if FArmor < 0 then
5059 begin
5060 FHealth := FHealth+FArmor;
5061 FArmor := 0;
5062 end;
5064 if AnyServer then
5065 if FHealth <= 0 then
5066 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5067 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5068 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5070 if FAlive then
5071 begin
5072 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5073 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5074 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5075 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5076 end;
5078 FDamageBuffer := 0;
5079 end;
5081 {CollideItem();}
5082 end; // if FAlive then ...
5084 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5085 begin
5086 FModel.ChangeAnimation(FActionAnim, FActionForce);
5087 FModel.GetCurrentAnimation.MinLength := i;
5088 FModel.GetCurrentAnimationMask.MinLength := i;
5089 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5091 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5092 then SetAction(A_STAND, True);
5094 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5096 for b := Low(FKeys) to High(FKeys) do
5097 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5098 end;
5101 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5102 begin
5103 x := FObj.X+PLAYER_RECT.X;
5104 y := FObj.Y+PLAYER_RECT.Y;
5105 w := PLAYER_RECT.Width;
5106 h := PLAYER_RECT.Height;
5107 end;
5110 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5111 begin
5112 if (dx <> 0) or (dy <> 0) then
5113 begin
5114 FObj.X += dx;
5115 FObj.Y += dy;
5116 positionChanged();
5117 end;
5118 end;
5121 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5122 begin
5123 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5124 FObj.Y+PLAYER_RECT.Y,
5125 PLAYER_RECT.Width,
5126 PLAYER_RECT.Height,
5127 X, Y,
5128 Width, Height);
5129 end;
5131 function TPlayer.Collide(Panel: TPanel): Boolean;
5132 begin
5133 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5134 FObj.Y+PLAYER_RECT.Y,
5135 PLAYER_RECT.Width,
5136 PLAYER_RECT.Height,
5137 Panel.X, Panel.Y,
5138 Panel.Width, Panel.Height);
5139 end;
5141 function TPlayer.Collide(X, Y: Integer): Boolean;
5142 begin
5143 X := X-FObj.X-PLAYER_RECT.X;
5144 Y := Y-FObj.Y-PLAYER_RECT.Y;
5145 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5146 (y >= 0) and (y <= PLAYER_RECT.Height);
5147 end;
5149 function g_Player_ValidName(Name: string): Boolean;
5150 var
5151 a: Integer;
5152 begin
5153 Result := True;
5155 if gPlayers = nil then Exit;
5157 for a := 0 to High(gPlayers) do
5158 if gPlayers[a] <> nil then
5159 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5160 begin
5161 Result := False;
5162 Exit;
5163 end;
5164 end;
5166 procedure TPlayer.SetDirection(Direction: TDirection);
5167 var
5168 d: TDirection;
5169 begin
5170 d := FModel.Direction;
5172 FModel.Direction := Direction;
5173 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5175 FDirection := Direction;
5176 end;
5178 function TPlayer.GetKeys(): Byte;
5179 begin
5180 Result := 0;
5182 if R_KEY_RED in FRulez then Result := KEY_RED;
5183 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5184 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5186 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5187 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5188 end;
5190 procedure TPlayer.Use();
5191 var
5192 a: Integer;
5193 begin
5194 if FTime[T_USE] > gTime then Exit;
5196 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5197 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5199 for a := 0 to High(gPlayers) do
5200 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5201 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5202 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5203 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5204 begin
5205 gPlayers[a].Touch();
5206 if g_Game_IsNet and g_Game_IsServer then
5207 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5208 end;
5210 FTime[T_USE] := gTime+120;
5211 end;
5213 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5214 var
5215 locObj: TObj;
5216 F: Boolean;
5217 WX, WY, XD, YD: Integer;
5218 begin
5219 F := False;
5220 WX := X;
5221 WY := Y;
5222 XD := AX;
5223 YD := AY;
5225 case FCurrWeap of
5226 WEAPON_KASTET:
5227 begin
5228 if R_BERSERK in FRulez then
5229 begin
5230 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5231 locobj.X := FObj.X+FObj.Rect.X;
5232 locobj.Y := FObj.Y+FObj.Rect.Y;
5233 locobj.rect.X := 0;
5234 locobj.rect.Y := 0;
5235 locobj.rect.Width := 39;
5236 locobj.rect.Height := 52;
5237 locobj.Vel.X := (xd-wx) div 2;
5238 locobj.Vel.Y := (yd-wy) div 2;
5239 locobj.Accel.X := xd-wx;
5240 locobj.Accel.y := yd-wy;
5242 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5243 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5244 else
5245 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5247 if gFlash = 1 then
5248 if FPain < 50 then
5249 FPain := min(FPain + 25, 50);
5250 end else
5251 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5252 end;
5254 WEAPON_SAW:
5255 begin
5256 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5257 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5258 begin
5259 FSawSoundSelect.Stop();
5260 FSawSound.Stop();
5261 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5262 end
5263 else if not FSawSoundHit.IsPlaying() then
5264 begin
5265 FSawSoundSelect.Stop();
5266 FSawSound.PlayAt(FObj.X, FObj.Y);
5267 end;
5268 f := True;
5269 end;
5271 WEAPON_PISTOL:
5272 begin
5273 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5274 FFireAngle := FAngle;
5275 f := True;
5276 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5277 GameVelX, GameVelY-2, SHELL_BULLET);
5278 end;
5280 WEAPON_SHOTGUN1:
5281 begin
5282 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5283 FFireAngle := FAngle;
5284 f := True;
5285 FShellTimer := 10;
5286 FShellType := SHELL_SHELL;
5287 end;
5289 WEAPON_SHOTGUN2:
5290 begin
5291 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5292 FFireAngle := FAngle;
5293 f := True;
5294 FShellTimer := 13;
5295 FShellType := SHELL_DBLSHELL;
5296 end;
5298 WEAPON_CHAINGUN:
5299 begin
5300 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5301 FFireAngle := FAngle;
5302 f := True;
5303 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5304 GameVelX, GameVelY-2, SHELL_BULLET);
5305 end;
5307 WEAPON_ROCKETLAUNCHER:
5308 begin
5309 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5310 FFireAngle := FAngle;
5311 f := True;
5312 end;
5314 WEAPON_PLASMA:
5315 begin
5316 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5317 FFireAngle := FAngle;
5318 f := True;
5319 end;
5321 WEAPON_BFG:
5322 begin
5323 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5324 FFireAngle := FAngle;
5325 f := True;
5326 end;
5328 WEAPON_SUPERPULEMET:
5329 begin
5330 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5331 FFireAngle := FAngle;
5332 f := True;
5333 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5334 GameVelX, GameVelY-2, SHELL_SHELL);
5335 end;
5337 WEAPON_FLAMETHROWER:
5338 begin
5339 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5340 FFireAngle := FAngle;
5341 f := True;
5342 end;
5343 end;
5345 if not f then Exit;
5347 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5348 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5349 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5350 end;
5352 procedure TPlayer.DoLerp(Level: Integer = 2);
5353 begin
5354 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5355 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5356 end;
5358 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5359 var
5360 AX, AY: Integer;
5361 begin
5362 if NetInterpLevel < 1 then
5363 begin
5364 FObj.X := XTo;
5365 FObj.Y := YTo;
5366 end
5367 else
5368 begin
5369 FXTo := XTo;
5370 FYTo := YTo;
5372 AX := Abs(FXTo - FObj.X);
5373 AY := Abs(FYTo - FObj.Y);
