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Revert "Revert "superminigun is using shells, not bullets; fixed `hasAmmoForWeapon...
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_NEXTWEAPON = 6;
35 KEY_PREVWEAPON = 7;
36 KEY_OPEN = 8;
37 KEY_JUMP = 9;
38 KEY_CHAT = 10;
40 R_ITEM_BACKPACK = 0;
41 R_KEY_RED = 1;
42 R_KEY_GREEN = 2;
43 R_KEY_BLUE = 3;
44 R_BERSERK = 4;
46 MR_SUIT = 0;
47 MR_INVUL = 1;
48 MR_INVIS = 2;
49 MR_MAX = 2;
51 A_BULLETS = 0;
52 A_SHELLS = 1;
53 A_ROCKETS = 2;
54 A_CELLS = 3;
55 A_FUEL = 4;
56 A_HIGH = 4;
58 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
62 K_SIMPLEKILL = 0;
63 K_HARDKILL = 1;
64 K_EXTRAHARDKILL = 2;
65 K_FALLKILL = 3;
67 T_RESPAWN = 0;
68 T_SWITCH = 1;
69 T_USE = 2;
70 T_FLAGCAP = 3;
72 TEAM_NONE = 0;
73 TEAM_RED = 1;
74 TEAM_BLUE = 2;
75 TEAM_COOP = 3;
77 SHELL_BULLET = 0;
78 SHELL_SHELL = 1;
79 SHELL_DBLSHELL = 2;
81 ANGLE_NONE = Low(SmallInt);
83 CORPSE_STATE_REMOVEME = 0;
84 CORPSE_STATE_NORMAL = 1;
85 CORPSE_STATE_MESS = 2;
87 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
88 PLAYER_RECT_CX = 15+(34 div 2);
89 PLAYER_RECT_CY = 12+(52 div 2);
90 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
92 PLAYER_HP_SOFT = 100;
93 PLAYER_HP_LIMIT = 200;
94 PLAYER_AP_SOFT = 100;
95 PLAYER_AP_LIMIT = 200;
96 SUICIDE_DAMAGE = 112;
97 WEAPON_DELAY = 5;
99 PLAYER_BURN_TIME = 110;
101 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
102 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
104 type
105 TPlayerStat = record
106 Num: Integer;
107 Ping: Word;
108 Loss: Byte;
109 Name: String;
110 Team: Byte;
111 Frags: SmallInt;
112 Deaths: SmallInt;
113 Lives: Byte;
114 Kills: Word;
115 Color: TRGB;
116 Spectator: Boolean;
117 end;
119 TPlayerStatArray = Array of TPlayerStat;
121 TPlayerSavedState = record
122 Health: Integer;
123 Armor: Integer;
124 Air: Integer;
125 JetFuel: Integer;
126 CurrWeap: Byte;
127 NextWeap: WORD;
128 NextWeapDelay: Byte;
129 Ammo: Array [A_BULLETS..A_HIGH] of Word;
130 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
131 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
132 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
133 WaitRecall: Boolean;
134 end;
136 TKeyState = record
137 Pressed: Boolean;
138 Time: Word;
139 end;
141 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
142 private
143 FIamBot: Boolean;
144 FUID: Word;
145 FName: String;
146 FTeam: Byte;
147 FAlive: Boolean;
148 FSpawned: Boolean;
149 FDirection: TDirection;
150 FHealth: Integer;
151 FLives: Byte;
152 FArmor: Integer;
153 FAir: Integer;
154 FPain: Integer;
155 FPickup: Integer;
156 FKills: Integer;
157 FMonsterKills: Integer;
158 FFrags: Integer;
159 FFragCombo: Byte;
160 FLastFrag: LongWord;
161 FComboEvnt: Integer;
162 FDeath: Integer;
163 FCanJetpack: Boolean;
164 FJetFuel: Integer;
165 FFlag: Byte;
166 FSecrets: Integer;
167 FCurrWeap: Byte;
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedState: TPlayerSavedState;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCam: Integer;
190 FShellTimer: Integer;
191 FShellType: Byte;
192 FSawSound: TPlayableSound;
193 FSawSoundIdle: TPlayableSound;
194 FSawSoundHit: TPlayableSound;
195 FSawSoundSelect: TPlayableSound;
196 FFlameSoundOn: TPlayableSound;
197 FFlameSoundOff: TPlayableSound;
198 FFlameSoundWork: TPlayableSound;
199 FJetSoundOn: TPlayableSound;
200 FJetSoundOff: TPlayableSound;
201 FJetSoundFly: TPlayableSound;
202 FGodMode: Boolean;
203 FNoTarget: Boolean;
204 FNoReload: Boolean;
205 FJustTeleported: Boolean;
206 FNetTime: LongWord;
207 mEDamageType: Integer;
210 function CollideLevel(XInc, YInc: Integer): Boolean;
211 function StayOnStep(XInc, YInc: Integer): Boolean;
212 function HeadInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInAcid(XInc, YInc: Integer): Boolean;
215 function FullInLift(XInc, YInc: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times: DWORD = 1);
218 procedure OnFireFlame(Times: DWORD = 1);
219 function GetAmmoByWeapon(Weapon: Byte): Word;
220 procedure SetAction(Action: Byte; Force: Boolean = False);
221 procedure OnDamage(Angle: SmallInt); virtual;
222 function firediry(): Integer;
223 procedure DoPunch();
225 procedure Run(Direction: TDirection);
226 procedure NextWeapon();
227 procedure PrevWeapon();
228 procedure SeeUp();
229 procedure SeeDown();
230 procedure Fire();
231 procedure Jump();
232 procedure Use();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon: Byte): Boolean;
238 procedure doDamage (v: Integer);
240 function followCorpse(): Boolean;
242 public
243 FDamageBuffer: Integer;
245 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
248 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
249 FBerserk: Integer;
250 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
251 FReloading: Array [WP_FIRST..WP_LAST] of Word;
252 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
253 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
254 FColor: TRGB;
255 FPreferredTeam: Byte;
256 FSpectator: Boolean;
257 FNoRespawn: Boolean;
258 FWantsInGame: Boolean;
259 FGhost: Boolean;
260 FPhysics: Boolean;
261 FFlaming: Boolean;
262 FJetpack: Boolean;
263 FActualModelName: string;
264 FClientID: SmallInt;
265 FPing: Word;
266 FLoss: Byte;
267 FReady: Boolean;
268 FDummy: Boolean;
269 FFireTime: Integer;
270 FHandicap: Integer;
271 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
273 // debug: viewport offset
274 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
276 function isValidViewPort (): Boolean; inline;
278 constructor Create(); virtual;
279 destructor Destroy(); override;
280 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
281 function GetRespawnPoint(): Byte;
282 procedure PressKey(Key: Byte; Time: Word = 1);
283 procedure ReleaseKeys();
284 procedure SetModel(ModelName: String);
285 procedure SetColor(Color: TRGB);
286 function GetColor(): TRGB;
287 procedure SetWeapon(W: Byte);
288 function IsKeyPressed(K: Byte): Boolean;
289 function GetKeys(): Byte;
290 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
291 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
292 function Collide(Panel: TPanel): Boolean; overload;
293 function Collide(X, Y: Integer): Boolean; overload;
294 procedure SetDirection(Direction: TDirection);
295 procedure GetSecret();
296 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
297 procedure Touch();
298 procedure Push(vx, vy: Integer);
299 procedure ChangeModel(ModelName: String);
300 procedure SwitchTeam;
301 procedure ChangeTeam(Team: Byte);
302 procedure BFGHit();
303 function GetFlag(Flag: Byte): Boolean;
304 procedure SetFlag(Flag: Byte);
305 function DropFlag(Silent: Boolean = True): Boolean;
306 procedure AllRulez(Health: Boolean);
307 procedure RestoreHealthArmor();
308 procedure FragCombo();
309 procedure GiveItem(ItemType: Byte);
310 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
311 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
312 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
313 procedure MakeBloodSimple(Count: Word);
314 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
315 procedure Reset(Force: Boolean);
316 procedure Spectate(NoMove: Boolean = False);
317 procedure SwitchNoClip;
318 procedure SoftReset();
319 procedure Draw(); virtual;
320 procedure DrawPain();
321 procedure DrawPickup();
322 procedure DrawRulez();
323 procedure DrawAim();
324 procedure DrawIndicator(Color: TRGB);
325 procedure DrawBubble();
326 procedure DrawGUI();
327 procedure Update(); virtual;
328 procedure RememberState();
329 procedure RecallState();
330 procedure SaveState (st: TStream); virtual;
331 procedure LoadState (st: TStream); virtual;
332 procedure PauseSounds(Enable: Boolean);
333 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
334 procedure DoLerp(Level: Integer = 2);
335 procedure SetLerp(XTo, YTo: Integer);
336 procedure QueueWeaponSwitch(Weapon: Byte);
337 procedure RealizeCurrentWeapon();
338 procedure FlamerOn;
339 procedure FlamerOff;
340 procedure JetpackOn;
341 procedure JetpackOff;
342 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
344 //WARNING! this does nothing for now, but still call it!
345 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
347 procedure getMapBox (out x, y, w, h: Integer); inline;
348 procedure moveBy (dx, dy: Integer); inline;
350 public
351 property Vel: TPoint2i read FObj.Vel;
352 property Obj: TObj read FObj;
354 property Name: String read FName write FName;
355 property Model: TPlayerModel read FModel;
356 property Health: Integer read FHealth write FHealth;
357 property Lives: Byte read FLives write FLives;
358 property Armor: Integer read FArmor write FArmor;
359 property Air: Integer read FAir write FAir;
360 property JetFuel: Integer read FJetFuel write FJetFuel;
361 property Frags: Integer read FFrags write FFrags;
362 property Death: Integer read FDeath write FDeath;
363 property Kills: Integer read FKills write FKills;
364 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
365 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
366 property Secrets: Integer read FSecrets;
367 property GodMode: Boolean read FGodMode write FGodMode;
368 property NoTarget: Boolean read FNoTarget write FNoTarget;
369 property NoReload: Boolean read FNoReload write FNoReload;
370 property alive: Boolean read FAlive write FAlive;
371 property Flag: Byte read FFlag;
372 property Team: Byte read FTeam write FTeam;
373 property Direction: TDirection read FDirection;
374 property GameX: Integer read FObj.X write FObj.X;
375 property GameY: Integer read FObj.Y write FObj.Y;
376 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
377 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
378 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
379 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
380 property IncCam: Integer read FIncCam write FIncCam;
381 property UID: Word read FUID write FUID;
382 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
383 property NetTime: LongWord read FNetTime write FNetTime;
385 published
386 property eName: String read FName write FName;
387 property eHealth: Integer read FHealth write FHealth;
388 property eLives: Byte read FLives write FLives;
389 property eArmor: Integer read FArmor write FArmor;
390 property eAir: Integer read FAir write FAir;
391 property eJetFuel: Integer read FJetFuel write FJetFuel;
392 property eFrags: Integer read FFrags write FFrags;
393 property eDeath: Integer read FDeath write FDeath;
394 property eKills: Integer read FKills write FKills;
395 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
396 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
397 property eSecrets: Integer read FSecrets write FSecrets;
398 property eGodMode: Boolean read FGodMode write FGodMode;
399 property eNoTarget: Boolean read FNoTarget write FNoTarget;
400 property eNoReload: Boolean read FNoReload write FNoReload;
401 property eAlive: Boolean read FAlive write FAlive;
402 property eFlag: Byte read FFlag;
403 property eTeam: Byte read FTeam write FTeam;
404 property eDirection: TDirection read FDirection;
405 property eGameX: Integer read FObj.X write FObj.X;
406 property eGameY: Integer read FObj.Y write FObj.Y;
407 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
408 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
409 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
410 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
411 property eIncCam: Integer read FIncCam write FIncCam;
412 property eUID: Word read FUID;
413 property eJustTeleported: Boolean read FJustTeleported;
414 property eNetTime: LongWord read FNetTime;
416 // set this before assigning something to `eDamage`
417 property eDamageType: Integer read mEDamageType write mEDamageType;
418 property eDamage: Integer write doDamage;
419 end;
421 TDifficult = record
422 public
423 DiagFire: Byte;
424 InvisFire: Byte;
425 DiagPrecision: Byte;
426 FlyPrecision: Byte;
427 Cover: Byte;
428 CloseJump: Byte;
429 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
430 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
431 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
433 public
434 procedure save (st: TStream);
435 procedure load (st: TStream);
436 end;
438 TAIFlag = record
439 Name: String;
440 Value: String;
441 end;
443 TBot = class(TPlayer)
444 private
445 FSelectedWeapon: Byte;
446 FTargetUID: Word;
447 FLastVisible: DWORD;
448 FAIFlags: Array of TAIFlag;
449 FDifficult: TDifficult;
451 function GetRnd(a: Byte): Boolean;
452 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
453 function RunDirection(): TDirection;
454 function FullInStep(XInc, YInc: Integer): Boolean;
455 //function NeedItem(Item: Byte): Byte;
456 procedure SelectWeapon(Dist: Integer);
457 procedure SetAIFlag(aName, fValue: String20);
458 function GetAIFlag(aName: String20): String20;
459 procedure RemoveAIFlag(aName: String20);
460 function Healthy(): Byte;
461 procedure UpdateMove();
462 procedure UpdateCombat();
463 function KeyPressed(Key: Word): Boolean;
464 procedure ReleaseKey(Key: Byte);
465 function TargetOnScreen(TX, TY: Integer): Boolean;
466 procedure OnDamage(Angle: SmallInt); override;
468 public
469 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
470 constructor Create(); override;
471 destructor Destroy(); override;
472 procedure Draw(); override;
473 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
474 function Heal(value: Word; Soft: Boolean): Boolean; override;
475 procedure Update(); override;
476 procedure SaveState (st: TStream); override;
477 procedure LoadState (st: TStream); override;
478 end;
480 PGib = ^TGib;
481 TGib = record
482 alive: Boolean;
483 ID: DWORD;
484 MaskID: DWORD;
485 RAngle: Integer;
486 Color: TRGB;
487 Obj: TObj;
489 procedure getMapBox (out x, y, w, h: Integer); inline;
490 procedure moveBy (dx, dy: Integer); inline;
492 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
493 end;
496 PShell = ^TShell;
497 TShell = record
498 SpriteID: DWORD;
499 alive: Boolean;
500 SType: Byte;
501 RAngle: Integer;
502 Timeout: Cardinal;
503 CX, CY: Integer;
504 Obj: TObj;
506 procedure getMapBox (out x, y, w, h: Integer); inline;
507 procedure moveBy (dx, dy: Integer); inline;
509 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
510 end;
512 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
513 private
514 FModelName: String;
515 FMess: Boolean;
516 FState: Byte;
517 FDamage: Byte;
518 FColor: TRGB;
519 FObj: TObj;
520 FPlayerUID: Word;
521 FAnimation: TAnimation;
522 FAnimationMask: TAnimation;
524 public
525 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
526 destructor Destroy(); override;
527 procedure Damage(Value: Word; vx, vy: Integer);
528 procedure Update();
529 procedure Draw();
530 procedure SaveState (st: TStream);
531 procedure LoadState (st: TStream);
533 procedure getMapBox (out x, y, w, h: Integer); inline;
534 procedure moveBy (dx, dy: Integer); inline;
536 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
538 function ObjPtr (): PObj; inline;
540 property Obj: TObj read FObj; // copies object
541 property State: Byte read FState;
542 property Mess: Boolean read FMess;
543 end;
545 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
546 record
547 Goals: SmallInt;
548 end;
550 var
551 gPlayers: Array of TPlayer;
552 gCorpses: Array of TCorpse;
553 gGibs: Array of TGib;
554 gShells: Array of TShell;
555 gTeamStat: TTeamStat;
556 gFly: Boolean = False;
557 gAimLine: Boolean = False;
558 gChatBubble: Integer = 0;
559 gPlayerIndicator: Integer = 1;
560 gPlayerIndicatorStyle: Integer = 0;
561 gNumBots: Word = 0;
562 gLMSPID1: Word = 0;
563 gLMSPID2: Word = 0;
564 MAX_RUNVEL: Integer = 8;
565 VEL_JUMP: Integer = 10;
566 SHELL_TIMEOUT: Cardinal = 60000;
