DEADSOFTWARE

game: cosmetic changes for stats
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_OPEN = 6;
35 KEY_JUMP = 7;
36 KEY_CHAT = 8;
38 WP_PREV = 0;
39 WP_NEXT = 1;
40 WP_FACT = WP_PREV;
41 WP_LACT = WP_NEXT;
43 R_ITEM_BACKPACK = 0;
44 R_KEY_RED = 1;
45 R_KEY_GREEN = 2;
46 R_KEY_BLUE = 3;
47 R_BERSERK = 4;
49 MR_SUIT = 0;
50 MR_INVUL = 1;
51 MR_INVIS = 2;
52 MR_MAX = 2;
54 A_BULLETS = 0;
55 A_SHELLS = 1;
56 A_ROCKETS = 2;
57 A_CELLS = 3;
58 A_FUEL = 4;
59 A_HIGH = 4;
61 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
65 K_SIMPLEKILL = 0;
66 K_HARDKILL = 1;
67 K_EXTRAHARDKILL = 2;
68 K_FALLKILL = 3;
70 T_RESPAWN = 0;
71 T_SWITCH = 1;
72 T_USE = 2;
73 T_FLAGCAP = 3;
75 TEAM_NONE = 0;
76 TEAM_RED = 1;
77 TEAM_BLUE = 2;
78 TEAM_COOP = 3;
80 SHELL_BULLET = 0;
81 SHELL_SHELL = 1;
82 SHELL_DBLSHELL = 2;
84 ANGLE_NONE = Low(SmallInt);
86 CORPSE_STATE_REMOVEME = 0;
87 CORPSE_STATE_NORMAL = 1;
88 CORPSE_STATE_MESS = 2;
90 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
91 PLAYER_RECT_CX = 15+(34 div 2);
92 PLAYER_RECT_CY = 12+(52 div 2);
93 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
95 PLAYER_HP_SOFT = 100;
96 PLAYER_HP_LIMIT = 200;
97 PLAYER_AP_SOFT = 100;
98 PLAYER_AP_LIMIT = 200;
99 SUICIDE_DAMAGE = 112;
100 WEAPON_DELAY = 5;
102 PLAYER_BURN_TIME = 110;
104 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
105 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
107 type
108 TPlayerStat = record
109 Num: Integer;
110 Ping: Word;
111 Loss: Byte;
112 Name: String;
113 Team: Byte;
114 Frags: SmallInt;
115 Assists: SmallInt;
116 Deaths: SmallInt;
117 Lives: Byte;
118 Kills: Word;
119 Color: TRGB;
120 Spectator: Boolean;
121 UID: Word;
122 end;
124 TPlayerStatArray = Array of TPlayerStat;
126 TPlayerSavedState = record
127 Health: Integer;
128 Armor: Integer;
129 Air: Integer;
130 JetFuel: Integer;
131 CurrWeap: Byte;
132 NextWeap: WORD;
133 NextWeapDelay: Byte;
134 Ammo: Array [A_BULLETS..A_HIGH] of Word;
135 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
136 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
137 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
138 Used: Boolean;
139 end;
141 TKeyState = record
142 Pressed: Boolean;
143 Time: Word;
144 end;
146 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
147 private
148 FIamBot: Boolean;
149 FUID: Word;
150 FName: String;
151 FTeam: Byte;
152 FAlive: Boolean;
153 FSpawned: Boolean;
154 FDirection: TDirection;
155 FHealth: Integer;
156 FLives: Byte;
157 FArmor: Integer;
158 FAir: Integer;
159 FPain: Integer;
160 FPickup: Integer;
161 FKills: Integer;
162 FMonsterKills: Integer;
163 FFrags: Integer;
164 FAssists: Integer;
165 FFragCombo: Byte;
166 FLastFrag: LongWord;
167 FComboEvnt: Integer;
168 FDeath: Integer;
169 FCanJetpack: Boolean;
170 FJetFuel: Integer;
171 FFlag: Byte;
172 FSecrets: Integer;
173 FCurrWeap: Byte;
174 FNextWeap: WORD;
175 FNextWeapDelay: Byte; // frames
176 FBFGFireCounter: SmallInt;
177 FLastSpawnerUID: Word;
178 FLastHit: Byte;
179 FObj: TObj;
180 FXTo, FYTo: Integer;
181 FSpectatePlayer: Integer;
182 FFirePainTime: Integer;
183 FFireAttacker: Word;
185 FSavedStateNum: Integer;
187 FModel: TPlayerModel;
188 FPunchAnim: TAnimation;
189 FActionPrior: Byte;
190 FActionAnim: Byte;
191 FActionForce: Boolean;
192 FActionChanged: Boolean;
193 FAngle: SmallInt;
194 FFireAngle: SmallInt;
195 FIncCamOld: Integer;
196 FIncCam: Integer;
197 FSlopeOld: Integer;
198 FShellTimer: Integer;
199 FShellType: Byte;
200 FSawSound: TPlayableSound;
201 FSawSoundIdle: TPlayableSound;
202 FSawSoundHit: TPlayableSound;
203 FSawSoundSelect: TPlayableSound;
204 FFlameSoundOn: TPlayableSound;
205 FFlameSoundOff: TPlayableSound;
206 FFlameSoundWork: TPlayableSound;
207 FJetSoundOn: TPlayableSound;
208 FJetSoundOff: TPlayableSound;
209 FJetSoundFly: TPlayableSound;
210 FGodMode: Boolean;
211 FNoTarget: Boolean;
212 FNoReload: Boolean;
213 FJustTeleported: Boolean;
214 FNetTime: LongWord;
215 mEDamageType: Integer;
218 function CollideLevel(XInc, YInc: Integer): Boolean;
219 function StayOnStep(XInc, YInc: Integer): Boolean;
220 function HeadInLiquid(XInc, YInc: Integer): Boolean;
221 function BodyInLiquid(XInc, YInc: Integer): Boolean;
222 function BodyInAcid(XInc, YInc: Integer): Boolean;
223 function FullInLift(XInc, YInc: Integer): Integer;
224 {procedure CollideItem();}
225 procedure FlySmoke(Times: DWORD = 1);
226 procedure OnFireFlame(Times: DWORD = 1);
227 function GetAmmoByWeapon(Weapon: Byte): Word;
228 procedure SetAction(Action: Byte; Force: Boolean = False);
229 procedure OnDamage(Angle: SmallInt); virtual;
230 function firediry(): Integer;
231 procedure DoPunch();
233 procedure Run(Direction: TDirection);
234 procedure NextWeapon();
235 procedure PrevWeapon();
236 procedure SeeUp();
237 procedure SeeDown();
238 procedure Fire();
239 procedure Jump();
240 procedure Use();
242 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
243 procedure resetWeaponQueue ();
244 function hasAmmoForWeapon (weapon: Byte): Boolean;
245 function hasAmmoForShooting (weapon: Byte): Boolean;
246 function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean;
248 procedure doDamage (v: Integer);
250 function refreshCorpse(): Boolean;
252 public
253 FDamageBuffer: Integer;
255 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
256 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
257 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
258 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
259 FBerserk: Integer;
260 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
261 FReloading: Array [WP_FIRST..WP_LAST] of Word;
262 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
263 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
264 FWeapSwitchMode: Byte;
265 FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
266 FSwitchToEmpty: Byte;
267 FSkipFist: Byte;
268 FColor: TRGB;
269 FPreferredTeam: Byte;
270 FSpectator: Boolean;
271 FNoRespawn: Boolean;
272 FWantsInGame: Boolean;
273 FGhost: Boolean;
274 FPhysics: Boolean;
275 FFlaming: Boolean;
276 FJetpack: Boolean;
277 FActualModelName: string;
278 FClientID: SmallInt;
279 FPing: Word;
280 FLoss: Byte;
281 FReady: Boolean;
282 FDummy: Boolean;
283 FFireTime: Integer;
284 FSpawnInvul: Integer;
285 FHandicap: Integer;
286 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
287 FCorpse: Integer;
289 // debug: viewport offset
290 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
292 function isValidViewPort (): Boolean; inline;
294 constructor Create(); virtual;
295 destructor Destroy(); override;
296 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
297 function GetRespawnPoint(): Byte;
298 procedure PressKey(Key: Byte; Time: Word = 1);
299 procedure ReleaseKeys();
300 procedure SetModel(ModelName: String);
301 procedure SetColor(Color: TRGB);
302 function GetColor(): TRGB;
303 procedure SetWeapon(W: Byte);
304 function IsKeyPressed(K: Byte): Boolean;
305 function GetKeys(): Byte;
306 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
307 procedure SetWeaponPrefs(Prefs: Array of Byte);
308 procedure SetWeaponPref(Weapon, Pref: Byte);
309 function GetWeaponPref(Weapon: Byte) : Byte;
310 function GetMorePrefered() : Byte;
311 function MaySwitch(Weapon: Byte) : Boolean;
312 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
313 function Collide(Panel: TPanel): Boolean; overload;
314 function Collide(X, Y: Integer): Boolean; overload;
315 procedure SetDirection(Direction: TDirection);
316 procedure GetSecret();
317 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
318 procedure Touch();
319 procedure Push(vx, vy: Integer);
320 procedure ChangeModel(ModelName: String);
321 procedure SwitchTeam;
322 procedure ChangeTeam(Team: Byte);
323 procedure BFGHit();
324 function GetFlag(Flag: Byte): Boolean;
325 procedure SetFlag(Flag: Byte);
326 function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
327 function TryDropFlag(): Boolean;
328 procedure AllRulez(Health: Boolean);
329 procedure RestoreHealthArmor();
330 procedure FragCombo();
331 procedure GiveItem(ItemType: Byte);
332 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
333 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
334 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
335 procedure MakeBloodSimple(Count: Word);
336 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
337 procedure Reset(Force: Boolean);
338 procedure Spectate(NoMove: Boolean = False);
339 procedure SwitchNoClip;
340 procedure SoftReset();
341 procedure Draw(); virtual;
342 procedure DrawPain();
343 procedure DrawPickup();
344 procedure DrawRulez();
345 procedure DrawAim();
346 procedure DrawIndicator(Color: TRGB);
347 procedure DrawBubble();
348 procedure DrawGUI();
349 procedure PreUpdate();
350 procedure Update(); virtual;
351 procedure RememberState();
352 procedure RecallState();
353 procedure SaveState (st: TStream); virtual;
354 procedure LoadState (st: TStream); virtual;
355 procedure PauseSounds(Enable: Boolean);
356 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
357 procedure DoLerp(Level: Integer = 2);
358 procedure SetLerp(XTo, YTo: Integer);
359 procedure ProcessWeaponAction(Action: Byte);
360 procedure QueueWeaponSwitch(Weapon: Byte);
361 procedure RealizeCurrentWeapon();
362 procedure FlamerOn;
363 procedure FlamerOff;
364 procedure JetpackOn;
365 procedure JetpackOff;
366 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
368 //WARNING! this does nothing for now, but still call it!
369 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
371 procedure getMapBox (out x, y, w, h: Integer); inline;
372 procedure moveBy (dx, dy: Integer); inline;
374 function getCameraObj(): TObj;
376 public
377 property Vel: TPoint2i read FObj.Vel;
378 property Obj: TObj read FObj;
380 property Name: String read FName write FName;
381 property Model: TPlayerModel read FModel;
382 property Health: Integer read FHealth write FHealth;
383 property Lives: Byte read FLives write FLives;
384 property Armor: Integer read FArmor write FArmor;
385 property Air: Integer read FAir write FAir;
386 property JetFuel: Integer read FJetFuel write FJetFuel;
387 property Frags: Integer read FFrags write FFrags;
388 property Assists: Integer read FAssists write FAssists;
389 property Death: Integer read FDeath write FDeath;
390 property Kills: Integer read FKills write FKills;
391 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
392 property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode;
393 property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty;
394 property SkipFist: Byte read FSkipFist write FSkipFist;
395 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
396 property Secrets: Integer read FSecrets;
397 property GodMode: Boolean read FGodMode write FGodMode;
398 property NoTarget: Boolean read FNoTarget write FNoTarget;
399 property NoReload: Boolean read FNoReload write FNoReload;
400 property alive: Boolean read FAlive write FAlive;
401 property Flag: Byte read FFlag;
402 property Team: Byte read FTeam write FTeam;
403 property Direction: TDirection read FDirection;
404 property GameX: Integer read FObj.X write FObj.X;
405 property GameY: Integer read FObj.Y write FObj.Y;
406 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
407 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
408 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
409 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
410 property IncCam: Integer read FIncCam write FIncCam;
411 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
412 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
413 property UID: Word read FUID write FUID;
414 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
415 property NetTime: LongWord read FNetTime write FNetTime;
417 published
418 property eName: String read FName write FName;
419 property eHealth: Integer read FHealth write FHealth;
420 property eLives: Byte read FLives write FLives;
421 property eArmor: Integer read FArmor write FArmor;
422 property eAir: Integer read FAir write FAir;
423 property eJetFuel: Integer read FJetFuel write FJetFuel;
424 property eFrags: Integer read FFrags write FFrags;
425 property eAssists: Integer read FAssists write FAssists;
426 property eDeath: Integer read FDeath write FDeath;
427 property eKills: Integer read FKills write FKills;
428 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
429 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
430 property eSecrets: Integer read FSecrets write FSecrets;
431 property eGodMode: Boolean read FGodMode write FGodMode;
432 property eNoTarget: Boolean read FNoTarget write FNoTarget;
433 property eNoReload: Boolean read FNoReload write FNoReload;
434 property eAlive: Boolean read FAlive write FAlive;
435 property eFlag: Byte read FFlag;
436 property eTeam: Byte read FTeam write FTeam;
437 property eDirection: TDirection read FDirection;
438 property eGameX: Integer read FObj.X write FObj.X;
439 property eGameY: Integer read FObj.Y write FObj.Y;
440 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
441 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
442 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
443 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
444 property eIncCam: Integer read FIncCam write FIncCam;
445 property eUID: Word read FUID;
446 property eJustTeleported: Boolean read FJustTeleported;
447 property eNetTime: LongWord read FNetTime;
449 // set this before assigning something to `eDamage`
450 property eDamageType: Integer read mEDamageType write mEDamageType;
451 property eDamage: Integer write doDamage;
452 end;
454 TDifficult = record
455 public
456 DiagFire: Byte;
457 InvisFire: Byte;
458 DiagPrecision: Byte;
459 FlyPrecision: Byte;
460 Cover: Byte;
461 CloseJump: Byte;
462 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
463 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
464 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
466 public
467 procedure save (st: TStream);
468 procedure load (st: TStream);
469 end;
471 TAIFlag = record
472 Name: String;
473 Value: String;
474 end;
476 TBot = class(TPlayer)
477 private
478 FSelectedWeapon: Byte;
479 FTargetUID: Word;
480 FLastVisible: DWORD;
481 FAIFlags: Array of TAIFlag;
482 FDifficult: TDifficult;
484 function GetRnd(a: Byte): Boolean;
485 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
486 function RunDirection(): TDirection;
487 function FullInStep(XInc, YInc: Integer): Boolean;
488 //function NeedItem(Item: Byte): Byte;
489 procedure SelectWeapon(Dist: Integer);
490 procedure SetAIFlag(aName, fValue: String20);
491 function GetAIFlag(aName: String20): String20;
492 procedure RemoveAIFlag(aName: String20);
493 function Healthy(): Byte;
494 procedure UpdateMove();
495 procedure UpdateCombat();
496 function KeyPressed(Key: Word): Boolean;
497 procedure ReleaseKey(Key: Byte);
498 function TargetOnScreen(TX, TY: Integer): Boolean;
499 procedure OnDamage(Angle: SmallInt); override;
501 public
502 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
503 constructor Create(); override;
504 destructor Destroy(); override;
505 procedure Draw(); override;
506 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
507 function Heal(value: Word; Soft: Boolean): Boolean; override;
508 procedure Update(); override;
509 procedure SaveState (st: TStream); override;
510 procedure LoadState (st: TStream); override;
511 end;
513 PGib = ^TGib;
514 TGib = record
515 alive: Boolean;
516 ID: DWORD;
517 MaskID: DWORD;
518 RAngle: Integer;
519 Color: TRGB;
520 Obj: TObj;
522 procedure getMapBox (out x, y, w, h: Integer); inline;
523 procedure moveBy (dx, dy: Integer); inline;
525 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
526 end;
529 PShell = ^TShell;
530 TShell = record
531 SpriteID: DWORD;
532 alive: Boolean;
533 SType: Byte;
534 RAngle: Integer;
535 Timeout: Cardinal;
536 CX, CY: Integer;
537 Obj: TObj;
539 procedure getMapBox (out x, y, w, h: Integer); inline;
540 procedure moveBy (dx, dy: Integer); inline;
542 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
543 end;
545 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
546 private
547 FModelName: String;
548 FMess: Boolean;
549 FState: Byte;
550 FDamage: Byte;
551 FColor: TRGB;
552 FObj: TObj;
553 FPlayerUID: Word;
554 FAnimation: TAnimation;
555 FAnimationMask: TAnimation;
557 public
558 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
559 destructor Destroy(); override;
560 procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
561 procedure Update();
562 procedure Draw();
563 procedure SaveState (st: TStream);
564 procedure LoadState (st: TStream);
566 procedure getMapBox (out x, y, w, h: Integer); inline;
567 procedure moveBy (dx, dy: Integer); inline;
569 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
571 function ObjPtr (): PObj; inline;
573 property Obj: TObj read FObj; // copies object
574 property State: Byte read FState;
575 property Mess: Boolean read FMess;
576 end;
578 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
579 record
580 Score: SmallInt;
581 end;
583 var
584 gPlayers: Array of TPlayer;
585 gCorpses: Array of TCorpse;
586 gGibs: Array of TGib;
587 gShells: Array of TShell;
588 gTeamStat: TTeamStat;
589 gFly: Boolean = False;
590 gAimLine: Boolean = False;
591 gChatBubble: Integer = 0;
592 gPlayerIndicator: Integer = 1;
593 gPlayerIndicatorStyle: Integer = 0;
594 gNumBots: Word = 0;
595 gSpectLatchPID1: Word = 0;
596 gSpectLatchPID2: Word = 0;
597 MAX_RUNVEL: Integer = 8;
598 VEL_JUMP: Integer = 10;
599 SHELL_TIMEOUT: Cardinal = 60000;
601 function Lerp(X, Y, Factor: Integer): Integer;
603 procedure g_Gibs_SetMax(Count: Word);
604 function g_Gibs_GetMax(): Word;
605 procedure g_Corpses_SetMax(Count: Word);
606 function g_Corpses_GetMax(): Word;
607 procedure g_Force_Model_Set(Mode: Word);
608 function g_Force_Model_Get(): Word;
609 procedure g_Forced_Model_SetName(Model: String);
610 function g_Forced_Model_GetName(): String;
611 procedure g_Shells_SetMax(Count: Word);
612 function g_Shells_GetMax(): Word;
614 procedure g_Player_Init();
615 procedure g_Player_Free();
616 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
617 function g_Player_CreateFromState (st: TStream): Word;
618 procedure g_Player_Remove(UID: Word);
619 procedure g_Player_ResetTeams();
620 procedure g_Player_PreUpdate();
621 procedure g_Player_UpdateAll();
622 procedure g_Player_DrawAll();
623 procedure g_Player_DrawDebug(p: TPlayer);
624 procedure g_Player_DrawHealth();
625 procedure g_Player_RememberAll();
626 procedure g_Player_ResetAll(Force, Silent: Boolean);
627 function g_Player_Get(UID: Word): TPlayer;
628 function g_Player_GetCount(): Byte;
629 function g_Player_GetStats(): TPlayerStatArray;
630 function g_Player_ExistingName(Name: String): Boolean;
631 function g_Player_CreateCorpse(Player: TPlayer): Integer;
632 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
633 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
634 procedure g_Player_UpdatePhysicalObjects();
635 procedure g_Player_DrawCorpses();
636 procedure g_Player_DrawShells();
637 procedure g_Player_RemoveAllCorpses();
638 procedure g_Player_Corpses_SaveState (st: TStream);
639 procedure g_Player_Corpses_LoadState (st: TStream);
640 procedure g_Player_ResetReady();
641 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
642 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
643 procedure g_Bot_MixNames();
644 procedure g_Bot_RemoveAll();
645 function g_Bot_GetCount(): Integer;
647 implementation
649 uses
650 {$INCLUDE ../nogl/noGLuses.inc}
651 {$IFDEF ENABLE_HOLMES}
652 g_holmes,
653 {$ENDIF}
654 e_log, g_map, g_items, g_console, g_gfx, Math,
655 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
656 wadreader, g_main, g_monsters, CONFIG, g_language,
657 g_net, g_netmsg, g_window,
658 utils, xstreams;
660 const PLR_SAVE_VERSION = 0;
662 type
663 TBotProfile = record
664 name: ShortString;
665 model: ShortString;
666 team: Byte;
667 color: TRGB;
668 diag_fire: Byte;
669 invis_fire: Byte;
670 diag_precision: Byte;
671 fly_precision: Byte;
672 cover: Byte;
673 close_jump: Byte;
674 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
675 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
676 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
677 end;
679 const
680 TIME_RESPAWN1 = 1500;
681 TIME_RESPAWN2 = 2000;
682 TIME_RESPAWN3 = 3000;
683 AIR_DEF = 360;
684 AIR_MAX = 1091;
685 JET_MAX = 540; // ~30 sec
686 PLAYER_SUIT_TIME = 30000;
687 PLAYER_INVUL_TIME = 30000;
688 PLAYER_INVIS_TIME = 35000;
689 FRAG_COMBO_TIME = 3000;
690 VEL_SW = 4;
691 VEL_FLY = 6;
692 ANGLE_RIGHTUP = 55;
693 ANGLE_RIGHTDOWN = -35;
694 ANGLE_LEFTUP = 125;
695 ANGLE_LEFTDOWN = -145;
696 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
697 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
698 BOT_MAXJUMP = 84;
699 BOT_LONGDIST = 300;
700 BOT_UNSAFEDIST = 128;
701 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
702 (R:0; G:0; B:255));
703 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
704 FlyPrecision: 32; Cover: 32; CloseJump: 32;
705 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
706 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
707 FlyPrecision: 127; Cover: 127; CloseJump: 127;
708 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
709 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
710 FlyPrecision: 255; Cover: 255; CloseJump: 255;
711 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
712 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
713 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
714 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
715 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
716 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
717 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
718 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
719 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
720 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
721 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
722 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
723 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
724 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
725 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
726 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
727 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
728 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
730 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
731 CORPSE_SIGNATURE = $50524F43; // 'CORP'
733 BOTNAMES_FILENAME = 'botnames.txt';
734 BOTLIST_FILENAME = 'botlist.txt';
736 var
737 MaxGibs: Word = 150;
738 MaxCorpses: Word = 20;
739 MaxShells: Word = 300;
740 ForceModel: Word = 0;
741 ForcedModelName: String = STD_PLAYER_MODEL;
742 CurrentGib: Integer = 0;
743 CurrentShell: Integer = 0;
744 BotNames: Array of String;
745 BotList: Array of TBotProfile;
746 SavedStates: Array of TPlayerSavedState;
749 function Lerp(X, Y, Factor: Integer): Integer;
750 begin
751 Result := X + ((Y - X) div Factor);
752 end;
754 function SameTeam(UID1, UID2: Word): Boolean;
755 begin
756 Result := False;
758 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
759 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
761 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
763 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
764 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
766 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
767 end;
769 procedure g_Gibs_SetMax(Count: Word);
770 begin
771 MaxGibs := Count;
772 SetLength(gGibs, Count);
774 if CurrentGib >= Count then
775 CurrentGib := 0;
776 end;
778 function g_Gibs_GetMax(): Word;
779 begin
780 Result := MaxGibs;
781 end;
783 procedure g_Shells_SetMax(Count: Word);
784 begin
785 MaxShells := Count;
786 SetLength(gShells, Count);
788 if CurrentShell >= Count then
789 CurrentShell := 0;
790 end;
792 function g_Shells_GetMax(): Word;
793 begin
794 Result := MaxShells;
795 end;
798 procedure g_Corpses_SetMax(Count: Word);
799 begin
800 MaxCorpses := Count;
801 SetLength(gCorpses, Count);
802 end;
804 function g_Corpses_GetMax(): Word;
805 begin
806 Result := MaxCorpses;
807 end;
809 procedure g_Force_Model_Set(Mode: Word);
810 begin
811 ForceModel := Mode;
812 end;
814 function g_Force_Model_Get(): Word;
815 begin
816 Result := ForceModel;
817 end;
819 procedure g_Forced_Model_SetName(Model: String);
820 begin
821 ForcedModelName := Model;
822 end;
824 function g_Forced_Model_GetName(): String;
825 begin
826 Result := ForcedModelName;
827 end;
829 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
830 var
831 a: Integer;
832 ok: Boolean;
833 begin
834 Result := 0;
836 ok := False;
837 a := 0;
839 // Åñòü ëè ìåñòî â gPlayers:
840 if gPlayers <> nil then
841 for a := 0 to High(gPlayers) do
842 if gPlayers[a] = nil then
843 begin
844 ok := True;
845 Break;
846 end;
848 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
849 if not ok then
850 begin
851 SetLength(gPlayers, Length(gPlayers)+1);
852 a := High(gPlayers);
853 end;
855 // Ñîçäàåì îáúåêò èãðîêà:
856 if Bot then
857 gPlayers[a] := TBot.Create()
858 else
859 gPlayers[a] := TPlayer.Create();
862 gPlayers[a].FActualModelName := ModelName;
863 gPlayers[a].SetModel(ModelName);
864 if Bot and (g_Force_Model_Get() <> 0) then
865 gPlayers[a].SetModel(g_Forced_Model_GetName());
867 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
868 if gPlayers[a].FModel = nil then
869 begin
870 gPlayers[a].Free();
871 gPlayers[a] := nil;
872 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
873 Exit;
874 end;
876 if not (Team in [TEAM_RED, TEAM_BLUE]) then
877 if Random(2) = 0 then
878 Team := TEAM_RED
879 else
880 Team := TEAM_BLUE;
881 gPlayers[a].FPreferredTeam := Team;
883 case gGameSettings.GameMode of
884 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
885 GM_TDM,
886 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
887 GM_SINGLE,
888 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
889 end;
891 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
892 gPlayers[a].FColor := Color;
893 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
894 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
895 else
896 gPlayers[a].FModel.Color := Color;
898 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
899 gPlayers[a].FAlive := False;
901 Result := gPlayers[a].FUID;
902 end;
904 function g_Player_CreateFromState (st: TStream): Word;
905 var a: Integer; ok, Bot: Boolean; pos: Int64;
906 begin
907 assert(st <> nil);
909 // check signature and entity type
910 pos := st.Position;
911 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
912 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
913 Bot := utils.readBool(st);
914 st.Position := pos;
916 // find free player slot
917 ok := false;
918 for a := 0 to High(gPlayers) do
919 if gPlayers[a] = nil then
920 begin
921 ok := true;
922 break;
923 end;
925 // allocate player slot
926 if not ok then
927 begin
928 SetLength(gPlayers, Length(gPlayers)+1);
929 a := High(gPlayers);
930 end;
932 // create entity and load state
933 if Bot then
934 begin
935 gPlayers[a] := TBot.Create();
936 if (g_Force_Model_Get() <> 0) then
937 gPlayers[a].SetModel(g_Forced_Model_GetName());
938 end
939 else
940 gPlayers[a] := TPlayer.Create();
941 gPlayers[a].FPhysics := True; // ???