5374 if (AX > 32) or (AX <= NetInterpLevel) then
5375 FObj.X := FXTo;
5376 if (AY > 32) or (AY <= NetInterpLevel) then
5377 FObj.Y := FYTo;
5378 end;
5379 end;
5381 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5382 begin
5383 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5384 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5385 PANEL_LIFTUP, False) then Result := -1
5386 else
5387 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5388 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5389 PANEL_LIFTDOWN, False) then Result := 1
5390 else Result := 0;
5391 end;
5393 function TPlayer.GetFlag(Flag: Byte): Boolean;
5394 var
5395 s, ts: String;
5396 evtype: Byte;
5397 begin
5398 Result := False;
5400 if Flag = FLAG_NONE then
5401 Exit;
5403 if not g_Game_IsServer then Exit;
5405 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5406 if (Flag = FTeam) and
5407 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5408 (FFlag <> FLAG_NONE) then
5409 begin
5410 if FFlag = FLAG_RED then
5411 s := _lc[I_PLAYER_FLAG_RED]
5412 else
5413 s := _lc[I_PLAYER_FLAG_BLUE];
5415 evtype := FLAG_STATE_SCORED;
5417 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5418 Insert('.', ts, Length(ts) + 1 - 3);
5419 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5421 g_Map_ResetFlag(FFlag);
5422 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5424 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5426 Result := True;
5427 if g_Game_IsNet then
5428 begin
5429 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5430 MH_SEND_GameStats;
5431 end;
5433 gFlags[FFlag].CaptureTime := 0;
5434 SetFlag(FLAG_NONE);
5435 Exit;
5436 end;
5438 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5439 if (Flag = FTeam) and
5440 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5441 begin
5442 if Flag = FLAG_RED then
5443 s := _lc[I_PLAYER_FLAG_RED]
5444 else
5445 s := _lc[I_PLAYER_FLAG_BLUE];
5447 evtype := FLAG_STATE_RETURNED;
5448 gFlags[Flag].CaptureTime := 0;
5450 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5452 g_Map_ResetFlag(Flag);
5453 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5455 Result := True;
5456 if g_Game_IsNet then
5457 begin
5458 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5459 MH_SEND_GameStats;
5460 end;
5461 Exit;
5462 end;
5464 // Ïîäîáðàë ÷óæîé ôëàã:
5465 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5466 begin
5467 SetFlag(Flag);
5469 if Flag = FLAG_RED then
5470 s := _lc[I_PLAYER_FLAG_RED]
5471 else
5472 s := _lc[I_PLAYER_FLAG_BLUE];
5474 evtype := FLAG_STATE_CAPTURED;
5476 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5478 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5480 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5482 Result := True;
5483 if g_Game_IsNet then
5484 begin
5485 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5486 MH_SEND_GameStats;
5487 end;
5488 end;
5489 end;
5491 procedure TPlayer.SetFlag(Flag: Byte);
5492 begin
5493 FFlag := Flag;
5494 if FModel <> nil then
5495 FModel.SetFlag(FFlag);
5496 end;
5498 function TPlayer.DropFlag(): Boolean;
5499 var
5500 s: String;
5501 begin
5502 Result := False;
5503 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5504 Exit;
5505 FTime[T_FLAGCAP] := gTime + 2000;
5506 with gFlags[FFlag] do
5507 begin
5508 Obj.X := FObj.X;
5509 Obj.Y := FObj.Y;
5510 Direction := FDirection;
5511 State := FLAG_STATE_DROPPED;
5512 Count := FLAG_TIME;
5513 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5514 (FObj.Vel.Y div 2)-2+Random(5));
5515 positionChanged(); // this updates spatial accelerators
5517 if FFlag = FLAG_RED then
5518 s := _lc[I_PLAYER_FLAG_RED]
5519 else
5520 s := _lc[I_PLAYER_FLAG_BLUE];
5522 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5523 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5525 if g_Game_IsNet then
5526 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5527 end;
5528 SetFlag(FLAG_NONE);
5529 Result := True;
5530 end;
5532 procedure TPlayer.GetSecret();
5533 begin
5534 Inc(FSecrets);
5535 end;
5537 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5538 begin
5539 Assert(Key <= High(FKeys));
5541 FKeys[Key].Pressed := True;
5542 FKeys[Key].Time := Time;
5543 end;
5545 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5546 begin
5547 Result := FKeys[K].Pressed;
5548 end;
5550 procedure TPlayer.ReleaseKeys();
5551 var
5552 a: Integer;
5553 begin
5554 for a := Low(FKeys) to High(FKeys) do
5555 begin
5556 FKeys[a].Pressed := False;
5557 FKeys[a].Time := 0;
5558 end;
5559 end;
5561 procedure TPlayer.OnDamage(Angle: SmallInt);
5562 begin
5563 end;
5565 function TPlayer.firediry(): Integer;
5566 begin
5567 if FKeys[KEY_UP].Pressed then Result := -42
5568 else if FKeys[KEY_DOWN].Pressed then Result := 19
5569 else Result := 0;
5570 end;
5572 procedure TPlayer.RememberState();
5573 var
5574 i: Integer;
5575 begin
5576 FSavedState.Health := FHealth;
5577 FSavedState.Armor := FArmor;
5578 FSavedState.Air := FAir;
5579 FSavedState.JetFuel := FJetFuel;
5580 FSavedState.CurrWeap := FCurrWeap;
5581 FSavedState.NextWeap := FNextWeap;
5582 FSavedState.NextWeapDelay := FNextWeapDelay;
5584 for i := 0 to 3 do
5585 FSavedState.Ammo[i] := FAmmo[i];
5586 for i := 0 to 3 do
5587 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5589 FSavedState.Rulez := FRulez;
5590 FSavedState.WaitRecall := True;
5591 end;
5593 procedure TPlayer.RecallState();
5594 var
5595 i: Integer;
5596 begin
5597 if not FSavedState.WaitRecall then Exit;
5599 FHealth := FSavedState.Health;
5600 FArmor := FSavedState.Armor;
5601 FAir := FSavedState.Air;
5602 FJetFuel := FSavedState.JetFuel;
5603 FCurrWeap := FSavedState.CurrWeap;
5604 FNextWeap := FSavedState.NextWeap;
5605 FNextWeapDelay := FSavedState.NextWeapDelay;
5607 for i := 0 to 3 do
5608 FAmmo[i] := FSavedState.Ammo[i];
5609 for i := 0 to 3 do
5610 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5612 FRulez := FSavedState.Rulez;
5613 FSavedState.WaitRecall := False;
5615 if gGameSettings.GameType = GT_SERVER then
5616 MH_SEND_PlayerStats(FUID);
5617 end;
5619 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5620 var
5621 i: Integer;
5622 sig: DWORD;
5623 str: String;
5624 b: Byte;
5625 begin
5626 if FIamBot then
5627 i := 512
5628 else
5629 i := 256;
5631 Mem := TBinMemoryWriter.Create(i);
5633 // Ñèãíàòóðà èãðîêà:
5634 sig := PLAYER_SIGNATURE; // 'PLYR'
5635 Mem.WriteDWORD(sig);
5636 // Áîò èëè ÷åëîâåê:
5637 Mem.WriteBoolean(FIamBot);
5638 // UID èãðîêà:
5639 Mem.WriteWord(FUID);
5640 // Èìÿ èãðîêà:
5641 Mem.WriteString(FName, 32);
5642 // Êîìàíäà:
5643 Mem.WriteByte(FTeam);
5644 // Æèâ ëè:
5645 Mem.WriteBoolean(FAlive);
5646 // Èçðàñõîäîâàë ëè âñå æèçíè:
5647 Mem.WriteBoolean(FNoRespawn);
5648 // Íàïðàâëåíèå:
5649 if FDirection = D_LEFT then
5650 b := 1
5651 else // D_RIGHT
5652 b := 2;
5653 Mem.WriteByte(b);
5654 // Çäîðîâüå:
5655 Mem.WriteInt(FHealth);
5656 // Æèçíè:
5657 Mem.WriteByte(FLives);
5658 // Áðîíÿ:
5659 Mem.WriteInt(FArmor);
5660 // Çàïàñ âîçäóõà:
5661 Mem.WriteInt(FAir);
5662 // Çàïàñ ãîðþ÷åãî:
5663 Mem.WriteInt(FJetFuel);
5664 // Áîëü:
5665 Mem.WriteInt(FPain);
5666 // Óáèë:
5667 Mem.WriteInt(FKills);
5668 // Óáèë ìîíñòðîâ:
5669 Mem.WriteInt(FMonsterKills);
5670 // Ôðàãîâ:
5671 Mem.WriteInt(FFrags);
5672 // Ôðàãîâ ïîäðÿä:
5673 Mem.WriteByte(FFragCombo);
5674 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5675 Mem.WriteDWORD(FLastFrag);
5676 // Ñìåðòåé:
5677 Mem.WriteInt(FDeath);
5678 // Êàêîé ôëàã íåñåò:
5679 Mem.WriteByte(FFlag);
5680 // Íàøåë ñåêðåòîâ:
5681 Mem.WriteInt(FSecrets);
5682 // Òåêóùåå îðóæèå:
5683 Mem.WriteByte(FCurrWeap);
5684 // Æåëàåìîå îðóæèå:
5685 Mem.WriteWord(FNextWeap);
5686 // ...è ïàóçà
5687 Mem.WriteByte(FNextWeapDelay);
5688 // Âðåìÿ çàðÿäêè BFG:
5689 Mem.WriteSmallInt(FBFGFireCounter);
5690 // Áóôåð óðîíà:
5691 Mem.WriteInt(FDamageBuffer);
5692 // Ïîñëåäíèé óäàðèâøèé:
5693 Mem.WriteWord(FLastSpawnerUID);