568 function Lerp(X, Y, Factor: Integer): Integer;
570 procedure g_Gibs_SetMax(Count: Word);
571 function g_Gibs_GetMax(): Word;
572 procedure g_Corpses_SetMax(Count: Word);
573 function g_Corpses_GetMax(): Word;
574 procedure g_Shells_SetMax(Count: Word);
575 function g_Shells_GetMax(): Word;
577 procedure g_Player_Init();
578 procedure g_Player_Free();
579 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
580 function g_Player_CreateFromState (st: TStream): Word;
581 procedure g_Player_Remove(UID: Word);
582 procedure g_Player_ResetTeams();
583 procedure g_Player_UpdateAll();
584 procedure g_Player_DrawAll();
585 procedure g_Player_DrawDebug(p: TPlayer);
586 procedure g_Player_DrawHealth();
587 procedure g_Player_RememberAll();
588 procedure g_Player_ResetAll(Force, Silent: Boolean);
589 function g_Player_Get(UID: Word): TPlayer;
590 function g_Player_GetCount(): Byte;
591 function g_Player_GetStats(): TPlayerStatArray;
592 function g_Player_ValidName(Name: String): Boolean;
593 procedure g_Player_CreateCorpse(Player: TPlayer);
594 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
595 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
596 procedure g_Player_UpdatePhysicalObjects();
597 procedure g_Player_DrawCorpses();
598 procedure g_Player_DrawShells();
599 procedure g_Player_RemoveAllCorpses();
600 procedure g_Player_Corpses_SaveState (st: TStream);
601 procedure g_Player_Corpses_LoadState (st: TStream);
602 procedure g_Player_ResetReady();
603 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
604 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
605 procedure g_Bot_MixNames();
606 procedure g_Bot_RemoveAll();
608 implementation
610 uses
611 {$INCLUDE ../nogl/noGLuses.inc}
612 {$IFDEF ENABLE_HOLMES}
613 g_holmes,
614 {$ENDIF}
615 e_log, g_map, g_items, g_console, g_gfx, Math,
616 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
617 wadreader, g_main, g_monsters, CONFIG, g_language,
618 g_net, g_netmsg, g_window,
619 utils, xstreams;
621 const PLR_SAVE_VERSION = 0;
623 type
624 TBotProfile = record
625 name: ShortString;
626 model: ShortString;
627 team: Byte;
628 color: TRGB;
629 diag_fire: Byte;
630 invis_fire: Byte;
631 diag_precision: Byte;
632 fly_precision: Byte;
633 cover: Byte;
634 close_jump: Byte;
635 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
636 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
637 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
638 end;
640 const
641 TIME_RESPAWN1 = 1500;
642 TIME_RESPAWN2 = 2000;
643 TIME_RESPAWN3 = 3000;
644 AIR_DEF = 360;
645 AIR_MAX = 1091;
646 JET_MAX = 540; // ~30 sec
647 PLAYER_SUIT_TIME = 30000;
648 PLAYER_INVUL_TIME = 30000;
649 PLAYER_INVIS_TIME = 35000;
650 FRAG_COMBO_TIME = 3000;
651 VEL_SW = 4;
652 VEL_FLY = 6;
653 ANGLE_RIGHTUP = 55;
654 ANGLE_RIGHTDOWN = -35;
655 ANGLE_LEFTUP = 125;
656 ANGLE_LEFTDOWN = -145;
657 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
658 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
659 BOT_MAXJUMP = 84;
660 BOT_LONGDIST = 300;
661 BOT_UNSAFEDIST = 128;
662 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
663 (R:0; G:0; B:255));
664 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
665 FlyPrecision: 32; Cover: 32; CloseJump: 32;
666 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
667 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
668 FlyPrecision: 127; Cover: 127; CloseJump: 127;
669 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
670 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
671 FlyPrecision: 255; Cover: 255; CloseJump: 255;
672 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
673 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
674 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
675 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
676 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
677 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
678 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
679 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
680 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
681 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
682 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
683 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
684 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
685 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
686 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
687 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
688 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
689 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
691 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
692 CORPSE_SIGNATURE = $50524F43; // 'CORP'
694 BOTNAMES_FILENAME = 'botnames.txt';
695 BOTLIST_FILENAME = 'botlist.txt';
697 var
698 MaxGibs: Word = 150;
699 MaxCorpses: Word = 20;
700 MaxShells: Word = 300;
701 CurrentGib: Integer = 0;
702 CurrentShell: Integer = 0;
703 BotNames: Array of String;
704 BotList: Array of TBotProfile;
707 function Lerp(X, Y, Factor: Integer): Integer;
708 begin
709 Result := X + ((Y - X) div Factor);
710 end;
712 function SameTeam(UID1, UID2: Word): Boolean;
713 begin
714 Result := False;
716 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
717 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
719 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
721 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
722 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
724 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
725 end;
727 procedure g_Gibs_SetMax(Count: Word);
728 begin
729 MaxGibs := Count;
730 SetLength(gGibs, Count);
732 if CurrentGib >= Count then
733 CurrentGib := 0;
734 end;
736 function g_Gibs_GetMax(): Word;
737 begin
738 Result := MaxGibs;
739 end;
741 procedure g_Shells_SetMax(Count: Word);
742 begin
743 MaxShells := Count;
744 SetLength(gShells, Count);
746 if CurrentShell >= Count then
747 CurrentShell := 0;
748 end;
750 function g_Shells_GetMax(): Word;
751 begin
752 Result := MaxShells;
753 end;
756 procedure g_Corpses_SetMax(Count: Word);
757 begin
758 MaxCorpses := Count;
759 SetLength(gCorpses, Count);
760 end;
762 function g_Corpses_GetMax(): Word;
763 begin
764 Result := MaxCorpses;
765 end;
767 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
768 var
769 a: Integer;
770 ok: Boolean;
771 begin
772 Result := 0;
774 ok := False;
775 a := 0;
777 // Åñòü ëè ìåñòî â gPlayers:
778 if gPlayers <> nil then
779 for a := 0 to High(gPlayers) do
780 if gPlayers[a] = nil then
781 begin
782 ok := True;
783 Break;
784 end;
786 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
787 if not ok then
788 begin
789 SetLength(gPlayers, Length(gPlayers)+1);
790 a := High(gPlayers);
791 end;
793 // Ñîçäàåì îáúåêò èãðîêà:
794 if Bot then
795 gPlayers[a] := TBot.Create()
796 else
797 gPlayers[a] := TPlayer.Create();
800 gPlayers[a].FActualModelName := ModelName;
801 gPlayers[a].SetModel(ModelName);
803 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
804 if gPlayers[a].FModel = nil then
805 begin
806 gPlayers[a].Free();
807 gPlayers[a] := nil;
808 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
809 Exit;
810 end;
812 if not (Team in [TEAM_RED, TEAM_BLUE]) then
813 if Random(2) = 0 then
814 Team := TEAM_RED
815 else
816 Team := TEAM_BLUE;
817 gPlayers[a].FPreferredTeam := Team;
819 case gGameSettings.GameMode of
820 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
821 GM_TDM,
822 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
823 GM_SINGLE,
824 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
825 end;
827 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
828 gPlayers[a].FColor := Color;
829 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
830 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
831 else
832 gPlayers[a].FModel.Color := Color;
834 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
835 gPlayers[a].FAlive := False;
837 Result := gPlayers[a].FUID;
838 end;
840 function g_Player_CreateFromState (st: TStream): Word;
841 var
842 a, i: Integer;
843 ok, Bot: Boolean;
844 b: Byte;
845 begin
846 result := 0;
847 if (st = nil) then exit; //???
849 // Ñèãíàòóðà èãðîêà
850 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
851 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
853 // Áîò èëè ÷åëîâåê:
854 Bot := utils.readBool(st);
856 ok := false;
857 a := 0;
859 // Åñòü ëè ìåñòî â gPlayers:
860 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
862 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
863 if not ok then
864 begin
865 SetLength(gPlayers, Length(gPlayers)+1);
866 a := High(gPlayers);
867 end;
869 // Ñîçäàåì îáúåêò èãðîêà
870 if Bot then
871 gPlayers[a] := TBot.Create()
872 else
873 gPlayers[a] := TPlayer.Create();
874 gPlayers[a].FIamBot := Bot;
875 gPlayers[a].FPhysics := True;
877 // UID èãðîêà
878 gPlayers[a].FUID := utils.readWord(st);
879 // Èìÿ èãðîêà
880 gPlayers[a].FName := utils.readStr(st);
881 // Êîìàíäà
882 gPlayers[a].FTeam := utils.readByte(st);
883 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
884 // Æèâ ëè
885 gPlayers[a].FAlive := utils.readBool(st);
886 // Èçðàñõîäîâàë ëè âñå æèçíè
887 gPlayers[a].FNoRespawn := utils.readBool(st);
888 // Íàïðàâëåíèå
889 b := utils.readByte(st);
890 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
891 // Çäîðîâüå
892 gPlayers[a].FHealth := utils.readLongInt(st);
893 // Ôîðà
894 gPlayers[a].FHandicap := utils.readLongInt(st);
895 // Æèçíè
896 gPlayers[a].FLives := utils.readByte(st);
897 // Áðîíÿ
898 gPlayers[a].FArmor := utils.readLongInt(st);
899 // Çàïàñ âîçäóõà
900 gPlayers[a].FAir := utils.readLongInt(st);
901 // Çàïàñ ãîðþ÷åãî
902 gPlayers[a].FJetFuel := utils.readLongInt(st);
903 // Áîëü
904 gPlayers[a].FPain := utils.readLongInt(st);
905 // Óáèë
906 gPlayers[a].FKills := utils.readLongInt(st);
907 // Óáèë ìîíñòðîâ
908 gPlayers[a].FMonsterKills := utils.readLongInt(st);
909 // Ôðàãîâ
910 gPlayers[a].FFrags := utils.readLongInt(st);
911 // Ôðàãîâ ïîäðÿä
912 gPlayers[a].FFragCombo := utils.readByte(st);
913 // Âðåìÿ ïîñëåäíåãî ôðàãà
914 gPlayers[a].FLastFrag := utils.readLongWord(st);
915 // Ñìåðòåé
916 gPlayers[a].FDeath := utils.readLongInt(st);
917 // Êàêîé ôëàã íåñåò
918 gPlayers[a].FFlag := utils.readByte(st);
919 // Íàøåë ñåêðåòîâ
920 gPlayers[a].FSecrets := utils.readLongInt(st);
921 // Òåêóùåå îðóæèå
922 gPlayers[a].FCurrWeap := utils.readByte(st);
923 // Ñëåäóþùåå æåëàåìîå îðóæèå
924 gPlayers[a].FNextWeap := utils.readWord(st);
925 // ...è ïàóçà
926 gPlayers[a].FNextWeapDelay := utils.readByte(st);
927 // Âðåìÿ çàðÿäêè BFG
928 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
929 // Áóôåð óðîíà
930 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
931 // Ïîñëåäíèé óäàðèâøèé
932 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
933 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
934 gPlayers[a].FLastHit := utils.readByte(st);
935 // Îáúåêò èãðîêà:
936 Obj_LoadState(@gPlayers[a].FObj, st);
937 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
938 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
939 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
940 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
941 // Íàëè÷èå îðóæèÿ
942 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
943 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
944 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
945 // Íàëè÷èå ðþêçàêà
946 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
947 // Íàëè÷èå êðàñíîãî êëþ÷à
948 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
949 // Íàëè÷èå çåëåíîãî êëþ÷à
950 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
951 // Íàëè÷èå ñèíåãî êëþ÷à
952 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
953 // Íàëè÷èå áåðñåðêà
954 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
955 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
956 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
957 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
958 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
960 // Íàçâàíèå ìîäåëè:
961 gPlayers[a].FActualModelName := utils.readStr(st);
962 // Öâåò ìîäåëè
963 gPlayers[a].FColor.R := utils.readByte(st);
964 gPlayers[a].FColor.G := utils.readByte(st);
965 gPlayers[a].FColor.B := utils.readByte(st);
966 // Îáíîâëÿåì ìîäåëü èãðîêà
967 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
969 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
970 if (gPlayers[a].FModel = nil) then
971 begin
972 gPlayers[a].Free();
973 gPlayers[a] := nil;
974 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
975 exit;
976 end;
978 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
979 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
980 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
981 else
982 gPlayers[a].FModel.Color := gPlayers[a].FColor;
984 result := gPlayers[a].FUID;
985 end;
988 procedure g_Player_ResetTeams();
989 var
990 a: Integer;
991 begin
992 if g_Game_IsClient then
993 Exit;
994 if gPlayers = nil then
995 Exit;
996 for a := Low(gPlayers) to High(gPlayers) do
997 if gPlayers[a] <> nil then
998 case gGameSettings.GameMode of
999 GM_DM:
1000 gPlayers[a].ChangeTeam(TEAM_NONE);
1001 GM_TDM, GM_CTF:
1002 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1003 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1004 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1005 else
1006 if a mod 2 = 0 then
1007 gPlayers[a].ChangeTeam(TEAM_RED)
1008 else
1009 gPlayers[a].ChangeTeam(TEAM_BLUE);
1010 GM_SINGLE,
1011 GM_COOP:
1012 gPlayers[a].ChangeTeam(TEAM_COOP);
1013 end;
1014 end;
1016 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1017 var
1018 m: SSArray;
1019 _name, _model: String;
1020 a, tr, tb: Integer;
1021 begin
1022 if not g_Game_IsServer then Exit;
1024 // Ñïèñîê íàçâàíèé ìîäåëåé:
1025 m := g_PlayerModel_GetNames();
1026 if m = nil then
1027 Exit;
1029 // Êîìàíäà:
1030 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1031 Team := TEAM_COOP // COOP
1032 else
1033 if gGameSettings.GameMode = GM_DM then
1034 Team := TEAM_NONE // DM
1035 else
1036 if Team = TEAM_NONE then // CTF / TDM
1037 begin
1038 // Àâòîáàëàíñ êîìàíä:
1039 tr := 0;
1040 tb := 0;
1042 for a := 0 to High(gPlayers) do
1043 if gPlayers[a] <> nil then
1044 begin
1045 if gPlayers[a].Team = TEAM_RED then
1046 Inc(tr)
1047 else
1048 if gPlayers[a].Team = TEAM_BLUE then
1049 Inc(tb);
1050 end;
1052 if tr > tb then
1053 Team := TEAM_BLUE
1054 else
1055 if tb > tr then
1056 Team := TEAM_RED
1057 else // tr = tb
1058 if Random(2) = 0 then
1059 Team := TEAM_RED
1060 else
1061 Team := TEAM_BLUE;
1062 end;
1064 // Âûáèðàåì áîòó èìÿ:
1065 _name := '';
1066 if BotNames <> nil then
1067 for a := 0 to High(BotNames) do
1068 if g_Player_ValidName(BotNames[a]) then
1069 begin
1070 _name := BotNames[a];
1071 Break;
1072 end;
1074 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1075 if _name = '' then
1076 repeat
1077 _name := Format('DFBOT%.2d', [Random(100)]);
1078 until g_Player_ValidName(_name);
1080 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1081 _model := m[Random(Length(m))];
1083 // Ñîçäàåì áîòà:
1084 with g_Player_Get(g_Player_Create(_model,
1085 _RGB(Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255),
1087 Min(Random(9)*32, 255)),
1088 Team, True)) as TBot do
1089 begin
1090 Name := _name;
1092 case Difficult of
1093 1: FDifficult := DIFFICULT_EASY;
1094 2: FDifficult := DIFFICULT_MEDIUM;
1095 else FDifficult := DIFFICULT_HARD;
1096 end;
1098 for a := WP_FIRST to WP_LAST do
1099 begin
1100 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1101 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1102 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1103 end;