942 gPlayers[a].LoadState(st);
944 result := gPlayers[a].FUID;
945 end;
948 procedure g_Player_ResetTeams();
949 var
950 a: Integer;
951 begin
952 if g_Game_IsClient then
953 Exit;
954 if gPlayers = nil then
955 Exit;
956 for a := Low(gPlayers) to High(gPlayers) do
957 if gPlayers[a] <> nil then
958 case gGameSettings.GameMode of
959 GM_DM:
960 gPlayers[a].ChangeTeam(TEAM_NONE);
961 GM_TDM, GM_CTF:
962 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
963 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
964 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
965 else
966 if a mod 2 = 0 then
967 gPlayers[a].ChangeTeam(TEAM_RED)
968 else
969 gPlayers[a].ChangeTeam(TEAM_BLUE);
970 GM_SINGLE,
971 GM_COOP:
972 gPlayers[a].ChangeTeam(TEAM_COOP);
973 end;
974 end;
976 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
977 var
978 m: SSArray;
979 _name, _model: String;
980 a, tr, tb: Integer;
981 begin
982 if not g_Game_IsServer then Exit;
984 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
985 if (g_Bot_GetCount() >= gMaxBots) then Exit;
987 // Ñïèñîê íàçâàíèé ìîäåëåé:
988 m := g_PlayerModel_GetNames();
989 if m = nil then
990 Exit;
992 // Êîìàíäà:
993 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
994 Team := TEAM_COOP // COOP
995 else
996 if gGameSettings.GameMode = GM_DM then
997 Team := TEAM_NONE // DM
998 else
999 if Team = TEAM_NONE then // CTF / TDM
1000 begin
1001 // Àâòîáàëàíñ êîìàíä:
1002 tr := 0;
1003 tb := 0;
1005 for a := 0 to High(gPlayers) do
1006 if gPlayers[a] <> nil then
1007 begin
1008 if gPlayers[a].Team = TEAM_RED then
1009 Inc(tr)
1010 else
1011 if gPlayers[a].Team = TEAM_BLUE then
1012 Inc(tb);
1013 end;
1015 if tr > tb then
1016 Team := TEAM_BLUE
1017 else
1018 if tb > tr then
1019 Team := TEAM_RED
1020 else // tr = tb
1021 if Random(2) = 0 then
1022 Team := TEAM_RED
1023 else
1024 Team := TEAM_BLUE;
1025 end;
1027 // Âûáèðàåì áîòó èìÿ:
1028 _name := '';
1029 if BotNames <> nil then
1030 for a := 0 to High(BotNames) do
1031 if g_Player_ExistingName(BotNames[a]) then
1032 begin
1033 _name := BotNames[a];
1034 Break;
1035 end;
1037 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1038 _model := m[Random(Length(m))];
1040 // Ñîçäàåì áîòà:
1041 with g_Player_Get(g_Player_Create(_model,
1042 _RGB(Min(Random(9)*32, 255),
1043 Min(Random(9)*32, 255),
1044 Min(Random(9)*32, 255)),
1045 Team, True)) as TBot do
1046 begin
1047 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1048 if _name = '' then
1049 Name := Format('DFBOT%.5d', [UID])
1050 else
1051 Name := _name;
1053 case Difficult of
1054 1: FDifficult := DIFFICULT_EASY;
1055 2: FDifficult := DIFFICULT_MEDIUM;
1056 else FDifficult := DIFFICULT_HARD;
1057 end;
1059 for a := WP_FIRST to WP_LAST do
1060 begin
1061 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1062 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1063 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1064 end;
1066 FHandicap := Handicap;
1068 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1070 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1071 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1072 Spectate();
1073 end;
1074 end;
1076 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1077 var
1078 m: SSArray;
1079 _name, _model: String;
1080 a: Integer;
1081 begin
1082 if not g_Game_IsServer then Exit;
1084 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
1085 if (g_Bot_GetCount() >= gMaxBots) then Exit;
1087 // Ñïèñîê íàçâàíèé ìîäåëåé:
1088 m := g_PlayerModel_GetNames();
1089 if m = nil then
1090 Exit;
1092 // Êîìàíäà:
1093 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1094 Team := TEAM_COOP // COOP
1095 else
1096 if gGameSettings.GameMode = GM_DM then
1097 Team := TEAM_NONE // DM
1098 else
1099 if Team = TEAM_NONE then
1100 Team := BotList[num].team; // CTF / TDM
1102 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1103 if lName = '' then
1104 num := Random(Length(BotList))
1105 else
1106 begin
1107 if (num < 0) or (num > Length(BotList)-1) then
1108 num := -1;
1109 if (num = -1) and (BotList <> nil) then
1110 lName := AnsiLowerCase(lName);
1111 for a := 0 to High(BotList) do
1112 if AnsiLowerCase(BotList[a].name) = lName then
1113 begin
1114 num := a;
1115 Break;
1116 end;
1117 if num = -1 then
1118 Exit;
1119 end;
1121 // Èìÿ áîòà:
1122 _name := BotList[num].name;
1123 if (_name = '') and (BotNames <> nil) then
1124 for a := 0 to High(BotNames) do
1125 if g_Player_ExistingName(BotNames[a]) then
1126 begin
1127 _name := BotNames[a];
1128 Break;
1129 end;
1131 // Ìîäåëü:
1132 _model := BotList[num].model;
1133 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1134 if not InSArray(_model, m) then
1135 _model := m[Random(Length(m))];
1137 // Ñîçäàåì áîòà:
1138 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1139 begin
1140 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1141 if _name = ''
1142 then Name := Format('DFBOT%.5d', [UID])
1143 else Name := _name;
1145 FDifficult.DiagFire := BotList[num].diag_fire;
1146 FDifficult.InvisFire := BotList[num].invis_fire;
1147 FDifficult.DiagPrecision := BotList[num].diag_precision;
1148 FDifficult.FlyPrecision := BotList[num].fly_precision;
1149 FDifficult.Cover := BotList[num].cover;
1150 FDifficult.CloseJump := BotList[num].close_jump;
1152 FHandicap := Handicap;
1154 for a := WP_FIRST to WP_LAST do
1155 begin
1156 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1157 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1158 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1159 end;
1161 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1163 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1164 end;
1165 end;
1167 procedure g_Bot_RemoveAll();
1168 var
1169 a: Integer;
1170 begin
1171 if not g_Game_IsServer then Exit;
1172 if gPlayers = nil then Exit;
1174 for a := 0 to High(gPlayers) do
1175 if gPlayers[a] <> nil then
1176 if gPlayers[a] is TBot then
1177 begin
1178 gPlayers[a].Lives := 0;
1179 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1180 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1181 g_Player_Remove(gPlayers[a].FUID);
1182 end;
1184 g_Bot_MixNames();
1185 end;
1187 procedure g_Bot_MixNames();
1188 var
1189 s: String;
1190 a, b: Integer;
1191 begin
1192 if BotNames <> nil then
1193 for a := 0 to High(BotNames) do
1194 begin
1195 b := Random(Length(BotNames));
1196 s := BotNames[a];
1197 Botnames[a] := BotNames[b];
1198 BotNames[b] := s;
1199 end;
1200 end;
1202 procedure g_Player_Remove(UID: Word);
1203 var
1204 i: Integer;
1205 begin
1206 if gPlayers = nil then Exit;
1208 if g_Game_IsServer and g_Game_IsNet then
1209 MH_SEND_PlayerDelete(UID);
1211 for i := 0 to High(gPlayers) do
1212 if gPlayers[i] <> nil then
1213 if gPlayers[i].FUID = UID then
1214 begin
1215 if gPlayers[i] is TPlayer then
1216 TPlayer(gPlayers[i]).Free()
1217 else
1218 TBot(gPlayers[i]).Free();
1219 gPlayers[i] := nil;
1220 Exit;
1221 end;
1222 end;
1224 procedure g_Player_Init();
1225 var
1226 F: TextFile;
1227 s: String;
1228 a, b: Integer;
1229 config: TConfig;
1230 sa: SSArray;
1231 path: AnsiString;
1232 begin
1233 BotNames := nil;
1234 BotList := nil;
1236 path := BOTNAMES_FILENAME;
1237 if e_FindResource(DataDirs, path) then
1238 begin
1239 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1240 AssignFile(F, path);
1241 Reset(F);
1243 while not EOF(F) do
1244 begin
1245 ReadLn(F, s);
1247 s := Trim(s);
1248 if s = '' then
1249 Continue;
1251 SetLength(BotNames, Length(BotNames)+1);
1252 BotNames[High(BotNames)] := s;
1253 end;
1255 CloseFile(F);
1257 // Ïåðåìåøèâàåì èõ:
1258 g_Bot_MixNames();
1259 end;
1261 path := BOTLIST_FILENAME;
1262 if e_FindResource(DataDirs, path) then
1263 begin
1264 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1265 config := TConfig.CreateFile(path);
1266 a := 0;
1268 while config.SectionExists(IntToStr(a)) do
1269 begin
1270 SetLength(BotList, Length(BotList)+1);
1272 with BotList[High(BotList)] do
1273 begin
1274 name := config.ReadStr(IntToStr(a), 'name', ''); // Èìÿ áîòà
1275 model := config.ReadStr(IntToStr(a), 'model', ''); // Ìîäåëü
1277 // Êîìàíäà
1278 s := config.ReadStr(IntToStr(a), 'team', '');
1279 if s = 'red' then
1280 team := TEAM_RED
1281 else if s = 'blue' then
1282 team := TEAM_BLUE
1283 else
1284 team := TEAM_NONE;
1286 // Öâåò ìîäåëè
1287 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1288 SetLength(sa, 3);
1289 color.R := StrToIntDef(sa[0], 0);
1290 color.G := StrToIntDef(sa[1], 0);
1291 color.B := StrToIntDef(sa[2], 0);
1293 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0); // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì
1294 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0); // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó
1295 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0); // Òî÷íîñòü ñòðåëüáû ïîä óãëîì
1296 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0); // Òî÷íîñòü ñòðåëüáû â ïîëåòå
1297 cover := config.ReadInt(IntToStr(a), 'cover', 0); // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ
1298 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0); // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ
1301 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1302 if Length(sa) = 10 then
1303 for b := 0 to 9 do
1304 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1306 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ
1307 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1308 if Length(sa) = 10 then
1309 for b := 0 to 9 do
1310 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1312 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1313 if Length(sa) = 10 then
1314 for b := 0 to 9 do
1315 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1316 end;
1318 a += 1;
1319 end;
1321 config.Free();
1322 end;
1324 SetLength(SavedStates, 0);
1325 end;
1327 procedure g_Player_Free();
1328 var
1329 i: Integer;
1330 begin
1331 if gPlayers <> nil then
1332 begin
1333 for i := 0 to High(gPlayers) do
1334 if gPlayers[i] <> nil then
1335 begin
1336 if gPlayers[i] is TPlayer then
1337 TPlayer(gPlayers[i]).Free()
1338 else
1339 TBot(gPlayers[i]).Free();
1340 gPlayers[i] := nil;
1341 end;
1343 gPlayers := nil;
1344 end;
1346 gPlayer1 := nil;
1347 gPlayer2 := nil;
1348 SetLength(SavedStates, 0);
1349 end;
1351 procedure g_Player_PreUpdate();
1352 var
1353 i: Integer;
1354 begin
1355 if gPlayers = nil then Exit;
1356 for i := 0 to High(gPlayers) do
1357 if gPlayers[i] <> nil then
1358 gPlayers[i].PreUpdate();
1359 end;
1361 procedure g_Player_UpdateAll();
1362 var
1363 i: Integer;
1364 begin
1365 if gPlayers = nil then Exit;
1367 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1368 for i := 0 to High(gPlayers) do
1369 begin
1370 if gPlayers[i] <> nil then
1371 begin
1372 if gPlayers[i] is TPlayer then
1373 begin
1374 gPlayers[i].Update();
1375 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1376 end
1377 else
1378 begin
1379 // bot updates weapons in `UpdateCombat()`
1380 TBot(gPlayers[i]).Update();
1381 end;
1382 end;
1383 end;
1384 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1385 end;
1387 procedure g_Player_DrawAll();
1388 var
1389 i: Integer;
1390 begin
1391 if gPlayers = nil then Exit;
1393 for i := 0 to High(gPlayers) do
1394 if gPlayers[i] <> nil then
1395 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1396 else TBot(gPlayers[i]).Draw();
1397 end;
1399 procedure g_Player_DrawDebug(p: TPlayer);
1400 var
1401 fW, fH: Byte;
1402 begin
1403 if p = nil then Exit;
1404 if (@p.FObj) = nil then Exit;
1406 e_TextureFontGetSize(gStdFont, fW, fH);
1408 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1409 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1410 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1411 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1412 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1413 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1414 e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
1415 e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
1416 end;
1418 procedure g_Player_DrawHealth();
1419 var
1420 i: Integer;
1421 fW, fH: Byte;
1422 begin
1423 if gPlayers = nil then Exit;
1424 e_TextureFontGetSize(gStdFont, fW, fH);
1426 for i := 0 to High(gPlayers) do
1427 if gPlayers[i] <> nil then
1428 begin
1429 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1430 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1431 IntToStr(gPlayers[i].FHealth), gStdFont);
1432 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1433 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1434 IntToStr(gPlayers[i].FArmor), gStdFont);
1435 end;
1436 end;
1438 function g_Player_Get(UID: Word): TPlayer;
1439 var
1440 a: Integer;
1441 begin
1442 Result := nil;
1444 if gPlayers = nil then
1445 Exit;
1447 for a := 0 to High(gPlayers) do
1448 if gPlayers[a] <> nil then
1449 if gPlayers[a].FUID = UID then
1450 begin
1451 Result := gPlayers[a];
1452 Exit;
1453 end;
1454 end;
1456 function g_Player_GetCount(): Byte;
1457 var
1458 a: Integer;
1459 begin
1460 Result := 0;
1462 if gPlayers = nil then
1463 Exit;
1465 for a := 0 to High(gPlayers) do
1466 if gPlayers[a] <> nil then
1467 Result := Result + 1;
1468 end;
1470 function g_Bot_GetCount(): Integer;
1471 var
1472 a: Integer;
1473 begin
1474 Result := 0;
1476 if gPlayers = nil then
1477 Exit;
1479 for a := 0 to High(gPlayers) do
1480 if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then
1481 Result := Result + 1;
1482 end;
1484 function g_Player_GetStats(): TPlayerStatArray;
1485 var
1486 a: Integer;
1487 begin
1488 Result := nil;
1490 if gPlayers = nil then Exit;
1492 for a := 0 to High(gPlayers) do
1493 if gPlayers[a] <> nil then
1494 begin
1495 SetLength(Result, Length(Result)+1);
1496 with Result[High(Result)] do
1497 begin
1498 Num := a;
1499 Ping := gPlayers[a].FPing;
1500 Loss := gPlayers[a].FLoss;
1501 Name := gPlayers[a].FName;
1502 Team := gPlayers[a].FTeam;
1503 Frags := gPlayers[a].FFrags;
1504 Assists := gPlayers[a].FAssists;
1505 Deaths := gPlayers[a].FDeath;
1506 Kills := gPlayers[a].FKills;
1507 Color := gPlayers[a].FModel.Color;
1508 Lives := gPlayers[a].FLives;
1509 Spectator := gPlayers[a].FSpectator;
1510 UID := gPlayers[a].FUID;
1511 end;
1512 end;
1513 end;
1515 procedure g_Player_ResetReady();
1516 var
1517 a: Integer;
1518 begin
1519 if not g_Game_IsServer then Exit;
1520 if gPlayers = nil then Exit;
1522 for a := 0 to High(gPlayers) do
1523 if gPlayers[a] <> nil then
1524 begin
1525 gPlayers[a].FReady := False;
1526 if g_Game_IsNet then
1527 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1528 end;
1529 end;
1531 procedure g_Player_RememberAll;
1532 var
1533 i: Integer;
1534 begin
1535 for i := Low(gPlayers) to High(gPlayers) do
1536 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1537 gPlayers[i].RememberState;
1538 end;
1540 procedure g_Player_ResetAll(Force, Silent: Boolean);
1541 var
1542 i: Integer;
1543 begin
1544 gTeamStat[TEAM_RED].Score := 0;
1545 gTeamStat[TEAM_BLUE].Score := 0;
1547 if gPlayers <> nil then
1548 for i := 0 to High(gPlayers) do
1549 if gPlayers[i] <> nil then
1550 begin
1551 gPlayers[i].Reset(Force);
1553 if gPlayers[i] is TPlayer then
1554 begin
1555 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1556 gPlayers[i].Respawn(Silent)
1557 else
1558 gPlayers[i].Spectate();
1559 end
1560 else
1561 TBot(gPlayers[i]).Respawn(Silent);
1562 end;
1563 end;
1565 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1566 var
1567 i: Integer;
1568 find_id: DWORD;
1569 ok: Boolean;
1570 begin
1571 Result := -1;
1573 if Player.alive then
1574 Exit;
1576 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1577 i := Player.FCorpse;
1578 if (i >= 0) and (i < Length(gCorpses)) then
1579 begin
1580 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1581 gCorpses[i].FPlayerUID := 0;
1582 end;
1584 if Player.FObj.Y >= gMapInfo.Height+128 then
1585 Exit;
1587 with Player do
1588 begin
1589 if (FHealth >= -50) or (gGibsCount = 0) then
1590 begin
1591 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1592 Exit;
1594 ok := False;
1595 for find_id := 0 to High(gCorpses) do
1596 if gCorpses[find_id] = nil then
1597 begin
1598 ok := True;
1599 Break;
1600 end;
1602 if not ok then
1603 find_id := Random(Length(gCorpses));
1605 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1606 gCorpses[find_id].FColor := FModel.Color;
1607 gCorpses[find_id].FObj.Vel := FObj.Vel;
1608 gCorpses[find_id].FObj.Accel := FObj.Accel;
1609 gCorpses[find_id].FPlayerUID := FUID;
1611 Result := find_id;
1612 end
1613 else
1614 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1615 FObj.Y + PLAYER_RECT_CY,
1616 FModel.Name, FModel.Color);
1617 end;
1618 end;
1620 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1621 var
1622 SID: DWORD;
1623 begin
1624 if (gShells = nil) or (Length(gShells) = 0) then
1625 Exit;
1627 with gShells[CurrentShell] do
1628 begin
1629 SpriteID := 0;
1630 g_Obj_Init(@Obj);
1631 Obj.Rect.X := 0;
1632 Obj.Rect.Y := 0;
1633 if T = SHELL_BULLET then
1634 begin
1635 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1636 SpriteID := SID;
1637 CX := 2;
1638 CY := 1;
1639 Obj.Rect.Width := 4;
1640 Obj.Rect.Height := 2;
1641 end
1642 else
1643 begin
1644 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1645 SpriteID := SID;
1646 CX := 4;
1647 CY := 2;
1648 Obj.Rect.Width := 7;
1649 Obj.Rect.Height := 3;
1650 end;
1651 SType := T;
1652 alive := True;
1653 Obj.X := fX;
1654 Obj.Y := fY;
1655 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1656 positionChanged(); // this updates spatial accelerators
1657 RAngle := Random(360);
1658 Timeout := gTime + SHELL_TIMEOUT;
1660 if CurrentShell >= High(gShells) then
1661 CurrentShell := 0
1662 else
1663 Inc(CurrentShell);
1664 end;
1665 end;
1667 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1668 var
1669 a: Integer;
1670 GibsArray: TGibsArray;
1671 Blood: TModelBlood;
1672 begin
1673 if (gGibs = nil) or (Length(gGibs) = 0) then
1674 Exit;
1675 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1676 Exit;
1677 Blood := g_PlayerModel_GetBlood(ModelName);
1679 for a := 0 to High(GibsArray) do
1680 with gGibs[CurrentGib] do
1681 begin
1682 Color := fColor;
1683 ID := GibsArray[a].ID;
1684 MaskID := GibsArray[a].MaskID;
1685 alive := True;
1686 g_Obj_Init(@Obj);
1687 Obj.Rect := GibsArray[a].Rect;
1688 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1689 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1690 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1691 positionChanged(); // this updates spatial accelerators
1692 RAngle := Random(360);
1694 if gBloodCount > 0 then
1695 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1696 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1698 if CurrentGib >= High(gGibs) then
1699 CurrentGib := 0
1700 else
1701 Inc(CurrentGib);
1702 end;
1703 end;
1705 procedure g_Player_UpdatePhysicalObjects();
1706 var
1707 i: Integer;
1708 vel: TPoint2i;
1709 mr: Word;
1711 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1712 var
1713 k: Integer;
1714 begin
1715 k := 1 + Random(2);
1716 if T = SHELL_BULLET then
1717 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1718 else
1719 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1720 end;
1722 begin
1723 // Êóñêè ìÿñà:
1724 if gGibs <> nil then
1725 for i := 0 to High(gGibs) do
1726 if gGibs[i].alive then
1727 with gGibs[i] do
1728 begin
1729 Obj.oldX := Obj.X;
1730 Obj.oldY := Obj.Y;
1732 vel := Obj.Vel;
1733 mr := g_Obj_Move(@Obj, True, False, True);
1734 positionChanged(); // this updates spatial accelerators
1736 if WordBool(mr and MOVE_FALLOUT) then
1737 begin
1738 alive := False;
1739 Continue;
1740 end;
1742 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1743 if WordBool(mr and MOVE_HITWALL) then
1744 Obj.Vel.X := -(vel.X div 2);
1745 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1746 Obj.Vel.Y := -(vel.Y div 2);
1748 if (Obj.Vel.X >= 0) then
1749 begin // Clockwise
1750 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1751 if RAngle >= 360 then
1752 RAngle := RAngle mod 360;
1753 end else begin // Counter-clockwise
1754 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1755 if RAngle < 0 then
1756 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1757 end;
1759 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1760 if gTime mod (GAME_TICK*3) = 0 then
1761 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1762 end;
1764 // Òðóïû:
1765 if gCorpses <> nil then
1766 for i := 0 to High(gCorpses) do
1767 if gCorpses[i] <> nil then
1768 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1769 begin
1770 gCorpses[i].Free();
1771 gCorpses[i] := nil;
1772 end
1773 else
1774 gCorpses[i].Update();
1776 // Ãèëüçû:
1777 if gShells <> nil then
1778 for i := 0 to High(gShells) do
1779 if gShells[i].alive then
1780 with gShells[i] do
1781 begin
1782 Obj.oldX := Obj.X;
1783 Obj.oldY := Obj.Y;
1785 vel := Obj.Vel;
1786 mr := g_Obj_Move(@Obj, True, False, True);
1787 positionChanged(); // this updates spatial accelerators
1789 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1790 begin
1791 alive := False;
1792 Continue;
1793 end;
1795 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1796 if WordBool(mr and MOVE_HITWALL) then
1797 begin
1798 Obj.Vel.X := -(vel.X div 2);
1799 if not WordBool(mr and MOVE_INWATER) then
1800 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1801 end;
1802 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1803 begin
1804 Obj.Vel.Y := -(vel.Y div 2);
1805 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1806 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1807 begin
1808 if RAngle mod 90 <> 0 then
1809 RAngle := (RAngle div 90) * 90;
1810 end
1811 else if not WordBool(mr and MOVE_INWATER) then
1812 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1813 end;
1815 if (Obj.Vel.X >= 0) then
1816 begin // Clockwise
1817 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1818 if RAngle >= 360 then
1819 RAngle := RAngle mod 360;
1820 end else begin // Counter-clockwise
1821 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1822 if RAngle < 0 then
1823 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1824 end;
1825 end;
1826 end;
1829 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1830 begin
1831 x := Obj.X+Obj.Rect.X;
1832 y := Obj.Y+Obj.Rect.Y;
1833 w := Obj.Rect.Width;
1834 h := Obj.Rect.Height;
1835 end;
1837 procedure TGib.moveBy (dx, dy: Integer); inline;
1838 begin
1839 if (dx <> 0) or (dy <> 0) then
1840 begin
1841 Obj.X += dx;
1842 Obj.Y += dy;
1843 positionChanged();
1844 end;
1845 end;
1848 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1849 begin
1850 x := Obj.X;
1851 y := Obj.Y;
1852 w := Obj.Rect.Width;
1853 h := Obj.Rect.Height;
1854 end;
1856 procedure TShell.moveBy (dx, dy: Integer); inline;
1857 begin
1858 if (dx <> 0) or (dy <> 0) then
1859 begin
1860 Obj.X += dx;
1861 Obj.Y += dy;
1862 positionChanged();
1863 end;
1864 end;
1867 procedure TGib.positionChanged (); inline; begin end;
1868 procedure TShell.positionChanged (); inline; begin end;
1871 procedure g_Player_DrawCorpses();
1872 var
1873 i, fX, fY: Integer;
1874 a: TDFPoint;
1875 begin
1876 if gGibs <> nil then
1877 for i := 0 to High(gGibs) do
1878 if gGibs[i].alive then
1879 with gGibs[i] do
1880 begin
1881 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1882 Continue;
1884 Obj.lerp(gLerpFactor, fX, fY);
1886 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1887 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1889 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1891 e_Colors := Color;
1892 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1893 e_Colors.R := 255;
1894 e_Colors.G := 255;
1895 e_Colors.B := 255;
1896 end;
1898 if gCorpses <> nil then
1899 for i := 0 to High(gCorpses) do
1900 if gCorpses[i] <> nil then
1901 gCorpses[i].Draw();
1902 end;
1904 procedure g_Player_DrawShells();
1905 var
1906 i, fX, fY: Integer;
1907 a: TDFPoint;
1908 begin
1909 if gShells <> nil then
1910 for i := 0 to High(gShells) do
1911 if gShells[i].alive then
1912 with gShells[i] do
1913 begin
1914 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1915 Continue;
1917 Obj.lerp(gLerpFactor, fX, fY);
1919 a.X := CX;
1920 a.Y := CY;
1922 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1923 end;
1924 end;
1926 procedure g_Player_RemoveAllCorpses();
1927 var
1928 i: Integer;
1929 begin
1930 gGibs := nil;
1931 gShells := nil;
1932 SetLength(gGibs, MaxGibs);
1933 SetLength(gShells, MaxGibs);
1934 CurrentGib := 0;
1935 CurrentShell := 0;
1937 if gCorpses <> nil then
1938 for i := 0 to High(gCorpses) do
1939 gCorpses[i].Free();
1941 gCorpses := nil;
1942 SetLength(gCorpses, MaxCorpses);
1943 end;
1945 procedure g_Player_Corpses_SaveState (st: TStream);
1946 var
1947 count, i: Integer;
1948 begin
1949 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1950 count := 0;
1951 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1953 // Êîëè÷åñòâî òðóïîâ
1954 utils.writeInt(st, LongInt(count));
1956 if (count = 0) then exit;
1958 // Ñîõðàíÿåì òðóïû
1959 for i := 0 to High(gCorpses) do
1960 begin
1961 if gCorpses[i] <> nil then
1962 begin
1963 // Íàçâàíèå ìîäåëè
1964 utils.writeStr(st, gCorpses[i].FModelName);
1965 // Òèï ñìåðòè
1966 utils.writeBool(st, gCorpses[i].Mess);
1967 // Ñîõðàíÿåì äàííûå òðóïà:
1968 gCorpses[i].SaveState(st);
1969 end;
1970 end;
1971 end;
1974 procedure g_Player_Corpses_LoadState (st: TStream);
1975 var
1976 count, i: Integer;
1977 str: String;
1978 b: Boolean;
1979 begin
1980 assert(st <> nil);
1982 g_Player_RemoveAllCorpses();
1984 // Êîëè÷åñòâî òðóïîâ:
1985 count := utils.readLongInt(st);
1986 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1988 if (count = 0) then exit;
1990 // Çàãðóæàåì òðóïû
1991 for i := 0 to count-1 do
1992 begin
1993 // Íàçâàíèå ìîäåëè:
1994 str := utils.readStr(st);
1995 // Òèï ñìåðòè
1996 b := utils.readBool(st);
1997 // Ñîçäàåì òðóï
1998 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1999 // Çàãðóæàåì äàííûå òðóïà
2000 gCorpses[i].LoadState(st);
2001 end;
2002 end;
2005 { T P l a y e r : }
2007 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
2009 procedure TPlayer.BFGHit();
2010 begin
2011 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2012 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2013 if g_Game_IsServer and g_Game_IsNet then
2014 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2015 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2016 0, NET_GFX_BFGHIT);
2017 end;
2019 procedure TPlayer.ChangeModel(ModelName: string);
2020 var
2021 locModel: TPlayerModel;
2022 begin
2023 locModel := g_PlayerModel_Get(ModelName);
2024 if locModel = nil then Exit;
2026 FModel.Free();
2027 FModel := locModel;
2028 end;
2030 procedure TPlayer.SetModel(ModelName: string);
2031 var
2032 m: TPlayerModel;
2033 begin
2034 m := g_PlayerModel_Get(ModelName);
2035 if m = nil then
2036 begin
2037 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2038 m := g_PlayerModel_Get('doomer');
2039 if m = nil then
2040 begin
2041 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2042 Exit;
2043 end;
2044 end;
2046 if FModel <> nil then
2047 FModel.Free();
2049 FModel := m;
2051 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2052 FModel.Color := FColor
2053 else
2054 FModel.Color := TEAMCOLOR[FTeam];
2055 FModel.SetWeapon(FCurrWeap);
2056 FModel.SetFlag(FFlag);
2057 SetDirection(FDirection);
2058 end;
2060 procedure TPlayer.SetColor(Color: TRGB);
2061 begin
2062 FColor := Color;
2063 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2064 if FModel <> nil then FModel.Color := Color;