5694 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5695 Mem.WriteByte(FLastHit);
5696 // Îáúåêò èãðîêà:
5697 Obj_SaveState(@FObj, Mem);
5698 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5699 for i := A_BULLETS to A_HIGH do
5700 Mem.WriteWord(FAmmo[i]);
5701 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5702 for i := A_BULLETS to A_HIGH do
5703 Mem.WriteWord(FMaxAmmo[i]);
5704 // Íàëè÷èå îðóæèÿ:
5705 for i := WP_FIRST to WP_LAST do
5706 Mem.WriteBoolean(FWeapon[i]);
5707 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5708 for i := WP_FIRST to WP_LAST do
5709 Mem.WriteWord(FReloading[i]);
5710 // Íàëè÷èå ðþêçàêà:
5711 if R_ITEM_BACKPACK in FRulez then
5712 b := 1
5713 else
5714 b := 0;
5715 Mem.WriteByte(b);
5716 // Íàëè÷èå êðàñíîãî êëþ÷à:
5717 if R_KEY_RED in FRulez then
5718 b := 1
5719 else
5720 b := 0;
5721 Mem.WriteByte(b);
5722 // Íàëè÷èå çåëåíîãî êëþ÷à:
5723 if R_KEY_GREEN in FRulez then
5724 b := 1
5725 else
5726 b := 0;
5727 Mem.WriteByte(b);
5728 // Íàëè÷èå ñèíåãî êëþ÷à:
5729 if R_KEY_BLUE in FRulez then
5730 b := 1
5731 else
5732 b := 0;
5733 Mem.WriteByte(b);
5734 // Íàëè÷èå áåðñåðêà:
5735 if R_BERSERK in FRulez then
5736 b := 1
5737 else
5738 b := 0;
5739 Mem.WriteByte(b);
5740 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5741 for i := MR_SUIT to MR_MAX do
5742 Mem.WriteDWORD(FMegaRulez[i]);
5743 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5744 for i := T_RESPAWN to T_FLAGCAP do
5745 Mem.WriteDWORD(FTime[i]);
5746 // Íàçâàíèå ìîäåëè:
5747 str := FModel.Name;
5748 Mem.WriteString(str);
5749 // Öâåò ìîäåëè:
5750 b := FColor.R;
5751 Mem.WriteByte(b);
5752 b := FColor.G;
5753 Mem.WriteByte(b);
5754 b := FColor.B;
5755 Mem.WriteByte(b);
5756 end;
5758 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5759 var
5760 i: Integer;
5761 sig: DWORD;
5762 str: String;
5763 b: Byte;
5764 begin
5765 if Mem = nil then
5766 Exit;
5768 // Ñèãíàòóðà èãðîêà:
5769 Mem.ReadDWORD(sig);
5770 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5771 begin
5772 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5773 end;
5774 // Áîò èëè ÷åëîâåê:
5775 Mem.ReadBoolean(FIamBot);
5776 // UID èãðîêà:
5777 Mem.ReadWord(FUID);
5778 // Èìÿ èãðîêà:
5779 Mem.ReadString(str);
5780 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5781 FName := str;
5782 // Êîìàíäà:
5783 Mem.ReadByte(FTeam);
5784 // Æèâ ëè:
5785 Mem.ReadBoolean(FAlive);
5786 // Èçðàñõîäîâàë ëè âñå æèçíè:
5787 Mem.ReadBoolean(FNoRespawn);
5788 // Íàïðàâëåíèå:
5789 Mem.ReadByte(b);
5790 if b = 1 then
5791 FDirection := D_LEFT
5792 else // b = 2
5793 FDirection := D_RIGHT;
5794 // Çäîðîâüå:
5795 Mem.ReadInt(FHealth);
5796 // Æèçíè:
5797 Mem.ReadByte(FLives);
5798 // Áðîíÿ:
5799 Mem.ReadInt(FArmor);
5800 // Çàïàñ âîçäóõà:
5801 Mem.ReadInt(FAir);
5802 // Çàïàñ ãîðþ÷åãî:
5803 Mem.ReadInt(FJetFuel);
5804 // Áîëü:
5805 Mem.ReadInt(FPain);
5806 // Óáèë:
5807 Mem.ReadInt(FKills);
5808 // Óáèë ìîíñòðîâ:
5809 Mem.ReadInt(FMonsterKills);
5810 // Ôðàãîâ:
5811 Mem.ReadInt(FFrags);
5812 // Ôðàãîâ ïîäðÿä:
5813 Mem.ReadByte(FFragCombo);
5814 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5815 Mem.ReadDWORD(FLastFrag);
5816 // Ñìåðòåé:
5817 Mem.ReadInt(FDeath);
5818 // Êàêîé ôëàã íåñåò:
5819 Mem.ReadByte(FFlag);
5820 // Íàøåë ñåêðåòîâ:
5821 Mem.ReadInt(FSecrets);
5822 // Òåêóùåå îðóæèå:
5823 Mem.ReadByte(FCurrWeap);
5824 // Æåëàåìîå îðóæèå:
5825 Mem.ReadWord(FNextWeap);
5826 // ...è ïàóçà
5827 Mem.ReadByte(FNextWeapDelay);
5828 // Âðåìÿ çàðÿäêè BFG:
5829 Mem.ReadSmallInt(FBFGFireCounter);
5830 // Áóôåð óðîíà:
5831 Mem.ReadInt(FDamageBuffer);
5832 // Ïîñëåäíèé óäàðèâøèé:
5833 Mem.ReadWord(FLastSpawnerUID);
5834 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5835 Mem.ReadByte(FLastHit);
5836 // Îáúåêò èãðîêà:
5837 Obj_LoadState(@FObj, Mem);
5838 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5839 for i := A_BULLETS to A_HIGH do
5840 Mem.ReadWord(FAmmo[i]);
5841 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5842 for i := A_BULLETS to A_HIGH do
5843 Mem.ReadWord(FMaxAmmo[i]);
5844 // Íàëè÷èå îðóæèÿ:
5845 for i := WP_FIRST to WP_LAST do
5846 Mem.ReadBoolean(FWeapon[i]);
5847 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5848 for i := WP_FIRST to WP_LAST do
5849 Mem.ReadWord(FReloading[i]);
5850 // Íàëè÷èå ðþêçàêà:
5851 Mem.ReadByte(b);
5852 if b = 1 then
5853 Include(FRulez, R_ITEM_BACKPACK);
5854 // Íàëè÷èå êðàñíîãî êëþ÷à:
5855 Mem.ReadByte(b);
5856 if b = 1 then
5857 Include(FRulez, R_KEY_RED);
5858 // Íàëè÷èå çåëåíîãî êëþ÷à:
5859 Mem.ReadByte(b);
5860 if b = 1 then
5861 Include(FRulez, R_KEY_GREEN);
5862 // Íàëè÷èå ñèíåãî êëþ÷à:
5863 Mem.ReadByte(b);
5864 if b = 1 then
5865 Include(FRulez, R_KEY_BLUE);
5866 // Íàëè÷èå áåðñåðêà:
5867 Mem.ReadByte(b);
5868 if b = 1 then
5869 Include(FRulez, R_BERSERK);
5870 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5871 for i := MR_SUIT to MR_MAX do
5872 Mem.ReadDWORD(FMegaRulez[i]);
5873 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5874 for i := T_RESPAWN to T_FLAGCAP do
5875 Mem.ReadDWORD(FTime[i]);
5876 // Íàçâàíèå ìîäåëè:
5877 Mem.ReadString(str);
5878 // Öâåò ìîäåëè:
5879 Mem.ReadByte(FColor.R);
5880 Mem.ReadByte(FColor.G);
5881 Mem.ReadByte(FColor.B);
5882 if Self = gPlayer1 then
5883 begin
5884 str := gPlayer1Settings.Model;
5885 FColor := gPlayer1Settings.Color;
5886 end;
5887 if Self = gPlayer2 then
5888 begin
5889 str := gPlayer2Settings.Model;
5890 FColor := gPlayer2Settings.Color;
5891 end;
5892 // Îáíîâëÿåì ìîäåëü èãðîêà:
5893 SetModel(str);
5894 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5895 FModel.Color := TEAMCOLOR[FTeam]
5896 else
5897 FModel.Color := FColor;
5898 end;
5900 procedure TPlayer.AllRulez(Health: Boolean);
5901 var
5902 a: Integer;
5903 begin
5904 if Health then
5905 begin
5906 FHealth := PLAYER_HP_LIMIT;
5907 FArmor := PLAYER_AP_LIMIT;
5908 Exit;
5909 end;
5911 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5912 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5913 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5914 end;
5916 procedure TPlayer.RestoreHealthArmor();
5917 begin
5918 FHealth := PLAYER_HP_LIMIT;
5919 FArmor := PLAYER_AP_LIMIT;
5920 end;
5922 procedure TPlayer.FragCombo();
5923 var
5924 Param: Integer;
5925 begin
5926 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5927 Exit;
5928 if gTime - FLastFrag < FRAG_COMBO_TIME then
5929 begin
5930 if FFragCombo < 5 then
5931 Inc(FFragCombo);
5932 Param := FUID or (FFragCombo shl 16);
5933 if (FComboEvnt >= Low(gDelayedEvents)) and
5934 (FComboEvnt <= High(gDelayedEvents)) and
5935 gDelayedEvents[FComboEvnt].Pending and
5936 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5937 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5938 begin
5939 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5940 gDelayedEvents[FComboEvnt].DENum := Param;
5941 end
5942 else
5943 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5944 end
5945 else
5946 FFragCombo := 1;
5948 FLastFrag := gTime;
5949 end;
5951 procedure TPlayer.GiveItem(ItemType: Byte);
5952 begin
5953 case ItemType of
5954 ITEM_SUIT:
5955 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5956 begin
5957 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5958 end;
5960 ITEM_OXYGEN:
5961 if FAir < AIR_MAX then
5962 begin
5963 FAir := AIR_MAX;
5964 end;
5966 ITEM_MEDKIT_BLACK:
5967 begin
5968 if not (R_BERSERK in FRulez) then
5969 begin
5970 Include(FRulez, R_BERSERK);
5971 if FBFGFireCounter < 1 then
5972 begin
5973 FCurrWeap := WEAPON_KASTET;
5974 resetWeaponQueue();
5975 FModel.SetWeapon(WEAPON_KASTET);
5976 end;
5977 if gFlash <> 0 then
5978 Inc(FPain, 100);
5979 FBerserk := gTime+30000;
5980 end;
5981 if FHealth < PLAYER_HP_SOFT then
5982 begin
5983 FHealth := PLAYER_HP_SOFT;
5984 FBerserk := gTime+30000;
5985 end;
5986 end;
5988 ITEM_INVUL:
5989 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5990 begin
5991 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5992 end;