1105 FHandicap := Handicap;
1107 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1109 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1110 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1111 Spectate();
1112 end;
1113 end;
1115 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1116 var
1117 m: SSArray;
1118 _name, _model: String;
1119 a: Integer;
1120 begin
1121 if not g_Game_IsServer then Exit;
1123 // Ñïèñîê íàçâàíèé ìîäåëåé:
1124 m := g_PlayerModel_GetNames();
1125 if m = nil then
1126 Exit;
1128 // Êîìàíäà:
1129 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1130 Team := TEAM_COOP // COOP
1131 else
1132 if gGameSettings.GameMode = GM_DM then
1133 Team := TEAM_NONE // DM
1134 else
1135 if Team = TEAM_NONE then
1136 Team := BotList[num].team; // CTF / TDM
1138 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1139 lName := AnsiLowerCase(lName);
1140 if (num < 0) or (num > Length(BotList)-1) then
1141 num := -1;
1142 if (num = -1) and (lName <> '') and (BotList <> nil) then
1143 for a := 0 to High(BotList) do
1144 if AnsiLowerCase(BotList[a].name) = lName then
1145 begin
1146 num := a;
1147 Break;
1148 end;
1149 if num = -1 then
1150 Exit;
1152 // Èìÿ áîòà:
1153 _name := BotList[num].name;
1154 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1155 if not g_Player_ValidName(_name) then
1156 repeat
1157 _name := Format('DFBOT%.2d', [Random(100)]);
1158 until g_Player_ValidName(_name);
1160 // Ìîäåëü:
1161 _model := BotList[num].model;
1162 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1163 if not InSArray(_model, m) then
1164 _model := m[Random(Length(m))];
1166 // Ñîçäàåì áîòà:
1167 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1168 begin
1169 Name := _name;
1171 FDifficult.DiagFire := BotList[num].diag_fire;
1172 FDifficult.InvisFire := BotList[num].invis_fire;
1173 FDifficult.DiagPrecision := BotList[num].diag_precision;
1174 FDifficult.FlyPrecision := BotList[num].fly_precision;
1175 FDifficult.Cover := BotList[num].cover;
1176 FDifficult.CloseJump := BotList[num].close_jump;
1178 FHandicap := Handicap;
1180 for a := WP_FIRST to WP_LAST do
1181 begin
1182 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1183 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1184 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1185 end;
1187 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1189 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1190 end;
1191 end;
1193 procedure g_Bot_RemoveAll();
1194 var
1195 a: Integer;
1196 begin
1197 if not g_Game_IsServer then Exit;
1198 if gPlayers = nil then Exit;
1200 for a := 0 to High(gPlayers) do
1201 if gPlayers[a] <> nil then
1202 if gPlayers[a] is TBot then
1203 begin
1204 gPlayers[a].Lives := 0;
1205 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1206 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1207 g_Player_Remove(gPlayers[a].FUID);
1208 end;
1210 g_Bot_MixNames();
1211 end;
1213 procedure g_Bot_MixNames();
1214 var
1215 s: String;
1216 a, b: Integer;
1217 begin
1218 if BotNames <> nil then
1219 for a := 0 to High(BotNames) do
1220 begin
1221 b := Random(Length(BotNames));
1222 s := BotNames[a];
1223 Botnames[a] := BotNames[b];
1224 BotNames[b] := s;
1225 end;
1226 end;
1228 procedure g_Player_Remove(UID: Word);
1229 var
1230 i: Integer;
1231 begin
1232 if gPlayers = nil then Exit;
1234 if g_Game_IsServer and g_Game_IsNet then
1235 MH_SEND_PlayerDelete(UID);
1237 for i := 0 to High(gPlayers) do
1238 if gPlayers[i] <> nil then
1239 if gPlayers[i].FUID = UID then
1240 begin
1241 if gPlayers[i] is TPlayer then
1242 TPlayer(gPlayers[i]).Free()
1243 else
1244 TBot(gPlayers[i]).Free();
1245 gPlayers[i] := nil;
1246 Exit;
1247 end;
1248 end;
1250 procedure g_Player_Init();
1251 var
1252 F: TextFile;
1253 s: String;
1254 a, b: Integer;
1255 config: TConfig;
1256 sa: SSArray;
1257 path: AnsiString;
1258 begin
1259 BotNames := nil;
1261 path := BOTNAMES_FILENAME;
1262 if e_FindResource(DataDirs, path) = false then
1263 Exit;
1265 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1266 AssignFile(F, path);
1267 Reset(F);
1269 while not EOF(F) do
1270 begin
1271 ReadLn(F, s);
1273 s := Trim(s);
1274 if s = '' then
1275 Continue;
1277 SetLength(BotNames, Length(BotNames)+1);
1278 BotNames[High(BotNames)] := s;
1279 end;
1281 CloseFile(F);
1283 // Ïåðåìåøèâàåì èõ:
1284 g_Bot_MixNames();
1286 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1287 config := TConfig.CreateFile(path);
1288 BotList := nil;
1289 a := 0;
1291 while config.SectionExists(IntToStr(a)) do
1292 begin
1293 SetLength(BotList, Length(BotList)+1);
1295 with BotList[High(BotList)] do
1296 begin
1297 // Èìÿ áîòà:
1298 name := config.ReadStr(IntToStr(a), 'name', '');
1299 // Ìîäåëü:
1300 model := config.ReadStr(IntToStr(a), 'model', '');
1301 // Êîìàíäà:
1302 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1303 team := TEAM_RED
1304 else
1305 team := TEAM_BLUE;
1306 // Öâåò ìîäåëè:
1307 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1308 color.R := StrToIntDef(sa[0], 0);
1309 color.G := StrToIntDef(sa[1], 0);
1310 color.B := StrToIntDef(sa[2], 0);
1311 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1312 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1313 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1314 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1315 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1316 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1317 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1318 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1319 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1320 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1321 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1322 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1323 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1324 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1325 if Length(sa) = 10 then
1326 for b := 0 to 9 do
1327 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1328 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1329 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1330 if Length(sa) = 10 then
1331 for b := 0 to 9 do
1332 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1334 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1335 if Length(sa) = 10 then
1336 for b := 0 to 9 do
1337 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1338 end;
1340 a := a + 1;
1341 end;
1343 config.Free();
1344 end;
1346 procedure g_Player_Free();
1347 var
1348 i: Integer;
1349 begin
1350 if gPlayers <> nil then
1351 begin
1352 for i := 0 to High(gPlayers) do
1353 if gPlayers[i] <> nil then
1354 begin
1355 if gPlayers[i] is TPlayer then
1356 TPlayer(gPlayers[i]).Free()
1357 else
1358 TBot(gPlayers[i]).Free();
1359 gPlayers[i] := nil;
1360 end;
1362 gPlayers := nil;
1363 end;
1365 gPlayer1 := nil;
1366 gPlayer2 := nil;
1367 end;
1369 procedure g_Player_UpdateAll();
1370 var
1371 i: Integer;
1372 begin
1373 if gPlayers = nil then Exit;
1375 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1376 for i := 0 to High(gPlayers) do
1377 begin
1378 if gPlayers[i] <> nil then
1379 begin
1380 if gPlayers[i] is TPlayer then
1381 begin
1382 gPlayers[i].Update();
1383 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1384 end
1385 else
1386 begin
1387 // bot updates weapons in `UpdateCombat()`
1388 TBot(gPlayers[i]).Update();
1389 end;
1390 end;
1391 end;
1392 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1393 end;
1395 procedure g_Player_DrawAll();
1396 var
1397 i: Integer;
1398 begin
1399 if gPlayers = nil then Exit;
1401 for i := 0 to High(gPlayers) do
1402 if gPlayers[i] <> nil then
1403 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1404 else TBot(gPlayers[i]).Draw();
1405 end;
1407 procedure g_Player_DrawDebug(p: TPlayer);
1408 var
1409 fW, fH: Byte;
1410 begin
1411 if p = nil then Exit;
1412 if (@p.FObj) = nil then Exit;
1414 e_TextureFontGetSize(gStdFont, fW, fH);
1416 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1417 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1418 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1419 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1420 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1421 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1422 end;
1424 procedure g_Player_DrawHealth();
1425 var
1426 i: Integer;
1427 fW, fH: Byte;
1428 begin
1429 if gPlayers = nil then Exit;
1430 e_TextureFontGetSize(gStdFont, fW, fH);
1432 for i := 0 to High(gPlayers) do
1433 if gPlayers[i] <> nil then
1434 begin
1435 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1436 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1437 IntToStr(gPlayers[i].FHealth), gStdFont);
1438 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1439 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1440 IntToStr(gPlayers[i].FArmor), gStdFont);
1441 end;
1442 end;
1444 function g_Player_Get(UID: Word): TPlayer;
1445 var
1446 a: Integer;
1447 begin
1448 Result := nil;
1450 if gPlayers = nil then
1451 Exit;
1453 for a := 0 to High(gPlayers) do
1454 if gPlayers[a] <> nil then
1455 if gPlayers[a].FUID = UID then
1456 begin
1457 Result := gPlayers[a];
1458 Exit;
1459 end;
1460 end;
1462 function g_Player_GetCount(): Byte;
1463 var
1464 a: Integer;
1465 begin
1466 Result := 0;
1468 if gPlayers = nil then
1469 Exit;
1471 for a := 0 to High(gPlayers) do
1472 if gPlayers[a] <> nil then
1473 Result := Result + 1;
1474 end;
1476 function g_Player_GetStats(): TPlayerStatArray;
1477 var
1478 a: Integer;
1479 begin
1480 Result := nil;
1482 if gPlayers = nil then Exit;
1484 for a := 0 to High(gPlayers) do
1485 if gPlayers[a] <> nil then
1486 begin
1487 SetLength(Result, Length(Result)+1);
1488 with Result[High(Result)] do
1489 begin
1490 Num := a;
1491 Ping := gPlayers[a].FPing;
1492 Loss := gPlayers[a].FLoss;
1493 Name := gPlayers[a].FName;
1494 Team := gPlayers[a].FTeam;
1495 Frags := gPlayers[a].FFrags;
1496 Deaths := gPlayers[a].FDeath;
1497 Kills := gPlayers[a].FKills;
1498 Color := gPlayers[a].FModel.Color;
1499 Lives := gPlayers[a].FLives;
1500 Spectator := gPlayers[a].FSpectator;
1501 end;
1502 end;
1503 end;
1505 procedure g_Player_ResetReady();
1506 var
1507 a: Integer;
1508 begin
1509 if not g_Game_IsServer then Exit;
1510 if gPlayers = nil then Exit;
1512 for a := 0 to High(gPlayers) do
1513 if gPlayers[a] <> nil then
1514 begin
1515 gPlayers[a].FReady := False;
1516 if g_Game_IsNet then
1517 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1518 end;
1519 end;
1521 procedure g_Player_RememberAll;
1522 var
1523 i: Integer;
1524 begin
1525 for i := Low(gPlayers) to High(gPlayers) do
1526 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1527 gPlayers[i].RememberState;
1528 end;
1530 procedure g_Player_ResetAll(Force, Silent: Boolean);
1531 var
1532 i: Integer;
1533 begin
1534 gTeamStat[TEAM_RED].Goals := 0;
1535 gTeamStat[TEAM_BLUE].Goals := 0;
1537 if gPlayers <> nil then
1538 for i := 0 to High(gPlayers) do
1539 if gPlayers[i] <> nil then
1540 begin
1541 gPlayers[i].Reset(Force);
1543 if gPlayers[i] is TPlayer then
1544 begin
1545 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1546 gPlayers[i].Respawn(Silent)
1547 else
1548 gPlayers[i].Spectate();
1549 end
1550 else
1551 TBot(gPlayers[i]).Respawn(Silent);
1552 end;
1553 end;
1555 procedure g_Player_CreateCorpse(Player: TPlayer);
1556 var
1557 i: Integer;
1558 find_id: DWORD;
1559 ok: Boolean;
1560 begin
1561 if Player.alive then
1562 Exit;
1564 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1565 if gCorpses <> nil then
1566 for i := 0 to High(gCorpses) do
1567 if gCorpses[i] <> nil then
1568 if gCorpses[i].FPlayerUID = Player.FUID then
1569 gCorpses[i].FPlayerUID := 0;
1571 if Player.FObj.Y >= gMapInfo.Height+128 then
1572 Exit;
1574 with Player do
1575 begin
1576 if (FHealth >= -50) or (gGibsCount = 0) then
1577 begin
1578 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1579 Exit;
1581 ok := False;
1582 for find_id := 0 to High(gCorpses) do
1583 if gCorpses[find_id] = nil then
1584 begin
1585 ok := True;
1586 Break;
1587 end;
1589 if not ok then
1590 find_id := Random(Length(gCorpses));
1592 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1593 gCorpses[find_id].FColor := FModel.Color;
1594 gCorpses[find_id].FObj.Vel := FObj.Vel;
1595 gCorpses[find_id].FObj.Accel := FObj.Accel;
1596 gCorpses[find_id].FPlayerUID := FUID;
1597 end
1598 else
1599 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1600 FObj.Y + PLAYER_RECT_CY,
1601 FModel.Name, FModel.Color);
1602 end;
1603 end;
1605 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1606 var
1607 SID: DWORD;
1608 begin
1609 if (gShells = nil) or (Length(gShells) = 0) then
1610 Exit;
1612 with gShells[CurrentShell] do
1613 begin
1614 SpriteID := 0;
1615 g_Obj_Init(@Obj);
1616 Obj.Rect.X := 0;
1617 Obj.Rect.Y := 0;
1618 if T = SHELL_BULLET then
1619 begin
1620 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1621 SpriteID := SID;
1622 CX := 2;
1623 CY := 1;
1624 Obj.Rect.Width := 4;
1625 Obj.Rect.Height := 2;
1626 end
1627 else
1628 begin
1629 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1630 SpriteID := SID;
1631 CX := 4;
1632 CY := 2;
1633 Obj.Rect.Width := 7;
1634 Obj.Rect.Height := 3;
1635 end;
1636 SType := T;
1637 alive := True;
1638 Obj.X := fX;
1639 Obj.Y := fY;
1640 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1641 positionChanged(); // this updates spatial accelerators
1642 RAngle := Random(360);
1643 Timeout := gTime + SHELL_TIMEOUT;
1645 if CurrentShell >= High(gShells) then
1646 CurrentShell := 0
1647 else
1648 Inc(CurrentShell);
1649 end;
1650 end;
1652 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1653 var
1654 a: Integer;
1655 GibsArray: TGibsArray;
1656 Blood: TModelBlood;
1657 begin
1658 if (gGibs = nil) or (Length(gGibs) = 0) then
1659 Exit;
1660 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1661 Exit;
1662 Blood := g_PlayerModel_GetBlood(ModelName);
1664 for a := 0 to High(GibsArray) do
1665 with gGibs[CurrentGib] do
1666 begin
1667 Color := fColor;
1668 ID := GibsArray[a].ID;
1669 MaskID := GibsArray[a].MaskID;
1670 alive := True;
1671 g_Obj_Init(@Obj);
1672 Obj.Rect := GibsArray[a].Rect;
1673 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1674 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1675 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1676 positionChanged(); // this updates spatial accelerators
1677 RAngle := Random(360);
1679 if gBloodCount > 0 then
1680 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1681 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1683 if CurrentGib >= High(gGibs) then
1684 CurrentGib := 0
1685 else
1686 Inc(CurrentGib);
1687 end;
1688 end;
1690 procedure g_Player_UpdatePhysicalObjects();
1691 var
1692 i: Integer;
1693 vel: TPoint2i;
1694 mr: Word;
1696 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1697 var
1698 k: Integer;
1699 begin
1700 k := 1 + Random(2);
1701 if T = SHELL_BULLET then
1702 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1703 else
1704 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1705 end;
1707 begin
1708 // Êóñêè ìÿñà:
1709 if gGibs <> nil then
1710 for i := 0 to High(gGibs) do
1711 if gGibs[i].alive then
1712 with gGibs[i] do
1713 begin
1714 vel := Obj.Vel;
1715 mr := g_Obj_Move(@Obj, True, False, True);
1716 positionChanged(); // this updates spatial accelerators
1718 if WordBool(mr and MOVE_FALLOUT) then
1719 begin
1720 alive := False;
1721 Continue;
1722 end;
1724 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1725 if WordBool(mr and MOVE_HITWALL) then
1726 Obj.Vel.X := -(vel.X div 2);