2065 end;
2069 function TPlayer.GetColor(): TRGB;
2070 begin
2071 result := FModel.Color;
2072 end;
2074 procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte);
2075 var
2076 i: Integer;
2077 begin
2078 for i := WP_FIRST to WP_LAST + 1 do
2079 begin
2080 if (Prefs[i] > WP_LAST + 1) then
2081 FWeapPreferences[i] := 0
2082 else
2083 FWeapPreferences[i] := Prefs[i];
2084 end;
2085 end;
2087 procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte);
2088 begin
2089 if (Weapon > WP_LAST + 1) then
2090 exit
2091 else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then
2092 FWeapPreferences[Weapon] := Pref
2093 else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then
2094 FWeapPreferences[Weapon] := 0;
2095 end;
2097 function TPlayer.GetWeaponPref(Weapon: Byte) : Byte;
2098 begin
2099 if (Weapon > WP_LAST + 1) then
2100 result := 0
2101 else if (FWeapPreferences[Weapon] > WP_LAST + 1) then
2102 result := 0
2103 else
2104 result := FWeapPreferences[Weapon];
2105 end;
2107 function TPlayer.GetMorePrefered() : Byte;
2108 var
2109 testedWeap, i: Byte;
2110 begin
2111 testedWeap := FCurrWeap;
2112 for i := WP_FIRST to WP_LAST do
2113 if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
2114 testedWeap := i;
2115 if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
2116 testedWeap := WEAPON_KASTET;
2117 result := testedWeap;
2118 end;
2120 function TPlayer.maySwitch(Weapon: Byte) : Boolean;
2121 begin
2122 result := true;
2123 if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then
2124 begin
2125 if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then
2126 result := false;
2127 end
2128 else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then
2129 result := false;
2130 end;
2132 procedure TPlayer.SwitchTeam;
2133 begin
2134 if g_Game_IsClient then
2135 Exit;
2136 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2138 if gGameOn and FAlive then
2139 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2141 if FTeam = TEAM_RED then
2142 begin
2143 ChangeTeam(TEAM_BLUE);
2144 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2145 if g_Game_IsNet then
2146 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2147 end
2148 else
2149 begin
2150 ChangeTeam(TEAM_RED);
2151 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2152 if g_Game_IsNet then
2153 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2154 end;
2155 FPreferredTeam := FTeam;
2156 end;
2158 procedure TPlayer.ChangeTeam(Team: Byte);
2159 var
2160 OldTeam: Byte;
2161 begin
2162 OldTeam := FTeam;
2163 FTeam := Team;
2164 case Team of
2165 TEAM_RED, TEAM_BLUE:
2166 FModel.Color := TEAMCOLOR[Team];
2167 else
2168 FModel.Color := FColor;
2169 end;
2170 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2171 MH_SEND_PlayerStats(FUID);
2172 end;
2175 procedure TPlayer.CollideItem();
2176 var
2177 i: Integer;
2178 r: Boolean;
2179 begin
2180 if gItems = nil then Exit;
2181 if not FAlive then Exit;
2183 for i := 0 to High(gItems) do
2184 with gItems[i] do
2185 begin
2186 if (ItemType <> ITEM_NONE) and alive then
2187 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2188 PLAYER_RECT.Height, @Obj) then
2189 begin
2190 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2192 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2193 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2194 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2195 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2196 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2198 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2199 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2200 (gGameSettings.GameType = GT_SINGLE) and
2201 (g_Player_GetCount() > 1)) then
2202 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2203 end;
2204 end;
2205 end;
2208 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2209 begin
2210 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2211 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2212 False);
2213 end;
2215 constructor TPlayer.Create();
2216 begin
2217 viewPortX := 0;
2218 viewPortY := 0;
2219 viewPortW := 0;
2220 viewPortH := 0;
2221 mEDamageType := HIT_SOME;
2223 FIamBot := False;
2224 FDummy := False;
2225 FSpawned := False;
2227 FSawSound := TPlayableSound.Create();
2228 FSawSoundIdle := TPlayableSound.Create();
2229 FSawSoundHit := TPlayableSound.Create();
2230 FSawSoundSelect := TPlayableSound.Create();
2231 FFlameSoundOn := TPlayableSound.Create();
2232 FFlameSoundOff := TPlayableSound.Create();
2233 FFlameSoundWork := TPlayableSound.Create();
2234 FJetSoundFly := TPlayableSound.Create();
2235 FJetSoundOn := TPlayableSound.Create();
2236 FJetSoundOff := TPlayableSound.Create();
2238 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2239 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2240 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2241 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2242 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2243 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2244 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2245 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2246 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2247 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2249 FSpectatePlayer := -1;
2250 FClientID := -1;
2251 FPing := 0;
2252 FLoss := 0;
2253 FSavedStateNum := -1;
2254 FShellTimer := -1;
2255 FFireTime := 0;
2256 FFirePainTime := 0;
2257 FFireAttacker := 0;
2258 FHandicap := 100;
2259 FCorpse := -1;
2261 FActualModelName := 'doomer';
2263 g_Obj_Init(@FObj);
2264 FObj.Rect := PLAYER_RECT;
2266 FBFGFireCounter := -1;
2267 FJustTeleported := False;
2268 FNetTime := 0;
2270 FWaitForFirstSpawn := false;
2272 resetWeaponQueue();
2273 end;
2275 procedure TPlayer.positionChanged (); inline;
2276 begin
2277 end;
2279 procedure TPlayer.doDamage (v: Integer);
2280 begin
2281 if (v <= 0) then exit;
2282 if (v > 32767) then v := 32767;
2283 Damage(v, 0, 0, 0, mEDamageType);
2284 end;
2286 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2287 var
2288 c: Word;
2289 begin
2290 if (not g_Game_IsClient) and (not FAlive) then
2291 Exit;
2293 FLastHit := t;
2295 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2296 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2297 begin
2298 if not g_Game_IsClient then
2299 begin
2300 FArmor := 0;
2301 if t = HIT_TRAP then
2302 begin
2303 // Ëîâóøêà óáèâàåò ñðàçó:
2304 FHealth := -100;
2305 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2306 end;
2307 if t = HIT_SELF then
2308 begin
2309 // Ñàìîóáèéñòâî:
2310 FHealth := 0;
2311 Kill(K_SIMPLEKILL, SpawnerUID, t);
2312 end;
2313 end;
2314 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2315 FMegaRulez[MR_SUIT] := 0;
2316 FMegaRulez[MR_INVUL] := 0;
2317 FMegaRulez[MR_INVIS] := 0;
2318 FSpawnInvul := 0;
2319 FBerserk := 0;
2320 end;
2322 // Íî îò îñòàëüíîãî ñïàñàåò:
2323 if FMegaRulez[MR_INVUL] >= gTime then
2324 Exit;
2326 // ×èò-êîä "ÃÎÐÅÖ":
2327 if FGodMode then
2328 Exit;
2330 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2331 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2332 (SpawnerUID = FUID) or
2333 (not SameTeam(FUID, SpawnerUID)) then
2334 begin
2335 FLastSpawnerUID := SpawnerUID;
2337 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2338 if gBloodCount > 0 then
2339 begin
2340 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2341 if value div 4 <= c then
2342 c := c - (value div 4)
2343 else
2344 c := 0;
2346 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2347 MakeBloodSimple(c)
2348 else
2349 case t of
2350 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2351 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2352 end;
2354 if t = HIT_WATER then
2355 g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2356 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2357 end;
2359 // Áóôåð óðîíà:
2360 if FAlive then
2361 Inc(FDamageBuffer, value);
2363 // Âñïûøêà áîëè:
2364 if gFlash <> 0 then
2365 FPain := FPain + value;
2366 end;
2368 if g_Game_IsServer and g_Game_IsNet then
2369 begin
2370 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2371 MH_SEND_PlayerStats(FUID);
2372 MH_SEND_PlayerPos(False, FUID);
2373 end;
2374 end;
2376 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2377 begin
2378 Result := False;
2379 if g_Game_IsClient then
2380 Exit;
2381 if not FAlive then
2382 Exit;
2384 if Soft and (FHealth < PLAYER_HP_SOFT) then
2385 begin
2386 IncMax(FHealth, value, PLAYER_HP_SOFT);
2387 Result := True;
2388 end;
2389 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2390 begin
2391 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2392 Result := True;
2393 end;
2395 if Result and g_Game_IsServer and g_Game_IsNet then
2396 MH_SEND_PlayerStats(FUID);
2397 end;
2399 destructor TPlayer.Destroy();
2400 begin
2401 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2402 gPlayer1 := nil;
2403 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2404 gPlayer2 := nil;
2406 FSawSound.Free();
2407 FSawSoundIdle.Free();
2408 FSawSoundHit.Free();
2409 FSawSoundSelect.Free();
2410 FFlameSoundOn.Free();
2411 FFlameSoundOff.Free();
2412 FFlameSoundWork.Free();
2413 FJetSoundFly.Free();
2414 FJetSoundOn.Free();
2415 FJetSoundOff.Free();
2416 FModel.Free();
2417 if FPunchAnim <> nil then
2418 FPunchAnim.Free();
2420 inherited;
2421 end;
2423 procedure TPlayer.DrawIndicator(Color: TRGB);
2424 var
2425 indX, indY, fX, fY, fSlope: Integer;
2426 indW, indH: Word;
2427 indA: Single;
2428 a: TDFPoint;
2429 nW, nH: Byte;
2430 ID: DWORD;
2431 c: TRGB;
2432 begin
2433 if FAlive then
2434 begin
2435 FObj.lerp(gLerpFactor, fX, fY);
2436 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2438 case gPlayerIndicatorStyle of
2439 0:
2440 begin
2441 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2442 begin
2443 e_GetTextureSize(ID, @indW, @indH);
2444 a.X := indW div 2;
2445 a.Y := indH div 2;
2447 if (FObj.X + FObj.Rect.X) < 0 then
2448 begin
2449 indA := 90;
2450 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2451 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2452 end
2454 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2455 begin
2456 indA := 270;
2457 indX := fX + FObj.Rect.X - indH;
2458 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2459 end
2461 else if (FObj.Y - indH) < 0 then
2462 begin
2463 indA := 180;
2464 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2465 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2466 end
2468 else
2469 begin
2470 indA := 0;
2471 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2472 indY := fY - indH;
2473 end;
2475 indY := indY + fSlope;
2476 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2477 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2479 c := e_Colors;
2480 e_Colors := Color;
2481 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2482 e_Colors := c;
2483 end;
2484 end;
2486 1:
2487 begin
2488 e_TextureFontGetSize(gStdFont, nW, nH);
2489 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2490 indY := fY - nH + fSlope;
2491 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2492 end;
2493 end;
2494 end;
2495 end;
2497 procedure TPlayer.DrawBubble();
2498 var
2499 bubX, bubY, fX, fY: Integer;
2500 ID: LongWord;
2501 Rb, Gb, Bb,
2502 Rw, Gw, Bw: SmallInt;
2503 Dot: Byte;
2504 CObj: TObj;
2505 begin
2506 CObj := getCameraObj();
2507 CObj.lerp(gLerpFactor, fX, fY);
2508 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2509 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2510 bubY := fY+FObj.Rect.Y - 18;
2511 Rb := 64;
2512 Gb := 64;
2513 Bb := 64;
2514 Rw := 240;
2515 Gw := 240;
2516 Bw := 240;
2517 case gChatBubble of
2518 1: // simple textual non-bubble
2519 begin
2520 bubX := fX+FObj.Rect.X - 11;
2521 bubY := fY+FObj.Rect.Y - 17;
2522 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2523 Exit;
2524 end;
2525 2: // advanced pixel-perfect bubble
2526 begin
2527 if FTeam = TEAM_RED then
2528 Rb := 255
2529 else
2530 if FTeam = TEAM_BLUE then
2531 Bb := 255;
2532 end;
2533 3: // colored bubble
2534 begin
2535 Rb := FModel.Color.R;
2536 Gb := FModel.Color.G;
2537 Bb := FModel.Color.B;
2538 Rw := Min(Rb * 2 + 64, 255);
2539 Gw := Min(Gb * 2 + 64, 255);
2540 Bw := Min(Bb * 2 + 64, 255);
2541 if (Abs(Rw - Rb) < 32)
2542 or (Abs(Gw - Gb) < 32)
2543 or (Abs(Bw - Bb) < 32) then
2544 begin
2545 Rb := Max(Rw div 2 - 16, 0);
2546 Gb := Max(Gw div 2 - 16, 0);
2547 Bb := Max(Bw div 2 - 16, 0);
2548 end;
2549 end;
2550 4: // custom textured bubble
2551 begin
2552 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2553 if FDirection = TDirection.D_RIGHT then
2554 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2555 else
2556 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2557 Exit;
2558 end;
2559 end;
2561 // Outer borders
2562 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2563 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2564 // Inner box
2565 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2567 // Tail
2568 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2569 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2570 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2571 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2572 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2573 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2575 // Dots
2576 Dot := 6;
2577 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2578 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2579 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2580 end;
2582 procedure TPlayer.Draw();
2583 var
2584 ID: DWORD;
2585 w, h: Word;
2586 dr: Boolean;
2587 Mirror: TMirrorType;
2588 fX, fY, fSlope: Integer;
2589 begin
2590 FObj.lerp(gLerpFactor, fX, fY);
2591 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2593 if FAlive then
2594 begin
2595 if Direction = TDirection.D_RIGHT then
2596 Mirror := TMirrorType.None
2597 else
2598 Mirror := TMirrorType.Horizontal;
2600 if FPunchAnim <> nil then
2601 begin
2602 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2603 fY+fSlope+FObj.Rect.Y-11, Mirror);
2604 if FPunchAnim.played then
2605 begin
2606 FPunchAnim.Free;
2607 FPunchAnim := nil;
2608 end;
2609 end;
2611 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2612 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2613 begin
2614 e_GetTextureSize(ID, @w, @h);
2615 if FDirection = TDirection.D_LEFT then
2616 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2617 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2618 else
2619 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2620 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2621 end;
2623 if FMegaRulez[MR_INVIS] > gTime then
2624 begin
2625 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2626 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2627 begin
2628 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2629 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2630 else
2631 dr := True;
2632 if dr then
2633 FModel.Draw(fX, fY+fSlope, 200)
2634 else
2635 FModel.Draw(fX, fY+fSlope);
2636 end
2637 else
2638 FModel.Draw(fX, fY+fSlope, 254);
2639 end
2640 else
2641 FModel.Draw(fX, fY+fSlope);
2642 end;
2644 if g_debug_Frames then
2645 begin
2646 e_DrawQuad(FObj.X+FObj.Rect.X,
2647 FObj.Y+FObj.Rect.Y,
2648 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2649 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2650 0, 255, 0);
2651 end;
2653 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2654 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2655 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2656 DrawBubble();
2657 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2658 if gAimLine and alive and
2659 ((Self = gPlayer1) or (Self = gPlayer2)) then
2660 DrawAim();
2661 end;
2664 procedure TPlayer.DrawAim();
2665 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2666 var
2667 ex, ey: Integer;
2668 begin
2670 {$IFDEF ENABLE_HOLMES}
2671 if isValidViewPort and (self = gPlayer1) then
2672 begin
2673 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2674 end;
2675 {$ENDIF}
2677 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2678 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2679 begin
2680 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2681 end
2682 else
2683 begin
2684 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2685 end;
2686 end;
2688 var
2689 wx, wy, xx, yy: Integer;
2690 angle: SmallInt;
2691 sz, len: Word;
2692 begin
2693 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2694 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2695 angle := FAngle;
2696 len := 1024;
2697 sz := 2;
2698 case FCurrWeap of
2699 0: begin // Punch
2700 len := 12;
2701 sz := 4;
2702 end;
2703 1: begin // Chainsaw
2704 len := 24;
2705 sz := 6;
2706 end;
2707 2: begin // Pistol
2708 len := 1024;
2709 sz := 2;
2710 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2711 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2712 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2713 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2714 end;
2715 3: begin // Shotgun
2716 len := 1024;
2717 sz := 3;
2718 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2719 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2720 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2721 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2722 end;
2723 4: begin // Double Shotgun
2724 len := 1024;
2725 sz := 4;
2726 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2727 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2728 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2729 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2730 end;
2731 5: begin // Chaingun
2732 len := 1024;
2733 sz := 3;
2734 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2735 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2736 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2737 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2738 end;
2739 6: begin // Rocket Launcher
2740 len := 1024;
2741 sz := 7;
2742 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2743 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2744 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2745 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2746 end;
2747 7: begin // Plasmagun
2748 len := 1024;
2749 sz := 5;
2750 if angle = ANGLE_RIGHTUP then Inc(angle);
2751 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2752 if angle = ANGLE_LEFTUP then Dec(angle);
2753 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2754 end;
2755 8: begin // BFG
2756 len := 1024;
2757 sz := 12;
2758 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2759 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2760 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2761 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2762 end;
2763 9: begin // Super Chaingun
2764 len := 1024;
2765 sz := 4;
2766 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2767 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2768 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2769 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2770 end;
2771 end;
2772 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2773 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2774 {$IF DEFINED(D2F_DEBUG)}
2775 drawCast(sz, wx, wy, xx, yy);
2776 {$ELSE}
2777 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2778 {$ENDIF}
2779 end;
2781 procedure TPlayer.DrawGUI();
2782 var
2783 ID: DWORD;
2784 X, Y, SY, a, p, m: Integer;
2785 tw, th: Word;
2786 cw, ch: Byte;
2787 s, t: string;
2788 stat: TPlayerStatArray;
2789 begin
2790 X := gPlayerScreenSize.X;
2791 SY := gPlayerScreenSize.Y;
2792 Y := 0;
2794 if gShowScore and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2795 begin
2796 if gGameSettings.GameMode = GM_CTF then
2797 a := 32 + 8
2798 else
2799 a := 0;
2800 if gGameSettings.GameMode = GM_CTF then
2801 begin
2802 s := 'TEXTURE_PLAYER_REDFLAG';
2803 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2804 s := 'TEXTURE_PLAYER_REDFLAG_S';
2805 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2806 s := 'TEXTURE_PLAYER_REDFLAG_D';
2807 if g_Texture_Get(s, ID) then
2808 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2809 end;
2811 s := IntToStr(gTeamStat[TEAM_RED].Score);
2812 e_CharFont_GetSize(gMenuFont, s, tw, th);
2813 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2815 if gGameSettings.GameMode = GM_CTF then
2816 begin
2817 s := 'TEXTURE_PLAYER_BLUEFLAG';
2818 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2819 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2820 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2821 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2822 if g_Texture_Get(s, ID) then
2823 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2824 end;
2826 s := IntToStr(gTeamStat[TEAM_BLUE].Score);
2827 e_CharFont_GetSize(gMenuFont, s, tw, th);
2828 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2829 end;
2831 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2832 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2833 0, False, False);
2835 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2836 e_Draw(ID, X+2, Y, 0, True, False);
2838 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2839 begin
2840 if gShowStat then
2841 begin
2842 s := IntToStr(Frags);
2843 t := IntToStr(Assists);
2844 e_CharFont_GetSize(gMenuFont, s, tw, th);
2845 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2847 s := '';
2848 t := '';
2849 p := 1;
2850 m := 0;
2851 stat := g_Player_GetStats();
2852 if stat <> nil then
2853 begin
2854 p := 1;
2856 for a := 0 to High(stat) do
2857 if stat[a].Name <> Name then
2858 begin
2859 if stat[a].Frags > m then m := stat[a].Frags;
2860 if stat[a].Frags > Frags then p := p+1;
2861 end;
2862 end;
2864 // FRAGS
2865 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2866 if Frags >= m then s := s+'+' else s := s+'-';
2867 s := s+IntToStr(Abs(Frags-m));
2869 // ASSISTS
2870 t := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2871 if Assists >= m then t := t+'+' else t := t+'-';
2872 t := t+IntToStr(Abs(Assists-m));
2874 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2875 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2876 end;
2878 if gLMSRespawn > LMS_RESPAWN_NONE then
2879 begin
2880 s := _lc[I_GAME_WARMUP];
2881 e_CharFont_GetSize(gMenuFont, s, tw, th);
2882 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2883 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2884 end
2885 else if gShowLives and (gGameSettings.MaxLives > 0) then
2886 begin
2887 s := IntToStr(Lives);
2888 e_CharFont_GetSize(gMenuFont, s, tw, th);
2889 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2890 end;
2891 end;
2893 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2894 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2896 if R_BERSERK in FRulez then
2897 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2898 else
2899 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2901 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2902 e_Draw(ID, X+36, Y+77, 0, True, False);
2904 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2905 e_CharFont_GetSize(gMenuFont, s, tw, th);
2906 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2908 s := IntToStr(FArmor);
2909 e_CharFont_GetSize(gMenuFont, s, tw, th);
2910 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2912 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2914 case FCurrWeap of
2915 WEAPON_KASTET:
2916 begin
2917 s := '--';
2918 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2919 end;
2920 WEAPON_SAW:
2921 begin
2922 s := '--';
2923 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2924 end;
2925 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2926 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2927 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2928 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2929 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2930 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2931 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2932 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2933 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2934 end;
2936 e_CharFont_GetSize(gMenuFont, s, tw, th);
2937 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2938 e_Draw(ID, X+20, Y+160, 0, True, False);
2940 if R_KEY_RED in FRulez then
2941 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2943 if R_KEY_GREEN in FRulez then
2944 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2946 if R_KEY_BLUE in FRulez then
2947 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2949 if FJetFuel > 0 then
2950 begin
2951 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2952 e_Draw(ID, X+2, Y+116, 0, True, False);
2953 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2954 e_Draw(ID, X+2, Y+126, 0, True, False);
2955 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2956 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2957 end
2958 else
2959 begin
2960 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2961 e_Draw(ID, X+2, Y+124, 0, True, False);
2962 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2963 end;
2965 if gShowPing and g_Game_IsClient then
2966 begin
2967 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2968 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2969 Y := Y + 16;
2970 end;
2972 if FSpectator then
2973 begin
2974 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2975 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2976 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2977 if FNoRespawn then
2978 begin
2979 e_TextureFontGetSize(gStdFont, cw, ch);
2980 s := _lc[I_PLAYER_SPECT4];
2981 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2982 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2983 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2984 end;
2986 end;
2987 end;
2989 procedure TPlayer.DrawRulez();
2990 var
2991 dr: Boolean;
2992 begin
2993 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2994 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2995 begin
2996 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2997 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2998 else
2999 dr := True;
3001 if dr then
3002 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
3003 191, 191, 191, 0, TBlending.Invert);
3004 end;
3006 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
3007 if FMegaRulez[MR_SUIT] >= gTime then
3008 begin
3009 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
3010 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
3011 else
3012 dr := True;
3014 if dr then
3015 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
3016 0, 96, 0, 200, TBlending.None);
3017 end;
3019 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
3020 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
3021 begin
3022 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
3023 255, 0, 0, 200, TBlending.None);
3024 end;
3025 end;
3027 procedure TPlayer.DrawPain();
3028 var
3029 a, h: Integer;
3030 begin
3031 if FPain = 0 then Exit;
3033 a := FPain;
3035 if a < 15 then h := 0
3036 else if a < 35 then h := 1
3037 else if a < 55 then h := 2
3038 else if a < 75 then h := 3
3039 else if a < 95 then h := 4
3040 else h := 5;
3042 //if a > 255 then a := 255;
3044 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