5994 ITEM_INVIS:
5995 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5996 begin
5997 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5998 end;
6000 ITEM_JETPACK:
6001 if FJetFuel < JET_MAX then
6002 begin
6003 FJetFuel := JET_MAX;
6004 end;
6006 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6007 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6009 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6010 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6012 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6013 ITEM_SPHERE_WHITE:
6014 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6015 begin
6016 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6017 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6018 end;
6020 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6021 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6022 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6023 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6024 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6025 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6026 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6027 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6028 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6030 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6031 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6032 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6033 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6034 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6035 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6036 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6037 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6038 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6040 ITEM_AMMO_BACKPACK:
6041 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6042 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6043 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6044 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6045 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6046 begin
6047 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6048 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6049 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6050 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6051 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6053 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6054 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6055 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6056 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6058 FRulez := FRulez + [R_ITEM_BACKPACK];
6059 end;
6061 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6062 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6063 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6065 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6066 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6068 else
6069 Exit;
6070 end;
6071 if g_Game_IsNet and g_Game_IsServer then
6072 MH_SEND_PlayerStats(FUID);
6073 end;
6075 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6076 var
6077 id, i: DWORD;
6078 Anim: TAnimation;
6079 begin
6080 if (Random(5) = 1) and (Times = 1) then
6081 Exit;
6083 if BodyInLiquid(0, 0) then
6084 begin
6085 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6086 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6087 if Random(2) = 0 then
6088 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6089 else
6090 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6091 Exit;
6092 end;
6094 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6095 begin
6096 for i := 1 to Times do
6097 begin
6098 Anim := TAnimation.Create(id, False, 3);
6099 Anim.Alpha := 150;
6100 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6101 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6102 Anim.Free();
6103 end;
6104 end;
6105 end;
6107 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6108 var
6109 id, i: DWORD;
6110 Anim: TAnimation;
6111 begin
6112 if (Random(10) = 1) and (Times = 1) then
6113 Exit;
6115 if g_Frames_Get(id, 'FRAMES_FLAME') then
6116 begin
6117 for i := 1 to Times do
6118 begin
6119 Anim := TAnimation.Create(id, False, 3);
6120 Anim.Alpha := 0;
6121 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6122 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6123 Anim.Free();
6124 end;
6125 end;
6126 end;
6128 procedure TPlayer.PauseSounds(Enable: Boolean);
6129 begin
6130 FSawSound.Pause(Enable);
6131 FSawSoundIdle.Pause(Enable);
6132 FSawSoundHit.Pause(Enable);
6133 FSawSoundSelect.Pause(Enable);
6134 end;
6136 { T C o r p s e : }
6138 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6139 begin
6140 g_Obj_Init(@FObj);
6141 FObj.X := X;
6142 FObj.Y := Y;
6143 FObj.Rect := PLAYER_CORPSERECT;
6144 FModelName := ModelName;
6145 FMess := aMess;
6147 if FMess then
6148 begin
6149 FState := CORPSE_STATE_MESS;
6150 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6151 end
6152 else
6153 begin
6154 FState := CORPSE_STATE_NORMAL;
6155 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6156 end;
6157 end;
6159 destructor TCorpse.Destroy();
6160 begin
6161 FAnimation.Free();
6163 inherited;
6164 end;
6166 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6168 procedure TCorpse.positionChanged (); inline; begin end;
6170 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6171 begin
6172 if (dx <> 0) or (dy <> 0) then
6173 begin
6174 FObj.X += dx;
6175 FObj.Y += dy;
6176 positionChanged();
6177 end;
6178 end;
6181 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6182 begin
6183 x := FObj.X+PLAYER_CORPSERECT.X;
6184 y := FObj.Y+PLAYER_CORPSERECT.Y;
6185 w := PLAYER_CORPSERECT.Width;
6186 h := PLAYER_CORPSERECT.Height;
6187 end;
6190 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6191 var
6192 pm: TPlayerModel;
6193 begin
6194 if FState = CORPSE_STATE_REMOVEME then
6195 Exit;
6197 FDamage := FDamage + Value;
6199 if FDamage > 150 then
6200 begin
6201 if FAnimation <> nil then
6202 begin
6203 FAnimation.Free();
6204 FAnimation := nil;
6206 FState := CORPSE_STATE_REMOVEME;
6208 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6209 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6210 FModelName, FColor);
6211 // Çâóê ìÿñà îò òðóïà:
6212 pm := g_PlayerModel_Get(FModelName);
6213 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6214 pm.Free;
6215 end;
6216 end
6217 else
6218 begin
6219 FObj.Vel.X := FObj.Vel.X + vx;
6220 FObj.Vel.Y := FObj.Vel.Y + vy;
6221 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6222 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6223 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6224 150, 0, 0);
6225 end;
6226 end;
6228 procedure TCorpse.Draw();
6229 begin
6230 if FState = CORPSE_STATE_REMOVEME then
6231 Exit;
6233 if FAnimation <> nil then
6234 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6236 if FAnimationMask <> nil then
6237 begin
6238 e_Colors := FColor;
6239 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6240 e_Colors.R := 255;
6241 e_Colors.G := 255;
6242 e_Colors.B := 255;
6243 end;
6244 end;
6246 procedure TCorpse.Update();
6247 var
6248 st: Word;
6249 begin
6250 if FState = CORPSE_STATE_REMOVEME then
6251 Exit;
6253 if gTime mod (GAME_TICK*2) <> 0 then
6254 begin
6255 g_Obj_Move(@FObj, True, True, True);
6256 positionChanged(); // this updates spatial accelerators
6257 Exit;
6258 end;
6260 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6261 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6263 st := g_Obj_Move(@FObj, True, True, True);
6264 positionChanged(); // this updates spatial accelerators
6266 if WordBool(st and MOVE_FALLOUT) then
6267 begin
6268 FState := CORPSE_STATE_REMOVEME;
6269 Exit;
6270 end;
6272 if FAnimation <> nil then
6273 FAnimation.Update();