1727 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1728 Obj.Vel.Y := -(vel.Y div 2);
1730 if (Obj.Vel.X >= 0) then
1731 begin // Clockwise
1732 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1733 if RAngle >= 360 then
1734 RAngle := RAngle mod 360;
1735 end else begin // Counter-clockwise
1736 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1737 if RAngle < 0 then
1738 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1739 end;
1741 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1742 if gTime mod (GAME_TICK*3) = 0 then
1743 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1744 end;
1746 // Òðóïû:
1747 if gCorpses <> nil then
1748 for i := 0 to High(gCorpses) do
1749 if gCorpses[i] <> nil then
1750 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1751 begin
1752 gCorpses[i].Free();
1753 gCorpses[i] := nil;
1754 end
1755 else
1756 gCorpses[i].Update();
1758 // Ãèëüçû:
1759 if gShells <> nil then
1760 for i := 0 to High(gShells) do
1761 if gShells[i].alive then
1762 with gShells[i] do
1763 begin
1764 vel := Obj.Vel;
1765 mr := g_Obj_Move(@Obj, True, False, True);
1766 positionChanged(); // this updates spatial accelerators
1768 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1769 begin
1770 alive := False;
1771 Continue;
1772 end;
1774 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1775 if WordBool(mr and MOVE_HITWALL) then
1776 begin
1777 Obj.Vel.X := -(vel.X div 2);
1778 if not WordBool(mr and MOVE_INWATER) then
1779 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1780 end;
1781 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1782 begin
1783 Obj.Vel.Y := -(vel.Y div 2);
1784 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1785 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1786 begin
1787 if RAngle mod 90 <> 0 then
1788 RAngle := (RAngle div 90) * 90;
1789 end
1790 else if not WordBool(mr and MOVE_INWATER) then
1791 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1792 end;
1794 if (Obj.Vel.X >= 0) then
1795 begin // Clockwise
1796 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1797 if RAngle >= 360 then
1798 RAngle := RAngle mod 360;
1799 end else begin // Counter-clockwise
1800 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1801 if RAngle < 0 then
1802 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1803 end;
1804 end;
1805 end;
1808 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1809 begin
1810 x := Obj.X+Obj.Rect.X;
1811 y := Obj.Y+Obj.Rect.Y;
1812 w := Obj.Rect.Width;
1813 h := Obj.Rect.Height;
1814 end;
1816 procedure TGib.moveBy (dx, dy: Integer); inline;
1817 begin
1818 if (dx <> 0) or (dy <> 0) then
1819 begin
1820 Obj.X += dx;
1821 Obj.Y += dy;
1822 positionChanged();
1823 end;
1824 end;
1827 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1828 begin
1829 x := Obj.X;
1830 y := Obj.Y;
1831 w := Obj.Rect.Width;
1832 h := Obj.Rect.Height;
1833 end;
1835 procedure TShell.moveBy (dx, dy: Integer); inline;
1836 begin
1837 if (dx <> 0) or (dy <> 0) then
1838 begin
1839 Obj.X += dx;
1840 Obj.Y += dy;
1841 positionChanged();
1842 end;
1843 end;
1846 procedure TGib.positionChanged (); inline; begin end;
1847 procedure TShell.positionChanged (); inline; begin end;
1850 procedure g_Player_DrawCorpses();
1851 var
1852 i: Integer;
1853 a: TDFPoint;
1854 begin
1855 if gGibs <> nil then
1856 for i := 0 to High(gGibs) do
1857 if gGibs[i].alive then
1858 with gGibs[i] do
1859 begin
1860 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1861 Continue;
1863 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1864 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1866 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1868 e_Colors := Color;
1869 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1870 e_Colors.R := 255;
1871 e_Colors.G := 255;
1872 e_Colors.B := 255;
1873 end;
1875 if gCorpses <> nil then
1876 for i := 0 to High(gCorpses) do
1877 if gCorpses[i] <> nil then
1878 gCorpses[i].Draw();
1879 end;
1881 procedure g_Player_DrawShells();
1882 var
1883 i: Integer;
1884 a: TDFPoint;
1885 begin
1886 if gShells <> nil then
1887 for i := 0 to High(gShells) do
1888 if gShells[i].alive then
1889 with gShells[i] do
1890 begin
1891 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1892 Continue;
1894 a.X := CX;
1895 a.Y := CY;
1897 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1898 end;
1899 end;
1901 procedure g_Player_RemoveAllCorpses();
1902 var
1903 i: Integer;
1904 begin
1905 gGibs := nil;
1906 gShells := nil;
1907 SetLength(gGibs, MaxGibs);
1908 SetLength(gShells, MaxGibs);
1909 CurrentGib := 0;
1910 CurrentShell := 0;
1912 if gCorpses <> nil then
1913 for i := 0 to High(gCorpses) do
1914 gCorpses[i].Free();
1916 gCorpses := nil;
1917 SetLength(gCorpses, MaxCorpses);
1918 end;
1920 procedure g_Player_Corpses_SaveState (st: TStream);
1921 var
1922 count, i: Integer;
1923 begin
1924 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1925 count := 0;
1926 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1928 // Êîëè÷åñòâî òðóïîâ
1929 utils.writeInt(st, LongInt(count));
1931 if (count = 0) then exit;
1933 // Ñîõðàíÿåì òðóïû
1934 for i := 0 to High(gCorpses) do
1935 begin
1936 if gCorpses[i] <> nil then
1937 begin
1938 // Íàçâàíèå ìîäåëè
1939 utils.writeStr(st, gCorpses[i].FModelName);
1940 // Òèï ñìåðòè
1941 utils.writeBool(st, gCorpses[i].Mess);
1942 // Ñîõðàíÿåì äàííûå òðóïà:
1943 gCorpses[i].SaveState(st);
1944 end;
1945 end;
1946 end;
1949 procedure g_Player_Corpses_LoadState (st: TStream);
1950 var
1951 count, i: Integer;
1952 str: String;
1953 b: Boolean;
1954 begin
1955 assert(st <> nil);
1957 g_Player_RemoveAllCorpses();
1959 // Êîëè÷åñòâî òðóïîâ:
1960 count := utils.readLongInt(st);
1961 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1963 if (count = 0) then exit;
1965 // Çàãðóæàåì òðóïû
1966 for i := 0 to count-1 do
1967 begin
1968 // Íàçâàíèå ìîäåëè:
1969 str := utils.readStr(st);
1970 // Òèï ñìåðòè
1971 b := utils.readBool(st);
1972 // Ñîçäàåì òðóï
1973 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1974 // Çàãðóæàåì äàííûå òðóïà
1975 gCorpses[i].LoadState(st);
1976 end;
1977 end;
1980 { T P l a y e r : }
1982 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1984 procedure TPlayer.BFGHit();
1985 begin
1986 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1987 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1988 if g_Game_IsServer and g_Game_IsNet then
1989 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1990 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1991 0, NET_GFX_BFGHIT);
1992 end;
1994 procedure TPlayer.ChangeModel(ModelName: string);
1995 var
1996 locModel: TPlayerModel;
1997 begin
1998 locModel := g_PlayerModel_Get(ModelName);
1999 if locModel = nil then Exit;
2001 FModel.Free();
2002 FModel := locModel;
2003 end;
2005 procedure TPlayer.SetModel(ModelName: string);
2006 var
2007 m: TPlayerModel;
2008 begin
2009 m := g_PlayerModel_Get(ModelName);
2010 if m = nil then
2011 begin
2012 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2013 m := g_PlayerModel_Get('doomer');
2014 if m = nil then
2015 begin
2016 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2017 Exit;
2018 end;
2019 end;
2021 if FModel <> nil then
2022 FModel.Free();
2024 FModel := m;
2026 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2027 FModel.Color := FColor
2028 else
2029 FModel.Color := TEAMCOLOR[FTeam];
2030 FModel.SetWeapon(FCurrWeap);
2031 FModel.SetFlag(FFlag);
2032 SetDirection(FDirection);
2033 end;
2035 procedure TPlayer.SetColor(Color: TRGB);
2036 begin
2037 FColor := Color;
2038 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2039 if FModel <> nil then FModel.Color := Color;
2040 end;
2042 function TPlayer.GetColor(): TRGB;
2043 begin
2044 result := FModel.Color;
2045 end;
2047 procedure TPlayer.SwitchTeam;
2048 begin
2049 if g_Game_IsClient then
2050 Exit;
2051 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2053 if gGameOn and FAlive then
2054 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2056 if FTeam = TEAM_RED then
2057 begin
2058 ChangeTeam(TEAM_BLUE);
2059 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2060 if g_Game_IsNet then
2061 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2062 end
2063 else
2064 begin
2065 ChangeTeam(TEAM_RED);
2066 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2067 if g_Game_IsNet then
2068 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2069 end;
2070 FPreferredTeam := FTeam;
2071 end;
2073 procedure TPlayer.ChangeTeam(Team: Byte);
2074 var
2075 OldTeam: Byte;
2076 begin
2077 OldTeam := FTeam;
2078 FTeam := Team;
2079 case Team of
2080 TEAM_RED, TEAM_BLUE:
2081 FModel.Color := TEAMCOLOR[Team];
2082 else
2083 FModel.Color := FColor;
2084 end;
2085 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2086 MH_SEND_PlayerStats(FUID);
2087 end;
2090 procedure TPlayer.CollideItem();
2091 var
2092 i: Integer;
2093 r: Boolean;
2094 begin
2095 if gItems = nil then Exit;
2096 if not FAlive then Exit;
2098 for i := 0 to High(gItems) do
2099 with gItems[i] do
2100 begin
2101 if (ItemType <> ITEM_NONE) and alive then
2102 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2103 PLAYER_RECT.Height, @Obj) then
2104 begin
2105 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2107 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2108 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2109 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2110 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2111 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2113 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2114 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2115 (gGameSettings.GameType = GT_SINGLE) and
2116 (g_Player_GetCount() > 1)) then
2117 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2118 end;
2119 end;
2120 end;
2123 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2124 begin
2125 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2126 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2127 False);
2128 end;
2130 constructor TPlayer.Create();
2131 begin
2132 viewPortX := 0;
2133 viewPortY := 0;
2134 viewPortW := 0;
2135 viewPortH := 0;
2136 mEDamageType := HIT_SOME;
2138 FIamBot := False;
2139 FDummy := False;
2140 FSpawned := False;
2142 FSawSound := TPlayableSound.Create();
2143 FSawSoundIdle := TPlayableSound.Create();
2144 FSawSoundHit := TPlayableSound.Create();
2145 FSawSoundSelect := TPlayableSound.Create();
2146 FFlameSoundOn := TPlayableSound.Create();
2147 FFlameSoundOff := TPlayableSound.Create();
2148 FFlameSoundWork := TPlayableSound.Create();
2149 FJetSoundFly := TPlayableSound.Create();
2150 FJetSoundOn := TPlayableSound.Create();
2151 FJetSoundOff := TPlayableSound.Create();
2153 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2154 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2155 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2156 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2157 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2158 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2159 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2160 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2161 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2162 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2164 FSpectatePlayer := -1;
2165 FClientID := -1;
2166 FPing := 0;
2167 FLoss := 0;
2168 FSavedState.WaitRecall := False;
2169 FShellTimer := -1;
2170 FFireTime := 0;
2171 FFirePainTime := 0;
2172 FFireAttacker := 0;
2173 FHandicap := 100;
2175 FActualModelName := 'doomer';
2177 g_Obj_Init(@FObj);
2178 FObj.Rect := PLAYER_RECT;
2180 FBFGFireCounter := -1;
2181 FJustTeleported := False;
2182 FNetTime := 0;
2184 FWaitForFirstSpawn := false;
2186 resetWeaponQueue();
2187 end;
2189 procedure TPlayer.positionChanged (); inline;
2190 begin
2191 end;
2193 procedure TPlayer.doDamage (v: Integer);
2194 begin
2195 if (v <= 0) then exit;
2196 if (v > 32767) then v := 32767;
2197 Damage(v, 0, 0, 0, mEDamageType);
2198 end;
2200 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2201 var
2202 c: Word;
2203 begin
2204 if (not g_Game_IsClient) and (not FAlive) then
2205 Exit;
2207 FLastHit := t;
2209 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2210 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2211 begin
2212 if not g_Game_IsClient then
2213 begin
2214 FArmor := 0;
2215 if t = HIT_TRAP then
2216 begin
2217 // Ëîâóøêà óáèâàåò ñðàçó:
2218 FHealth := -100;
2219 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2220 end;
2221 if t = HIT_SELF then
2222 begin
2223 // Ñàìîóáèéñòâî:
2224 FHealth := 0;
2225 Kill(K_SIMPLEKILL, SpawnerUID, t);
2226 end;
2227 end;
2228 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2229 FMegaRulez[MR_SUIT] := 0;
2230 FMegaRulez[MR_INVUL] := 0;
2231 FMegaRulez[MR_INVIS] := 0;
2232 FBerserk := 0;
2233 end;
2235 // Íî îò îñòàëüíîãî ñïàñàåò:
2236 if FMegaRulez[MR_INVUL] >= gTime then
2237 Exit;
2239 // ×èò-êîä "ÃÎÐÅÖ":
2240 if FGodMode then
2241 Exit;
2243 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2244 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2245 (SpawnerUID = FUID) or
2246 (not SameTeam(FUID, SpawnerUID)) then
2247 begin
2248 FLastSpawnerUID := SpawnerUID;
2250 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2251 if gBloodCount > 0 then
2252 begin
2253 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2254 if value div 4 <= c then
2255 c := c - (value div 4)
2256 else
2257 c := 0;
2259 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2260 MakeBloodSimple(c)
2261 else
2262 case t of
2263 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2264 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2265 end;
2267 if t = HIT_WATER then
2268 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2269 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2270 end;
2272 // Áóôåð óðîíà:
2273 if FAlive then
2274 Inc(FDamageBuffer, value);
2276 // Âñïûøêà áîëè:
2277 if gFlash <> 0 then
2278 FPain := FPain + value;
2279 end;
2281 if g_Game_IsServer and g_Game_IsNet then
2282 begin
2283 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2284 MH_SEND_PlayerStats(FUID);
2285 MH_SEND_PlayerPos(False, FUID);
2286 end;
2287 end;
2289 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2290 begin
2291 Result := False;
2292 if g_Game_IsClient then
2293 Exit;
2294 if not FAlive then
2295 Exit;
2297 if Soft and (FHealth < PLAYER_HP_SOFT) then
2298 begin
2299 IncMax(FHealth, value, PLAYER_HP_SOFT);
2300 Result := True;
2301 end;
2302 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2303 begin
2304 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2305 Result := True;
2306 end;
2308 if Result and g_Game_IsServer and g_Game_IsNet then
2309 MH_SEND_PlayerStats(FUID);
2310 end;
2312 destructor TPlayer.Destroy();
2313 begin
2314 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2315 gPlayer1 := nil;
2316 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2317 gPlayer2 := nil;
2319 FSawSound.Free();
2320 FSawSoundIdle.Free();
2321 FSawSoundHit.Free();
2322 FSawSoundSelect.Free();
2323 FFlameSoundOn.Free();
2324 FFlameSoundOff.Free();
2325 FFlameSoundWork.Free();
2326 FJetSoundFly.Free();
2327 FJetSoundOn.Free();
2328 FJetSoundOff.Free();
2329 FModel.Free();
2330 if FPunchAnim <> nil then
2331 FPunchAnim.Free();
2333 inherited;
2334 end;
2336 procedure TPlayer.DrawIndicator(Color: TRGB);
2337 var
2338 indX, indY: Integer;
2339 indW, indH: Word;
2340 indA: Single;
2341 a: TDFPoint;
2342 nW, nH: Byte;
2343 ID: DWORD;
2344 c: TRGB;
2345 begin
2346 if FAlive then
2347 case gPlayerIndicatorStyle of
2348 0:
2349 begin
2350 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2351 begin