3045 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
3046 end;
3048 procedure TPlayer.DrawPickup();
3049 var
3050 a, h: Integer;
3051 begin
3052 if FPickup = 0 then Exit;
3054 a := FPickup;
3056 if a < 15 then h := 1
3057 else if a < 35 then h := 2
3058 else if a < 55 then h := 3
3059 else if a < 75 then h := 4
3060 else h := 5;
3062 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
3063 end;
3065 procedure TPlayer.DoPunch();
3066 var
3067 id: DWORD;
3068 st: String;
3069 begin
3070 if FPunchAnim <> nil then begin
3071 FPunchAnim.reset();
3072 FPunchAnim.Free;
3073 FPunchAnim := nil;
3074 end;
3075 st := 'FRAMES_PUNCH';
3076 if R_BERSERK in FRulez then
3077 st := st + '_BERSERK';
3078 if FKeys[KEY_UP].Pressed then
3079 st := st + '_UP'
3080 else if FKeys[KEY_DOWN].Pressed then
3081 st := st + '_DN';
3082 g_Frames_Get(id, st);
3083 FPunchAnim := TAnimation.Create(id, False, 1);
3084 end;
3086 procedure TPlayer.Fire();
3087 var
3088 f, DidFire: Boolean;
3089 wx, wy, xd, yd: Integer;
3090 locobj: TObj;
3091 begin
3092 if g_Game_IsClient then Exit;
3093 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3094 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3096 if FSpectator then
3097 begin
3098 Respawn(False);
3099 Exit;
3100 end;
3102 if FReloading[FCurrWeap] <> 0 then Exit;
3104 DidFire := False;
3106 f := False;
3107 wx := FObj.X+WEAPONPOINT[FDirection].X;
3108 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3109 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3110 yd := wy+firediry();
3112 case FCurrWeap of
3113 WEAPON_KASTET:
3114 begin
3115 DoPunch();
3116 if R_BERSERK in FRulez then
3117 begin
3118 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3119 locobj.X := FObj.X+FObj.Rect.X;
3120 locobj.Y := FObj.Y+FObj.Rect.Y;
3121 locobj.rect.X := 0;
3122 locobj.rect.Y := 0;
3123 locobj.rect.Width := 39;
3124 locobj.rect.Height := 52;
3125 locobj.Vel.X := (xd-wx) div 2;
3126 locobj.Vel.Y := (yd-wy) div 2;
3127 locobj.Accel.X := xd-wx;
3128 locobj.Accel.y := yd-wy;
3130 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3131 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3132 else
3133 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3135 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3136 end
3137 else
3138 begin
3139 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3140 end;
3142 DidFire := True;
3143 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3144 end;
3146 WEAPON_SAW:
3147 begin
3148 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3149 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3150 begin
3151 FSawSoundSelect.Stop();
3152 FSawSound.Stop();
3153 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3154 end
3155 else if not FSawSoundHit.IsPlaying() then
3156 begin
3157 FSawSoundSelect.Stop();
3158 FSawSound.PlayAt(FObj.X, FObj.Y);
3159 end;
3161 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3162 DidFire := True;
3163 f := True;
3164 end;
3166 WEAPON_PISTOL:
3167 if FAmmo[A_BULLETS] > 0 then
3168 begin
3169 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3170 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3171 Dec(FAmmo[A_BULLETS]);
3172 FFireAngle := FAngle;
3173 f := True;
3174 DidFire := True;
3175 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3176 GameVelX, GameVelY-2, SHELL_BULLET);
3177 end;
3179 WEAPON_SHOTGUN1:
3180 if FAmmo[A_SHELLS] > 0 then
3181 begin
3182 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3183 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3184 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3185 Dec(FAmmo[A_SHELLS]);
3186 FFireAngle := FAngle;
3187 f := True;
3188 DidFire := True;
3189 FShellTimer := 10;
3190 FShellType := SHELL_SHELL;
3191 end;
3193 WEAPON_SHOTGUN2:
3194 if FAmmo[A_SHELLS] >= 2 then
3195 begin
3196 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3197 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3198 Dec(FAmmo[A_SHELLS], 2);
3199 FFireAngle := FAngle;
3200 f := True;
3201 DidFire := True;
3202 FShellTimer := 13;
3203 FShellType := SHELL_DBLSHELL;
3204 end;
3206 WEAPON_CHAINGUN:
3207 if FAmmo[A_BULLETS] > 0 then
3208 begin
3209 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3210 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3211 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3212 Dec(FAmmo[A_BULLETS]);
3213 FFireAngle := FAngle;
3214 f := True;
3215 DidFire := True;
3216 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3217 GameVelX, GameVelY-2, SHELL_BULLET);
3218 end;
3220 WEAPON_ROCKETLAUNCHER:
3221 if FAmmo[A_ROCKETS] > 0 then
3222 begin
3223 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3224 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3225 Dec(FAmmo[A_ROCKETS]);
3226 FFireAngle := FAngle;
3227 f := True;
3228 DidFire := True;
3229 end;
3231 WEAPON_PLASMA:
3232 if FAmmo[A_CELLS] > 0 then
3233 begin
3234 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3235 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3236 Dec(FAmmo[A_CELLS]);
3237 FFireAngle := FAngle;
3238 f := True;
3239 DidFire := True;
3240 end;
3242 WEAPON_BFG:
3243 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3244 begin
3245 FBFGFireCounter := 17;
3246 if not FNoReload then
3247 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3248 Dec(FAmmo[A_CELLS], 40);
3249 DidFire := True;
3250 end;
3252 WEAPON_SUPERPULEMET:
3253 if FAmmo[A_SHELLS] > 0 then
3254 begin
3255 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3256 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3257 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3258 Dec(FAmmo[A_SHELLS]);
3259 FFireAngle := FAngle;
3260 f := True;
3261 DidFire := True;
3262 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3263 GameVelX, GameVelY-2, SHELL_SHELL);
3264 end;
3266 WEAPON_FLAMETHROWER:
3267 if FAmmo[A_FUEL] > 0 then
3268 begin
3269 g_Weapon_flame(wx, wy, xd, yd, FUID);
3270 FlamerOn;
3271 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3272 Dec(FAmmo[A_FUEL]);
3273 FFireAngle := FAngle;
3274 f := True;
3275 DidFire := True;
3276 end
3277 else
3278 begin
3279 FlamerOff;
3280 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3281 end;
3282 end;
3284 if g_Game_IsNet then
3285 begin
3286 if DidFire then
3287 begin
3288 if FCurrWeap <> WEAPON_BFG then
3289 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3290 else
3291 if not FNoReload then
3292 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3293 end;
3295 MH_SEND_PlayerStats(FUID);
3296 end;
3298 if not f then Exit;
3300 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3301 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3302 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3303 end;
3305 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3306 begin
3307 case Weapon of
3308 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3309 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3310 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3311 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3312 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3313 else Result := 0;
3314 end;
3315 end;
3317 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3318 begin
3319 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3320 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3321 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3322 end;
3324 procedure TPlayer.FlamerOn;
3325 begin
3326 FFlameSoundOff.Stop();
3327 FFlameSoundOff.SetPosition(0);
3328 if FFlaming then
3329 begin
3330 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3331 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3332 end
3333 else
3334 begin
3335 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3336 FFlaming := True;
3337 end;
3338 end;
3340 procedure TPlayer.FlamerOff;
3341 begin
3342 if FFlaming then
3343 begin
3344 FFlameSoundOn.Stop();
3345 FFlameSoundOn.SetPosition(0);
3346 FFlameSoundWork.Stop();
3347 FFlameSoundWork.SetPosition(0);
3348 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3349 FFlaming := False;
3350 end;
3351 end;
3353 procedure TPlayer.JetpackOn;
3354 begin
3355 FJetSoundFly.Stop;
3356 FJetSoundOff.Stop;
3357 FJetSoundOn.SetPosition(0);
3358 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3359 FlySmoke(8);
3360 end;
3362 procedure TPlayer.JetpackOff;
3363 begin
3364 FJetSoundFly.Stop;
3365 FJetSoundOn.Stop;
3366 FJetSoundOff.SetPosition(0);
3367 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3368 end;
3370 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3371 begin
3372 if Timeout <= 0 then
3373 exit;
3374 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3375 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3376 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3377 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3378 if FFireTime <= 0 then
3379 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3380 FFireTime := Timeout;
3381 FFireAttacker := Attacker;
3382 if g_Game_IsNet and g_Game_IsServer then
3383 MH_SEND_PlayerStats(FUID);
3384 end;
3386 procedure TPlayer.Jump();
3387 begin
3388 if gFly or FJetpack then
3389 begin
3390 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3391 if FObj.Vel.Y > -VEL_FLY then
3392 FObj.Vel.Y := FObj.Vel.Y - 3;
3393 if FJetpack then
3394 begin
3395 if FJetFuel > 0 then
3396 Dec(FJetFuel);
3397 if (FJetFuel < 1) and g_Game_IsServer then
3398 begin
3399 FJetpack := False;
3400 JetpackOff;
3401 if g_Game_IsNet then
3402 MH_SEND_PlayerStats(FUID);
3403 end;
3404 end;
3405 Exit;
3406 end;
3408 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3409 if FGhost then
3410 FCanJetpack := False;
3412 // Ïðûãàåì èëè âñïëûâàåì:
3413 if (CollideLevel(0, 1) or
3414 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3415 PLAYER_RECT.Height-33, PANEL_STEP, False)
3416 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3417 begin
3418 FObj.Vel.Y := -VEL_JUMP;
3419 FCanJetpack := False;
3420 end
3421 else
3422 begin
3423 if BodyInLiquid(0, 0) then
3424 FObj.Vel.Y := -VEL_SW
3425 else if (FJetFuel > 0) and FCanJetpack and
3426 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3427 begin
3428 FJetpack := True;
3429 JetpackOn;
3430 if g_Game_IsNet then
3431 MH_SEND_PlayerStats(FUID);
3432 end;
3433 end;
3434 end;
3436 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3437 var
3438 a, i, k, ab, ar: Byte;
3439 s: String;
3440 mon: TMonster;
3441 plr: TPlayer;
3442 srv, netsrv: Boolean;
3443 DoFrags: Boolean;
3444 OldLR: Byte;
3445 KP: TPlayer;
3446 it: PItem;
3448 procedure PushItem(t: Byte);
3449 var
3450 id: DWORD;
3451 begin
3452 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3453 it := g_Items_ByIdx(id);
3454 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3455 begin
3456 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3457 (FObj.Vel.Y div 2)-Random(9));
3458 it.positionChanged(); // this updates spatial accelerators
3459 end
3460 else
3461 begin
3462 if KillType = K_HARDKILL then // -5..+5; -5..0
3463 begin
3464 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3465 (FObj.Vel.Y div 2)-Random(6));
3466 end
3467 else // -3..+3; -3..0
3468 begin
3469 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3470 (FObj.Vel.Y div 2)-Random(4));
3471 end;
3472 it.positionChanged(); // this updates spatial accelerators
3473 end;
3475 if g_Game_IsNet and g_Game_IsServer then
3476 MH_SEND_ItemSpawn(True, id);
3477 end;
3479 begin
3480 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3481 Srv := g_Game_IsServer;
3482 Netsrv := g_Game_IsServer and g_Game_IsNet;
3483 if Srv then FDeath := FDeath + 1;
3484 if FAlive then
3485 begin
3486 if FGhost then
3487 FGhost := False;
3488 if not FPhysics then
3489 FPhysics := True;
3490 FAlive := False;
3491 end;
3492 FShellTimer := -1;
3494 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3495 begin
3496 if FLives > 0 then FLives := FLives - 1;
3497 if FLives = 0 then FNoRespawn := True;
3498 end;
3500 // Íîìåð òèïà ñìåðòè:
3501 a := 1;
3502 case KillType of
3503 K_SIMPLEKILL: a := 1;
3504 K_HARDKILL: a := 2;
3505 K_EXTRAHARDKILL: a := 3;
3506 K_FALLKILL: a := 4;
3507 end;
3509 // Çâóê ñìåðòè:
3510 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3511 for i := 1 to 3 do
3512 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3513 Break;
3515 // Âðåìÿ ðåñïàóíà:
3516 if Srv then
3517 case KillType of
3518 K_SIMPLEKILL:
3519 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3520 K_HARDKILL:
3521 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3522 K_EXTRAHARDKILL, K_FALLKILL:
3523 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3524 end;
3526 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3527 case KillType of
3528 K_SIMPLEKILL:
3529 SetAction(A_DIE1);
3530 K_HARDKILL, K_EXTRAHARDKILL:
3531 SetAction(A_DIE2);
3532 end;
3534 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3535 if (KillType <> K_FALLKILL) and (Srv) then
3536 g_Monsters_killedp();
3538 if SpawnerUID = FUID then
3539 begin // Ñàìîóáèëñÿ
3540 if Srv then
3541 begin
3542 if gGameSettings.GameMode = GM_TDM then
3543 Dec(gTeamStat[FTeam].Score);
3544 if DoFrags or (gGameSettings.GameMode = GM_TDM) then
3545 begin
3546 Dec(FFrags);
3547 FLastFrag := 0;
3548 end;
3549 end;
3550 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3551 end
3552 else
3553 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3554 begin // Óáèò äðóãèì èãðîêîì
3555 KP := g_Player_Get(SpawnerUID);
3556 if (KP <> nil) and Srv then
3557 begin
3558 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3559 if SameTeam(FUID, SpawnerUID) then
3560 begin
3561 Dec(KP.FFrags);
3562 KP.FLastFrag := 0;
3563 end else
3564 begin
3565 Inc(KP.FFrags);
3566 KP.FragCombo();
3567 end;
3569 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3570 Inc(gTeamStat[KP.Team].Score,
3571 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3573 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3574 end;
3576 plr := g_Player_Get(SpawnerUID);
3577 if plr = nil then
3578 s := '?'
3579 else
3580 s := plr.FName;
3582 case KillType of
3583 K_HARDKILL:
3584 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3585 [FName, s]),
3586 gShowKillMsg);
3587 K_EXTRAHARDKILL:
3588 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3589 [FName, s]),
3590 gShowKillMsg);
3591 else
3592 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3593 [FName, s]),
3594 gShowKillMsg);
3595 end;
3596 end
3597 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3598 begin // Óáèò ìîíñòðîì
3599 mon := g_Monsters_ByUID(SpawnerUID);
3600 if mon = nil then
3601 s := '?'
3602 else
3603 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3605 case KillType of
3606 K_HARDKILL:
3607 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3608 [FName, s]),
3609 gShowKillMsg);
3610 K_EXTRAHARDKILL:
3611 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3612 [FName, s]),
3613 gShowKillMsg);
3614 else
3615 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3616 [FName, s]),
3617 gShowKillMsg);
3618 end;
3619 end
3620 else // Îñîáûå òèïû ñìåðòè
3621 case t of
3622 HIT_DISCON: ;
3623 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3624 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3625 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3626 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3627 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3628 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3629 end;
3631 if Srv then
3632 begin
3633 // Âûáðîñ îðóæèÿ:
3634 for a := WP_FIRST to WP_LAST do
3635 if FWeapon[a] then
3636 begin
3637 case a of
3638 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3639 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3640 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3641 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3642 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3643 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3644 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3645 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3646 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3647 else i := 0;
3648 end;
3650 if i <> 0 then
3651 PushItem(i);
3652 end;
3654 // Âûáðîñ ðþêçàêà:
3655 if R_ITEM_BACKPACK in FRulez then
3656 PushItem(ITEM_AMMO_BACKPACK);
3658 // Âûáðîñ ðàêåòíîãî ðàíöà:
3659 if FJetFuel > 0 then
3660 PushItem(ITEM_JETPACK);
3662 // Âûáðîñ êëþ÷åé:
3663 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3664 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3665 begin
3666 if R_KEY_RED in FRulez then
3667 PushItem(ITEM_KEY_RED);
3669 if R_KEY_GREEN in FRulez then
3670 PushItem(ITEM_KEY_GREEN);
3672 if R_KEY_BLUE in FRulez then
3673 PushItem(ITEM_KEY_BLUE);
3674 end;
3676 // Âûáðîñ ôëàãà:
3677 DropFlag(KillType = K_FALLKILL);
3678 end;
3680 FCorpse := g_Player_CreateCorpse(Self);
3682 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3683 (gLMSRespawn = LMS_RESPAWN_NONE) then
3684 begin
3685 a := 0;
3686 k := 0;
3687 ar := 0;
3688 ab := 0;
3689 for i := Low(gPlayers) to High(gPlayers) do
3690 begin
3691 if gPlayers[i] = nil then continue;
3692 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3693 begin
3694 Inc(a);
3695 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3696 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3697 k := i;
3698 end;
3699 end;
3701 OldLR := gLMSRespawn;
3702 if (gGameSettings.GameMode = GM_COOP) then
3703 begin
3704 if (a = 0) then
3705 begin
3706 // everyone is dead, restart the map
3707 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3708 if Netsrv then
3709 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3710 gLMSRespawn := LMS_RESPAWN_FINAL;
3711 gLMSRespawnTime := gTime + 5000;
3712 end
3713 else if (a = 1) then
3714 begin
3715 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3716 if (gPlayers[k] = gPlayer1) or
3717 (gPlayers[k] = gPlayer2) then
3718 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3719 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3720 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3721 end;
3722 end
3723 else if (gGameSettings.GameMode = GM_TDM) then
3724 begin
3725 if (ab = 0) and (ar <> 0) then
3726 begin
3727 // blu team ded
3728 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3729 if Netsrv then
3730 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3731 Inc(gTeamStat[TEAM_RED].Score);
3732 gLMSRespawn := LMS_RESPAWN_FINAL;
3733 gLMSRespawnTime := gTime + 5000;
3734 end
3735 else if (ar = 0) and (ab <> 0) then
3736 begin
3737 // red team ded
3738 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3739 if Netsrv then
3740 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3741 Inc(gTeamStat[TEAM_BLUE].Score);
3742 gLMSRespawn := LMS_RESPAWN_FINAL;
3743 gLMSRespawnTime := gTime + 5000;
3744 end
3745 else if (ar = 0) and (ab = 0) then
3746 begin
3747 // everyone ded
3748 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3749 if Netsrv then
3750 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3751 gLMSRespawn := LMS_RESPAWN_FINAL;
3752 gLMSRespawnTime := gTime + 5000;
3753 end;
3754 end
3755 else if (gGameSettings.GameMode = GM_DM) then
3756 begin
3757 if (a = 1) then
3758 begin
3759 if gPlayers[k] <> nil then
3760 with gPlayers[k] do
3761 begin
3762 // survivor is the winner
3763 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3764 if Netsrv then
3765 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3766 Inc(FFrags);
3767 end;
3768 gLMSRespawn := LMS_RESPAWN_FINAL;
3769 gLMSRespawnTime := gTime + 5000;
3770 end
3771 else if (a = 0) then
3772 begin
3773 // everyone is dead, restart the map
3774 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3775 if Netsrv then
3776 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3777 gLMSRespawn := LMS_RESPAWN_FINAL;
3778 gLMSRespawnTime := gTime + 5000;
3779 end;
3780 end;
3781 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3782 begin
3783 if NetMode = NET_SERVER then
3784 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3785 else
3786 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3787 end;
3788 end;
3790 if Netsrv then
3791 begin
3792 MH_SEND_PlayerStats(FUID);
3793 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3794 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3795 end;
3797 if srv and FNoRespawn then Spectate(True);
3798 FWantsInGame := True;
3799 end;
3801 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3802 begin
3803 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3804 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3805 end;
3807 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3808 begin
3809 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3810 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3811 end;
3813 procedure TPlayer.MakeBloodSimple(Count: Word);
3814 begin
3815 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3816 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3817 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3818 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3819 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3820 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3821 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3822 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3823 end;
3825 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3826 begin
3827 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3828 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3829 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3830 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3831 end;
3833 procedure TPlayer.ProcessWeaponAction(Action: Byte);
3834 begin
3835 if g_Game_IsClient then Exit;
3836 case Action of
3837 WP_PREV: PrevWeapon();
3838 WP_NEXT: NextWeapon();
3839 end;
3840 end;
3842 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3843 begin
3844 if g_Game_IsClient then Exit;
3845 if Weapon > High(FWeapon) then Exit;
3846 FNextWeap := FNextWeap or (1 shl Weapon);
3847 end;
3849 procedure TPlayer.resetWeaponQueue ();
3850 begin
3851 FNextWeap := 0;
3852 FNextWeapDelay := 0;
3853 end;
3856 // Assists block
3857 {procedure TPlayer.Assist(KillType: Byte; SpawnerUID: Word);
3858 var
3859 DoAssists: Boolean;
3860 AP: TPlayer;
3862 procedure Accumulate(FDamage: Byte;);
3863 begin
3865 end;
3868 begin
3869 DoAssists := (gGameSettings.GameMode = GM_TDM) or (gGameSettings.GameMode = GM_CTF);
3870 if DoAssists then
3871 begin
3872 if (FAccumulatedDamage >= 65) then
3873 begin
3874 Inc(AP.FAssists);
3875 end;
3876 end;
3877 end;}
3880 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3881 begin
3882 result := false;
3883 case weapon of
3884 WEAPON_KASTET, WEAPON_SAW: result := true;
3885 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3886 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3887 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3888 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3889 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3890 else result := (weapon < length(FWeapon));
3891 end;
3892 end;
3894 function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean;
3895 begin
3896 result := false;
3897 case weapon of
3898 WEAPON_KASTET, WEAPON_SAW: result := true;
3899 WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3900 WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1);
3901 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3902 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3903 WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0);
3904 WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40);
3905 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3906 else result := (weapon < length(FWeapon));
3907 end;
3908 end;
3910 function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean;
3911 begin
3912 result := false;
3913 if (weapon > WP_LAST + 1) then
3914 begin
3915 result := false;
3916 exit;
3917 end;
3918 if (FWeapSwitchMode = 1) and not hadWeapon then
3919 result := true
3920 else if (FWeapSwitchMode = 2) then
3921 result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]);
3922 end;
3924 // return 255 for "no switch"
3925 function TPlayer.getNextWeaponIndex (): Byte;
3926 var
3927 i: Word;
3928 wantThisWeapon: array[0..64] of Boolean;
3929 wwc: Integer = 0; //HACK!
3930 dir, cwi: Integer;
3931 begin
3932 result := 255; // default result: "no switch"
3933 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3934 // had weapon cycling on previous frame? remove that flag
3935 if (FNextWeap and $2000) <> 0 then
3936 begin
3937 FNextWeap := FNextWeap and $1FFF;
3938 FNextWeapDelay := 0;
3939 end;
3940 // cycling has priority
3941 if (FNextWeap and $C000) <> 0 then
3942 begin
3943 if (FNextWeap and $8000) <> 0 then
3944 dir := 1
3945 else
3946 dir := -1;
3947 FNextWeap := FNextWeap or $2000; // we need this
3948 if FNextWeapDelay > 0 then
3949 exit; // cooldown time
3950 cwi := FCurrWeap;
3951 for i := 0 to High(FWeapon) do
3952 begin
3953 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3954 if FWeapon[cwi] and maySwitch(cwi) then
3955 begin
3956 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3957 result := Byte(cwi);
3958 FNextWeapDelay := WEAPON_DELAY;
3959 exit;
3960 end;
3961 end;
3962 resetWeaponQueue();
3963 exit;
3964 end;
3965 // no cycling
3966 for i := 0 to High(wantThisWeapon) do
3967 wantThisWeapon[i] := false;
3968 for i := 0 to High(FWeapon) do
3969 if (FNextWeap and (1 shl i)) <> 0 then
3970 begin
3971 wantThisWeapon[i] := true;
3972 Inc(wwc);
3973 end;
3975 // exclude currently selected weapon from the set
3976 wantThisWeapon[FCurrWeap] := false;
3977 // slow down alterations a little
3978 if wwc > 1 then
3979 begin
3980 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3981 // more than one weapon requested, assume "alteration" and check alteration delay
3982 if FNextWeapDelay > 0 then
3983 begin
3984 FNextWeap := 0;
3985 exit;
3986 end; // yeah
3987 end;
3988 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3989 // but clear all counters if no weapon should be switched
3990 if wwc < 1 then
3991 begin
3992 resetWeaponQueue();
3993 exit;
3994 end;
3995 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3996 // try weapons in descending order
3997 for i := High(FWeapon) downto 0 do
3998 begin
3999 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
4000 begin
4001 // i found her!
4002 result := Byte(i);
4003 resetWeaponQueue();
4004 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
4005 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
4006 exit;
4007 end;
4008 end;
4009 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
4010 resetWeaponQueue();
4011 end;
4013 procedure TPlayer.RealizeCurrentWeapon();
4014 function switchAllowed (): Boolean;
4015 var
4016 i: Byte;
4017 begin
4018 result := false;
4019 if FBFGFireCounter <> -1 then
4020 exit;
4021 if FTime[T_SWITCH] > gTime then
4022 exit;
4023 for i := WP_FIRST to WP_LAST do
4024 if FReloading[i] > 0 then
4025 exit;
4026 result := true;
4027 end;
4029 var
4030 nw: Byte;
4031 begin
4032 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
4033 //FNextWeap := FNextWeap and $1FFF;
4034 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
4036 if not switchAllowed then
4037 begin
4038 //HACK for weapon cycling
4039 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
4040 exit;
4041 end;
4043 nw := getNextWeaponIndex();
4044 //
4045 if nw = 255 then exit; // don't reset anything here
4046 if nw > High(FWeapon) then
4047 begin
4048 // don't forget to reset queue here!