6274 if FAnimationMask <> nil then
6275 FAnimationMask.Update();
6276 end;
6278 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6279 var
6280 sig: DWORD;
6281 anim: Boolean;
6282 begin
6283 if Mem = nil then
6284 Exit;
6286 // Ñèãíàòóðà òðóïà:
6287 sig := CORPSE_SIGNATURE; // 'CORP'
6288 Mem.WriteDWORD(sig);
6289 // Ñîñòîÿíèå:
6290 Mem.WriteByte(FState);
6291 // Íàêîïëåííûé óðîí:
6292 Mem.WriteByte(FDamage);
6293 // Öâåò:
6294 Mem.WriteByte(FColor.R);
6295 Mem.WriteByte(FColor.G);
6296 Mem.WriteByte(FColor.B);
6297 // Îáúåêò òðóïà:
6298 Obj_SaveState(@FObj, Mem);
6299 // Åñòü ëè àíèìàöèÿ:
6300 anim := FAnimation <> nil;
6301 Mem.WriteBoolean(anim);
6302 // Åñëè åñòü - ñîõðàíÿåì:
6303 if anim then
6304 FAnimation.SaveState(Mem);
6305 // Åñòü ëè ìàñêà àíèìàöèè:
6306 anim := FAnimationMask <> nil;
6307 Mem.WriteBoolean(anim);
6308 // Åñëè åñòü - ñîõðàíÿåì:
6309 if anim then
6310 FAnimationMask.SaveState(Mem);
6311 end;
6313 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6314 var
6315 sig: DWORD;
6316 anim: Boolean;
6317 begin
6318 if Mem = nil then
6319 Exit;
6321 // Ñèãíàòóðà òðóïà:
6322 Mem.ReadDWORD(sig);
6323 if sig <> CORPSE_SIGNATURE then // 'CORP'
6324 begin
6325 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6326 end;
6327 // Ñîñòîÿíèå:
6328 Mem.ReadByte(FState);
6329 // Íàêîïëåííûé óðîí:
6330 Mem.ReadByte(FDamage);
6331 // Öâåò:
6332 Mem.ReadByte(FColor.R);
6333 Mem.ReadByte(FColor.G);
6334 Mem.ReadByte(FColor.B);
6335 // Îáúåêò òðóïà:
6336 Obj_LoadState(@FObj, Mem);
6337 // Åñòü ëè àíèìàöèÿ:
6338 Mem.ReadBoolean(anim);
6339 // Åñëè åñòü - çàãðóæàåì:
6340 if anim then
6341 begin
6342 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6343 FAnimation.LoadState(Mem);
6344 end;
6345 // Åñòü ëè ìàñêà àíèìàöèè:
6346 Mem.ReadBoolean(anim);
6347 // Åñëè åñòü - çàãðóæàåì:
6348 if anim then
6349 begin
6350 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6351 FAnimationMask.LoadState(Mem);
6352 end;
6353 end;
6355 { T B o t : }
6357 constructor TBot.Create();
6358 var
6359 a: Integer;
6360 begin
6361 inherited Create();
6363 FPhysics := True;
6364 FSpectator := False;
6365 FGhost := False;
6367 FIamBot := True;
6369 Inc(gNumBots);
6371 for a := WP_FIRST to WP_LAST do
6372 begin
6373 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6374 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6375 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6376 end;
6377 end;
6379 destructor TBot.Destroy();
6380 begin
6381 Dec(gNumBots);
6382 inherited Destroy();
6383 end;
6385 procedure TBot.Draw();
6386 begin
6387 inherited Draw();
6389 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6390 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6391 end;
6393 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6394 begin
6395 inherited Respawn(Silent, Force);
6397 FAIFlags := nil;
6398 FSelectedWeapon := FCurrWeap;
6399 resetWeaponQueue();
6400 FTargetUID := 0;
6401 end;
6403 procedure TBot.UpdateCombat();
6404 type
6405 TTarget = record
6406 UID: Word;
6407 X, Y: Integer;
6408 Rect: TRectWH;
6409 cX, cY: Integer;
6410 Dist: Word;
6411 Line: Boolean;
6412 Visible: Boolean;
6413 IsPlayer: Boolean;
6414 end;
6416 TTargetRecord = array of TTarget;
6418 function Compare(a, b: TTarget): Integer;
6419 begin
6420 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6421 Result := -1
6422 else
6423 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6424 Result := 1
6425 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6426 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6427 begin
6428 if a.Dist > b.Dist then // B áëèæå
6429 Result := 1
6430 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6431 Result := -1;
6432 end
6433 else // Ñòðàííî -> A
6434 Result := -1;
6435 end;
6437 var
6438 a, x1, y1, x2, y2: Integer;
6439 targets: TTargetRecord;
6440 ammo: Word;
6441 Target, BestTarget: TTarget;
6442 firew, fireh: Integer;
6443 angle: SmallInt;
6444 mon: TMonster;
6445 pla, tpla: TPlayer;
6446 vsPlayer, vsMonster, ok: Boolean;
6449 function monsUpdate (mon: TMonster): Boolean;
6450 begin
6451 result := false; // don't stop
6452 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6453 begin
6454 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6456 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6457 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6459 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6460 if g_TraceVector(x1, y1, x2, y2) then
6461 begin
6462 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6463 SetLength(targets, Length(targets)+1);
6464 with targets[High(targets)] do
6465 begin
6466 UID := mon.UID;
6467 X := mon.Obj.X;
6468 Y := mon.Obj.Y;
6469 cX := x2;
6470 cY := y2;
6471 Rect := mon.Obj.Rect;
6472 Dist := g_PatchLength(x1, y1, x2, y2);
6473 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6474 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6475 Visible := True;
6476 IsPlayer := False;
6477 end;
6478 end;
6479 end;
6480 end;
6482 begin
6483 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6484 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6486 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6487 if FCurrWeap <> FSelectedWeapon then
6488 NextWeapon();
6490 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6491 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6492 begin
6493 RemoveAIFlag('NEEDFIRE');
6495 case FCurrWeap of
6496 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6497 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6498 else PressKey(KEY_FIRE);
6499 end;
6500 end;
6502 // Êîîðäèíàòû ñòâîëà:
6503 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6504 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6506 Target.UID := FTargetUID;
6508 ok := False;
6509 if Target.UID <> 0 then
6510 begin // Öåëü åñòü - íàñòðàèâàåì
6511 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6512 vsPlayer then
6513 begin // Èãðîê
6514 tpla := g_Player_Get(Target.UID);
6515 if tpla <> nil then
6516 with tpla do
6517 begin
6518 if (@FObj) <> nil then
6519 begin
6520 Target.X := FObj.X;
6521 Target.Y := FObj.Y;
6522 end;
6523 end;
6525 Target.cX := Target.X + PLAYER_RECT_CX;
6526 Target.cY := Target.Y + PLAYER_RECT_CY;
6527 Target.Rect := PLAYER_RECT;
6528 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6529 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6530 (y1-4 > Target.Y+PLAYER_RECT.Y);
6531 Target.IsPlayer := True;
6532 ok := True;
6533 end
6534 else
6535 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6536 vsMonster then
6537 begin // Ìîíñòð
6538 mon := g_Monsters_ByUID(Target.UID);
6539 if mon <> nil then
6540 begin
6541 Target.X := mon.Obj.X;
6542 Target.Y := mon.Obj.Y;
6544 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6545 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6546 Target.Rect := mon.Obj.Rect;
6547 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6548 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6549 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6550 Target.IsPlayer := False;
6551 ok := True;
6552 end;
6553 end;
6554 end;
6556 if not ok then
6557 begin // Öåëè íåò - îáíóëÿåì
6558 Target.X := 0;
6559 Target.Y := 0;
6560 Target.cX := 0;
6561 Target.cY := 0;
6562 Target.Visible := False;
6563 Target.Line := False;
6564 Target.IsPlayer := False;
6565 end;
6567 targets := nil;
6569 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6570 if (not Target.Line) or (not Target.Visible) then
6571 begin
6572 // Èãðîêè:
6573 if vsPlayer then
6574 for a := 0 to High(gPlayers) do
6575 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6576 (gPlayers[a].FUID <> FUID) and
6577 (not SameTeam(FUID, gPlayers[a].FUID)) and
6578 (not gPlayers[a].NoTarget) and
6579 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6580 begin
6581 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6582 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6583 Continue;