2352 e_GetTextureSize(ID, @indW, @indH);
2353 a.X := indW div 2;
2354 a.Y := indH div 2;
2356 if (FObj.X + FObj.Rect.X) < 0 then
2357 begin
2358 indA := 90;
2359 indX := FObj.X + FObj.Rect.X + FObj.Rect.Width;
2360 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2361 end
2363 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2364 begin
2365 indA := 270;
2366 indX := FObj.X + FObj.Rect.X - indH;
2367 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2368 end
2370 else if (fObj.Y - indH) < 0 then
2371 begin
2372 indA := 180;
2373 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2374 indY := FObj.Y + FObj.Rect.Y + FObj.Rect.Height;
2375 end
2377 else
2378 begin
2379 indA := 0;
2380 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2381 indY := FObj.Y - indH;
2382 end;
2384 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2385 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2387 c := e_Colors;
2388 e_Colors := Color;
2389 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2390 e_Colors := c;
2391 end;
2392 end;
2394 1:
2395 begin
2396 e_TextureFontGetSize(gStdFont, nW, nH);
2397 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2398 indY := FObj.Y - nH;
2399 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2400 end;
2401 end;
2402 end;
2404 procedure TPlayer.DrawBubble();
2405 var
2406 bubX, bubY: Integer;
2407 ID: LongWord;
2408 Rb, Gb, Bb,
2409 Rw, Gw, Bw: SmallInt;
2410 Dot: Byte;
2411 begin
2412 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2413 bubY := FObj.Y+FObj.Rect.Y - 18;
2414 Rb := 64;
2415 Gb := 64;
2416 Bb := 64;
2417 Rw := 240;
2418 Gw := 240;
2419 Bw := 240;
2420 case gChatBubble of
2421 1: // simple textual non-bubble
2422 begin
2423 bubX := FObj.X+FObj.Rect.X - 11;
2424 bubY := FObj.Y+FObj.Rect.Y - 17;
2425 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2426 Exit;
2427 end;
2428 2: // advanced pixel-perfect bubble
2429 begin
2430 if FTeam = TEAM_RED then
2431 Rb := 255
2432 else
2433 if FTeam = TEAM_BLUE then
2434 Bb := 255;
2435 end;
2436 3: // colored bubble
2437 begin
2438 Rb := FModel.Color.R;
2439 Gb := FModel.Color.G;
2440 Bb := FModel.Color.B;
2441 Rw := Min(Rb * 2 + 64, 255);
2442 Gw := Min(Gb * 2 + 64, 255);
2443 Bw := Min(Bb * 2 + 64, 255);
2444 if (Abs(Rw - Rb) < 32)
2445 or (Abs(Gw - Gb) < 32)
2446 or (Abs(Bw - Bb) < 32) then
2447 begin
2448 Rb := Max(Rw div 2 - 16, 0);
2449 Gb := Max(Gw div 2 - 16, 0);
2450 Bb := Max(Bw div 2 - 16, 0);
2451 end;
2452 end;
2453 4: // custom textured bubble
2454 begin
2455 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2456 if FDirection = TDirection.D_RIGHT then
2457 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2458 else
2459 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2460 Exit;
2461 end;
2462 end;
2464 // Outer borders
2465 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2466 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2467 // Inner box
2468 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2470 // Tail
2471 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2472 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2473 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);
2474 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);
2475 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);
2476 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);
2478 // Dots
2479 Dot := 6;
2480 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2481 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2482 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2483 end;
2485 procedure TPlayer.Draw();
2486 var
2487 ID: DWORD;
2488 w, h: Word;
2489 dr: Boolean;
2490 Mirror: TMirrorType;
2491 begin
2492 if FAlive then
2493 begin
2494 if Direction = TDirection.D_RIGHT then
2495 Mirror := TMirrorType.None
2496 else
2497 Mirror := TMirrorType.Horizontal;
2499 if FPunchAnim <> nil then
2500 begin
2501 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2502 FObj.Y+FObj.Rect.Y-11, Mirror);
2503 if FPunchAnim.played then
2504 begin
2505 FPunchAnim.Free;
2506 FPunchAnim := nil;
2507 end;
2508 end;
2510 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2511 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2512 begin
2513 e_GetTextureSize(ID, @w, @h);
2514 if FDirection = TDirection.D_LEFT then
2515 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2516 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2517 else
2518 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2519 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2520 end;
2522 if FMegaRulez[MR_INVIS] > gTime then
2523 begin
2524 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2525 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2526 begin
2527 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2528 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2529 else
2530 dr := True;
2531 if dr then
2532 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2533 else
2534 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2535 end
2536 else
2537 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2538 end
2539 else
2540 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2541 end;
2543 if g_debug_Frames then
2544 begin
2545 e_DrawQuad(FObj.X+FObj.Rect.X,
2546 FObj.Y+FObj.Rect.Y,
2547 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2548 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2549 0, 255, 0);
2550 end;
2552 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2553 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2554 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2555 DrawBubble();
2556 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2557 if gAimLine and alive and
2558 ((Self = gPlayer1) or (Self = gPlayer2)) then
2559 DrawAim();
2560 end;
2563 procedure TPlayer.DrawAim();
2564 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2565 var
2566 ex, ey: Integer;
2567 begin
2569 {$IFDEF ENABLE_HOLMES}
2570 if isValidViewPort and (self = gPlayer1) then
2571 begin
2572 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2573 end;
2574 {$ENDIF}
2576 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2577 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2578 begin
2579 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2580 end
2581 else
2582 begin
2583 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2584 end;
2585 end;
2587 var
2588 wx, wy, xx, yy: Integer;
2589 angle: SmallInt;
2590 sz, len: Word;
2591 begin
2592 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2593 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2594 angle := FAngle;
2595 len := 1024;
2596 sz := 2;
2597 case FCurrWeap of
2598 0: begin // Punch
2599 len := 12;
2600 sz := 4;
2601 end;
2602 1: begin // Chainsaw
2603 len := 24;
2604 sz := 6;
2605 end;
2606 2: begin // Pistol
2607 len := 1024;
2608 sz := 2;
2609 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2610 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2611 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2612 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2613 end;
2614 3: begin // Shotgun
2615 len := 1024;
2616 sz := 3;
2617 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2618 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2619 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2620 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2621 end;
2622 4: begin // Double Shotgun
2623 len := 1024;
2624 sz := 4;
2625 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2626 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2627 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2628 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2629 end;
2630 5: begin // Chaingun
2631 len := 1024;
2632 sz := 3;
2633 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2634 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2635 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2636 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2637 end;
2638 6: begin // Rocket Launcher
2639 len := 1024;
2640 sz := 7;
2641 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2642 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2643 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2644 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2645 end;
2646 7: begin // Plasmagun
2647 len := 1024;
2648 sz := 5;
2649 if angle = ANGLE_RIGHTUP then Inc(angle);
2650 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2651 if angle = ANGLE_LEFTUP then Dec(angle);
2652 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2653 end;
2654 8: begin // BFG
2655 len := 1024;
2656 sz := 12;
2657 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2658 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2659 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2660 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2661 end;
2662 9: begin // Super Chaingun
2663 len := 1024;
2664 sz := 4;
2665 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2666 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2667 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2668 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2669 end;
2670 end;
2671 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2672 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2673 {$IF DEFINED(D2F_DEBUG)}
2674 drawCast(sz, wx, wy, xx, yy);
2675 {$ELSE}
2676 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2677 {$ENDIF}
2678 end;
2680 procedure TPlayer.DrawGUI();
2681 var
2682 ID: DWORD;
2683 X, Y, SY, a, p, m: Integer;
2684 tw, th: Word;
2685 cw, ch: Byte;
2686 s: string;
2687 stat: TPlayerStatArray;
2688 begin
2689 X := gPlayerScreenSize.X;
2690 SY := gPlayerScreenSize.Y;
2691 Y := 0;
2693 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2694 begin
2695 if gGameSettings.GameMode = GM_CTF then
2696 a := 32 + 8
2697 else
2698 a := 0;
2699 if gGameSettings.GameMode = GM_CTF then
2700 begin
2701 s := 'TEXTURE_PLAYER_REDFLAG';
2702 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2703 s := 'TEXTURE_PLAYER_REDFLAG_S';
2704 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2705 s := 'TEXTURE_PLAYER_REDFLAG_D';
2706 if g_Texture_Get(s, ID) then
2707 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2708 end;
2710 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2711 e_CharFont_GetSize(gMenuFont, s, tw, th);
2712 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2714 if gGameSettings.GameMode = GM_CTF then
2715 begin
2716 s := 'TEXTURE_PLAYER_BLUEFLAG';
2717 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2718 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2719 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2720 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2721 if g_Texture_Get(s, ID) then
2722 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2723 end;
2725 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2726 e_CharFont_GetSize(gMenuFont, s, tw, th);
2727 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2728 end;
2730 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2731 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2732 0, False, False);
2734 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2735 e_Draw(ID, X+2, Y, 0, True, False);
2737 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2738 begin
2739 if gShowStat then
2740 begin
2741 s := IntToStr(Frags);
2742 e_CharFont_GetSize(gMenuFont, s, tw, th);
2743 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2745 s := '';
2746 p := 1;
2747 m := 0;
2748 stat := g_Player_GetStats();
2749 if stat <> nil then
2750 begin
2751 p := 1;
2753 for a := 0 to High(stat) do
2754 if stat[a].Name <> Name then
2755 begin
2756 if stat[a].Frags > m then m := stat[a].Frags;
2757 if stat[a].Frags > Frags then p := p+1;
2758 end;
2759 end;
2761 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2762 if Frags >= m then s := s+'+' else s := s+'-';
2763 s := s+IntToStr(Abs(Frags-m));
2765 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2766 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2767 end;
2769 if gShowLives and (gGameSettings.MaxLives > 0) then
2770 begin
2771 s := IntToStr(Lives);
2772 e_CharFont_GetSize(gMenuFont, s, tw, th);
2773 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2774 end;
2775 end;
2777 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2778 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2780 if R_BERSERK in FRulez then
2781 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2782 else
2783 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2785 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2786 e_Draw(ID, X+36, Y+77, 0, True, False);
2788 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2789 e_CharFont_GetSize(gMenuFont, s, tw, th);
2790 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2792 s := IntToStr(FArmor);
2793 e_CharFont_GetSize(gMenuFont, s, tw, th);
2794 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2796 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2798 case FCurrWeap of
2799 WEAPON_KASTET:
2800 begin
2801 s := '--';
2802 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2803 end;
2804 WEAPON_SAW:
2805 begin
2806 s := '--';
2807 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2808 end;
2809 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2810 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2811 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2812 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2813 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2814 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2815 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2816 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2817 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2818 end;
2820 e_CharFont_GetSize(gMenuFont, s, tw, th);
2821 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2822 e_Draw(ID, X+20, Y+160, 0, True, False);
2824 if R_KEY_RED in FRulez then
2825 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2827 if R_KEY_GREEN in FRulez then
2828 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2830 if R_KEY_BLUE in FRulez then
2831 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2833 if FJetFuel > 0 then
2834 begin
2835 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2836 e_Draw(ID, X+2, Y+116, 0, True, False);
2837 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2838 e_Draw(ID, X+2, Y+126, 0, True, False);
2839 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2840 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2841 end
2842 else
2843 begin
2844 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2845 e_Draw(ID, X+2, Y+124, 0, True, False);
2846 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2847 end;
2849 if gShowPing and g_Game_IsClient then
2850 begin
2851 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2852 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2853 Y := Y + 16;
2854 end;
2856 if FSpectator then
2857 begin
2858 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2859 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2860 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2861 if FNoRespawn then
2862 begin
2863 e_TextureFontGetSize(gStdFont, cw, ch);
2864 s := _lc[I_PLAYER_SPECT4];
2865 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2866 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2867 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2868 end;
2870 end;
2871 end;
2873 procedure TPlayer.DrawRulez();
2874 var
2875 dr: Boolean;
2876 begin
2877 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2878 if FMegaRulez[MR_INVUL] >= gTime then
2879 begin