4049 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
4050 resetWeaponQueue();
4051 exit;
4052 end;
4054 if FWeapon[nw] then
4055 begin
4056 FCurrWeap := nw;
4057 FTime[T_SWITCH] := gTime+156;
4058 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
4059 FModel.SetWeapon(FCurrWeap);
4060 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
4061 end;
4062 end;
4064 procedure TPlayer.NextWeapon();
4065 begin
4066 if g_Game_IsClient then Exit;
4067 FNextWeap := $8000;
4068 end;
4070 procedure TPlayer.PrevWeapon();
4071 begin
4072 if g_Game_IsClient then Exit;
4073 FNextWeap := $4000;
4074 end;
4076 procedure TPlayer.SetWeapon(W: Byte);
4077 begin
4078 if FCurrWeap <> W then
4079 if W = WEAPON_SAW then
4080 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
4082 FCurrWeap := W;
4083 FModel.SetWeapon(CurrWeap);
4084 resetWeaponQueue();
4085 end;
4087 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
4088 var
4089 a: Boolean;
4090 switchWeapon: Byte = 255;
4091 hadWeapon: Boolean = False;
4092 begin
4093 Result := False;
4094 if g_Game_IsClient then Exit;
4096 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
4097 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
4098 remove := not a;
4099 case ItemType of
4100 ITEM_MEDKIT_SMALL:
4101 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4102 begin
4103 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
4104 Result := True;
4105 remove := True;
4106 FFireTime := 0;
4107 if gFlash = 2 then Inc(FPickup, 5);
4108 end;
4110 ITEM_MEDKIT_LARGE:
4111 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4112 begin
4113 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
4114 Result := True;
4115 remove := True;
4116 FFireTime := 0;
4117 if gFlash = 2 then Inc(FPickup, 5);
4118 end;
4120 ITEM_ARMOR_GREEN:
4121 if FArmor < PLAYER_AP_SOFT then
4122 begin
4123 FArmor := PLAYER_AP_SOFT;
4124 Result := True;
4125 remove := True;
4126 if gFlash = 2 then Inc(FPickup, 5);
4127 end;
4129 ITEM_ARMOR_BLUE:
4130 if FArmor < PLAYER_AP_LIMIT then
4131 begin
4132 FArmor := PLAYER_AP_LIMIT;
4133 Result := True;
4134 remove := True;
4135 if gFlash = 2 then Inc(FPickup, 5);
4136 end;
4138 ITEM_SPHERE_BLUE:
4139 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4140 begin
4141 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4142 Result := True;
4143 remove := True;
4144 FFireTime := 0;
4145 if gFlash = 2 then Inc(FPickup, 5);
4146 end;
4148 ITEM_SPHERE_WHITE:
4149 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4150 begin
4151 if FHealth < PLAYER_HP_LIMIT then
4152 FHealth := PLAYER_HP_LIMIT;
4153 if FArmor < PLAYER_AP_LIMIT then
4154 FArmor := PLAYER_AP_LIMIT;
4155 Result := True;
4156 remove := True;
4157 FFireTime := 0;
4158 if gFlash = 2 then Inc(FPickup, 5);
4159 end;
4161 ITEM_WEAPON_SAW:
4162 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4163 begin
4164 hadWeapon := FWeapon[WEAPON_SAW];
4165 switchWeapon := WEAPON_SAW;
4166 FWeapon[WEAPON_SAW] := True;
4167 Result := True;
4168 if gFlash = 2 then Inc(FPickup, 5);
4169 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4170 end;
4172 ITEM_WEAPON_SHOTGUN1:
4173 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4174 begin
4175 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4176 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4177 hadWeapon := FWeapon[WEAPON_SHOTGUN1];
4178 switchWeapon := WEAPON_SHOTGUN1;
4179 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4180 FWeapon[WEAPON_SHOTGUN1] := True;
4181 Result := True;
4182 if gFlash = 2 then Inc(FPickup, 5);
4183 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4184 end;
4186 ITEM_WEAPON_SHOTGUN2:
4187 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4188 begin
4189 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4190 hadWeapon := FWeapon[WEAPON_SHOTGUN2];
4191 switchWeapon := WEAPON_SHOTGUN2;
4192 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4193 FWeapon[WEAPON_SHOTGUN2] := True;
4194 Result := True;
4195 if gFlash = 2 then Inc(FPickup, 5);
4196 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4197 end;
4199 ITEM_WEAPON_CHAINGUN:
4200 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4201 begin
4202 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4203 hadWeapon := FWeapon[WEAPON_CHAINGUN];
4204 switchWeapon := WEAPON_CHAINGUN;
4205 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4206 FWeapon[WEAPON_CHAINGUN] := True;
4207 Result := True;
4208 if gFlash = 2 then Inc(FPickup, 5);
4209 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4210 end;
4212 ITEM_WEAPON_ROCKETLAUNCHER:
4213 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4214 begin
4215 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4216 switchWeapon := WEAPON_ROCKETLAUNCHER;
4217 hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
4218 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4219 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4220 Result := True;
4221 if gFlash = 2 then Inc(FPickup, 5);
4222 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4223 end;
4225 ITEM_WEAPON_PLASMA:
4226 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4227 begin
4228 if a and FWeapon[WEAPON_PLASMA] then Exit;
4229 switchWeapon := WEAPON_PLASMA;
4230 hadWeapon := FWeapon[WEAPON_PLASMA];
4231 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4232 FWeapon[WEAPON_PLASMA] := True;
4233 Result := True;
4234 if gFlash = 2 then Inc(FPickup, 5);
4235 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4236 end;
4238 ITEM_WEAPON_BFG:
4239 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4240 begin
4241 if a and FWeapon[WEAPON_BFG] then Exit;
4242 switchWeapon := WEAPON_BFG;
4243 hadWeapon := FWeapon[WEAPON_BFG];
4244 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4245 FWeapon[WEAPON_BFG] := True;
4246 Result := True;
4247 if gFlash = 2 then Inc(FPickup, 5);
4248 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4249 end;
4251 ITEM_WEAPON_SUPERPULEMET:
4252 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4253 begin
4254 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4255 switchWeapon := WEAPON_SUPERPULEMET;
4256 hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
4257 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4258 FWeapon[WEAPON_SUPERPULEMET] := True;
4259 Result := True;
4260 if gFlash = 2 then Inc(FPickup, 5);
4261 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4262 end;
4264 ITEM_WEAPON_FLAMETHROWER:
4265 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4266 begin
4267 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4268 switchWeapon := WEAPON_FLAMETHROWER;
4269 hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
4270 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4271 FWeapon[WEAPON_FLAMETHROWER] := True;
4272 Result := True;
4273 if gFlash = 2 then Inc(FPickup, 5);
4274 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4275 end;
4277 ITEM_AMMO_BULLETS:
4278 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4279 begin
4280 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4281 Result := True;
4282 remove := True;
4283 if gFlash = 2 then Inc(FPickup, 5);
4284 end;
4286 ITEM_AMMO_BULLETS_BOX:
4287 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4288 begin
4289 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4290 Result := True;
4291 remove := True;
4292 if gFlash = 2 then Inc(FPickup, 5);
4293 end;
4295 ITEM_AMMO_SHELLS:
4296 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4297 begin
4298 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4299 Result := True;
4300 remove := True;
4301 if gFlash = 2 then Inc(FPickup, 5);
4302 end;
4304 ITEM_AMMO_SHELLS_BOX:
4305 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4306 begin
4307 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4308 Result := True;
4309 remove := True;
4310 if gFlash = 2 then Inc(FPickup, 5);
4311 end;
4313 ITEM_AMMO_ROCKET:
4314 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4315 begin
4316 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4317 Result := True;
4318 remove := True;
4319 if gFlash = 2 then Inc(FPickup, 5);
4320 end;
4322 ITEM_AMMO_ROCKET_BOX:
4323 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4324 begin
4325 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4326 Result := True;
4327 remove := True;
4328 if gFlash = 2 then Inc(FPickup, 5);
4329 end;
4331 ITEM_AMMO_CELL:
4332 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4333 begin
4334 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4335 Result := True;
4336 remove := True;
4337 if gFlash = 2 then Inc(FPickup, 5);
4338 end;
4340 ITEM_AMMO_CELL_BIG:
4341 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4342 begin
4343 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4344 Result := True;
4345 remove := True;
4346 if gFlash = 2 then Inc(FPickup, 5);
4347 end;
4349 ITEM_AMMO_FUELCAN:
4350 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4351 begin
4352 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4353 Result := True;
4354 remove := True;
4355 if gFlash = 2 then Inc(FPickup, 5);
4356 end;
4358 ITEM_AMMO_BACKPACK:
4359 if not(R_ITEM_BACKPACK in FRulez) or
4360 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4361 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4362 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4363 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4364 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4365 begin
4366 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4367 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4368 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4369 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4370 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4372 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4373 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4374 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4375 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4376 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4377 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4378 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4379 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4380 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4381 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4383 FRulez := FRulez + [R_ITEM_BACKPACK];
4384 Result := True;
4385 remove := True;
4386 if gFlash = 2 then Inc(FPickup, 5);
4387 end;
4389 ITEM_KEY_RED:
4390 if not(R_KEY_RED in FRulez) then
4391 begin
4392 Include(FRulez, R_KEY_RED);
4393 Result := True;
4394 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4395 if gFlash = 2 then Inc(FPickup, 5);
4396 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4397 end;
4399 ITEM_KEY_GREEN:
4400 if not(R_KEY_GREEN in FRulez) then
4401 begin
4402 Include(FRulez, R_KEY_GREEN);
4403 Result := True;
4404 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4405 if gFlash = 2 then Inc(FPickup, 5);
4406 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4407 end;
4409 ITEM_KEY_BLUE:
4410 if not(R_KEY_BLUE in FRulez) then
4411 begin
4412 Include(FRulez, R_KEY_BLUE);
4413 Result := True;
4414 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4415 if gFlash = 2 then Inc(FPickup, 5);
4416 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4417 end;
4419 ITEM_SUIT:
4420 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4421 begin
4422 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4423 Result := True;
4424 remove := True;
4425 FFireTime := 0;
4426 if gFlash = 2 then Inc(FPickup, 5);
4427 end;
4429 ITEM_OXYGEN:
4430 if FAir < AIR_MAX then
4431 begin
4432 FAir := AIR_MAX;
4433 Result := True;
4434 remove := True;
4435 if gFlash = 2 then Inc(FPickup, 5);
4436 end;
4438 ITEM_MEDKIT_BLACK:
4439 begin
4440 if not (R_BERSERK in FRulez) then
4441 begin
4442 Include(FRulez, R_BERSERK);
4443 if (FBFGFireCounter = -1) then
4444 begin
4445 FCurrWeap := WEAPON_KASTET;
4446 resetWeaponQueue();
4447 FModel.SetWeapon(WEAPON_KASTET);
4448 end;
4449 if gFlash <> 0 then
4450 begin
4451 Inc(FPain, 100);
4452 if gFlash = 2 then Inc(FPickup, 5);
4453 end;
4454 FBerserk := gTime+30000;
4455 Result := True;
4456 remove := True;
4457 FFireTime := 0;
4458 end;
4459 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4460 begin
4461 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4462 FBerserk := gTime+30000;
4463 Result := True;
4464 remove := True;
4465 FFireTime := 0;
4466 end;
4467 end;
4469 ITEM_INVUL:
4470 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4471 begin
4472 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4473 FSpawnInvul := 0;
4474 Result := True;
4475 remove := True;
4476 if gFlash = 2 then Inc(FPickup, 5);
4477 end;
4479 ITEM_BOTTLE:
4480 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4481 begin
4482 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4483 Result := True;
4484 remove := True;
4485 FFireTime := 0;
4486 if gFlash = 2 then Inc(FPickup, 5);
4487 end;
4489 ITEM_HELMET:
4490 if FArmor < PLAYER_AP_LIMIT then
4491 begin
4492 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4493 Result := True;
4494 remove := True;
4495 if gFlash = 2 then Inc(FPickup, 5);
4496 end;
4498 ITEM_JETPACK:
4499 if FJetFuel < JET_MAX then
4500 begin
4501 FJetFuel := JET_MAX;
4502 Result := True;
4503 remove := True;
4504 if gFlash = 2 then Inc(FPickup, 5);
4505 end;
4507 ITEM_INVIS:
4508 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4509 begin
4510 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4511 Result := True;
4512 remove := True;
4513 if gFlash = 2 then Inc(FPickup, 5);
4514 end;
4515 end;
4517 if (shouldSwitch(switchWeapon, hadWeapon)) then
4518 QueueWeaponSwitch(switchWeapon);
4519 end;
4521 procedure TPlayer.Touch();
4522 begin
4523 if not FAlive then
4524 Exit;
4525 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4526 if FIamBot then
4527 begin
4528 // Áðîñèòü ôëàã òîâàðèùó:
4529 if gGameSettings.GameMode = GM_CTF then
4530 DropFlag();
4531 end;
4532 end;
4534 procedure TPlayer.Push(vx, vy: Integer);
4535 begin
4536 if (not FPhysics) and FGhost then
4537 Exit;
4538 FObj.Accel.X := FObj.Accel.X + vx;
4539 FObj.Accel.Y := FObj.Accel.Y + vy;
4540 if g_Game_IsNet and g_Game_IsServer then
4541 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4542 end;
4544 procedure TPlayer.Reset(Force: Boolean);
4545 begin
4546 if Force then
4547 FAlive := False;
4549 FSpawned := False;
4550 FTime[T_RESPAWN] := 0;
4551 FTime[T_FLAGCAP] := 0;
4552 FGodMode := False;
4553 FNoTarget := False;
4554 FNoReload := False;
4555 FFrags := 0;
4556 FAssists := 0;
4557 FLastFrag := 0;
4558 FComboEvnt := -1;
4559 FKills := 0;
4560 FMonsterKills := 0;
4561 FDeath := 0;
4562 FSecrets := 0;
4563 FSpawnInvul := 0;
4564 FCorpse := -1;
4565 FReady := False;
4566 if FNoRespawn then
4567 begin
4568 FSpectator := False;
4569 FGhost := False;
4570 FPhysics := True;
4571 FSpectatePlayer := -1;
4572 FNoRespawn := False;
4573 end;
4574 FLives := gGameSettings.MaxLives;
4576 SetFlag(FLAG_NONE);
4577 end;
4579 procedure TPlayer.SoftReset();
4580 begin
4581 ReleaseKeys();
4583 FDamageBuffer := 0;
4584 FSlopeOld := 0;
4585 FIncCamOld := 0;
4586 FIncCam := 0;
4587 FBFGFireCounter := -1;
4588 FShellTimer := -1;
4589 FPain := 0;
4590 FLastHit := 0;
4591 FLastFrag := 0;
4592 FComboEvnt := -1;
4594 SetFlag(FLAG_NONE);
4595 SetAction(A_STAND, True);
4596 end;
4598 function TPlayer.GetRespawnPoint(): Byte;
4599 var
4600 c: Byte;
4601 begin
4602 Result := 255;
4603 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4605 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4606 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4607 begin
4608 if Self = gPlayer1 then
4609 begin
4610 // player 1 should try to spawn on the player 1 point
4611 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4612 Exit(RESPAWNPOINT_PLAYER1)
4613 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4614 Exit(RESPAWNPOINT_PLAYER2);
4615 end
4616 else if Self = gPlayer2 then
4617 begin
4618 // player 2 should try to spawn on the player 2 point
4619 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4620 Exit(RESPAWNPOINT_PLAYER2)
4621 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4622 Exit(RESPAWNPOINT_PLAYER1);
4623 end
4624 else
4625 begin
4626 // other players randomly pick either the first or the second point
4627 c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
4628 if g_Map_GetPointCount(c) > 0 then
4629 Exit(c);
4630 // try the other one
4631 c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
4632 if g_Map_GetPointCount(c) > 0 then
4633 Exit(c);
4634 end;
4635 end;
4637 // Ìÿñîïîâàë
4638 if gGameSettings.GameMode = GM_DM then
4639 begin
4640 // try DM points first
4641 if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
4642 Exit(RESPAWNPOINT_DM);
4643 end;
4645 // Êîìàíäíûå
4646 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4647 begin
4648 // try team points first
4649 c := RESPAWNPOINT_DM;
4650 if FTeam = TEAM_RED then
4651 c := RESPAWNPOINT_RED
4652 else if FTeam = TEAM_BLUE then
4653 c := RESPAWNPOINT_BLUE;
4654 if g_Map_GetPointCount(c) > 0 then
4655 Exit(c);
4656 end;
4658 // still haven't found a spawnpoint, try random shit
4659 Result := g_Map_GetRandomPointType();
4660 end;
4662 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4663 var
4664 RespawnPoint: TRespawnPoint;
4665 a, b, c: Byte;
4666 Anim: TAnimation;
4667 ID: DWORD;
4668 begin
4669 FSlopeOld := 0;
4670 FIncCamOld := 0;
4671 FIncCam := 0;
4672 FBFGFireCounter := -1;
4673 FShellTimer := -1;
4674 FPain := 0;
4675 FLastHit := 0;
4676 FSpawnInvul := 0;
4677 FCorpse := -1;
4679 if not g_Game_IsServer then
4680 Exit;
4681 if FDummy then
4682 Exit;
4683 FWantsInGame := True;
4684 FJustTeleported := True;
4685 if Force then
4686 begin
4687 FTime[T_RESPAWN] := 0;
4688 FAlive := False;
4689 end;
4690 FNetTime := 0;
4691 // if server changes MaxLives we gotta be ready
4692 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4694 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4695 if FTime[T_RESPAWN] > gTime then
4696 Exit;
4698 // Ïðîñðàë âñå æèçíè:
4699 if FNoRespawn then
4700 begin
4701 if not FSpectator then Spectate(True);
4702 FWantsInGame := True;
4703 Exit;
4704 end;
4706 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4707 begin // "Ñâîÿ èãðà"
4708 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4709 FRulez := FRulez-[R_BERSERK];
4710 end
4711 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4712 begin
4713 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4714 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4715 end;
4717 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4718 c := GetRespawnPoint();
4720 ReleaseKeys();
4721 SetFlag(FLAG_NONE);
4723 // Âîñêðåøåíèå áåç îðóæèÿ:
4724 if not FAlive then
4725 begin
4726 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4727 FArmor := 0;
4728 FAlive := True;
4729 FAir := AIR_DEF;
4730 FJetFuel := 0;
4732 for a := WP_FIRST to WP_LAST do
4733 begin
4734 FWeapon[a] := False;
4735 FReloading[a] := 0;
4736 end;
4738 FWeapon[WEAPON_PISTOL] := True;
4739 FWeapon[WEAPON_KASTET] := True;
4740 FCurrWeap := WEAPON_PISTOL;
4741 resetWeaponQueue();
4743 FModel.SetWeapon(FCurrWeap);
4745 for b := A_BULLETS to A_HIGH do
4746 FAmmo[b] := 0;
4748 FAmmo[A_BULLETS] := 50;
4750 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4751 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4752 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4753 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4754 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4756 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4757 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4758 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4759 else
4760 FRulez := [];
4761 end;
4763 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4764 if not g_Map_GetPoint(c, RespawnPoint) then
4765 begin
4766 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4767 Exit;
4768 end;
4770 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4771 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4772 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4773 FObj.oldX := FObj.X; // don't interpolate after respawn
4774 FObj.oldY := FObj.Y;
4775 FObj.Vel.X := 0;
4776 FObj.Vel.Y := 0;
4777 FObj.Accel.X := 0;
4778 FObj.Accel.Y := 0;
4780 FDirection := RespawnPoint.Direction;
4781 if FDirection = TDirection.D_LEFT then
4782 FAngle := 180
4783 else
4784 FAngle := 0;
4786 SetAction(A_STAND, True);
4787 FModel.Direction := FDirection;
4789 for a := Low(FTime) to High(FTime) do
4790 FTime[a] := 0;
4792 for a := Low(FMegaRulez) to High(FMegaRulez) do
4793 FMegaRulez[a] := 0;
4795 // Respawn invulnerability
4796 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4797 begin
4798 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4799 FSpawnInvul := FMegaRulez[MR_INVUL];
4800 end;
4802 FDamageBuffer := 0;
4803 FJetpack := False;
4804 FCanJetpack := False;
4805 FFlaming := False;
4806 FFireTime := 0;
4807 FFirePainTime := 0;
4808 FFireAttacker := 0;
4810 // Àíèìàöèÿ âîçðîæäåíèÿ:
4811 if (not gLoadGameMode) and (not Silent) then
4812 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4813 begin
4814 Anim := TAnimation.Create(ID, False, 3);
4815 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4816 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4817 Anim.Free();
4818 end;
4820 FSpectator := False;
4821 FGhost := False;
4822 FPhysics := True;
4823 FSpectatePlayer := -1;
4824 FSpawned := True;
4826 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4827 gPlayer1 := self;
4828 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4829 gPlayer2 := self;
4831 if g_Game_IsNet then
4832 begin
4833 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4834 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4835 if not Silent then
4836 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4837 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4838 0, NET_GFX_TELE);
4839 end;
4840 end;
4842 procedure TPlayer.Spectate(NoMove: Boolean = False);
4843 begin
4844 if FAlive then
4845 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4846 else if (not NoMove) then
4847 begin
4848 GameX := gMapInfo.Width div 2;
4849 GameY := gMapInfo.Height div 2;
4850 end;
4851 FXTo := GameX;
4852 FYTo := GameY;
4854 FAlive := False;
4855 FSpectator := True;
4856 FGhost := True;
4857 FPhysics := False;
4858 FWantsInGame := False;
4859 FSpawned := False;
4860 FCorpse := -1;
4862 if FNoRespawn then
4863 begin
4864 if Self = gPlayer1 then
4865 begin
4866 gSpectLatchPID1 := FUID;
4867 gPlayer1 := nil;
4868 end
4869 else if Self = gPlayer2 then
4870 begin
4871 gSpectLatchPID2 := FUID;
4872 gPlayer2 := nil;
4873 end;
4874 end;
4876 if g_Game_IsNet then
4877 MH_SEND_PlayerStats(FUID);
4878 end;
4880 procedure TPlayer.SwitchNoClip;
4881 begin
4882 if not FAlive then
4883 Exit;
4884 FGhost := not FGhost;
4885 FPhysics := not FGhost;
4886 if FGhost then
4887 begin
4888 FXTo := FObj.X;
4889 FYTo := FObj.Y;
4890 end else
4891 begin
4892 FObj.Accel.X := 0;
4893 FObj.Accel.Y := 0;
4894 end;
4895 end;
4897 procedure TPlayer.Run(Direction: TDirection);
4898 var
4899 a, b: Integer;
4900 begin
4901 if MAX_RUNVEL > 8 then
4902 FlySmoke();
4904 // Áåæèì:
4905 if Direction = TDirection.D_LEFT then
4906 begin
4907 if FObj.Vel.X > -MAX_RUNVEL then
4908 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4909 end
4910 else
4911 if FObj.Vel.X < MAX_RUNVEL then
4912 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4914 // Âîçìîæíî, ïèíàåì êóñêè:
4915 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4916 begin
4917 b := Abs(FObj.Vel.X);
4918 if b > 1 then b := b * (Random(8 div b) + 1);
4919 for a := 0 to High(gGibs) do
4920 begin
4921 if gGibs[a].alive and
4922 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4923 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4924 begin
4925 // Ïèíàåì êóñêè
4926 if FObj.Vel.X < 0 then
4927 begin
4928 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4929 end
4930 else
4931 begin
4932 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4933 end;
4934 gGibs[a].positionChanged(); // this updates spatial accelerators
4935 end;
4936 end;
4937 end;
4939 SetAction(A_WALK);
4940 end;
4942 procedure TPlayer.SeeDown();
4943 begin
4944 SetAction(A_SEEDOWN);
4946 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4948 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4949 end;
4951 procedure TPlayer.SeeUp();
4952 begin
4953 SetAction(A_SEEUP);
4955 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4957 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4958 end;
4960 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4961 var
4962 Prior: Byte;
4963 begin
4964 case Action of
4965 A_WALK: Prior := 3;
4966 A_DIE1: Prior := 5;
4967 A_DIE2: Prior := 5;
4968 A_ATTACK: Prior := 2;
4969 A_SEEUP: Prior := 1;
4970 A_SEEDOWN: Prior := 1;
4971 A_ATTACKUP: Prior := 2;
4972 A_ATTACKDOWN: Prior := 2;
4973 A_PAIN: Prior := 4;
4974 else Prior := 0;
4975 end;
4977 if (Prior > FActionPrior) or Force then
4978 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4979 begin
4980 FActionPrior := Prior;
4981 FActionAnim := Action;
4982 FActionForce := Force;
4983 FActionChanged := True;
4984 end;
4986 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4987 end;
4989 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4990 begin
4991 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4992 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4993 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4994 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4995 end;
4997 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4998 var
4999 Anim: TAnimation;
5000 ID: DWORD;
5001 begin
5002 Result := False;
5004 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
5005 begin
5006 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
5007 if g_Game_IsServer and g_Game_IsNet then
5008 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
5009 Exit;
5010 end;
5012 FJustTeleported := True;
5014 Anim := nil;
5015 if not silent then
5016 begin
5017 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
5018 begin
5019 Anim := TAnimation.Create(ID, False, 3);
5020 end;
5022 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
5023 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5024 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
5025 if g_Game_IsServer and g_Game_IsNet then
5026 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5027 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
5028 NET_GFX_TELE);
5029 end;
5031 FObj.X := X-PLAYER_RECT.X;
5032 FObj.Y := Y-PLAYER_RECT.Y;
5033 FObj.oldX := FObj.X; // don't interpolate after respawn
5034 FObj.oldY := FObj.Y;
5035 if FAlive and FGhost then
5036 begin
5037 FXTo := FObj.X;
5038 FYTo := FObj.Y;
5039 end;
5041 if not g_Game_IsNet then
5042 begin
5043 if dir = 1 then
5044 begin
5045 SetDirection(TDirection.D_LEFT);
5046 FAngle := 180;
5047 end
5048 else
5049 if dir = 2 then
5050 begin
5051 SetDirection(TDirection.D_RIGHT);
5052 FAngle := 0;
5053 end
5054 else
5055 if dir = 3 then
5056 begin // îáðàòíîå
5057 if FDirection = TDirection.D_RIGHT then
5058 begin
5059 SetDirection(TDirection.D_LEFT);
5060 FAngle := 180;
5061 end
5062 else
5063 begin
5064 SetDirection(TDirection.D_RIGHT);
5065 FAngle := 0;
5066 end;
5067 end;
5068 end;
5070 if not silent and (Anim <> nil) then
5071 begin
5072 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5073 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
5074 Anim.Free();
5076 if g_Game_IsServer and g_Game_IsNet then
5077 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5078 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
5079 NET_GFX_TELE);
5080 end;
5082 Result := True;
5083 end;
5085 function nonz(a: Single): Single;
5086 begin
5087 if a <> 0 then
5088 Result := a
5089 else
5090 Result := 1;
5091 end;
5093 function TPlayer.refreshCorpse(): Boolean;
5094 var
5095 i: Integer;
5096 begin
5097 Result := False;
5098 FCorpse := -1;
5099 if FAlive or FSpectator then
5100 Exit;
5101 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5102 Exit;
5103 for i := 0 to High(gCorpses) do
5104 if gCorpses[i] <> nil then
5105 if gCorpses[i].FPlayerUID = FUID then
5106 begin
5107 Result := True;
5108 FCorpse := i;
5109 break;
5110 end;
5111 end;
5113 function TPlayer.getCameraObj(): TObj;
5114 begin
5115 if (not FAlive) and (not FSpectator) and
5116 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
5117 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
5118 begin
5119 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
5120 Result := gCorpses[FCorpse].FObj;
5121 end
5122 else
5123 begin
5124 Result := FObj;
5125 end;
5126 end;
5128 procedure TPlayer.PreUpdate();
5129 begin
5130 FSlopeOld := FObj.slopeUpLeft;
5131 FIncCamOld := FIncCam;
5132 FObj.oldX := FObj.X;
5133 FObj.oldY := FObj.Y;
5134 end;
5136 procedure TPlayer.Update();
5137 var
5138 b: Byte;
5139 i, ii, wx, wy, xd, yd, k: Integer;
5140 blockmon, headwater, dospawn: Boolean;
5141 NetServer: Boolean;
5142 AnyServer: Boolean;
5143 SetSpect: Boolean;
5144 begin
5145 NetServer := g_Game_IsNet and g_Game_IsServer;
5146 AnyServer := g_Game_IsServer;
5148 if g_Game_IsClient and (NetInterpLevel > 0) then
5149 DoLerp(NetInterpLevel + 1)
5150 else
5151 if FGhost then
5152 DoLerp(4);
5154 if NetServer then
5155 if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then
5156 begin
5157 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5158 if NetClients[FClientID].Peer^.packetsSent > 0 then
5159 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5160 else
5161 FLoss := 0;
5162 end else
5163 begin