6585 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6586 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6588 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6589 if g_TraceVector(x1, y1, x2, y2) then
6590 begin
6591 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6592 SetLength(targets, Length(targets)+1);
6593 with targets[High(targets)] do
6594 begin
6595 UID := gPlayers[a].FUID;
6596 X := gPlayers[a].FObj.X;
6597 Y := gPlayers[a].FObj.Y;
6598 cX := x2;
6599 cY := y2;
6600 Rect := PLAYER_RECT;
6601 Dist := g_PatchLength(x1, y1, x2, y2);
6602 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6603 (y1-4 > Target.Y+PLAYER_RECT.Y);
6604 Visible := True;
6605 IsPlayer := True;
6606 end;
6607 end;
6608 end;
6610 // Ìîíñòðû:
6611 if vsMonster then g_Mons_ForEach(monsUpdate);
6612 end;
6614 // Åñëè åñòü âîçìîæíûå öåëè:
6615 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6616 if targets <> nil then
6617 begin
6618 // Âûáèðàåì íàèëó÷øóþ öåëü:
6619 BestTarget := targets[0];
6620 if Length(targets) > 1 then
6621 for a := 1 to High(targets) do
6622 if Compare(BestTarget, targets[a]) = 1 then
6623 BestTarget := targets[a];
6625 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6626 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6627 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6628 begin
6629 Target := BestTarget;
6631 if (Healthy() = 3) or ((Healthy() = 2)) then
6632 begin // Åñëè çäîðîâû - äîãîíÿåì
6633 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6634 SetAIFlag('GORIGHT', '1');
6635 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6636 SetAIFlag('GOLEFT', '1');
6637 end
6638 else
6639 begin // Åñëè ïîáèòû - óáåãàåì
6640 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6641 SetAIFlag('GORIGHT', '1');
6642 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6643 SetAIFlag('GOLEFT', '1');
6644 end;
6646 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6647 SelectWeapon(Abs(x1-Target.cX));
6648 end;
6649 end;
6651 // Åñëè åñòü öåëü:
6652 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6653 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6654 if Target.UID <> 0 then
6655 begin
6656 if not TargetOnScreen(Target.X + Target.Rect.X,
6657 Target.Y + Target.Rect.Y) then
6658 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6659 if (Healthy() = 3) or ((Healthy() = 2)) then
6660 begin // Åñëè çäîðîâû - äîãîíÿåì
6661 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6662 SetAIFlag('GORIGHT', '1');
6663 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6664 SetAIFlag('GOLEFT', '1');
6665 end
6666 else
6667 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6668 Target.UID := 0;
6669 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6670 SetAIFlag('GORIGHT', '1');
6671 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6672 SetAIFlag('GOLEFT', '1');
6673 end;
6674 end
6675 else
6676 begin // Öåëü ïîêà íà "ýêðàíå"
6677 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6678 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6679 FLastVisible := gTime;
6680 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6681 if (Abs(FObj.Y-Target.Y) <= 128) then
6682 begin
6683 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6684 SetAIFlag('GORIGHT', '1');
6685 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6686 SetAIFlag('GOLEFT', '1');
6687 end;
6688 end;
6690 // Âûáèðàåì óãîë ââåðõ:
6691 if FDirection = D_LEFT then
6692 angle := ANGLE_LEFTUP
6693 else
6694 angle := ANGLE_RIGHTUP;
6696 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6697 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6699 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6700 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6701 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6702 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6703 Target.Rect.Width, Target.Rect.Height) and
6704 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6705 begin // òî íóæíî ñòðåëÿòü ââåðõ
6706 SetAIFlag('NEEDFIRE', '1');
6707 SetAIFlag('NEEDSEEUP', '1');
6708 end;
6710 // Âûáèðàåì óãîë âíèç:
6711 if FDirection = D_LEFT then
6712 angle := ANGLE_LEFTDOWN
6713 else
6714 angle := ANGLE_RIGHTDOWN;
6716 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6717 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6719 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6720 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6721 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6722 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6723 Target.Rect.Width, Target.Rect.Height) and
6724 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6725 begin // òî íóæíî ñòðåëÿòü âíèç
6726 SetAIFlag('NEEDFIRE', '1');
6727 SetAIFlag('NEEDSEEDOWN', '1');
6728 end;
6730 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6731 if Target.Visible and
6732 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6733 (y1-4 > Target.Y+Target.Rect.Y) then
6734 begin
6735 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6736 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6737 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6738 begin // òî íóæíî ñòðåëÿòü âïåðåä
6739 SetAIFlag('NEEDFIRE', '1');
6740 SetAIFlag('NEEDSEEDOWN', '');
6741 SetAIFlag('NEEDSEEUP', '');
6742 end;
6743 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6744 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6745 if GetRnd(FDifficult.CloseJump) then
6746 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6747 if Abs(FObj.X-Target.X) < 128 then
6748 a := 4
6749 else
6750 a := 30;
6751 if Random(a) = 0 then
6752 SetAIFlag('NEEDJUMP', '1');
6753 end;
6754 end;
6756 // Åñëè öåëü âñå åùå åñòü:
6757 if Target.UID <> 0 then
6758 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6759 Target.UID := 0 // òî çàáûòü öåëü
6760 else // Åñëè âèäåëè íåäàâíî
6761 begin // íî öåëü óáèëè
6762 if Target.IsPlayer then
6763 begin // Öåëü - èãðîê
6764 pla := g_Player_Get(Target.UID);
6765 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6766 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6767 Target.UID := 0; // òî çàáûòü öåëü
6768 end
6769 else
6770 begin // Öåëü - ìîíñòð
6771 mon := g_Monsters_ByUID(Target.UID);
6772 if (mon = nil) or (not mon.alive) then
6773 Target.UID := 0; // òî çàáûòü öåëü
6774 end;
6775 end;
6776 end; // if Target.UID <> 0
6778 FTargetUID := Target.UID;
6780 // Åñëè âîçìîæíûõ öåëåé íåò:
6781 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6782 if targets = nil then
6783 if GetAIFlag('ATTACKLEFT') <> '' then
6784 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6785 RemoveAIFlag('ATTACKLEFT');
6787 SetAIFlag('NEEDJUMP', '1');
6789 if RunDirection() = D_RIGHT then
6790 begin // Èäåì íå â òó ñòîðîíó
6791 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6792 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6793 SetAIFlag('NEEDFIRE', '1');
6794 SetAIFlag('GOLEFT', '1');
6795 end;
6796 end
6797 else
6798 begin // Èäåì â íóæíóþ ñòîðîíó
6799 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6800 SetAIFlag('NEEDFIRE', '1');
6801 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6802 SetAIFlag('GORIGHT', '1');
6803 end;
6804 end
6805 else
6806 if GetAIFlag('ATTACKRIGHT') <> '' then
6807 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6808 RemoveAIFlag('ATTACKRIGHT');
6810 SetAIFlag('NEEDJUMP', '1');
6812 if RunDirection() = D_LEFT then
6813 begin // Èäåì íå â òó ñòîðîíó
6814 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6815 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6816 SetAIFlag('NEEDFIRE', '1');
6817 SetAIFlag('GORIGHT', '1');
6818 end;
6819 end
6820 else
6821 begin
6822 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6823 SetAIFlag('NEEDFIRE', '1');
6824 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6825 SetAIFlag('GOLEFT', '1');
6826 end;
6827 end;
6829 //HACK! (does it belongs there?)