2880 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2881 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2882 else
2883 dr := True;
2885 if dr then
2886 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2887 191, 191, 191, 0, TBlending.Invert);
2888 end;
2890 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2891 if FMegaRulez[MR_SUIT] >= gTime then
2892 begin
2893 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2894 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2895 else
2896 dr := True;
2898 if dr then
2899 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2900 0, 96, 0, 200, TBlending.None);
2901 end;
2903 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2904 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2905 begin
2906 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2907 255, 0, 0, 200, TBlending.None);
2908 end;
2909 end;
2911 procedure TPlayer.DrawPain();
2912 var
2913 a, h: Integer;
2914 begin
2915 if FPain = 0 then Exit;
2917 a := FPain;
2919 if a < 15 then h := 0
2920 else if a < 35 then h := 1
2921 else if a < 55 then h := 2
2922 else if a < 75 then h := 3
2923 else if a < 95 then h := 4
2924 else h := 5;
2926 //if a > 255 then a := 255;
2928 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2929 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2930 end;
2932 procedure TPlayer.DrawPickup();
2933 var
2934 a, h: Integer;
2935 begin
2936 if FPickup = 0 then Exit;
2938 a := FPickup;
2940 if a < 15 then h := 1
2941 else if a < 35 then h := 2
2942 else if a < 55 then h := 3
2943 else if a < 75 then h := 4
2944 else h := 5;
2946 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2947 end;
2949 procedure TPlayer.DoPunch();
2950 var
2951 id: DWORD;
2952 st: String;
2953 begin
2954 if FPunchAnim <> nil then begin
2955 FPunchAnim.reset();
2956 FPunchAnim.Free;
2957 FPunchAnim := nil;
2958 end;
2959 st := 'FRAMES_PUNCH';
2960 if R_BERSERK in FRulez then
2961 st := st + '_BERSERK';
2962 if FKeys[KEY_UP].Pressed then
2963 st := st + '_UP'
2964 else if FKeys[KEY_DOWN].Pressed then
2965 st := st + '_DN';
2966 g_Frames_Get(id, st);
2967 FPunchAnim := TAnimation.Create(id, False, 1);
2968 end;
2970 procedure TPlayer.Fire();
2971 var
2972 f, DidFire: Boolean;
2973 wx, wy, xd, yd: Integer;
2974 locobj: TObj;
2975 begin
2976 if g_Game_IsClient then Exit;
2977 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2978 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2980 if FSpectator then
2981 begin
2982 Respawn(False);
2983 Exit;
2984 end;
2986 if FReloading[FCurrWeap] <> 0 then Exit;
2988 DidFire := False;
2990 f := False;
2991 wx := FObj.X+WEAPONPOINT[FDirection].X;
2992 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2993 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2994 yd := wy+firediry();
2996 case FCurrWeap of
2997 WEAPON_KASTET:
2998 begin
2999 DoPunch();
3000 if R_BERSERK in FRulez then
3001 begin
3002 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3003 locobj.X := FObj.X+FObj.Rect.X;
3004 locobj.Y := FObj.Y+FObj.Rect.Y;
3005 locobj.rect.X := 0;
3006 locobj.rect.Y := 0;
3007 locobj.rect.Width := 39;
3008 locobj.rect.Height := 52;
3009 locobj.Vel.X := (xd-wx) div 2;
3010 locobj.Vel.Y := (yd-wy) div 2;
3011 locobj.Accel.X := xd-wx;
3012 locobj.Accel.y := yd-wy;
3014 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3015 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3016 else
3017 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3019 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3020 end
3021 else
3022 begin
3023 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3024 end;
3026 DidFire := True;
3027 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3028 end;
3030 WEAPON_SAW:
3031 begin
3032 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3033 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3034 begin
3035 FSawSoundSelect.Stop();
3036 FSawSound.Stop();
3037 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3038 end
3039 else if not FSawSoundHit.IsPlaying() then
3040 begin
3041 FSawSoundSelect.Stop();
3042 FSawSound.PlayAt(FObj.X, FObj.Y);
3043 end;
3045 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3046 DidFire := True;
3047 f := True;
3048 end;
3050 WEAPON_PISTOL:
3051 if FAmmo[A_BULLETS] > 0 then
3052 begin
3053 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3054 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3055 Dec(FAmmo[A_BULLETS]);
3056 FFireAngle := FAngle;
3057 f := True;
3058 DidFire := True;
3059 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3060 GameVelX, GameVelY-2, SHELL_BULLET);
3061 end;
3063 WEAPON_SHOTGUN1:
3064 if FAmmo[A_SHELLS] > 0 then
3065 begin
3066 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3067 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3068 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3069 Dec(FAmmo[A_SHELLS]);
3070 FFireAngle := FAngle;
3071 f := True;
3072 DidFire := True;
3073 FShellTimer := 10;
3074 FShellType := SHELL_SHELL;
3075 end;
3077 WEAPON_SHOTGUN2:
3078 if FAmmo[A_SHELLS] >= 2 then
3079 begin
3080 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3081 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3082 Dec(FAmmo[A_SHELLS], 2);
3083 FFireAngle := FAngle;
3084 f := True;
3085 DidFire := True;
3086 FShellTimer := 13;
3087 FShellType := SHELL_DBLSHELL;
3088 end;
3090 WEAPON_CHAINGUN:
3091 if FAmmo[A_BULLETS] > 0 then
3092 begin
3093 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3094 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3095 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3096 Dec(FAmmo[A_BULLETS]);
3097 FFireAngle := FAngle;
3098 f := True;
3099 DidFire := True;
3100 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3101 GameVelX, GameVelY-2, SHELL_BULLET);
3102 end;
3104 WEAPON_ROCKETLAUNCHER:
3105 if FAmmo[A_ROCKETS] > 0 then
3106 begin
3107 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3108 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3109 Dec(FAmmo[A_ROCKETS]);
3110 FFireAngle := FAngle;
3111 f := True;
3112 DidFire := True;
3113 end;
3115 WEAPON_PLASMA:
3116 if FAmmo[A_CELLS] > 0 then
3117 begin
3118 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3119 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3120 Dec(FAmmo[A_CELLS]);
3121 FFireAngle := FAngle;
3122 f := True;
3123 DidFire := True;
3124 end;
3126 WEAPON_BFG:
3127 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3128 begin
3129 FBFGFireCounter := 17;
3130 if not FNoReload then
3131 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3132 Dec(FAmmo[A_CELLS], 40);
3133 DidFire := True;
3134 end;
3136 WEAPON_SUPERPULEMET:
3137 if FAmmo[A_SHELLS] > 0 then
3138 begin
3139 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3140 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3141 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3142 Dec(FAmmo[A_SHELLS]);
3143 FFireAngle := FAngle;
3144 f := True;
3145 DidFire := True;
3146 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3147 GameVelX, GameVelY-2, SHELL_SHELL);
3148 end;
3150 WEAPON_FLAMETHROWER:
3151 if FAmmo[A_FUEL] > 0 then
3152 begin
3153 g_Weapon_flame(wx, wy, xd, yd, FUID);
3154 FlamerOn;
3155 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3156 Dec(FAmmo[A_FUEL]);
3157 FFireAngle := FAngle;
3158 f := True;
3159 DidFire := True;
3160 end
3161 else
3162 begin
3163 FlamerOff;
3164 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3165 end;
3166 end;
3168 if g_Game_IsNet then
3169 begin
3170 if DidFire then
3171 begin
3172 if FCurrWeap <> WEAPON_BFG then
3173 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3174 else
3175 if not FNoReload then
3176 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3177 end;
3179 MH_SEND_PlayerStats(FUID);
3180 end;
3182 if not f then Exit;
3184 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3185 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3186 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3187 end;
3189 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3190 begin
3191 case Weapon of
3192 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3193 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3194 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3195 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3196 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3197 else Result := 0;
3198 end;
3199 end;
3201 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3202 begin
3203 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3204 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3205 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3206 end;
3208 procedure TPlayer.FlamerOn;
3209 begin
3210 FFlameSoundOff.Stop();
3211 FFlameSoundOff.SetPosition(0);
3212 if FFlaming then
3213 begin
3214 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3215 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3216 end
3217 else
3218 begin
3219 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3220 FFlaming := True;
3221 end;
3222 end;
3224 procedure TPlayer.FlamerOff;
3225 begin
3226 if FFlaming then
3227 begin
3228 FFlameSoundOn.Stop();
3229 FFlameSoundOn.SetPosition(0);
3230 FFlameSoundWork.Stop();
3231 FFlameSoundWork.SetPosition(0);
3232 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3233 FFlaming := False;
3234 end;
3235 end;
3237 procedure TPlayer.JetpackOn;
3238 begin
3239 FJetSoundFly.Stop;
3240 FJetSoundOff.Stop;
3241 FJetSoundOn.SetPosition(0);
3242 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3243 FlySmoke(8);
3244 end;
3246 procedure TPlayer.JetpackOff;
3247 begin
3248 FJetSoundFly.Stop;
3249 FJetSoundOn.Stop;
3250 FJetSoundOff.SetPosition(0);
3251 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3252 end;
3254 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3255 begin
3256 if Timeout <= 0 then
3257 exit;
3258 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3259 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3260 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3261 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3262 if FFireTime <= 0 then
3263 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3264 FFireTime := Timeout;
3265 FFireAttacker := Attacker;
3266 if g_Game_IsNet and g_Game_IsServer then
3267 MH_SEND_PlayerStats(FUID);
3268 end;
3270 procedure TPlayer.Jump();
3271 begin
3272 if gFly or FJetpack then
3273 begin
3274 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3275 if FObj.Vel.Y > -VEL_FLY then
3276 FObj.Vel.Y := FObj.Vel.Y - 3;
3277 if FJetpack then
3278 begin
3279 if FJetFuel > 0 then
3280 Dec(FJetFuel);
3281 if (FJetFuel < 1) and g_Game_IsServer then
3282 begin
3283 FJetpack := False;
3284 JetpackOff;
3285 if g_Game_IsNet then
3286 MH_SEND_PlayerStats(FUID);
3287 end;
3288 end;
3289 Exit;
3290 end;
3292 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3293 if FGhost then
3294 FCanJetpack := False;
3296 // Ïðûãàåì èëè âñïëûâàåì:
3297 if (CollideLevel(0, 1) or
3298 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3299 PLAYER_RECT.Height-33, PANEL_STEP, False)
3300 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3301 begin
3302 FObj.Vel.Y := -VEL_JUMP;
3303 FCanJetpack := False;
3304 end
3305 else
3306 begin
3307 if BodyInLiquid(0, 0) then
3308 FObj.Vel.Y := -VEL_SW
3309 else if (FJetFuel > 0) and FCanJetpack and
3310 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3311 begin
3312 FJetpack := True;
3313 JetpackOn;
3314 if g_Game_IsNet then
3315 MH_SEND_PlayerStats(FUID);
3316 end;
3317 end;
3318 end;
3320 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3321 var
3322 a, i, k, ab, ar: Byte;
3323 s: String;
3324 mon: TMonster;
3325 plr: TPlayer;
3326 srv, netsrv: Boolean;
3327 DoFrags: Boolean;
3328 OldLR: Byte;
3329 KP: TPlayer;
3330 it: PItem;
3332 procedure PushItem(t: Byte);
3333 var
3334 id: DWORD;
3335 begin
3336 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3337 it := g_Items_ByIdx(id);
3338 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3339 begin
3340 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3341 (FObj.Vel.Y div 2)-Random(9));
3342 it.positionChanged(); // this updates spatial accelerators
3343 end
3344 else
3345 begin
3346 if KillType = K_HARDKILL then // -5..+5; -5..0
3347 begin
3348 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3349 (FObj.Vel.Y div 2)-Random(6));
3350 end
3351 else // -3..+3; -3..0
3352 begin
3353 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3354 (FObj.Vel.Y div 2)-Random(4));
3355 end;
3356 it.positionChanged(); // this updates spatial accelerators
3357 end;
3359 if g_Game_IsNet and g_Game_IsServer then
3360 MH_SEND_ItemSpawn(True, id);
3361 end;
3363 begin
3364 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3365 Srv := g_Game_IsServer;
3366 Netsrv := g_Game_IsServer and g_Game_IsNet;
3367 if Srv then FDeath := FDeath + 1;
3368 if FAlive then
3369 begin
3370 if FGhost then
3371 FGhost := False;
3372 if not FPhysics then
3373 FPhysics := True;
3374 FAlive := False;
3375 end;
3376 FShellTimer := -1;
3378 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3379 begin
3380 if FLives > 0 then FLives := FLives - 1;
3381 if FLives = 0 then FNoRespawn := True;
3382 end;
3384 // Íîìåð òèïà ñìåðòè:
3385 a := 1;
3386 case KillType of
3387 K_SIMPLEKILL: a := 1;
3388 K_HARDKILL: a := 2;
3389 K_EXTRAHARDKILL: a := 3;
3390 K_FALLKILL: a := 4;
3391 end;
3393 // Çâóê ñìåðòè:
3394 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3395 for i := 1 to 3 do
3396 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3397 Break;
3399 // Âðåìÿ ðåñïàóíà:
3400 if Srv then
3401 case KillType of
3402 K_SIMPLEKILL:
3403 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3404 K_HARDKILL:
3405 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3406 K_EXTRAHARDKILL, K_FALLKILL:
3407 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3408 end;
3410 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3411 case KillType of
3412 K_SIMPLEKILL:
3413 SetAction(A_DIE1);
3414 K_HARDKILL, K_EXTRAHARDKILL:
3415 SetAction(A_DIE2);
3416 end;
3418 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3419 if (KillType <> K_FALLKILL) and (Srv) then
3420 g_Monsters_killedp();
3422 if SpawnerUID = FUID then
3423 begin // Ñàìîóáèëñÿ
3424 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3425 begin
3426 Dec(FFrags);
3427 FLastFrag := 0;
3428 end;
3429 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3430 end
3431 else
3432 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3433 begin // Óáèò äðóãèì èãðîêîì
3434 KP := g_Player_Get(SpawnerUID);
3435 if (KP <> nil) and Srv then
3436 begin
3437 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3438 if SameTeam(FUID, SpawnerUID) then
3439 begin
3440 Dec(KP.FFrags);
3441 KP.FLastFrag := 0;
3442 end else
3443 begin
3444 Inc(KP.FFrags);
3445 KP.FragCombo();
3446 end;
3448 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3449 Inc(gTeamStat[KP.Team].Goals,
3450 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3452 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3453 end;
3455 plr := g_Player_Get(SpawnerUID);
3456 if plr = nil then
3457 s := '?'
3458 else
3459 s := plr.FName;
3461 case KillType of
3462 K_HARDKILL:
3463 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3464 [FName, s]),
3465 gShowKillMsg);
3466 K_EXTRAHARDKILL:
3467 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3468 [FName, s]),
3469 gShowKillMsg);
3470 else
3471 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3472 [FName, s]),
3473 gShowKillMsg);
3474 end;
3475 end
3476 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3477 begin // Óáèò ìîíñòðîì
3478 mon := g_Monsters_ByUID(SpawnerUID);
3479 if mon = nil then
3480 s := '?'