5164 FPing := 0;
5165 FLoss := 0;
5166 end;
5168 if FAlive and (FPunchAnim <> nil) then
5169 FPunchAnim.Update();
5171 if FAlive and (gFly or FJetpack) then
5172 FlySmoke();
5174 if FDirection = TDirection.D_LEFT then
5175 FAngle := 180
5176 else
5177 FAngle := 0;
5179 if FAlive and (not FGhost) then
5180 begin
5181 if FKeys[KEY_UP].Pressed then
5182 SeeUp();
5183 if FKeys[KEY_DOWN].Pressed then
5184 SeeDown();
5185 end;
5187 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5188 (FIncCam <> 0) then
5189 begin
5190 i := g_basic.Sign(FIncCam);
5191 FIncCam := Abs(FIncCam);
5192 DecMin(FIncCam, 5, 0);
5193 FIncCam := FIncCam*i;
5194 end;
5196 if gTime mod (GAME_TICK*2) <> 0 then
5197 begin
5198 if (FObj.Vel.X = 0) and FAlive then
5199 begin
5200 if FKeys[KEY_LEFT].Pressed then
5201 Run(TDirection.D_LEFT);
5202 if FKeys[KEY_RIGHT].Pressed then
5203 Run(TDirection.D_RIGHT);
5204 end;
5206 if FPhysics then
5207 begin
5208 g_Obj_Move(@FObj, True, True, True);
5209 positionChanged(); // this updates spatial accelerators
5210 end;
5212 Exit;
5213 end;
5215 FActionChanged := False;
5217 if FAlive then
5218 begin
5219 // Let alive player do some actions
5220 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5221 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5222 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5223 else
5224 begin
5225 if AnyServer then
5226 begin
5227 FlamerOff;
5228 if NetServer then MH_SEND_PlayerStats(FUID);
5229 end;
5230 end;
5231 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5232 if FKeys[KEY_JUMP].Pressed then Jump()
5233 else
5234 begin
5235 if AnyServer and FJetpack then
5236 begin
5237 FJetpack := False;
5238 JetpackOff;
5239 if NetServer then MH_SEND_PlayerStats(FUID);
5240 end;
5241 FCanJetpack := True;
5242 end;
5243 end
5244 else // Dead
5245 begin
5246 dospawn := False;
5247 if not FGhost then
5248 for k := Low(FKeys) to KEY_CHAT-1 do
5249 begin
5250 if FKeys[k].Pressed then
5251 begin
5252 dospawn := True;
5253 break;
5254 end;
5255 end;
5256 if dospawn then
5257 begin
5258 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5259 Respawn(False)
5260 else // Single
5261 if (FTime[T_RESPAWN] <= gTime) and
5262 gGameOn and (not FAlive) then
5263 begin
5264 if (g_Player_GetCount() > 1) then
5265 Respawn(False)
5266 else
5267 begin
5268 gExit := EXIT_RESTART;
5269 Exit;
5270 end;
5271 end;
5272 end;
5273 // Dead spectator actions
5274 if FGhost then
5275 begin
5276 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5277 if FKeys[KEY_FIRE].Pressed and AnyServer then
5278 begin
5279 if FSpectator then
5280 begin
5281 if (FSpectatePlayer >= High(gPlayers)) then
5282 FSpectatePlayer := -1
5283 else
5284 begin
5285 SetSpect := False;
5286 for I := FSpectatePlayer + 1 to High(gPlayers) do
5287 if gPlayers[I] <> nil then
5288 if gPlayers[I].alive then
5289 if gPlayers[I].UID <> FUID then
5290 begin
5291 FSpectatePlayer := I;
5292 SetSpect := True;
5293 break;
5294 end;
5296 if not SetSpect then FSpectatePlayer := -1;
5297 end;
5299 ReleaseKeys;
5300 end;
5301 end;
5302 end;
5303 end;
5304 // No clipping
5305 if FGhost then
5306 begin
5307 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5308 begin
5309 FYTo := FObj.Y - 32;
5310 FSpectatePlayer := -1;
5311 end;
5312 if FKeys[KEY_DOWN].Pressed then
5313 begin
5314 FYTo := FObj.Y + 32;
5315 FSpectatePlayer := -1;
5316 end;
5317 if FKeys[KEY_LEFT].Pressed then
5318 begin
5319 FXTo := FObj.X - 32;
5320 FSpectatePlayer := -1;
5321 end;
5322 if FKeys[KEY_RIGHT].Pressed then
5323 begin
5324 FXTo := FObj.X + 32;
5325 FSpectatePlayer := -1;
5326 end;
5328 if (FXTo < -64) then
5329 FXTo := -64
5330 else if (FXTo > gMapInfo.Width + 32) then
5331 FXTo := gMapInfo.Width + 32;
5332 if (FYTo < -72) then
5333 FYTo := -72
5334 else if (FYTo > gMapInfo.Height + 32) then
5335 FYTo := gMapInfo.Height + 32;
5336 end;
5338 if FPhysics then
5339 begin
5340 g_Obj_Move(@FObj, True, True, True);
5341 positionChanged(); // this updates spatial accelerators
5342 end
5343 else
5344 begin
5345 FObj.Vel.X := 0;
5346 FObj.Vel.Y := 0;
5347 if FSpectator then
5348 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5349 if gPlayers[FSpectatePlayer] <> nil then
5350 if gPlayers[FSpectatePlayer].alive then
5351 begin
5352 FXTo := gPlayers[FSpectatePlayer].GameX;
5353 FYTo := gPlayers[FSpectatePlayer].GameY;
5354 end;
5355 end;
5357 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5358 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5359 PANEL_BLOCKMON, True);
5360 headwater := HeadInLiquid(0, 0);
5362 // Ñîïðîòèâëåíèå âîçäóõà:
5363 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5364 if FObj.Vel.X <> 0 then
5365 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5367 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5368 DecMin(FPain, 5, 0);
5369 DecMin(FPickup, 1, 0);
5371 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5372 begin
5373 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5374 FMegaRulez[MR_SUIT] := 0;
5375 FMegaRulez[MR_INVUL] := 0;
5376 FMegaRulez[MR_INVIS] := 0;
5377 Kill(K_FALLKILL, 0, HIT_FALL);
5378 end;
5380 i := 9;
5382 if FAlive then
5383 begin
5384 if FCurrWeap = WEAPON_SAW then
5385 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5386 FSawSoundSelect.IsPlaying()) then
5387 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5389 if FJetpack then
5390 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5391 (not FJetSoundOff.IsPlaying()) then
5392 begin
5393 FJetSoundFly.SetPosition(0);
5394 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5395 end;
5397 for b := WP_FIRST to WP_LAST do
5398 if FReloading[b] > 0 then
5399 if FNoReload then
5400 FReloading[b] := 0
5401 else
5402 Dec(FReloading[b]);
5404 if FShellTimer > -1 then
5405 if FShellTimer = 0 then
5406 begin
5407 if FShellType = SHELL_SHELL then
5408 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5409 GameVelX, GameVelY-2, SHELL_SHELL)
5410 else if FShellType = SHELL_DBLSHELL then
5411 begin
5412 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5413 GameVelX+1, GameVelY-2, SHELL_SHELL);
5414 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5415 GameVelX-1, GameVelY-2, SHELL_SHELL);
5416 end;
5417 FShellTimer := -1;
5418 end else Dec(FShellTimer);
5420 if (FBFGFireCounter > -1) then
5421 if FBFGFireCounter = 0 then
5422 begin
5423 if AnyServer then
5424 begin
5425 wx := FObj.X+WEAPONPOINT[FDirection].X;
5426 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5427 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5428 yd := wy+firediry();
5429 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5430 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5431 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5432 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5433 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5434 end;
5436 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5437 FBFGFireCounter := -1;
5438 end else
5439 if FNoReload then
5440 FBFGFireCounter := 0
5441 else
5442 Dec(FBFGFireCounter);
5444 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5445 begin
5446 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5448 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5449 end;
5451 if (headwater or blockmon) then
5452 begin
5453 Dec(FAir);
5455 if FAir < -9 then
5456 begin
5457 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5458 FAir := 0;
5459 end
5460 else if (FAir mod 31 = 0) and not blockmon then
5461 g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
5462 FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5463 end else if FAir < AIR_DEF then
5464 FAir := AIR_DEF;
5466 if FFireTime > 0 then
5467 begin
5468 if BodyInLiquid(0, 0) then
5469 begin
5470 FFireTime := 0;
5471 FFirePainTime := 0;
5472 end
5473 else if FMegaRulez[MR_SUIT] >= gTime then
5474 begin
5475 if FMegaRulez[MR_SUIT] = gTime then
5476 FFireTime := 1;
5477 FFirePainTime := 0;
5478 end
5479 else
5480 begin
5481 OnFireFlame(1);
5482 if FFirePainTime <= 0 then
5483 begin
5484 if g_Game_IsServer then
5485 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5486 FFirePainTime := 12 - FFireTime div 12;
5487 end;
5488 FFirePainTime := FFirePainTime - 1;
5489 FFireTime := FFireTime - 1;
5490 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5491 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5492 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5493 MH_SEND_PlayerStats(FUID);
5494 end;
5495 end;
5497 if FDamageBuffer > 0 then
5498 begin
5499 if FDamageBuffer >= 9 then
5500 begin
5501 SetAction(A_PAIN);
5503 if FDamageBuffer < 30 then i := 9
5504 else if FDamageBuffer < 100 then i := 18
5505 else i := 27;
5506 end;
5508 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5509 FArmor := FArmor-(FDamageBuffer-ii);
5510 FHealth := FHealth-ii;
5511 if FArmor < 0 then
5512 begin
5513 FHealth := FHealth+FArmor;
5514 FArmor := 0;
5515 end;
5517 if AnyServer then
5518 if FHealth <= 0 then
5519 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5520 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5521 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5523 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5524 begin
5525 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5526 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5527 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5528 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5529 end;
5531 FDamageBuffer := 0;
5532 end;
5534 {CollideItem();}
5535 end; // if FAlive then ...
5537 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5538 begin
5539 FModel.ChangeAnimation(FActionAnim, FActionForce);
5540 FModel.GetCurrentAnimation.MinLength := i;
5541 FModel.GetCurrentAnimationMask.MinLength := i;
5542 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5544 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5545 then SetAction(A_STAND, True);
5547 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5549 for b := Low(FKeys) to High(FKeys) do
5550 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5551 end;
5554 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5555 begin
5556 x := FObj.X+PLAYER_RECT.X;
5557 y := FObj.Y+PLAYER_RECT.Y;
5558 w := PLAYER_RECT.Width;
5559 h := PLAYER_RECT.Height;
5560 end;
5563 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5564 begin
5565 if (dx <> 0) or (dy <> 0) then
5566 begin
5567 FObj.X += dx;
5568 FObj.Y += dy;
5569 positionChanged();
5570 end;
5571 end;
5574 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5575 begin
5576 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5577 FObj.Y+PLAYER_RECT.Y,
5578 PLAYER_RECT.Width,
5579 PLAYER_RECT.Height,
5580 X, Y,
5581 Width, Height);
5582 end;
5584 function TPlayer.Collide(Panel: TPanel): Boolean;
5585 begin
5586 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5587 FObj.Y+PLAYER_RECT.Y,
5588 PLAYER_RECT.Width,
5589 PLAYER_RECT.Height,
5590 Panel.X, Panel.Y,
5591 Panel.Width, Panel.Height);
5592 end;
5594 function TPlayer.Collide(X, Y: Integer): Boolean;
5595 begin
5596 X := X-FObj.X-PLAYER_RECT.X;
5597 Y := Y-FObj.Y-PLAYER_RECT.Y;
5598 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5599 (y >= 0) and (y <= PLAYER_RECT.Height);
5600 end;
5602 function g_Player_ExistingName(Name: string): Boolean;
5603 var
5604 a: Integer;
5605 begin
5606 Result := True;
5608 if gPlayers = nil then Exit;
5610 for a := 0 to High(gPlayers) do
5611 if gPlayers[a] <> nil then
5612 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5613 begin
5614 Result := False;
5615 Exit;
5616 end;
5617 end;
5619 procedure TPlayer.SetDirection(Direction: TDirection);
5620 var
5621 d: TDirection;
5622 begin
5623 d := FModel.Direction;
5625 FModel.Direction := Direction;
5626 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5628 FDirection := Direction;
5629 end;
5631 function TPlayer.GetKeys(): Byte;
5632 begin
5633 Result := 0;
5635 if R_KEY_RED in FRulez then Result := KEY_RED;
5636 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5637 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5639 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5640 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5641 end;
5643 procedure TPlayer.Use();
5644 var
5645 a: Integer;
5646 begin
5647 if FTime[T_USE] > gTime then Exit;
5649 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5650 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5652 for a := 0 to High(gPlayers) do
5653 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5654 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5655 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5656 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5657 begin
5658 gPlayers[a].Touch();
5659 if g_Game_IsNet and g_Game_IsServer then
5660 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5661 end;
5663 FTime[T_USE] := gTime+120;
5664 end;
5666 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5667 var
5668 locObj: TObj;
5669 visible: Boolean = True;
5670 WX, WY, XD, YD: Integer;
5671 begin
5672 WX := X;
5673 WY := Y;
5674 XD := AX;
5675 YD := AY;
5677 case FCurrWeap of
5678 WEAPON_KASTET:
5679 begin
5680 visible := False;
5681 DoPunch();
5682 if R_BERSERK in FRulez then
5683 begin
5684 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5685 locobj.X := FObj.X+FObj.Rect.X;
5686 locobj.Y := FObj.Y+FObj.Rect.Y;
5687 locobj.rect.X := 0;
5688 locobj.rect.Y := 0;
5689 locobj.rect.Width := 39;
5690 locobj.rect.Height := 52;
5691 locobj.Vel.X := (xd-wx) div 2;
5692 locobj.Vel.Y := (yd-wy) div 2;
5693 locobj.Accel.X := xd-wx;
5694 locobj.Accel.y := yd-wy;
5696 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5697 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5698 else
5699 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5701 if gFlash = 1 then
5702 if FPain < 50 then
5703 FPain := min(FPain + 25, 50);
5704 end else
5705 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5706 end;
5708 WEAPON_SAW:
5709 begin
5710 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5711 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5712 begin
5713 FSawSoundSelect.Stop();
5714 FSawSound.Stop();
5715 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5716 end
5717 else if not FSawSoundHit.IsPlaying() then
5718 begin
5719 FSawSoundSelect.Stop();
5720 FSawSound.PlayAt(FObj.X, FObj.Y);
5721 end;
5722 end;
5724 WEAPON_PISTOL:
5725 begin
5726 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5727 FFireAngle := FAngle;
5728 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5729 GameVelX, GameVelY-2, SHELL_BULLET);
5730 end;
5732 WEAPON_SHOTGUN1:
5733 begin
5734 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5735 FFireAngle := FAngle;
5736 FShellTimer := 10;
5737 FShellType := SHELL_SHELL;
5738 end;
5740 WEAPON_SHOTGUN2:
5741 begin
5742 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5743 FFireAngle := FAngle;
5744 FShellTimer := 13;
5745 FShellType := SHELL_DBLSHELL;
5746 end;
5748 WEAPON_CHAINGUN:
5749 begin
5750 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5751 FFireAngle := FAngle;
5752 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5753 GameVelX, GameVelY-2, SHELL_BULLET);
5754 end;
5756 WEAPON_ROCKETLAUNCHER:
5757 begin
5758 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5759 FFireAngle := FAngle;
5760 end;
5762 WEAPON_PLASMA:
5763 begin
5764 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5765 FFireAngle := FAngle;
5766 end;
5768 WEAPON_BFG:
5769 begin
5770 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5771 FFireAngle := FAngle;
5772 end;
5774 WEAPON_SUPERPULEMET:
5775 begin
5776 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5777 FFireAngle := FAngle;
5778 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5779 GameVelX, GameVelY-2, SHELL_SHELL);
5780 end;
5782 WEAPON_FLAMETHROWER:
5783 begin
5784 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5785 FlamerOn;
5786 FFireAngle := FAngle;
5787 end;
5788 end;
5790 if not visible then Exit;
5792 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5793 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5794 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5795 end;
5797 procedure TPlayer.DoLerp(Level: Integer = 2);
5798 begin
5799 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5800 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5801 end;
5803 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5804 var
5805 AX, AY: Integer;
5806 begin
5807 FXTo := XTo;
5808 FYTo := YTo;
5809 if FJustTeleported or (NetInterpLevel < 1) then
5810 begin
5811 FObj.X := XTo;
5812 FObj.Y := YTo;
5813 if FJustTeleported then
5814 begin
5815 FObj.oldX := FObj.X;
5816 FObj.oldY := FObj.Y;
5817 end;
5818 end
5819 else
5820 begin
5821 AX := Abs(FXTo - FObj.X);
5822 AY := Abs(FYTo - FObj.Y);
5823 if (AX > 32) or (AX <= NetInterpLevel) then
5824 FObj.X := FXTo;
5825 if (AY > 32) or (AY <= NetInterpLevel) then
5826 FObj.Y := FYTo;
5827 end;
5828 end;
5830 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5831 begin
5832 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5833 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5834 PANEL_LIFTUP, False) then Result := -1
5835 else
5836 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5837 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5838 PANEL_LIFTDOWN, False) then Result := 1
5839 else Result := 0;
5840 end;
5842 function TPlayer.GetFlag(Flag: Byte): Boolean;
5843 var
5844 s, ts: String;
5845 evtype, a: Byte;
5846 begin
5847 Result := False;
5849 if Flag = FLAG_NONE then
5850 Exit;
5852 if not g_Game_IsServer then Exit;
5854 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5855 if (Flag = FTeam) and
5856 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5857 (FFlag <> FLAG_NONE) then
5858 begin
5859 if FFlag = FLAG_RED then
5860 s := _lc[I_PLAYER_FLAG_RED]
5861 else
5862 s := _lc[I_PLAYER_FLAG_BLUE];
5864 evtype := FLAG_STATE_SCORED;
5866 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5867 Insert('.', ts, Length(ts) + 1 - 3);
5868 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5870 g_Map_ResetFlag(FFlag);
5871 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5873 if ((Self = gPlayer1) or (Self = gPlayer2)
5874 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5875 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5876 a := 0
5877 else
5878 a := 1;
5880 if not sound_cap_flag[a].IsPlaying() then
5881 sound_cap_flag[a].Play();
5883 gTeamStat[FTeam].Score += 1;
5885 Result := True;
5886 if g_Game_IsNet then
5887 begin
5888 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5889 MH_SEND_GameStats;
5890 end;
5892 gFlags[FFlag].CaptureTime := 0;
5893 SetFlag(FLAG_NONE);
5894 Exit;
5895 end;
5897 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5898 if (Flag = FTeam) and
5899 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5900 begin
5901 if Flag = FLAG_RED then
5902 s := _lc[I_PLAYER_FLAG_RED]
5903 else
5904 s := _lc[I_PLAYER_FLAG_BLUE];
5906 evtype := FLAG_STATE_RETURNED;
5907 gFlags[Flag].CaptureTime := 0;
5909 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5911 g_Map_ResetFlag(Flag);
5912 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5914 if ((Self = gPlayer1) or (Self = gPlayer2)
5915 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5916 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5917 a := 0
5918 else
5919 a := 1;
5921 if not sound_ret_flag[a].IsPlaying() then
5922 sound_ret_flag[a].Play();
5924 Result := True;
5925 if g_Game_IsNet then
5926 begin
5927 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5928 MH_SEND_GameStats;
5929 end;
5930 Exit;
5931 end;
5933 // Ïîäîáðàë ÷óæîé ôëàã:
5934 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5935 begin
5936 SetFlag(Flag);
5938 if Flag = FLAG_RED then
5939 s := _lc[I_PLAYER_FLAG_RED]
5940 else
5941 s := _lc[I_PLAYER_FLAG_BLUE];
5943 evtype := FLAG_STATE_CAPTURED;
5945 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5947 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5949 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5951 if ((Self = gPlayer1) or (Self = gPlayer2)
5952 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5953 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5954 a := 0
5955 else
5956 a := 1;
5958 if not sound_get_flag[a].IsPlaying() then
5959 sound_get_flag[a].Play();
5961 Result := True;
5962 if g_Game_IsNet then
5963 begin
5964 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5965 MH_SEND_GameStats;
5966 end;
5967 end;
5968 end;
5970 procedure TPlayer.SetFlag(Flag: Byte);
5971 begin
5972 FFlag := Flag;
5973 if FModel <> nil then
5974 FModel.SetFlag(FFlag);
5975 end;
5977 function TPlayer.TryDropFlag(): Boolean;
5978 begin
5979 if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then
5980 Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG))
5981 else
5982 Result := False;
5983 end;
5985 function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
5986 var
5987 s: String;
5988 a: Byte;
5989 xv, yv: Integer;
5990 begin
5991 Result := False;
5992 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5993 Exit;
5994 FTime[T_FLAGCAP] := gTime + 2000;
5995 with gFlags[FFlag] do
5996 begin
5997 Obj.X := FObj.X;
5998 Obj.Y := FObj.Y;
5999 Direction := FDirection;
6000 State := FLAG_STATE_DROPPED;
6001 Count := FLAG_TIME;
6002 if DoThrow then
6003 begin
6004 xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10);
6005 yv := FObj.Vel.Y - 2;
6006 end
6007 else
6008 begin
6009 xv := (FObj.Vel.X div 2);
6010 yv := (FObj.Vel.Y div 2) - 2;
6011 end;
6012 g_Obj_Push(@Obj, xv, yv);
6014 positionChanged(); // this updates spatial accelerators
6016 if FFlag = FLAG_RED then
6017 s := _lc[I_PLAYER_FLAG_RED]
6018 else
6019 s := _lc[I_PLAYER_FLAG_BLUE];
6021 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
6022 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
6024 if ((Self = gPlayer1) or (Self = gPlayer2)
6025 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
6026 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
6027 a := 0
6028 else
6029 a := 1;
6031 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
6032 sound_lost_flag[a].Play();
6034 if g_Game_IsNet then
6035 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
6036 end;
6037 SetFlag(FLAG_NONE);
6038 Result := True;
6039 end;
6041 procedure TPlayer.GetSecret();
6042 begin
6043 if (self = gPlayer1) or (self = gPlayer2) then
6044 begin
6045 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
6046 g_Sound_PlayEx('SOUND_GAME_SECRET');
6047 end;
6048 Inc(FSecrets);
6049 end;
6051 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
6052 begin
6053 Assert(Key <= High(FKeys));
6055 FKeys[Key].Pressed := True;
6056 FKeys[Key].Time := Time;
6057 end;
6059 function TPlayer.IsKeyPressed(K: Byte): Boolean;
6060 begin
6061 Result := FKeys[K].Pressed;
6062 end;
6064 procedure TPlayer.ReleaseKeys();
6065 var
6066 a: Integer;
6067 begin
6068 for a := Low(FKeys) to High(FKeys) do
6069 begin
6070 FKeys[a].Pressed := False;
6071 FKeys[a].Time := 0;
6072 end;
6073 end;
6075 procedure TPlayer.OnDamage(Angle: SmallInt);
6076 begin
6077 end;
6079 function TPlayer.firediry(): Integer;
6080 begin
6081 if FKeys[KEY_UP].Pressed then Result := -42
6082 else if FKeys[KEY_DOWN].Pressed then Result := 19
6083 else Result := 0;
6084 end;
6086 procedure TPlayer.RememberState();
6087 var
6088 i: Integer;
6089 SavedState: TPlayerSavedState;
6090 begin
6091 SavedState.Health := FHealth;
6092 SavedState.Armor := FArmor;
6093 SavedState.Air := FAir;
6094 SavedState.JetFuel := FJetFuel;
6095 SavedState.CurrWeap := FCurrWeap;
6096 SavedState.NextWeap := FNextWeap;
6097 SavedState.NextWeapDelay := FNextWeapDelay;
6098 for i := Low(FWeapon) to High(FWeapon) do
6099 SavedState.Weapon[i] := FWeapon[i];
6100 for i := Low(FAmmo) to High(FAmmo) do
6101 SavedState.Ammo[i] := FAmmo[i];
6102 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6103 SavedState.MaxAmmo[i] := FMaxAmmo[i];
6104 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6106 FSavedStateNum := -1;
6107 for i := Low(SavedStates) to High(SavedStates) do
6108 if not SavedStates[i].Used then
6109 begin
6110 FSavedStateNum := i;
6111 break;
6112 end;
6113 if FSavedStateNum < 0 then
6114 begin
6115 SetLength(SavedStates, Length(SavedStates) + 1);
6116 FSavedStateNum := High(SavedStates);
6117 end;
6119 SavedState.Used := True;
6120 SavedStates[FSavedStateNum] := SavedState;
6121 end;
6123 procedure TPlayer.RecallState();
6124 var
6125 i: Integer;
6126 SavedState: TPlayerSavedState;
6127 begin
6128 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6129 Exit;
6131 SavedState := SavedStates[FSavedStateNum];
6132 SavedStates[FSavedStateNum].Used := False;
6133 FSavedStateNum := -1;
6135 FHealth := SavedState.Health;
6136 FArmor := SavedState.Armor;
6137 FAir := SavedState.Air;
6138 FJetFuel := SavedState.JetFuel;
6139 FCurrWeap := SavedState.CurrWeap;
6140 FNextWeap := SavedState.NextWeap;
6141 FNextWeapDelay := SavedState.NextWeapDelay;
6142 for i := Low(FWeapon) to High(FWeapon) do
6143 FWeapon[i] := SavedState.Weapon[i];
6144 for i := Low(FAmmo) to High(FAmmo) do
6145 FAmmo[i] := SavedState.Ammo[i];
6146 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6147 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6148 FRulez := SavedState.Rulez;
6150 if gGameSettings.GameType = GT_SERVER then
6151 MH_SEND_PlayerStats(FUID);
6152 end;
6154 procedure TPlayer.SaveState (st: TStream);
6155 var
6156 i: Integer;
6157 b: Byte;
6158 begin
6159 // Ñèãíàòóðà èãðîêà
6160 utils.writeSign(st, 'PLYR');
6161 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6162 // Áîò èëè ÷åëîâåê
6163 utils.writeBool(st, FIamBot);
6164 // UID èãðîêà
6165 utils.writeInt(st, Word(FUID));
6166 // Èìÿ èãðîêà
6167 utils.writeStr(st, FName);
6168 // Êîìàíäà
6169 utils.writeInt(st, Byte(FTeam));
6170 // Æèâ ëè
6171 utils.writeBool(st, FAlive);
6172 // Èçðàñõîäîâàë ëè âñå æèçíè
6173 utils.writeBool(st, FNoRespawn);
6174 // Íàïðàâëåíèå
6175 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6176 utils.writeInt(st, Byte(b));
6177 // Çäîðîâüå
6178 utils.writeInt(st, LongInt(FHealth));
6179 // Êîýôôèöèåíò èíâàëèäíîñòè
6180 utils.writeInt(st, LongInt(FHandicap));
6181 // Æèçíè
6182 utils.writeInt(st, Byte(FLives));
6183 // Áðîíÿ
6184 utils.writeInt(st, LongInt(FArmor));
6185 // Çàïàñ âîçäóõà
6186 utils.writeInt(st, LongInt(FAir));
6187 // Çàïàñ ãîðþ÷åãî
6188 utils.writeInt(st, LongInt(FJetFuel));
6189 // Áîëü
6190 utils.writeInt(st, LongInt(FPain));
6191 // Óáèë
6192 utils.writeInt(st, LongInt(FKills));
6193 // Óáèë ìîíñòðîâ
6194 utils.writeInt(st, LongInt(FMonsterKills));
6195 // Ôðàãîâ
6196 utils.writeInt(st, LongInt(FFrags));
6197 // Àññèñòîâ
6198 utils.writeInt(st, LongInt(FAssists));
6199 // Ôðàãîâ ïîäðÿä
6200 utils.writeInt(st, Byte(FFragCombo));
6201 // Âðåìÿ ïîñëåäíåãî ôðàãà
6202 utils.writeInt(st, LongWord(FLastFrag));
6203 // Ñìåðòåé
6204 utils.writeInt(st, LongInt(FDeath));
6205 // Êàêîé ôëàã íåñåò
6206 utils.writeInt(st, Byte(FFlag));
6207 // Íàøåë ñåêðåòîâ
6208 utils.writeInt(st, LongInt(FSecrets));
6209 // Òåêóùåå îðóæèå
6210 utils.writeInt(st, Byte(FCurrWeap));
6211 // Æåëàåìîå îðóæèå
6212 utils.writeInt(st, Word(FNextWeap));
6213 // ...è ïàóçà
6214 utils.writeInt(st, Byte(FNextWeapDelay));
6215 // Âðåìÿ çàðÿäêè BFG
6216 utils.writeInt(st, SmallInt(FBFGFireCounter));
6217 // Áóôåð óðîíà
6218 utils.writeInt(st, LongInt(FDamageBuffer));
6219 // Ïîñëåäíèé óäàðèâøèé
6220 utils.writeInt(st, Word(FLastSpawnerUID));
6221 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6222 utils.writeInt(st, Byte(FLastHit));
6223 // Îáúåêò èãðîêà
6224 Obj_SaveState(st, @FObj);
6225 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6226 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6227 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6228 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6229 // Íàëè÷èå îðóæèÿ
6230 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6231 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6232 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6233 // Íàëè÷èå ðþêçàêà
6234 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6235 // Íàëè÷èå êðàñíîãî êëþ÷à
6236 utils.writeBool(st, (R_KEY_RED in FRulez));
6237 // Íàëè÷èå çåëåíîãî êëþ÷à
6238 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6239 // Íàëè÷èå ñèíåãî êëþ÷à
6240 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6241 // Íàëè÷èå áåðñåðêà
6242 utils.writeBool(st, (R_BERSERK in FRulez));
6243 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6244 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6245 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6246 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6247 // Íàçâàíèå ìîäåëè
6248 utils.writeStr(st, FModel.Name);
6249 // Öâåò ìîäåëè
6250 utils.writeInt(st, Byte(FColor.R));
6251 utils.writeInt(st, Byte(FColor.G));
6252 utils.writeInt(st, Byte(FColor.B));
6253 end;
6256 procedure TPlayer.LoadState (st: TStream);
6257 var
6258 i: Integer;
6259 str: String;
6260 b: Byte;
6261 begin
6262 assert(st <> nil);
6264 // Ñèãíàòóðà èãðîêà
6265 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6266 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6267 // Áîò èëè ÷åëîâåê:
6268 FIamBot := utils.readBool(st);
6269 // UID èãðîêà
6270 FUID := utils.readWord(st);
6271 // Èìÿ èãðîêà
6272 str := utils.readStr(st);
6273 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6274 // Êîìàíäà
6275 FTeam := utils.readByte(st);
6276 // Æèâ ëè
6277 FAlive := utils.readBool(st);
6278 // Èçðàñõîäîâàë ëè âñå æèçíè
6279 FNoRespawn := utils.readBool(st);
6280 // Íàïðàâëåíèå
6281 b := utils.readByte(st);
6282 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6283 // Çäîðîâüå
6284 FHealth := utils.readLongInt(st);
6285 // Êîýôôèöèåíò èíâàëèäíîñòè