6830 RealizeCurrentWeapon();
6832 // Åñëè åñòü âîçìîæíûå öåëè:
6833 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6834 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6835 for a := 0 to High(targets) do
6836 begin
6837 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6838 if GetRnd(FDifficult.DiagFire) then
6839 begin
6840 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6841 if FDirection = D_LEFT then
6842 angle := ANGLE_LEFTUP
6843 else
6844 angle := ANGLE_RIGHTUP;
6846 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6847 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6849 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6850 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6851 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6852 targets[a].Rect.Width, targets[a].Rect.Height) and
6853 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6854 begin
6855 SetAIFlag('NEEDFIRE', '1');
6856 SetAIFlag('NEEDSEEUP', '1');
6857 end;
6859 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6860 if FDirection = D_LEFT then
6861 angle := ANGLE_LEFTDOWN
6862 else
6863 angle := ANGLE_RIGHTDOWN;
6865 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6866 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6868 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6869 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6870 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6871 targets[a].Rect.Width, targets[a].Rect.Height) and
6872 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6873 begin
6874 SetAIFlag('NEEDFIRE', '1');
6875 SetAIFlag('NEEDSEEDOWN', '1');
6876 end;
6877 end;
6879 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6880 if targets[a].Line and targets[a].Visible and
6881 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6882 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6883 begin
6884 SetAIFlag('NEEDFIRE', '1');
6885 Break;
6886 end;
6887 end;
6889 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6890 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6891 PLAYER_RECT.Width, PLAYER_RECT.Height,
6892 40+GetInterval(FDifficult.Cover, 40)) then
6893 SetAIFlag('NEEDJUMP', '1');
6895 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6896 ammo := GetAmmoByWeapon(FCurrWeap);
6897 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6898 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6899 (ammo = 0) then
6900 SetAIFlag('SELECTWEAPON', '1');
6902 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6903 if GetAIFlag('SELECTWEAPON') = '1' then
6904 begin
6905 SelectWeapon(-1);
6906 RemoveAIFlag('SELECTWEAPON');
6907 end;
6908 end;
6910 procedure TBot.Update();
6911 var
6912 EnableAI: Boolean;
6913 begin
6914 if not FAlive then
6915 begin // Respawn
6916 ReleaseKeys();
6917 PressKey(KEY_UP);
6918 end
6919 else
6920 begin
6921 EnableAI := True;
6923 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6924 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6925 EnableAI := False;
6926 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6927 EnableAI := False;
6928 if g_debug_BotAIOff = 3 then
6929 EnableAI := False;
6931 if EnableAI then
6932 begin
6933 UpdateMove();
6934 UpdateCombat();
6935 end
6936 else
6937 begin
6938 RealizeCurrentWeapon();
6939 end;
6940 end;
6942 inherited Update();
6943 end;
6945 procedure TBot.ReleaseKey(Key: Byte);
6946 begin
6947 with FKeys[Key] do
6948 begin
6949 Pressed := False;
6950 Time := 0;
6951 end;
6952 end;
6954 function TBot.KeyPressed(Key: Word): Boolean;
6955 begin
6956 Result := FKeys[Key].Pressed;
6957 end;
6959 function TBot.GetAIFlag(aName: String20): String20;
6960 var
6961 a: Integer;
6962 begin
6963 Result := '';
6965 aName := LowerCase(aName);
6967 if FAIFlags <> nil then
6968 for a := 0 to High(FAIFlags) do
6969 if LowerCase(FAIFlags[a].Name) = aName then
6970 begin
6971 Result := FAIFlags[a].Value;
6972 Break;
6973 end;
6974 end;
6976 procedure TBot.RemoveAIFlag(aName: String20);
6977 var
6978 a, b: Integer;
6979 begin
6980 if FAIFlags = nil then Exit;
6982 aName := LowerCase(aName);
6984 for a := 0 to High(FAIFlags) do
6985 if LowerCase(FAIFlags[a].Name) = aName then
6986 begin
6987 if a <> High(FAIFlags) then
6988 for b := a to High(FAIFlags)-1 do
6989 FAIFlags[b] := FAIFlags[b+1];
6991 SetLength(FAIFlags, Length(FAIFlags)-1);
6992 Break;
6993 end;
6994 end;
6996 procedure TBot.SetAIFlag(aName, fValue: String20);
6997 var
6998 a: Integer;
6999 ok: Boolean;
7000 begin
7001 a := 0;
7002 ok := False;
7004 aName := LowerCase(aName);
7006 if FAIFlags <> nil then
7007 for a := 0 to High(FAIFlags) do
7008 if LowerCase(FAIFlags[a].Name) = aName then
7009 begin
7010 ok := True;
7011 Break;
7012 end;
7014 if ok then FAIFlags[a].Value := fValue
7015 else
7016 begin
7017 SetLength(FAIFlags, Length(FAIFlags)+1);
7018 with FAIFlags[High(FAIFlags)] do
7019 begin
7020 Name := aName;
7021 Value := fValue;
7022 end;
7023 end;
7024 end;
7026 procedure TBot.UpdateMove;
7028 procedure GoLeft(Time: Word = 1);
7029 begin
7030 ReleaseKey(KEY_LEFT);
7031 ReleaseKey(KEY_RIGHT);
7032 PressKey(KEY_LEFT, Time);
7033 SetDirection(D_LEFT);
7034 end;
7036 procedure GoRight(Time: Word = 1);
7037 begin
7038 ReleaseKey(KEY_LEFT);
7039 ReleaseKey(KEY_RIGHT);
7040 PressKey(KEY_RIGHT, Time);
7041 SetDirection(D_RIGHT);
7042 end;
7044 function Rnd(a: Word): Boolean;
7045 begin
7046 Result := Random(a) = 0;
7047 end;
7049 procedure Turn(Time: Word = 1200);
7050 begin
7051 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
7052 end;
7054 procedure Stop();
7055 begin
7056 ReleaseKey(KEY_LEFT);
7057 ReleaseKey(KEY_RIGHT);
7058 end;
7060 function CanRunLeft(): Boolean;
7061 begin
7062 Result := not CollideLevel(-1, 0);
7063 end;
7065 function CanRunRight(): Boolean;
7066 begin
7067 Result := not CollideLevel(1, 0);
7068 end;
7070 function CanRun(): Boolean;
7071 begin
7072 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7073 end;
7075 procedure Jump(Time: Word = 30);
7076 begin
7077 PressKey(KEY_JUMP, Time);
7078 end;
7080 function NearHole(): Boolean;
7081 var
7082 x, sx: Integer;
7083 begin
7084 { TODO 5 : Ëåñòíèöû }
7085 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7086 for x := 1 to PLAYER_RECT.Width do
7087 if (not StayOnStep(x*sx, 0)) and
7088 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7089 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7090 begin
7091 Result := True;
7092 Exit;
7093 end;
7095 Result := False;
7096 end;
7098 function BorderHole(): Boolean;
7099 var
7100 x, sx, xx: Integer;
7101 begin
7102 { TODO 5 : Ëåñòíèöû }
7103 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7104 for x := 1 to PLAYER_RECT.Width do
7105 if (not StayOnStep(x*sx, 0)) and
7106 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7107 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7108 begin
7109 for xx := x to x+32 do
7110 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7111 begin
7112 Result := True;
7113 Exit;
7114 end;
7115 end;
7117 Result := False;
7118 end;
7120 function NearDeepHole(): Boolean;
7121 var
7122 x, sx, y: Integer;
7123 begin
7124 Result := False;
7126 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7127 y := 3;
7129 for x := 1 to PLAYER_RECT.Width do
7130 if (not StayOnStep(x*sx, 0)) and
7131 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7132 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7133 begin
7134 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7135 begin
7136 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7137 y := y+1;
7138 end;
7140 Result := True;
7141 end else Result := False;
7142 end;
7144 function OverDeepHole(): Boolean;
7145 var
7146 y: Integer;
7147 begin
7148 Result := False;
7150 y := 1;
7151 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7152 begin
7153 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7154 y := y+1;
7155 end;
7157 Result := True;
7158 end;
7160 function OnGround(): Boolean;
7161 begin
7162 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7163 end;
7165 function OnLadder(): Boolean;
7166 begin
7167 Result := FullInStep(0, 0);
7168 end;
7170 function BelowLadder(): Boolean;
7171 begin
7172 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7173 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7174 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7175 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7176 end;
7178 function BelowLiftUp(): Boolean;
7179 begin
7180 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7181 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7182 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7183 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7184 end;
7186 function OnTopLift(): Boolean;
7187 begin
7188 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7189 end;
7191 function CanJumpOver(): Boolean;
7192 var
7193 sx, y: Integer;
7194 begin
7195 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
7197 Result := False;
7199 if not CollideLevel(sx, 0) then Exit;
7201 for y := 1 to BOT_MAXJUMP do
7202 if CollideLevel(0, -y) then Exit else
7203 if not CollideLevel(sx, -y) then
7204 begin
7205 Result := True;
7206 Exit;
7207 end;
7208 end;
7210 function CanJumpUp(Dist: ShortInt): Boolean;
7211 var
7212 y, yy: Integer;
7213 c: Boolean;
7214 begin
7215 Result := False;
7217 if CollideLevel(Dist, 0) then Exit;
7219 c := False;
7220 for y := 0 to BOT_MAXJUMP do
7221 if CollideLevel(Dist, -y) then
7222 begin
7223 c := True;
7224 Break;
7225 end;
7227 if not c then Exit;
7229 c := False;
7230 for yy := y+1 to BOT_MAXJUMP do
7231 if not CollideLevel(Dist, -yy) then
7232 begin
7233 c := True;
7234 Break;
7235 end;
7237 if not c then Exit;
7239 c := False;
7240 for y := 0 to BOT_MAXJUMP do
7241 if CollideLevel(0, -y) then
7242 begin
7243 c := True;
7244 Break;
7245 end;
7247 if c then Exit;
7249 if y < yy then Exit;