3481 else
3482 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3484 case KillType of
3485 K_HARDKILL:
3486 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3487 [FName, s]),
3488 gShowKillMsg);
3489 K_EXTRAHARDKILL:
3490 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3491 [FName, s]),
3492 gShowKillMsg);
3493 else
3494 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3495 [FName, s]),
3496 gShowKillMsg);
3497 end;
3498 end
3499 else // Îñîáûå òèïû ñìåðòè
3500 case t of
3501 HIT_DISCON: ;
3502 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3503 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3504 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3505 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3506 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3507 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3508 end;
3510 if Srv then
3511 begin
3512 // Âûáðîñ îðóæèÿ:
3513 for a := WP_FIRST to WP_LAST do
3514 if FWeapon[a] then
3515 begin
3516 case a of
3517 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3518 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3519 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3520 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3521 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3522 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3523 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3524 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3525 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3526 else i := 0;
3527 end;
3529 if i <> 0 then
3530 PushItem(i);
3531 end;
3533 // Âûáðîñ ðþêçàêà:
3534 if R_ITEM_BACKPACK in FRulez then
3535 PushItem(ITEM_AMMO_BACKPACK);
3537 // Âûáðîñ ðàêåòíîãî ðàíöà:
3538 if FJetFuel > 0 then
3539 PushItem(ITEM_JETPACK);
3541 // Âûáðîñ êëþ÷åé:
3542 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3543 begin
3544 if R_KEY_RED in FRulez then
3545 PushItem(ITEM_KEY_RED);
3547 if R_KEY_GREEN in FRulez then
3548 PushItem(ITEM_KEY_GREEN);
3550 if R_KEY_BLUE in FRulez then
3551 PushItem(ITEM_KEY_BLUE);
3552 end;
3554 // Âûáðîñ ôëàãà:
3555 DropFlag(KillType = K_FALLKILL);
3556 end;
3558 g_Player_CreateCorpse(Self);
3560 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3561 (gLMSRespawn = LMS_RESPAWN_NONE) then
3562 begin
3563 a := 0;
3564 k := 0;
3565 ar := 0;
3566 ab := 0;
3567 for i := Low(gPlayers) to High(gPlayers) do
3568 begin
3569 if gPlayers[i] = nil then continue;
3570 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3571 begin
3572 Inc(a);
3573 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3574 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3575 k := i;
3576 end;
3577 end;
3579 OldLR := gLMSRespawn;
3580 if (gGameSettings.GameMode = GM_COOP) then
3581 begin
3582 if (a = 0) then
3583 begin
3584 // everyone is dead, restart the map
3585 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3586 if Netsrv then
3587 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3588 gLMSRespawn := LMS_RESPAWN_FINAL;
3589 gLMSRespawnTime := gTime + 5000;
3590 end
3591 else if (a = 1) then
3592 begin
3593 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3594 if (gPlayers[k] = gPlayer1) or
3595 (gPlayers[k] = gPlayer2) then
3596 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3597 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3598 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3599 end;
3600 end
3601 else if (gGameSettings.GameMode = GM_TDM) then
3602 begin
3603 if (ab = 0) and (ar <> 0) then
3604 begin
3605 // blu team ded
3606 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3607 if Netsrv then
3608 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3609 Inc(gTeamStat[TEAM_RED].Goals);
3610 gLMSRespawn := LMS_RESPAWN_FINAL;
3611 gLMSRespawnTime := gTime + 5000;
3612 end
3613 else if (ar = 0) and (ab <> 0) then
3614 begin
3615 // red team ded
3616 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3617 if Netsrv then
3618 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3619 Inc(gTeamStat[TEAM_BLUE].Goals);
3620 gLMSRespawn := LMS_RESPAWN_FINAL;
3621 gLMSRespawnTime := gTime + 5000;
3622 end
3623 else if (ar = 0) and (ab = 0) then
3624 begin
3625 // everyone ded
3626 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3627 if Netsrv then
3628 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3629 gLMSRespawn := LMS_RESPAWN_FINAL;
3630 gLMSRespawnTime := gTime + 5000;
3631 end;
3632 end
3633 else if (gGameSettings.GameMode = GM_DM) then
3634 begin
3635 if (a = 1) then
3636 begin
3637 if gPlayers[k] <> nil then
3638 with gPlayers[k] do
3639 begin
3640 // survivor is the winner
3641 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3642 if Netsrv then
3643 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3644 Inc(FFrags);
3645 end;
3646 gLMSRespawn := LMS_RESPAWN_FINAL;
3647 gLMSRespawnTime := gTime + 5000;
3648 end
3649 else if (a = 0) then
3650 begin
3651 // everyone is dead, restart the map
3652 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3653 if Netsrv then
3654 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3655 gLMSRespawn := LMS_RESPAWN_FINAL;
3656 gLMSRespawnTime := gTime + 5000;
3657 end;
3658 end;
3659 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3660 begin
3661 if NetMode = NET_SERVER then
3662 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3663 else
3664 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3665 end;
3666 end;
3668 if Netsrv then
3669 begin
3670 MH_SEND_PlayerStats(FUID);
3671 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3672 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3673 end;
3675 if srv and FNoRespawn then Spectate(True);
3676 FWantsInGame := True;
3677 end;
3679 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3680 begin
3681 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3682 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3683 end;
3685 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3686 begin
3687 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3688 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3689 end;
3691 procedure TPlayer.MakeBloodSimple(Count: Word);
3692 begin
3693 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3694 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3695 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3696 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3697 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3698 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3699 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3700 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3701 end;
3703 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3704 begin
3705 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3706 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3707 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3708 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3709 end;
3711 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3712 begin
3713 if g_Game_IsClient then Exit;
3714 if Weapon > High(FWeapon) then Exit;
3715 FNextWeap := FNextWeap or (1 shl Weapon);
3716 end;
3718 procedure TPlayer.resetWeaponQueue ();
3719 begin
3720 FNextWeap := 0;
3721 FNextWeapDelay := 0;
3722 end;
3724 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3725 begin
3726 result := false;
3727 case weapon of
3728 WEAPON_KASTET, WEAPON_SAW: result := true;
3729 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3730 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3731 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3732 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3733 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3734 else result := (weapon < length(FWeapon));
3735 end;
3736 end;
3738 // return 255 for "no switch"
3739 function TPlayer.getNextWeaponIndex (): Byte;
3740 var
3741 i: Word;
3742 wantThisWeapon: array[0..64] of Boolean;
3743 wwc: Integer = 0; //HACK!
3744 dir, cwi: Integer;
3745 begin
3746 result := 255; // default result: "no switch"
3747 // had weapon cycling on previous frame? remove that flag
3748 if (FNextWeap and $2000) <> 0 then
3749 begin
3750 FNextWeap := FNextWeap and $1FFF;
3751 FNextWeapDelay := 0;
3752 end;
3753 // cycling has priority
3754 if (FNextWeap and $C000) <> 0 then
3755 begin
3756 if (FNextWeap and $8000) <> 0 then
3757 dir := 1
3758 else
3759 dir := -1;
3760 FNextWeap := FNextWeap or $2000; // we need this
3761 if FNextWeapDelay > 0 then
3762 exit; // cooldown time
3763 cwi := FCurrWeap;
3764 for i := 0 to High(FWeapon) do
3765 begin
3766 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3767 if FWeapon[cwi] then
3768 begin
3769 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3770 result := Byte(cwi);
3771 FNextWeapDelay := WEAPON_DELAY;
3772 exit;
3773 end;
3774 end;
3775 resetWeaponQueue();
3776 exit;
3777 end;
3778 // no cycling
3779 for i := 0 to High(wantThisWeapon) do
3780 wantThisWeapon[i] := false;
3781 for i := 0 to High(FWeapon) do
3782 if (FNextWeap and (1 shl i)) <> 0 then
3783 begin
3784 wantThisWeapon[i] := true;
3785 Inc(wwc);
3786 end;
3787 // exclude currently selected weapon from the set
3788 wantThisWeapon[FCurrWeap] := false;
3789 // slow down alterations a little
3790 if wwc > 1 then
3791 begin
3792 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3793 // more than one weapon requested, assume "alteration" and check alteration delay
3794 if FNextWeapDelay > 0 then
3795 begin
3796 FNextWeap := 0;
3797 exit;
3798 end; // yeah
3799 end;
3800 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3801 // but clear all counters if no weapon should be switched
3802 if wwc < 1 then
3803 begin
3804 resetWeaponQueue();
3805 exit;
3806 end;
3807 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3808 // try weapons in descending order
3809 for i := High(FWeapon) downto 0 do
3810 begin
3811 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3812 begin
3813 // i found her!
3814 result := Byte(i);
3815 resetWeaponQueue();
3816 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3817 exit;
3818 end;
3819 end;
3820 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3821 resetWeaponQueue();
3822 end;
3824 procedure TPlayer.RealizeCurrentWeapon();
3825 function switchAllowed (): Boolean;
3826 var
3827 i: Byte;
3828 begin
3829 result := false;
3830 if FBFGFireCounter <> -1 then
3831 exit;
3832 if FTime[T_SWITCH] > gTime then
3833 exit;
3834 for i := WP_FIRST to WP_LAST do
3835 if FReloading[i] > 0 then
3836 exit;
3837 result := true;
3838 end;
3840 var
3841 nw: Byte;
3842 begin
3843 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3844 //FNextWeap := FNextWeap and $1FFF;
3845 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3847 if not switchAllowed then
3848 begin
3849 //HACK for weapon cycling
3850 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3851 exit;
3852 end;
3854 nw := getNextWeaponIndex();
3855 if nw = 255 then exit; // don't reset anything here
3856 if nw > High(FWeapon) then
3857 begin
3858 // don't forget to reset queue here!
3859 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3860 resetWeaponQueue();
3861 exit;
3862 end;
3864 if FWeapon[nw] then
3865 begin
3866 FCurrWeap := nw;
3867 FTime[T_SWITCH] := gTime+156;
3868 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3869 FModel.SetWeapon(FCurrWeap);
3870 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3871 end;
3872 end;
3874 procedure TPlayer.NextWeapon();
3875 begin
3876 if g_Game_IsClient then Exit;
3877 FNextWeap := $8000;
3878 end;
3880 procedure TPlayer.PrevWeapon();
3881 begin
3882 if g_Game_IsClient then Exit;
3883 FNextWeap := $4000;
3884 end;
3886 procedure TPlayer.SetWeapon(W: Byte);
3887 begin
3888 if FCurrWeap <> W then
3889 if W = WEAPON_SAW then
3890 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3892 FCurrWeap := W;
3893 FModel.SetWeapon(CurrWeap);
3894 resetWeaponQueue();
3895 end;
3897 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3899 function allowBerserkSwitching (): Boolean;
3900 begin
3901 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3902 result := true;
3903 if gBerserkAutoswitch then exit;
3904 if not conIsCheatsEnabled then exit;
3905 result := false;
3906 end;
3908 var
3909 a: Boolean;
3910 begin
3911 Result := False;
3912 if g_Game_IsClient then Exit;
3914 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3915 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3916 remove := not a;
3918 case ItemType of
3919 ITEM_MEDKIT_SMALL:
3920 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3921 begin
3922 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3923 Result := True;
3924 remove := True;
3925 FFireTime := 0;
3926 if gFlash = 2 then Inc(FPickup, 5);
3927 end;
3929 ITEM_MEDKIT_LARGE:
3930 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3931 begin
3932 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3933 Result := True;
3934 remove := True;
3935 FFireTime := 0;
3936 if gFlash = 2 then Inc(FPickup, 5);
3937 end;
3939 ITEM_ARMOR_GREEN:
3940 if FArmor < PLAYER_AP_SOFT then
3941 begin
3942 FArmor := PLAYER_AP_SOFT;
3943 Result := True;
3944 remove := True;
3945 if gFlash = 2 then Inc(FPickup, 5);
3946 end;
3948 ITEM_ARMOR_BLUE:
3949 if FArmor < PLAYER_AP_LIMIT then
3950 begin
3951 FArmor := PLAYER_AP_LIMIT;
3952 Result := True;
3953 remove := True;
3954 if gFlash = 2 then Inc(FPickup, 5);
3955 end;
3957 ITEM_SPHERE_BLUE:
3958 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3959 begin
3960 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3961 Result := True;
3962 remove := True;
3963 FFireTime := 0;
3964 if gFlash = 2 then Inc(FPickup, 5);
3965 end;
3967 ITEM_SPHERE_WHITE:
3968 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3969 begin
3970 if FHealth < PLAYER_HP_LIMIT then
3971 FHealth := PLAYER_HP_LIMIT;
3972 if FArmor < PLAYER_AP_LIMIT then
3973 FArmor := PLAYER_AP_LIMIT;
3974 Result := True;
3975 remove := True;
3976 FFireTime := 0;
3977 if gFlash = 2 then Inc(FPickup, 5);
3978 end;
3980 ITEM_WEAPON_SAW:
3981 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3982 begin
3983 FWeapon[WEAPON_SAW] := True;
3984 Result := True;
3985 if gFlash = 2 then Inc(FPickup, 5);
3986 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3987 end;
3989 ITEM_WEAPON_SHOTGUN1:
3990 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3991 begin
3992 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3993 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3995 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3996 FWeapon[WEAPON_SHOTGUN1] := True;
3997 Result := True;
3998 if gFlash = 2 then Inc(FPickup, 5);
3999 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4000 end;
4002 ITEM_WEAPON_SHOTGUN2:
4003 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4004 begin
4005 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4007 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4008 FWeapon[WEAPON_SHOTGUN2] := True;
4009 Result := True;
4010 if gFlash = 2 then Inc(FPickup, 5);
4011 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4012 end;
4014 ITEM_WEAPON_CHAINGUN:
4015 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4016 begin
4017 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4019 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4020 FWeapon[WEAPON_CHAINGUN] := True;
4021 Result := True;
4022 if gFlash = 2 then Inc(FPickup, 5);
4023 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4024 end;
4026 ITEM_WEAPON_ROCKETLAUNCHER:
4027 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4028 begin
4029 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4031 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4032 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4033 Result := True;
4034 if gFlash = 2 then Inc(FPickup, 5);
4035 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4036 end;
4038 ITEM_WEAPON_PLASMA:
4039 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4040 begin
4041 if a and FWeapon[WEAPON_PLASMA] then Exit;
4043 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4044 FWeapon[WEAPON_PLASMA] := True;
4045 Result := True;
4046 if gFlash = 2 then Inc(FPickup, 5);
4047 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4048 end;
4050 ITEM_WEAPON_BFG:
4051 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4052 begin
4053 if a and FWeapon[WEAPON_BFG] then Exit;
4055 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4056 FWeapon[WEAPON_BFG] := True;
4057 Result := True;
4058 if gFlash = 2 then Inc(FPickup, 5);
4059 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4060 end;
4062 ITEM_WEAPON_SUPERPULEMET:
4063 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4064 begin