6286 FHandicap := utils.readLongInt(st);
6287 // Æèçíè
6288 FLives := utils.readByte(st);
6289 // Áðîíÿ
6290 FArmor := utils.readLongInt(st);
6291 // Çàïàñ âîçäóõà
6292 FAir := utils.readLongInt(st);
6293 // Çàïàñ ãîðþ÷åãî
6294 FJetFuel := utils.readLongInt(st);
6295 // Áîëü
6296 FPain := utils.readLongInt(st);
6297 // Óáèë
6298 FKills := utils.readLongInt(st);
6299 // Óáèë ìîíñòðîâ
6300 FMonsterKills := utils.readLongInt(st);
6301 // Ôðàãîâ
6302 FFrags := utils.readLongInt(st);
6303 // Àññèñòîâ
6304 FAssists := utils.readLongInt(st);
6305 // Ôðàãîâ ïîäðÿä
6306 FFragCombo := utils.readByte(st);
6307 // Âðåìÿ ïîñëåäíåãî ôðàãà
6308 FLastFrag := utils.readLongWord(st);
6309 // Ñìåðòåé
6310 FDeath := utils.readLongInt(st);
6311 // Êàêîé ôëàã íåñåò
6312 FFlag := utils.readByte(st);
6313 // Íàøåë ñåêðåòîâ
6314 FSecrets := utils.readLongInt(st);
6315 // Òåêóùåå îðóæèå
6316 FCurrWeap := utils.readByte(st);
6317 // Æåëàåìîå îðóæèå
6318 FNextWeap := utils.readWord(st);
6319 // ...è ïàóçà
6320 FNextWeapDelay := utils.readByte(st);
6321 // Âðåìÿ çàðÿäêè BFG
6322 FBFGFireCounter := utils.readSmallInt(st);
6323 // Áóôåð óðîíà
6324 FDamageBuffer := utils.readLongInt(st);
6325 // Ïîñëåäíèé óäàðèâøèé
6326 FLastSpawnerUID := utils.readWord(st);
6327 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6328 FLastHit := utils.readByte(st);
6329 // Îáúåêò èãðîêà
6330 Obj_LoadState(@FObj, st);
6331 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6332 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6333 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6334 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6335 // Íàëè÷èå îðóæèÿ
6336 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6337 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6338 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6339 // Íàëè÷èå ðþêçàêà
6340 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6341 // Íàëè÷èå êðàñíîãî êëþ÷à
6342 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6343 // Íàëè÷èå çåëåíîãî êëþ÷à
6344 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6345 // Íàëè÷èå ñèíåãî êëþ÷à
6346 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6347 // Íàëè÷èå áåðñåðêà
6348 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6349 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6350 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6351 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6352 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6353 // Íàçâàíèå ìîäåëè
6354 str := utils.readStr(st);
6355 // Öâåò ìîäåëè
6356 FColor.R := utils.readByte(st);
6357 FColor.G := utils.readByte(st);
6358 FColor.B := utils.readByte(st);
6359 if (self = gPlayer1) then
6360 begin
6361 str := gPlayer1Settings.Model;
6362 FColor := gPlayer1Settings.Color;
6363 end
6364 else if (self = gPlayer2) then
6365 begin
6366 str := gPlayer2Settings.Model;
6367 FColor := gPlayer2Settings.Color;
6368 end;
6369 // Îáíîâëÿåì ìîäåëü èãðîêà
6370 SetModel(str);
6371 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6372 FModel.Color := TEAMCOLOR[FTeam]
6373 else
6374 FModel.Color := FColor;
6375 end;
6378 procedure TPlayer.AllRulez(Health: Boolean);
6379 var
6380 a: Integer;
6381 begin
6382 if Health then
6383 begin
6384 FHealth := PLAYER_HP_LIMIT;
6385 FArmor := PLAYER_AP_LIMIT;
6386 Exit;
6387 end;
6389 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6390 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6391 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6392 end;
6394 procedure TPlayer.RestoreHealthArmor();
6395 begin
6396 FHealth := PLAYER_HP_LIMIT;
6397 FArmor := PLAYER_AP_LIMIT;
6398 end;
6400 procedure TPlayer.FragCombo();
6401 var
6402 Param: Integer;
6403 begin
6404 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6405 Exit;
6406 if gTime - FLastFrag < FRAG_COMBO_TIME then
6407 begin
6408 if FFragCombo < 5 then
6409 Inc(FFragCombo);
6410 Param := FUID or (FFragCombo shl 16);
6411 if (FComboEvnt >= Low(gDelayedEvents)) and
6412 (FComboEvnt <= High(gDelayedEvents)) and
6413 gDelayedEvents[FComboEvnt].Pending and
6414 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6415 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6416 begin
6417 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6418 gDelayedEvents[FComboEvnt].DENum := Param;
6419 end
6420 else
6421 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6422 end
6423 else
6424 FFragCombo := 1;
6426 FLastFrag := gTime;
6427 end;
6429 procedure TPlayer.GiveItem(ItemType: Byte);
6430 begin
6431 case ItemType of
6432 ITEM_SUIT:
6433 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6434 begin
6435 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6436 end;
6438 ITEM_OXYGEN:
6439 if FAir < AIR_MAX then
6440 begin
6441 FAir := AIR_MAX;
6442 end;
6444 ITEM_MEDKIT_BLACK:
6445 begin
6446 if not (R_BERSERK in FRulez) then
6447 begin
6448 Include(FRulez, R_BERSERK);
6449 if FBFGFireCounter < 1 then
6450 begin
6451 FCurrWeap := WEAPON_KASTET;
6452 resetWeaponQueue();
6453 FModel.SetWeapon(WEAPON_KASTET);
6454 end;
6455 if gFlash <> 0 then
6456 Inc(FPain, 100);
6457 FBerserk := gTime+30000;
6458 end;
6459 if FHealth < PLAYER_HP_SOFT then
6460 begin
6461 FHealth := PLAYER_HP_SOFT;
6462 FBerserk := gTime+30000;
6463 end;
6464 end;
6466 ITEM_INVUL:
6467 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6468 begin
6469 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6470 FSpawnInvul := 0;
6471 end;
6473 ITEM_INVIS:
6474 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6475 begin
6476 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6477 end;
6479 ITEM_JETPACK:
6480 if FJetFuel < JET_MAX then
6481 begin
6482 FJetFuel := JET_MAX;
6483 end;
6485 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6486 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6488 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6489 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6491 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6492 ITEM_SPHERE_WHITE:
6493 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6494 begin
6495 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6496 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6497 end;
6499 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6500 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6501 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6502 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6503 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6504 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6505 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6506 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6507 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6509 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6510 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6511 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6512 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6513 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6514 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6515 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6516 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6517 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6519 ITEM_AMMO_BACKPACK:
6520 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6521 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6522 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6523 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6524 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6525 begin
6526 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6527 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6528 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6529 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6530 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6532 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6533 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6534 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6535 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6537 FRulez := FRulez + [R_ITEM_BACKPACK];
6538 end;
6540 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6541 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6542 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6544 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6545 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6547 else
6548 Exit;
6549 end;
6550 if g_Game_IsNet and g_Game_IsServer then
6551 MH_SEND_PlayerStats(FUID);
6552 end;
6554 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6555 var
6556 id, i: DWORD;
6557 Anim: TAnimation;
6558 begin
6559 if (Random(5) = 1) and (Times = 1) then
6560 Exit;
6562 if BodyInLiquid(0, 0) then
6563 begin
6564 g_Game_Effect_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6565 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6566 Exit;
6567 end;
6569 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6570 begin
6571 for i := 1 to Times do
6572 begin
6573 Anim := TAnimation.Create(id, False, 3);
6574 Anim.Alpha := 150;
6575 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6576 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6577 Anim.Free();
6578 end;
6579 end;
6580 end;
6582 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6583 var
6584 id, i: DWORD;
6585 Anim: TAnimation;
6586 begin
6587 if (Random(10) = 1) and (Times = 1) then
6588 Exit;
6590 if g_Frames_Get(id, 'FRAMES_FLAME') then
6591 begin
6592 for i := 1 to Times do
6593 begin
6594 Anim := TAnimation.Create(id, False, 3);
6595 Anim.Alpha := 0;
6596 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6597 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6598 Anim.Free();
6599 end;
6600 end;
6601 end;
6603 procedure TPlayer.PauseSounds(Enable: Boolean);
6604 begin
6605 FSawSound.Pause(Enable);
6606 FSawSoundIdle.Pause(Enable);
6607 FSawSoundHit.Pause(Enable);
6608 FSawSoundSelect.Pause(Enable);
6609 FFlameSoundOn.Pause(Enable);
6610 FFlameSoundOff.Pause(Enable);
6611 FFlameSoundWork.Pause(Enable);
6612 FJetSoundFly.Pause(Enable);
6613 FJetSoundOn.Pause(Enable);
6614 FJetSoundOff.Pause(Enable);
6615 end;
6617 { T C o r p s e : }
6619 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6620 begin
6621 g_Obj_Init(@FObj);
6622 FObj.X := X;
6623 FObj.Y := Y;
6624 FObj.Rect := PLAYER_CORPSERECT;
6625 FModelName := ModelName;
6626 FMess := aMess;
6628 if FMess then
6629 begin
6630 FState := CORPSE_STATE_MESS;
6631 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6632 end
6633 else
6634 begin
6635 FState := CORPSE_STATE_NORMAL;
6636 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6637 end;
6638 end;
6640 destructor TCorpse.Destroy();
6641 begin
6642 FAnimation.Free();
6644 inherited;
6645 end;
6647 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6649 procedure TCorpse.positionChanged (); inline; begin end;
6651 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6652 begin
6653 if (dx <> 0) or (dy <> 0) then
6654 begin
6655 FObj.X += dx;
6656 FObj.Y += dy;
6657 positionChanged();
6658 end;
6659 end;
6662 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6663 begin
6664 x := FObj.X+PLAYER_CORPSERECT.X;
6665 y := FObj.Y+PLAYER_CORPSERECT.Y;
6666 w := PLAYER_CORPSERECT.Width;
6667 h := PLAYER_CORPSERECT.Height;
6668 end;
6671 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
6672 var
6673 pm: TPlayerModel;
6674 Blood: TModelBlood;
6675 begin
6676 if FState = CORPSE_STATE_REMOVEME then
6677 Exit;
6679 FDamage := FDamage + Value;
6681 if FDamage > 150 then
6682 begin
6683 if FAnimation <> nil then
6684 begin
6685 FAnimation.Free();
6686 FAnimation := nil;
6688 FState := CORPSE_STATE_REMOVEME;
6690 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6691 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6692 FModelName, FColor);
6693 // Çâóê ìÿñà îò òðóïà:
6694 pm := g_PlayerModel_Get(FModelName);
6695 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6696 pm.Free;
6698 // Çëîâåùèé ñìåõ:
6699 if (gBodyKillEvent <> -1)
6700 and gDelayedEvents[gBodyKillEvent].Pending then
6701 gDelayedEvents[gBodyKillEvent].Pending := False;
6702 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
6703 end;
6704 end
6705 else
6706 begin
6707 Blood := g_PlayerModel_GetBlood(FModelName);
6708 FObj.Vel.X := FObj.Vel.X + vx;
6709 FObj.Vel.Y := FObj.Vel.Y + vy;
6710 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6711 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6712 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6713 Blood.R, Blood.G, Blood.B, Blood.Kind);
6714 end;
6715 end;
6717 procedure TCorpse.Draw();
6718 var
6719 fX, fY: Integer;
6720 begin
6721 if FState = CORPSE_STATE_REMOVEME then
6722 Exit;
6724 FObj.lerp(gLerpFactor, fX, fY);
6726 if FAnimation <> nil then
6727 FAnimation.Draw(fX, fY, TMirrorType.None);
6729 if FAnimationMask <> nil then
6730 begin
6731 e_Colors := FColor;
6732 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6733 e_Colors.R := 255;
6734 e_Colors.G := 255;
6735 e_Colors.B := 255;
6736 end;
6737 end;
6739 procedure TCorpse.Update();
6740 var
6741 st: Word;
6742 begin
6743 if FState = CORPSE_STATE_REMOVEME then
6744 Exit;
6746 FObj.oldX := FObj.X;
6747 FObj.oldY := FObj.Y;
6749 if gTime mod (GAME_TICK*2) <> 0 then
6750 begin
6751 g_Obj_Move(@FObj, True, True, True);
6752 positionChanged(); // this updates spatial accelerators
6753 Exit;
6754 end;
6756 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6757 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6759 st := g_Obj_Move(@FObj, True, True, True);
6760 positionChanged(); // this updates spatial accelerators
6762 if WordBool(st and MOVE_FALLOUT) then
6763 begin
6764 FState := CORPSE_STATE_REMOVEME;
6765 Exit;
6766 end;
6768 if FAnimation <> nil then
6769 FAnimation.Update();
6770 if FAnimationMask <> nil then
6771 FAnimationMask.Update();
6772 end;
6775 procedure TCorpse.SaveState (st: TStream);
6776 var
6777 anim: Boolean;
6778 begin
6779 assert(st <> nil);
6781 // Ñèãíàòóðà òðóïà
6782 utils.writeSign(st, 'CORP');
6783 utils.writeInt(st, Byte(0));
6784 // Ñîñòîÿíèå
6785 utils.writeInt(st, Byte(FState));
6786 // Íàêîïëåííûé óðîí
6787 utils.writeInt(st, Byte(FDamage));
6788 // Öâåò
6789 utils.writeInt(st, Byte(FColor.R));
6790 utils.writeInt(st, Byte(FColor.G));
6791 utils.writeInt(st, Byte(FColor.B));
6792 // Îáúåêò òðóïà
6793 Obj_SaveState(st, @FObj);
6794 utils.writeInt(st, Word(FPlayerUID));
6795 // Åñòü ëè àíèìàöèÿ
6796 anim := (FAnimation <> nil);
6797 utils.writeBool(st, anim);
6798 // Åñëè åñòü - ñîõðàíÿåì
6799 if anim then FAnimation.SaveState(st);
6800 // Åñòü ëè ìàñêà àíèìàöèè
6801 anim := (FAnimationMask <> nil);
6802 utils.writeBool(st, anim);
6803 // Åñëè åñòü - ñîõðàíÿåì
6804 if anim then FAnimationMask.SaveState(st);
6805 end;
6808 procedure TCorpse.LoadState (st: TStream);
6809 var
6810 anim: Boolean;
6811 begin
6812 assert(st <> nil);
6814 // Ñèãíàòóðà òðóïà
6815 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6816 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6817 // Ñîñòîÿíèå
6818 FState := utils.readByte(st);
6819 // Íàêîïëåííûé óðîí
6820 FDamage := utils.readByte(st);
6821 // Öâåò
6822 FColor.R := utils.readByte(st);
6823 FColor.G := utils.readByte(st);
6824 FColor.B := utils.readByte(st);
6825 // Îáúåêò òðóïà
6826 Obj_LoadState(@FObj, st);
6827 FPlayerUID := utils.readWord(st);
6828 // Åñòü ëè àíèìàöèÿ
6829 anim := utils.readBool(st);
6830 // Åñëè åñòü - çàãðóæàåì
6831 if anim then
6832 begin
6833 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6834 FAnimation.LoadState(st);
6835 end;
6836 // Åñòü ëè ìàñêà àíèìàöèè
6837 anim := utils.readBool(st);
6838 // Åñëè åñòü - çàãðóæàåì
6839 if anim then
6840 begin
6841 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6842 FAnimationMask.LoadState(st);
6843 end;
6844 end;
6846 { T B o t : }
6848 constructor TBot.Create();
6849 var
6850 a: Integer;
6851 begin
6852 inherited Create();
6854 FPhysics := True;
6855 FSpectator := False;
6856 FGhost := False;
6858 FIamBot := True;
6860 Inc(gNumBots);
6862 for a := WP_FIRST to WP_LAST do
6863 begin
6864 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6865 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6866 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6867 end;
6868 end;
6870 destructor TBot.Destroy();
6871 begin
6872 Dec(gNumBots);
6873 inherited Destroy();
6874 end;
6876 procedure TBot.Draw();
6877 begin
6878 inherited Draw();
6880 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6881 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6882 end;
6884 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6885 begin
6886 inherited Respawn(Silent, Force);
6888 FAIFlags := nil;
6889 FSelectedWeapon := FCurrWeap;
6890 resetWeaponQueue();
6891 FTargetUID := 0;
6892 end;
6894 procedure TBot.UpdateCombat();
6895 type
6896 TTarget = record
6897 UID: Word;
6898 X, Y: Integer;
6899 Rect: TRectWH;
6900 cX, cY: Integer;
6901 Dist: Word;
6902 Line: Boolean;
6903 Visible: Boolean;
6904 IsPlayer: Boolean;
6905 end;
6907 TTargetRecord = array of TTarget;
6909 function Compare(a, b: TTarget): Integer;
6910 begin
6911 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6912 Result := -1
6913 else
6914 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6915 Result := 1
6916 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6917 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6918 begin
6919 if a.Dist > b.Dist then // B áëèæå
6920 Result := 1
6921 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6922 Result := -1;
6923 end
6924 else // Ñòðàííî -> A
6925 Result := -1;
6926 end;
6928 var
6929 a, x1, y1, x2, y2: Integer;
6930 targets: TTargetRecord;
6931 ammo: Word;
6932 Target, BestTarget: TTarget;
6933 firew, fireh: Integer;
6934 angle: SmallInt;
6935 mon: TMonster;
6936 pla, tpla: TPlayer;
6937 vsPlayer, vsMonster, ok: Boolean;
6940 function monsUpdate (mon: TMonster): Boolean;
6941 begin
6942 result := false; // don't stop
6943 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6944 begin
6945 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6947 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6948 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6950 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6951 if g_TraceVector(x1, y1, x2, y2) then
6952 begin
6953 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6954 SetLength(targets, Length(targets)+1);
6955 with targets[High(targets)] do
6956 begin
6957 UID := mon.UID;
6958 X := mon.Obj.X;
6959 Y := mon.Obj.Y;
6960 cX := x2;
6961 cY := y2;
6962 Rect := mon.Obj.Rect;
6963 Dist := g_PatchLength(x1, y1, x2, y2);
6964 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6965 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6966 Visible := True;
6967 IsPlayer := False;
6968 end;
6969 end;
6970 end;
6971 end;
6973 begin
6974 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6975 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6977 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6978 if FCurrWeap <> FSelectedWeapon then
6979 NextWeapon();
6981 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6982 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6983 begin
6984 RemoveAIFlag('NEEDFIRE');
6986 case FCurrWeap of
6987 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6988 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6989 else PressKey(KEY_FIRE);
6990 end;
6991 end;
6993 // Êîîðäèíàòû ñòâîëà:
6994 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6995 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6997 Target.UID := FTargetUID;
6999 ok := False;
7000 if Target.UID <> 0 then
7001 begin // Öåëü åñòü - íàñòðàèâàåì
7002 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
7003 vsPlayer then
7004 begin // Èãðîê
7005 tpla := g_Player_Get(Target.UID);
7006 if tpla <> nil then
7007 with tpla do
7008 begin
7009 if (@FObj) <> nil then
7010 begin
7011 Target.X := FObj.X;
7012 Target.Y := FObj.Y;
7013 end;
7014 end;
7016 Target.cX := Target.X + PLAYER_RECT_CX;
7017 Target.cY := Target.Y + PLAYER_RECT_CY;
7018 Target.Rect := PLAYER_RECT;
7019 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
7020 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
7021 (y1-4 > Target.Y+PLAYER_RECT.Y);
7022 Target.IsPlayer := True;
7023 ok := True;
7024 end
7025 else
7026 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
7027 vsMonster then
7028 begin // Ìîíñòð
7029 mon := g_Monsters_ByUID(Target.UID);
7030 if mon <> nil then
7031 begin
7032 Target.X := mon.Obj.X;
7033 Target.Y := mon.Obj.Y;
7035 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
7036 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
7037 Target.Rect := mon.Obj.Rect;
7038 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
7039 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
7040 (y1-4 > Target.Y + mon.Obj.Rect.Y);
7041 Target.IsPlayer := False;
7042 ok := True;
7043 end;
7044 end;
7045 end;
7047 if not ok then
7048 begin // Öåëè íåò - îáíóëÿåì
7049 Target.X := 0;
7050 Target.Y := 0;
7051 Target.cX := 0;
7052 Target.cY := 0;
7053 Target.Visible := False;
7054 Target.Line := False;
7055 Target.IsPlayer := False;
7056 end;
7058 targets := nil;
7060 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
7061 if (not Target.Line) or (not Target.Visible) then
7062 begin
7063 // Èãðîêè:
7064 if vsPlayer then
7065 for a := 0 to High(gPlayers) do
7066 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
7067 (gPlayers[a].FUID <> FUID) and
7068 (not SameTeam(FUID, gPlayers[a].FUID)) and
7069 (not gPlayers[a].NoTarget) and
7070 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
7071 begin
7072 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
7073 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
7074 Continue;
7076 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
7077 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
7079 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7080 if g_TraceVector(x1, y1, x2, y2) then
7081 begin
7082 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7083 SetLength(targets, Length(targets)+1);
7084 with targets[High(targets)] do
7085 begin
7086 UID := gPlayers[a].FUID;
7087 X := gPlayers[a].FObj.X;
7088 Y := gPlayers[a].FObj.Y;
7089 cX := x2;
7090 cY := y2;
7091 Rect := PLAYER_RECT;
7092 Dist := g_PatchLength(x1, y1, x2, y2);
7093 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
7094 (y1-4 > Target.Y+PLAYER_RECT.Y);
7095 Visible := True;
7096 IsPlayer := True;
7097 end;
7098 end;
7099 end;
7101 // Ìîíñòðû:
7102 if vsMonster then g_Mons_ForEach(monsUpdate);
7103 end;
7105 // Åñëè åñòü âîçìîæíûå öåëè:
7106 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7107 if targets <> nil then
7108 begin
7109 // Âûáèðàåì íàèëó÷øóþ öåëü:
7110 BestTarget := targets[0];
7111 if Length(targets) > 1 then
7112 for a := 1 to High(targets) do
7113 if Compare(BestTarget, targets[a]) = 1 then
7114 BestTarget := targets[a];
7116 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7117 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
7118 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
7119 begin
7120 Target := BestTarget;
7122 if (Healthy() = 3) or ((Healthy() = 2)) then
7123 begin // Åñëè çäîðîâû - äîãîíÿåì
7124 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7125 SetAIFlag('GORIGHT', '1');
7126 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7127 SetAIFlag('GOLEFT', '1');
7128 end
7129 else
7130 begin // Åñëè ïîáèòû - óáåãàåì
7131 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7132 SetAIFlag('GORIGHT', '1');
7133 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7134 SetAIFlag('GOLEFT', '1');
7135 end;
7137 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7138 SelectWeapon(Abs(x1-Target.cX));
7139 end;
7140 end;
7142 // Åñëè åñòü öåëü:
7143 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7144 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7145 if Target.UID <> 0 then
7146 begin
7147 if not TargetOnScreen(Target.X + Target.Rect.X,
7148 Target.Y + Target.Rect.Y) then
7149 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7150 if (Healthy() = 3) or ((Healthy() = 2)) then
7151 begin // Åñëè çäîðîâû - äîãîíÿåì
7152 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7153 SetAIFlag('GORIGHT', '1');
7154 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7155 SetAIFlag('GOLEFT', '1');
7156 end
7157 else
7158 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7159 Target.UID := 0;
7160 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7161 SetAIFlag('GORIGHT', '1');
7162 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7163 SetAIFlag('GOLEFT', '1');
7164 end;
7165 end
7166 else
7167 begin // Öåëü ïîêà íà "ýêðàíå"
7168 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7169 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7170 FLastVisible := gTime;
7171 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7172 if (Abs(FObj.Y-Target.Y) <= 128) then
7173 begin
7174 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7175 SetAIFlag('GORIGHT', '1');
7176 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7177 SetAIFlag('GOLEFT', '1');
7178 end;
7179 end;
7181 // Âûáèðàåì óãîë ââåðõ:
7182 if FDirection = TDirection.D_LEFT then
7183 angle := ANGLE_LEFTUP
7184 else
7185 angle := ANGLE_RIGHTUP;
7187 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7188 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7190 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7191 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7192 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7193 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7194 Target.Rect.Width, Target.Rect.Height) and
7195 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7196 begin // òî íóæíî ñòðåëÿòü ââåðõ
7197 SetAIFlag('NEEDFIRE', '1');
7198 SetAIFlag('NEEDSEEUP', '1');
7199 end;
7201 // Âûáèðàåì óãîë âíèç:
7202 if FDirection = TDirection.D_LEFT then
7203 angle := ANGLE_LEFTDOWN
7204 else
7205 angle := ANGLE_RIGHTDOWN;
7207 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7208 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7210 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7211 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7212 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7213 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7214 Target.Rect.Width, Target.Rect.Height) and
7215 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7216 begin // òî íóæíî ñòðåëÿòü âíèç
7217 SetAIFlag('NEEDFIRE', '1');
7218 SetAIFlag('NEEDSEEDOWN', '1');
7219 end;
7221 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7222 if Target.Visible and
7223 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7224 (y1-4 > Target.Y+Target.Rect.Y) then
7225 begin
7226 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7227 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7228 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7229 begin // òî íóæíî ñòðåëÿòü âïåðåä
7230 SetAIFlag('NEEDFIRE', '1');
7231 SetAIFlag('NEEDSEEDOWN', '');
7232 SetAIFlag('NEEDSEEUP', '');
7233 end;
7234 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7235 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7236 if GetRnd(FDifficult.CloseJump) then
7237 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7238 if Abs(FObj.X-Target.X) < 128 then
7239 a := 4
7240 else
7241 a := 30;
7242 if Random(a) = 0 then
7243 SetAIFlag('NEEDJUMP', '1');
7244 end;
7245 end;
7247 // Åñëè öåëü âñå åùå åñòü:
7248 if Target.UID <> 0 then
7249 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7250 Target.UID := 0 // òî çàáûòü öåëü
7251 else // Åñëè âèäåëè íåäàâíî
7252 begin // íî öåëü óáèëè
7253 if Target.IsPlayer then
7254 begin // Öåëü - èãðîê
7255 pla := g_Player_Get(Target.UID);
7256 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7257 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7258 Target.UID := 0; // òî çàáûòü öåëü
7259 end
7260 else
7261 begin // Öåëü - ìîíñòð
7262 mon := g_Monsters_ByUID(Target.UID);
7263 if (mon = nil) or (not mon.alive) then
7264 Target.UID := 0; // òî çàáûòü öåëü
7265 end;
7266 end;
7267 end; // if Target.UID <> 0
7269 FTargetUID := Target.UID;
7271 // Åñëè âîçìîæíûõ öåëåé íåò:
7272 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7273 if targets = nil then
7274 if GetAIFlag('ATTACKLEFT') <> '' then
7275 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7276 RemoveAIFlag('ATTACKLEFT');
7278 SetAIFlag('NEEDJUMP', '1');
7280 if RunDirection() = TDirection.D_RIGHT then
7281 begin // Èäåì íå â òó ñòîðîíó
7282 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7283 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7284 SetAIFlag('NEEDFIRE', '1');
7285 SetAIFlag('GOLEFT', '1');
7286 end;
7287 end
7288 else
7289 begin // Èäåì â íóæíóþ ñòîðîíó
7290 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7291 SetAIFlag('NEEDFIRE', '1');
7292 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7293 SetAIFlag('GORIGHT', '1');
7294 end;
7295 end
7296 else
7297 if GetAIFlag('ATTACKRIGHT') <> '' then
7298 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7299 RemoveAIFlag('ATTACKRIGHT');
7301 SetAIFlag('NEEDJUMP', '1');
7303 if RunDirection() = TDirection.D_LEFT then
7304 begin // Èäåì íå â òó ñòîðîíó
7305 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7306 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7307 SetAIFlag('NEEDFIRE', '1');
7308 SetAIFlag('GORIGHT', '1');
7309 end;
7310 end
7311 else
7312 begin
7313 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7314 SetAIFlag('NEEDFIRE', '1');
7315 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7316 SetAIFlag('GOLEFT', '1');
7317 end;
7318 end;
7320 //HACK! (does it belongs there?)