7251 Result := True;
7252 end;
7254 function IsSafeTrigger(): Boolean;
7255 var
7256 a: Integer;
7257 begin
7258 Result := True;
7259 if gTriggers = nil then
7260 Exit;
7261 for a := 0 to High(gTriggers) do
7262 if Collide(gTriggers[a].X,
7263 gTriggers[a].Y,
7264 gTriggers[a].Width,
7265 gTriggers[a].Height) and
7266 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7267 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7268 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7269 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7270 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7271 Result := False;
7272 end;
7274 begin
7275 // Âîçìîæíî, íàæèìàåì êíîïêó:
7276 if Rnd(16) and IsSafeTrigger() then
7277 PressKey(KEY_OPEN);
7279 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7280 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7281 begin
7282 ReleaseKey(KEY_LEFT);
7283 ReleaseKey(KEY_RIGHT);
7284 Jump();
7285 end;
7287 // Èäåì âëåâî, åñëè íàäî áûëî:
7288 if GetAIFlag('GOLEFT') <> '' then
7289 begin
7290 RemoveAIFlag('GOLEFT');
7291 if CanRunLeft() then
7292 GoLeft(360);
7293 end;
7295 // Èäåì âïðàâî, åñëè íàäî áûëî:
7296 if GetAIFlag('GORIGHT') <> '' then
7297 begin
7298 RemoveAIFlag('GORIGHT');
7299 if CanRunRight() then
7300 GoRight(360);
7301 end;
7303 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7304 if FObj.X < -32 then
7305 GoRight(360)
7306 else
7307 if FObj.X+32 > gMapInfo.Width then
7308 GoLeft(360);
7310 // Ïðûãàåì, åñëè íàäî áûëî:
7311 if GetAIFlag('NEEDJUMP') <> '' then
7312 begin
7313 Jump(0);
7314 RemoveAIFlag('NEEDJUMP');
7315 end;
7317 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7318 if GetAIFlag('NEEDSEEUP') <> '' then
7319 begin
7320 ReleaseKey(KEY_UP);
7321 ReleaseKey(KEY_DOWN);
7322 PressKey(KEY_UP, 20);
7323 RemoveAIFlag('NEEDSEEUP');
7324 end;
7326 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7327 if GetAIFlag('NEEDSEEDOWN') <> '' then
7328 begin
7329 ReleaseKey(KEY_UP);
7330 ReleaseKey(KEY_DOWN);
7331 PressKey(KEY_DOWN, 20);
7332 RemoveAIFlag('NEEDSEEDOWN');
7333 end;
7335 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7336 if GetAIFlag('GOINHOLE') <> '' then
7337 if not OnGround() then
7338 begin
7339 ReleaseKey(KEY_LEFT);
7340 ReleaseKey(KEY_RIGHT);
7341 RemoveAIFlag('GOINHOLE');
7342 SetAIFlag('FALLINHOLE', '1');
7343 end;
7345 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7346 if GetAIFlag('FALLINHOLE') <> '' then
7347 if OnGround() then
7348 RemoveAIFlag('FALLINHOLE');
7350 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7351 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7352 if GetAIFlag('FALLINHOLE') = '' then
7353 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7354 if Rnd(2) then
7355 GoLeft(360)
7356 else
7357 GoRight(360);
7359 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7360 if OnGround() and
7361 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7362 Rnd(8) then
7363 Jump();
7365 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7366 if OnGround() and NearHole() then
7367 if NearDeepHole() then // Åñëè ýòî áåçäíà
7368 case Random(6) of
7369 0..3: Turn(); // Áåæèì îáðàòíî
7370 4: Jump(); // Ïðûãàåì
7371 5: begin // Ïðûãàåì îáðàòíî
7372 Turn();
7373 Jump();
7374 end;
7375 end
7376 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7377 if GetAIFlag('GOINHOLE') = '' then
7378 case Random(6) of
7379 0: Turn(); // Íå íóæíî òóäà
7380 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7381 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7382 if BorderHole() then
7383 SetAIFlag('GOINHOLE', '1');
7384 end;
7386 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7387 if (not CanRun()) and OnGround() then
7388 begin
7389 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7390 if CanJumpOver() or OnLadder() then
7391 Jump()
7392 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7393 if Random(2) = 0 then
7394 begin
7395 if IsSafeTrigger() then
7396 PressKey(KEY_OPEN);
7397 end else
7398 Turn();
7399 end;
7401 // Îñòàëîñü ìàëî âîçäóõà:
7402 if FAir < 36 * 2 then
7403 Jump(20);
7405 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7406 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7407 if BodyInAcid(0, 0) then
7408 Jump();
7409 end;
7411 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7412 begin
7413 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7414 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7415 end;
7417 {function TBot.NeedItem(Item: Byte): Byte;
7418 begin
7419 Result := 4;
7420 end;}
7422 procedure TBot.SelectWeapon(Dist: Integer);
7423 var
7424 a: Integer;
7426 function HaveAmmo(weapon: Byte): Boolean;
7427 begin
7428 case weapon of
7429 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7430 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7431 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7432 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7433 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7434 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7435 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7436 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7437 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7438 else Result := True;
7439 end;
7440 end;
7442 begin
7443 if Dist = -1 then Dist := BOT_LONGDIST;
7445 if Dist > BOT_LONGDIST then
7446 begin // Äàëüíèé áîé
7447 for a := 0 to 9 do
7448 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7449 begin
7450 FSelectedWeapon := FDifficult.WeaponPrior[a];
7451 Break;
7452 end;
7453 end
7454 else //if Dist > BOT_UNSAFEDIST then
7455 begin // Áëèæíèé áîé
7456 for a := 0 to 9 do
7457 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7458 begin
7459 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7460 Break;
7461 end;
7462 end;
7463 { else
7464 begin
7465 for a := 0 to 9 do
7466 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7467 begin
7468 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7469 Break;
7470 end;
7471 end;}
7472 end;
7474 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7475 begin
7476 Result := inherited PickItem(ItemType, force, remove);
7478 if Result then SetAIFlag('SELECTWEAPON', '1');
7479 end;
7481 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7482 begin
7483 Result := inherited Heal(value, Soft);
7484 end;
7486 function TBot.Healthy(): Byte;
7487 begin
7488 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7489 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7490 else if (FHealth > 50) then Result := 2
7491 else if (FHealth > 20) then Result := 1
7492 else Result := 0;
7493 end;
7495 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7496 begin
7497 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7498 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7499 end;
7501 procedure TBot.OnDamage(Angle: SmallInt);
7502 var
7503 pla: TPlayer;
7504 mon: TMonster;
7505 ok: Boolean;
7506 begin
7507 inherited;
7509 if (Angle = 0) or (Angle = 180) then
7510 begin
7511 ok := False;
7512 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7513 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7514 begin // Èãðîê
7515 pla := g_Player_Get(FLastSpawnerUID);
7516 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7517 pla.FObj.Y + PLAYER_RECT.Y);
7518 end
7519 else
7520 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7521 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7522 begin // Ìîíñòð
7523 mon := g_Monsters_ByUID(FLastSpawnerUID);
7524 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7525 mon.Obj.Y + mon.Obj.Rect.Y);
7526 end;
7528 if ok then
7529 if Angle = 0 then
7530 SetAIFlag('ATTACKLEFT', '1')
7531 else
7532 SetAIFlag('ATTACKRIGHT', '1');
7533 end;
7534 end;
7536 function TBot.RunDirection(): TDirection;
7537 begin
7538 if Abs(Vel.X) >= 1 then
7539 begin
7540 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7541 end else
7542 Result := FDirection;
7543 end;
7545 function TBot.GetRnd(a: Byte): Boolean;
7546 begin
7547 if a = 0 then Result := False
7548 else if a = 255 then Result := True
7549 else Result := Random(256) > 255-a;
7550 end;
7552 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7553 begin
7554 Result := Round((255-a)/255*radius*(Random(2)-1));
7555 end;
7557 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7558 var
7559 i: Integer;
7560 dw: DWORD;
7561 p: Pointer;
7562 begin
7563 inherited SaveState(Mem);
7565 // Âûáðàííîå îðóæèå:
7566 Mem.WriteByte(FSelectedWeapon);
7567 // UID öåëè:
7568 Mem.WriteWord(FTargetUID);
7569 // Âðåìÿ ïîòåðè öåëè:
7570 Mem.WriteDWORD(FLastVisible);
7571 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7572 dw := Length(FAIFlags);
7573 Mem.WriteDWORD(dw);
7574 // Ôëàãè ÈÈ:
7575 for i := 0 to Integer(dw)-1 do
7576 begin
7577 Mem.WriteString(FAIFlags[i].Name, 20);
7578 Mem.WriteString(FAIFlags[i].Value, 20);
7579 end;
7580 // Íàñòðîéêè ñëîæíîñòè:
7581 p := @FDifficult;
7582 Mem.WriteMemory(p, SizeOf(TDifficult));
7583 end;
7585 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7586 var
7587 i: Integer;
7588 dw: DWORD;
7589 p: Pointer;
7590 begin
7591 inherited LoadState(Mem);
7593 // Âûáðàííîå îðóæèå:
7594 Mem.ReadByte(FSelectedWeapon);
7595 // UID öåëè:
7596 Mem.ReadWord(FTargetUID);
7597 // Âðåìÿ ïîòåðè öåëè:
7598 Mem.ReadDWORD(FLastVisible);
7599 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7600 Mem.ReadDWORD(dw);
7601 SetLength(FAIFlags, dw);
7602 // Ôëàãè ÈÈ:
7603 for i := 0 to Integer(dw)-1 do
7604 begin
7605 Mem.ReadString(FAIFlags[i].Name);
7606 Mem.ReadString(FAIFlags[i].Value);
7607 end;
7608 // Íàñòðîéêè ñëîæíîñòè:
7609 Mem.ReadMemory(p, dw);
7610 if dw <> SizeOf(TDifficult) then
7611 begin
7612 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7613 end;
7614 FDifficult := TDifficult(p^);
7615 end;
7618 begin
7619 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7620 end.