7321 RealizeCurrentWeapon();
7323 // Åñëè åñòü âîçìîæíûå öåëè:
7324 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7325 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7326 for a := 0 to High(targets) do
7327 begin
7328 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7329 if GetRnd(FDifficult.DiagFire) then
7330 begin
7331 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7332 if FDirection = TDirection.D_LEFT then
7333 angle := ANGLE_LEFTUP
7334 else
7335 angle := ANGLE_RIGHTUP;
7337 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7338 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7340 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7341 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7342 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7343 targets[a].Rect.Width, targets[a].Rect.Height) and
7344 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7345 begin
7346 SetAIFlag('NEEDFIRE', '1');
7347 SetAIFlag('NEEDSEEUP', '1');
7348 end;
7350 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7351 if FDirection = TDirection.D_LEFT then
7352 angle := ANGLE_LEFTDOWN
7353 else
7354 angle := ANGLE_RIGHTDOWN;
7356 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7357 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7359 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7360 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7361 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7362 targets[a].Rect.Width, targets[a].Rect.Height) and
7363 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7364 begin
7365 SetAIFlag('NEEDFIRE', '1');
7366 SetAIFlag('NEEDSEEDOWN', '1');
7367 end;
7368 end;
7370 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7371 if targets[a].Line and targets[a].Visible and
7372 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7373 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7374 begin
7375 SetAIFlag('NEEDFIRE', '1');
7376 Break;
7377 end;
7378 end;
7380 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7381 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7382 PLAYER_RECT.Width, PLAYER_RECT.Height,
7383 40+GetInterval(FDifficult.Cover, 40)) then
7384 SetAIFlag('NEEDJUMP', '1');
7386 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7387 ammo := GetAmmoByWeapon(FCurrWeap);
7388 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7389 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7390 (ammo = 0) then
7391 SetAIFlag('SELECTWEAPON', '1');
7393 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7394 if GetAIFlag('SELECTWEAPON') = '1' then
7395 begin
7396 SelectWeapon(-1);
7397 RemoveAIFlag('SELECTWEAPON');
7398 end;
7399 end;
7401 procedure TBot.Update();
7402 var
7403 EnableAI: Boolean;
7404 begin
7405 if not FAlive then
7406 begin // Respawn
7407 ReleaseKeys();
7408 PressKey(KEY_UP);
7409 end
7410 else
7411 begin
7412 EnableAI := True;
7414 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7415 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7416 EnableAI := False;
7417 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7418 EnableAI := False;
7419 if g_debug_BotAIOff = 3 then
7420 EnableAI := False;
7422 if EnableAI then
7423 begin
7424 UpdateMove();
7425 UpdateCombat();
7426 end
7427 else
7428 begin
7429 RealizeCurrentWeapon();
7430 end;
7431 end;
7433 inherited Update();
7434 end;
7436 procedure TBot.ReleaseKey(Key: Byte);
7437 begin
7438 with FKeys[Key] do
7439 begin
7440 Pressed := False;
7441 Time := 0;
7442 end;
7443 end;
7445 function TBot.KeyPressed(Key: Word): Boolean;
7446 begin
7447 Result := FKeys[Key].Pressed;
7448 end;
7450 function TBot.GetAIFlag(aName: String20): String20;
7451 var
7452 a: Integer;
7453 begin
7454 Result := '';
7456 aName := LowerCase(aName);
7458 if FAIFlags <> nil then
7459 for a := 0 to High(FAIFlags) do
7460 if LowerCase(FAIFlags[a].Name) = aName then
7461 begin
7462 Result := FAIFlags[a].Value;
7463 Break;
7464 end;
7465 end;
7467 procedure TBot.RemoveAIFlag(aName: String20);
7468 var
7469 a, b: Integer;
7470 begin
7471 if FAIFlags = nil then Exit;
7473 aName := LowerCase(aName);
7475 for a := 0 to High(FAIFlags) do
7476 if LowerCase(FAIFlags[a].Name) = aName then
7477 begin
7478 if a <> High(FAIFlags) then
7479 for b := a to High(FAIFlags)-1 do
7480 FAIFlags[b] := FAIFlags[b+1];
7482 SetLength(FAIFlags, Length(FAIFlags)-1);
7483 Break;
7484 end;
7485 end;
7487 procedure TBot.SetAIFlag(aName, fValue: String20);
7488 var
7489 a: Integer;
7490 ok: Boolean;
7491 begin
7492 a := 0;
7493 ok := False;
7495 aName := LowerCase(aName);
7497 if FAIFlags <> nil then
7498 for a := 0 to High(FAIFlags) do
7499 if LowerCase(FAIFlags[a].Name) = aName then
7500 begin
7501 ok := True;
7502 Break;
7503 end;
7505 if ok then FAIFlags[a].Value := fValue
7506 else
7507 begin
7508 SetLength(FAIFlags, Length(FAIFlags)+1);
7509 with FAIFlags[High(FAIFlags)] do
7510 begin
7511 Name := aName;
7512 Value := fValue;
7513 end;
7514 end;
7515 end;
7517 procedure TBot.UpdateMove;
7519 procedure GoLeft(Time: Word = 1);
7520 begin
7521 ReleaseKey(KEY_LEFT);
7522 ReleaseKey(KEY_RIGHT);
7523 PressKey(KEY_LEFT, Time);
7524 SetDirection(TDirection.D_LEFT);
7525 end;
7527 procedure GoRight(Time: Word = 1);
7528 begin
7529 ReleaseKey(KEY_LEFT);
7530 ReleaseKey(KEY_RIGHT);
7531 PressKey(KEY_RIGHT, Time);
7532 SetDirection(TDirection.D_RIGHT);
7533 end;
7535 function Rnd(a: Word): Boolean;
7536 begin
7537 Result := Random(a) = 0;
7538 end;
7540 procedure Turn(Time: Word = 1200);
7541 begin
7542 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7543 end;
7545 procedure Stop();
7546 begin
7547 ReleaseKey(KEY_LEFT);
7548 ReleaseKey(KEY_RIGHT);
7549 end;
7551 function CanRunLeft(): Boolean;
7552 begin
7553 Result := not CollideLevel(-1, 0);
7554 end;
7556 function CanRunRight(): Boolean;
7557 begin
7558 Result := not CollideLevel(1, 0);
7559 end;
7561 function CanRun(): Boolean;
7562 begin
7563 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7564 end;
7566 procedure Jump(Time: Word = 30);
7567 begin
7568 PressKey(KEY_JUMP, Time);
7569 end;
7571 function NearHole(): Boolean;
7572 var
7573 x, sx: Integer;
7574 begin
7575 { TODO 5 : Ëåñòíèöû }
7576 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7577 for x := 1 to PLAYER_RECT.Width do
7578 if (not StayOnStep(x*sx, 0)) and
7579 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7580 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7581 begin
7582 Result := True;
7583 Exit;
7584 end;
7586 Result := False;
7587 end;
7589 function BorderHole(): Boolean;
7590 var
7591 x, sx, xx: Integer;
7592 begin
7593 { TODO 5 : Ëåñòíèöû }
7594 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7595 for x := 1 to PLAYER_RECT.Width do
7596 if (not StayOnStep(x*sx, 0)) and
7597 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7598 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7599 begin
7600 for xx := x to x+32 do
7601 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7602 begin
7603 Result := True;
7604 Exit;
7605 end;
7606 end;
7608 Result := False;
7609 end;
7611 function NearDeepHole(): Boolean;
7612 var
7613 x, sx, y: Integer;
7614 begin
7615 Result := False;
7617 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7618 y := 3;
7620 for x := 1 to PLAYER_RECT.Width do
7621 if (not StayOnStep(x*sx, 0)) and
7622 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7623 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7624 begin
7625 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7626 begin
7627 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7628 y := y+1;
7629 end;
7631 Result := True;
7632 end else Result := False;
7633 end;
7635 function OverDeepHole(): Boolean;
7636 var
7637 y: Integer;
7638 begin
7639 Result := False;
7641 y := 1;
7642 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7643 begin
7644 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7645 y := y+1;
7646 end;
7648 Result := True;
7649 end;
7651 function OnGround(): Boolean;
7652 begin
7653 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7654 end;
7656 function OnLadder(): Boolean;
7657 begin
7658 Result := FullInStep(0, 0);
7659 end;
7661 function BelowLadder(): Boolean;
7662 begin
7663 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7664 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7665 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7666 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7667 end;
7669 function BelowLiftUp(): Boolean;
7670 begin
7671 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7672 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7673 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7674 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7675 end;
7677 function OnTopLift(): Boolean;
7678 begin
7679 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7680 end;
7682 function CanJumpOver(): Boolean;
7683 var
7684 sx, y: Integer;
7685 begin
7686 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7688 Result := False;
7690 if not CollideLevel(sx, 0) then Exit;
7692 for y := 1 to BOT_MAXJUMP do
7693 if CollideLevel(0, -y) then Exit else
7694 if not CollideLevel(sx, -y) then
7695 begin
7696 Result := True;
7697 Exit;
7698 end;
7699 end;
7701 function CanJumpUp(Dist: ShortInt): Boolean;
7702 var
7703 y, yy: Integer;
7704 c: Boolean;
7705 begin
7706 Result := False;
7708 if CollideLevel(Dist, 0) then Exit;
7710 c := False;
7711 for y := 0 to BOT_MAXJUMP do
7712 if CollideLevel(Dist, -y) then
7713 begin
7714 c := True;
7715 Break;
7716 end;
7718 if not c then Exit;
7720 c := False;
7721 for yy := y+1 to BOT_MAXJUMP do
7722 if not CollideLevel(Dist, -yy) then
7723 begin
7724 c := True;
7725 Break;
7726 end;
7728 if not c then Exit;
7730 c := False;
7731 for y := 0 to BOT_MAXJUMP do
7732 if CollideLevel(0, -y) then
7733 begin
7734 c := True;
7735 Break;
7736 end;
7738 if c then Exit;
7740 if y < yy then Exit;
7742 Result := True;
7743 end;
7745 function IsSafeTrigger(): Boolean;
7746 var
7747 a: Integer;
7748 begin
7749 Result := True;
7750 if gTriggers = nil then
7751 Exit;
7752 for a := 0 to High(gTriggers) do
7753 if Collide(gTriggers[a].X,
7754 gTriggers[a].Y,
7755 gTriggers[a].Width,
7756 gTriggers[a].Height) and
7757 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7758 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7759 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7760 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7761 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7762 Result := False;
7763 end;
7765 begin
7766 // Âîçìîæíî, íàæèìàåì êíîïêó:
7767 if Rnd(16) and IsSafeTrigger() then
7768 PressKey(KEY_OPEN);
7770 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7771 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7772 begin
7773 ReleaseKey(KEY_LEFT);
7774 ReleaseKey(KEY_RIGHT);
7775 Jump();
7776 end;
7778 // Èäåì âëåâî, åñëè íàäî áûëî:
7779 if GetAIFlag('GOLEFT') <> '' then
7780 begin
7781 RemoveAIFlag('GOLEFT');
7782 if CanRunLeft() then
7783 GoLeft(360);
7784 end;
7786 // Èäåì âïðàâî, åñëè íàäî áûëî:
7787 if GetAIFlag('GORIGHT') <> '' then
7788 begin
7789 RemoveAIFlag('GORIGHT');
7790 if CanRunRight() then
7791 GoRight(360);
7792 end;
7794 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7795 if FObj.X < -32 then
7796 GoRight(360)
7797 else
7798 if FObj.X+32 > gMapInfo.Width then
7799 GoLeft(360);
7801 // Ïðûãàåì, åñëè íàäî áûëî:
7802 if GetAIFlag('NEEDJUMP') <> '' then
7803 begin
7804 Jump(0);
7805 RemoveAIFlag('NEEDJUMP');
7806 end;
7808 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7809 if GetAIFlag('NEEDSEEUP') <> '' then
7810 begin
7811 ReleaseKey(KEY_UP);
7812 ReleaseKey(KEY_DOWN);
7813 PressKey(KEY_UP, 20);
7814 RemoveAIFlag('NEEDSEEUP');
7815 end;
7817 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7818 if GetAIFlag('NEEDSEEDOWN') <> '' then
7819 begin
7820 ReleaseKey(KEY_UP);
7821 ReleaseKey(KEY_DOWN);
7822 PressKey(KEY_DOWN, 20);
7823 RemoveAIFlag('NEEDSEEDOWN');
7824 end;
7826 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7827 if GetAIFlag('GOINHOLE') <> '' then
7828 if not OnGround() then
7829 begin
7830 ReleaseKey(KEY_LEFT);
7831 ReleaseKey(KEY_RIGHT);
7832 RemoveAIFlag('GOINHOLE');
7833 SetAIFlag('FALLINHOLE', '1');
7834 end;
7836 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7837 if GetAIFlag('FALLINHOLE') <> '' then
7838 if OnGround() then
7839 RemoveAIFlag('FALLINHOLE');
7841 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7842 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7843 if GetAIFlag('FALLINHOLE') = '' then
7844 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7845 if Rnd(2) then
7846 GoLeft(360)
7847 else
7848 GoRight(360);
7850 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7851 if OnGround() and
7852 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7853 Rnd(8) then
7854 Jump();
7856 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7857 if OnGround() and NearHole() then
7858 if NearDeepHole() then // Åñëè ýòî áåçäíà
7859 case Random(6) of
7860 0..3: Turn(); // Áåæèì îáðàòíî
7861 4: Jump(); // Ïðûãàåì
7862 5: begin // Ïðûãàåì îáðàòíî
7863 Turn();
7864 Jump();
7865 end;
7866 end
7867 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7868 if GetAIFlag('GOINHOLE') = '' then
7869 case Random(6) of
7870 0: Turn(); // Íå íóæíî òóäà
7871 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7872 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7873 if BorderHole() then
7874 SetAIFlag('GOINHOLE', '1');
7875 end;
7877 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7878 if (not CanRun()) and OnGround() then
7879 begin
7880 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7881 if CanJumpOver() or OnLadder() then
7882 Jump()
7883 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7884 if Random(2) = 0 then
7885 begin
7886 if IsSafeTrigger() then
7887 PressKey(KEY_OPEN);
7888 end else
7889 Turn();
7890 end;
7892 // Îñòàëîñü ìàëî âîçäóõà:
7893 if FAir < 36 * 2 then
7894 Jump(20);
7896 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7897 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7898 if BodyInAcid(0, 0) then
7899 Jump();
7900 end;
7902 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7903 begin
7904 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7905 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7906 end;
7908 {function TBot.NeedItem(Item: Byte): Byte;
7909 begin
7910 Result := 4;
7911 end;}
7913 procedure TBot.SelectWeapon(Dist: Integer);
7914 var
7915 a: Integer;
7917 function HaveAmmo(weapon: Byte): Boolean;
7918 begin
7919 case weapon of
7920 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7921 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7922 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7923 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7924 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7925 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7926 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7927 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7928 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7929 else Result := True;
7930 end;
7931 end;
7933 begin
7934 if Dist = -1 then Dist := BOT_LONGDIST;
7936 if Dist > BOT_LONGDIST then
7937 begin // Äàëüíèé áîé
7938 for a := 0 to 9 do
7939 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7940 begin
7941 FSelectedWeapon := FDifficult.WeaponPrior[a];
7942 Break;
7943 end;
7944 end
7945 else //if Dist > BOT_UNSAFEDIST then
7946 begin // Áëèæíèé áîé
7947 for a := 0 to 9 do
7948 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7949 begin
7950 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7951 Break;
7952 end;
7953 end;
7954 { else
7955 begin
7956 for a := 0 to 9 do
7957 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7958 begin
7959 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7960 Break;
7961 end;
7962 end;}
7963 end;
7965 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7966 begin
7967 Result := inherited PickItem(ItemType, force, remove);
7969 if Result then SetAIFlag('SELECTWEAPON', '1');
7970 end;
7972 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7973 begin
7974 Result := inherited Heal(value, Soft);
7975 end;
7977 function TBot.Healthy(): Byte;
7978 begin
7979 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7980 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7981 else if (FHealth > 50) then Result := 2
7982 else if (FHealth > 20) then Result := 1
7983 else Result := 0;
7984 end;
7986 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7987 begin
7988 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7989 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7990 end;
7992 procedure TBot.OnDamage(Angle: SmallInt);
7993 var
7994 pla: TPlayer;
7995 mon: TMonster;
7996 ok: Boolean;
7997 begin
7998 inherited;
8000 if (Angle = 0) or (Angle = 180) then
8001 begin
8002 ok := False;
8003 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
8004 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
8005 begin // Èãðîê
8006 pla := g_Player_Get(FLastSpawnerUID);
8007 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
8008 pla.FObj.Y + PLAYER_RECT.Y);
8009 end
8010 else
8011 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
8012 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
8013 begin // Ìîíñòð
8014 mon := g_Monsters_ByUID(FLastSpawnerUID);
8015 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
8016 mon.Obj.Y + mon.Obj.Rect.Y);
8017 end;
8019 if ok then
8020 if Angle = 0 then
8021 SetAIFlag('ATTACKLEFT', '1')
8022 else
8023 SetAIFlag('ATTACKRIGHT', '1');
8024 end;
8025 end;
8027 function TBot.RunDirection(): TDirection;
8028 begin
8029 if Abs(Vel.X) >= 1 then
8030 begin
8031 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
8032 end else
8033 Result := FDirection;
8034 end;
8036 function TBot.GetRnd(a: Byte): Boolean;
8037 begin
8038 if a = 0 then Result := False
8039 else if a = 255 then Result := True
8040 else Result := Random(256) > 255-a;
8041 end;
8043 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
8044 begin
8045 Result := Round((255-a)/255*radius*(Random(2)-1));
8046 end;
8049 procedure TDifficult.save (st: TStream);
8050 begin
8051 utils.writeInt(st, Byte(DiagFire));
8052 utils.writeInt(st, Byte(InvisFire));
8053 utils.writeInt(st, Byte(DiagPrecision));
8054 utils.writeInt(st, Byte(FlyPrecision));
8055 utils.writeInt(st, Byte(Cover));
8056 utils.writeInt(st, Byte(CloseJump));
8057 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8058 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8059 end;
8061 procedure TDifficult.load (st: TStream);
8062 begin
8063 DiagFire := utils.readByte(st);
8064 InvisFire := utils.readByte(st);
8065 DiagPrecision := utils.readByte(st);
8066 FlyPrecision := utils.readByte(st);
8067 Cover := utils.readByte(st);
8068 CloseJump := utils.readByte(st);
8069 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8070 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8071 end;
8074 procedure TBot.SaveState (st: TStream);
8075 var
8076 i: Integer;
8077 dw: Integer;
8078 begin
8079 inherited SaveState(st);
8080 utils.writeSign(st, 'BOT0');
8081 // Âûáðàííîå îðóæèå
8082 utils.writeInt(st, Byte(FSelectedWeapon));
8083 // UID öåëè
8084 utils.writeInt(st, Word(FTargetUID));
8085 // Âðåìÿ ïîòåðè öåëè
8086 utils.writeInt(st, LongWord(FLastVisible));
8087 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8088 dw := Length(FAIFlags);
8089 utils.writeInt(st, LongInt(dw));
8090 // Ôëàãè ÈÈ
8091 for i := 0 to dw-1 do
8092 begin
8093 utils.writeStr(st, FAIFlags[i].Name, 20);
8094 utils.writeStr(st, FAIFlags[i].Value, 20);
8095 end;
8096 // Íàñòðîéêè ñëîæíîñòè
8097 FDifficult.save(st);
8098 end;
8101 procedure TBot.LoadState (st: TStream);
8102 var
8103 i: Integer;
8104 dw: Integer;
8105 begin
8106 inherited LoadState(st);
8107 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
8108 // Âûáðàííîå îðóæèå
8109 FSelectedWeapon := utils.readByte(st);
8110 // UID öåëè
8111 FTargetUID := utils.readWord(st);
8112 // Âðåìÿ ïîòåðè öåëè
8113 FLastVisible := utils.readLongWord(st);
8114 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8115 dw := utils.readLongInt(st);
8116 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
8117 SetLength(FAIFlags, dw);
8118 // Ôëàãè ÈÈ
8119 for i := 0 to dw-1 do
8120 begin
8121 FAIFlags[i].Name := utils.readStr(st, 20);
8122 FAIFlags[i].Value := utils.readStr(st, 20);
8123 end;
8124 // Íàñòðîéêè ñëîæíîñòè
8125 FDifficult.load(st);
8126 end;
8129 begin
8130 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
8131 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8132 end.