4065 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4067 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4068 FWeapon[WEAPON_SUPERPULEMET] := True;
4069 Result := True;
4070 if gFlash = 2 then Inc(FPickup, 5);
4071 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4072 end;
4074 ITEM_WEAPON_FLAMETHROWER:
4075 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4076 begin
4077 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4079 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4080 FWeapon[WEAPON_FLAMETHROWER] := True;
4081 Result := True;
4082 if gFlash = 2 then Inc(FPickup, 5);
4083 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4084 end;
4086 ITEM_AMMO_BULLETS:
4087 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4088 begin
4089 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4090 Result := True;
4091 remove := True;
4092 if gFlash = 2 then Inc(FPickup, 5);
4093 end;
4095 ITEM_AMMO_BULLETS_BOX:
4096 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4097 begin
4098 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4099 Result := True;
4100 remove := True;
4101 if gFlash = 2 then Inc(FPickup, 5);
4102 end;
4104 ITEM_AMMO_SHELLS:
4105 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4106 begin
4107 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4108 Result := True;
4109 remove := True;
4110 if gFlash = 2 then Inc(FPickup, 5);
4111 end;
4113 ITEM_AMMO_SHELLS_BOX:
4114 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4115 begin
4116 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4117 Result := True;
4118 remove := True;
4119 if gFlash = 2 then Inc(FPickup, 5);
4120 end;
4122 ITEM_AMMO_ROCKET:
4123 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4124 begin
4125 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4126 Result := True;
4127 remove := True;
4128 if gFlash = 2 then Inc(FPickup, 5);
4129 end;
4131 ITEM_AMMO_ROCKET_BOX:
4132 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4133 begin
4134 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4135 Result := True;
4136 remove := True;
4137 if gFlash = 2 then Inc(FPickup, 5);
4138 end;
4140 ITEM_AMMO_CELL:
4141 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4142 begin
4143 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4144 Result := True;
4145 remove := True;
4146 if gFlash = 2 then Inc(FPickup, 5);
4147 end;
4149 ITEM_AMMO_CELL_BIG:
4150 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4151 begin
4152 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4153 Result := True;
4154 remove := True;
4155 if gFlash = 2 then Inc(FPickup, 5);
4156 end;
4158 ITEM_AMMO_FUELCAN:
4159 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4160 begin
4161 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4162 Result := True;
4163 remove := True;
4164 if gFlash = 2 then Inc(FPickup, 5);
4165 end;
4167 ITEM_AMMO_BACKPACK:
4168 if not(R_ITEM_BACKPACK in FRulez) or
4169 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4170 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4171 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4172 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4173 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4174 begin
4175 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4176 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4177 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4178 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4179 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4181 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4182 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4183 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4184 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4185 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4186 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4187 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4188 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4189 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4190 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4192 FRulez := FRulez + [R_ITEM_BACKPACK];
4193 Result := True;
4194 remove := True;
4195 if gFlash = 2 then Inc(FPickup, 5);
4196 end;
4198 ITEM_KEY_RED:
4199 if not(R_KEY_RED in FRulez) then
4200 begin
4201 Include(FRulez, R_KEY_RED);
4202 Result := True;
4203 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4204 if gFlash = 2 then Inc(FPickup, 5);
4205 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4206 end;
4208 ITEM_KEY_GREEN:
4209 if not(R_KEY_GREEN in FRulez) then
4210 begin
4211 Include(FRulez, R_KEY_GREEN);
4212 Result := True;
4213 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4214 if gFlash = 2 then Inc(FPickup, 5);
4215 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4216 end;
4218 ITEM_KEY_BLUE:
4219 if not(R_KEY_BLUE in FRulez) then
4220 begin
4221 Include(FRulez, R_KEY_BLUE);
4222 Result := True;
4223 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4224 if gFlash = 2 then Inc(FPickup, 5);
4225 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4226 end;
4228 ITEM_SUIT:
4229 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4230 begin
4231 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4232 Result := True;
4233 remove := True;
4234 FFireTime := 0;
4235 if gFlash = 2 then Inc(FPickup, 5);
4236 end;
4238 ITEM_OXYGEN:
4239 if FAir < AIR_MAX then
4240 begin
4241 FAir := AIR_MAX;
4242 Result := True;
4243 remove := True;
4244 if gFlash = 2 then Inc(FPickup, 5);
4245 end;
4247 ITEM_MEDKIT_BLACK:
4248 begin
4249 if not (R_BERSERK in FRulez) then
4250 begin
4251 Include(FRulez, R_BERSERK);
4252 if allowBerserkSwitching then
4253 begin
4254 FCurrWeap := WEAPON_KASTET;
4255 resetWeaponQueue();
4256 FModel.SetWeapon(WEAPON_KASTET);
4257 end;
4258 if gFlash <> 0 then
4259 begin
4260 Inc(FPain, 100);
4261 if gFlash = 2 then Inc(FPickup, 5);
4262 end;
4263 FBerserk := gTime+30000;
4264 Result := True;
4265 remove := True;
4266 FFireTime := 0;
4267 end;
4268 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4269 begin
4270 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4271 FBerserk := gTime+30000;
4272 Result := True;
4273 remove := True;
4274 FFireTime := 0;
4275 end;
4276 end;
4278 ITEM_INVUL:
4279 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4280 begin
4281 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4282 Result := True;
4283 remove := True;
4284 if gFlash = 2 then Inc(FPickup, 5);
4285 end;
4287 ITEM_BOTTLE:
4288 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4289 begin
4290 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4291 Result := True;
4292 remove := True;
4293 FFireTime := 0;
4294 if gFlash = 2 then Inc(FPickup, 5);
4295 end;
4297 ITEM_HELMET:
4298 if FArmor < PLAYER_AP_LIMIT then
4299 begin
4300 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4301 Result := True;
4302 remove := True;
4303 if gFlash = 2 then Inc(FPickup, 5);
4304 end;
4306 ITEM_JETPACK:
4307 if FJetFuel < JET_MAX then
4308 begin
4309 FJetFuel := JET_MAX;
4310 Result := True;
4311 remove := True;
4312 if gFlash = 2 then Inc(FPickup, 5);
4313 end;
4315 ITEM_INVIS:
4316 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4317 begin
4318 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4319 Result := True;
4320 remove := True;
4321 if gFlash = 2 then Inc(FPickup, 5);
4322 end;
4323 end;
4324 end;
4326 procedure TPlayer.Touch();
4327 begin
4328 if not FAlive then
4329 Exit;
4330 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4331 if FIamBot then
4332 begin
4333 // Áðîñèòü ôëàã òîâàðèùó:
4334 if gGameSettings.GameMode = GM_CTF then
4335 DropFlag();
4336 end;
4337 end;
4339 procedure TPlayer.Push(vx, vy: Integer);
4340 begin
4341 if (not FPhysics) and FGhost then
4342 Exit;
4343 FObj.Accel.X := FObj.Accel.X + vx;
4344 FObj.Accel.Y := FObj.Accel.Y + vy;
4345 if g_Game_IsNet and g_Game_IsServer then
4346 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4347 end;
4349 procedure TPlayer.Reset(Force: Boolean);
4350 begin
4351 if Force then
4352 FAlive := False;
4354 FSpawned := False;
4355 FTime[T_RESPAWN] := 0;
4356 FTime[T_FLAGCAP] := 0;
4357 FGodMode := False;
4358 FNoTarget := False;
4359 FNoReload := False;
4360 FFrags := 0;
4361 FLastFrag := 0;
4362 FComboEvnt := -1;
4363 FKills := 0;
4364 FMonsterKills := 0;
4365 FDeath := 0;
4366 FSecrets := 0;
4367 FReady := False;
4368 if FNoRespawn then
4369 begin
4370 FSpectator := False;
4371 FGhost := False;
4372 FPhysics := True;
4373 FSpectatePlayer := -1;
4374 FNoRespawn := False;
4375 end;
4376 FLives := gGameSettings.MaxLives;
4378 SetFlag(FLAG_NONE);
4379 end;
4381 procedure TPlayer.SoftReset();
4382 begin
4383 ReleaseKeys();
4385 FDamageBuffer := 0;
4386 FIncCam := 0;
4387 FBFGFireCounter := -1;
4388 FShellTimer := -1;
4389 FPain := 0;
4390 FLastHit := 0;
4391 FLastFrag := 0;
4392 FComboEvnt := -1;
4394 SetFlag(FLAG_NONE);
4395 SetAction(A_STAND, True);
4396 end;
4398 function TPlayer.GetRespawnPoint(): Byte;
4399 var
4400 c: Byte;
4401 begin
4402 Result := 255;
4403 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4405 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4406 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4407 begin
4408 if (Self = gPlayer1) or (Self = gPlayer2) then
4409 begin
4410 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4411 if Self = gPlayer1 then
4412 c := RESPAWNPOINT_PLAYER1
4413 else
4414 c := RESPAWNPOINT_PLAYER2;
4415 if g_Map_GetPointCount(c) > 0 then
4416 begin
4417 Result := c;
4418 Exit;
4419 end;
4421 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4422 if Self = gPlayer1 then
4423 c := RESPAWNPOINT_PLAYER2
4424 else
4425 c := RESPAWNPOINT_PLAYER1;
4426 if g_Map_GetPointCount(c) > 0 then
4427 begin
4428 Result := c;
4429 Exit;
4430 end;
4431 end else
4432 begin
4433 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4434 if Random(2) = 0 then
4435 c := RESPAWNPOINT_PLAYER1
4436 else
4437 c := RESPAWNPOINT_PLAYER2;
4438 if g_Map_GetPointCount(c) > 0 then
4439 begin
4440 Result := c;
4441 Exit;
4442 end;
4443 end;
4445 // Òî÷êà ëþáîé èç êîìàíä
4446 if Random(2) = 0 then
4447 c := RESPAWNPOINT_RED
4448 else
4449 c := RESPAWNPOINT_BLUE;
4450 if g_Map_GetPointCount(c) > 0 then
4451 begin
4452 Result := c;
4453 Exit;
4454 end;
4456 // Òî÷êà DM
4457 c := RESPAWNPOINT_DM;
4458 if g_Map_GetPointCount(c) > 0 then
4459 begin
4460 Result := c;
4461 Exit;
4462 end;
4463 end;
4465 // Ìÿñîïîâàë
4466 if gGameSettings.GameMode = GM_DM then
4467 begin
4468 // Òî÷êà DM
4469 c := RESPAWNPOINT_DM;
4470 if g_Map_GetPointCount(c) > 0 then
4471 begin
4472 Result := c;
4473 Exit;
4474 end;
4476 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4477 if Random(2) = 0 then
4478 c := RESPAWNPOINT_PLAYER1
4479 else
4480 c := RESPAWNPOINT_PLAYER2;
4481 if g_Map_GetPointCount(c) > 0 then
4482 begin
4483 Result := c;
4484 Exit;
4485 end;
4487 // Òî÷êà ëþáîé èç êîìàíä
4488 if Random(2) = 0 then
4489 c := RESPAWNPOINT_RED
4490 else
4491 c := RESPAWNPOINT_BLUE;
4492 if g_Map_GetPointCount(c) > 0 then
4493 begin
4494 Result := c;
4495 Exit;
4496 end;
4497 end;
4499 // Êîìàíäíûå
4500 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4501 begin
4502 // Òî÷êà ñâîåé êîìàíäû
4503 c := RESPAWNPOINT_DM;
4504 if FTeam = TEAM_RED then
4505 c := RESPAWNPOINT_RED;
4506 if FTeam = TEAM_BLUE then
4507 c := RESPAWNPOINT_BLUE;
4508 if g_Map_GetPointCount(c) > 0 then
4509 begin
4510 Result := c;
4511 Exit;
4512 end;
4514 // Òî÷êà DM
4515 c := RESPAWNPOINT_DM;
4516 if g_Map_GetPointCount(c) > 0 then
4517 begin
4518 Result := c;
4519 Exit;
4520 end;
4522 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4523 if Random(2) = 0 then
4524 c := RESPAWNPOINT_PLAYER1
4525 else
4526 c := RESPAWNPOINT_PLAYER2;
4527 if g_Map_GetPointCount(c) > 0 then
4528 begin
4529 Result := c;
4530 Exit;
4531 end;
4533 // Òî÷êà äðóãîé êîìàíäû
4534 c := RESPAWNPOINT_DM;
4535 if FTeam = TEAM_RED then
4536 c := RESPAWNPOINT_BLUE;
4537 if FTeam = TEAM_BLUE then
4538 c := RESPAWNPOINT_RED;
4539 if g_Map_GetPointCount(c) > 0 then
4540 begin
4541 Result := c;
4542 Exit;
4543 end;
4544 end;
4545 end;
4547 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4548 var
4549 RespawnPoint: TRespawnPoint;
4550 a, b, c: Byte;
4551 Anim: TAnimation;
4552 ID: DWORD;
4553 begin
4554 FIncCam := 0;
4555 FBFGFireCounter := -1;
4556 FShellTimer := -1;
4557 FPain := 0;
4558 FLastHit := 0;
4560 if not g_Game_IsServer then
4561 Exit;
4562 if FDummy then
4563 Exit;
4564 FWantsInGame := True;
4565 FJustTeleported := True;
4566 if Force then
4567 begin
4568 FTime[T_RESPAWN] := 0;
4569 FAlive := False;
4570 end;
4571 FNetTime := 0;
4572 // if server changes MaxLives we gotta be ready
4573 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4575 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4576 if FTime[T_RESPAWN] > gTime then
4577 Exit;
4579 // Ïðîñðàë âñå æèçíè:
4580 if FNoRespawn then
4581 begin
4582 if not FSpectator then Spectate(True);
4583 FWantsInGame := True;
4584 Exit;
4585 end;
4587 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4588 begin // "Ñâîÿ èãðà"
4589 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4590 FRulez := FRulez-[R_BERSERK];
4591 end
4592 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4593 begin
4594 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4595 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4596 end;
4598 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4599 c := GetRespawnPoint();
4601 ReleaseKeys();
4602 SetFlag(FLAG_NONE);
4604 // Âîñêðåøåíèå áåç îðóæèÿ:
4605 if not FAlive then
4606 begin
4607 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4608 FArmor := 0;
4609 FAlive := True;
4610 FAir := AIR_DEF;
4611 FJetFuel := 0;
4613 for a := WP_FIRST to WP_LAST do
4614 begin
4615 FWeapon[a] := False;
4616 FReloading[a] := 0;
4617 end;
4619 FWeapon[WEAPON_PISTOL] := True;
4620 FWeapon[WEAPON_KASTET] := True;
4621 FCurrWeap := WEAPON_PISTOL;
4622 resetWeaponQueue();
4624 FModel.SetWeapon(FCurrWeap);
4626 for b := A_BULLETS to A_HIGH do
4627 FAmmo[b] := 0;
4629 FAmmo[A_BULLETS] := 50;
4631 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4632 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4633 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4634 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4635 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4637 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4638 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4639 else
4640 FRulez := [];
4641 end;
4643 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4644 if not g_Map_GetPoint(c, RespawnPoint) then
4645 begin
4646 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4647 Exit;
4648 end;
4650 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4651 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4652 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4653 FObj.Vel.X := 0;
4654 FObj.Vel.Y := 0;
4655 FObj.Accel.X := 0;
4656 FObj.Accel.Y := 0;
4658 FDirection := RespawnPoint.Direction;
4659 if FDirection = TDirection.D_LEFT then
4660 FAngle := 180
4661 else
4662 FAngle := 0;
4664 SetAction(A_STAND, True);
4665 FModel.Direction := FDirection;
4667 for a := Low(FTime) to High(FTime) do
4668 FTime[a] := 0;
4670 for a := Low(FMegaRulez) to High(FMegaRulez) do
4671 FMegaRulez[a] := 0;
4673 FDamageBuffer := 0;
4674 FJetpack := False;
4675 FCanJetpack := False;
4676 FFlaming := False;
4677 FFireTime := 0;
4678 FFirePainTime := 0;
4679 FFireAttacker := 0;
4681 // Àíèìàöèÿ âîçðîæäåíèÿ:
4682 if (not gLoadGameMode) and (not Silent) then
4683 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4684 begin
4685 Anim := TAnimation.Create(ID, False, 3);
4686 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4687 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4688 Anim.Free();
4689 end;
4691 FSpectator := False;
4692 FGhost := False;
4693 FPhysics := True;
4694 FSpectatePlayer := -1;
4695 FSpawned := True;
4697 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4698 gPlayer1 := self;
4699 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4700 gPlayer2 := self;
4702 if g_Game_IsNet then
4703 begin
4704 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4705 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4706 if not Silent then
4707 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4708 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4709 0, NET_GFX_TELE);
4710 end;
4711 end;
4713 procedure TPlayer.Spectate(NoMove: Boolean = False);
4714 begin
4715 if FAlive then
4716 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4717 else if (not NoMove) then
4718 begin
4719 GameX := gMapInfo.Width div 2;
4720 GameY := gMapInfo.Height div 2;
4721 end;
4722 FXTo := GameX;
4723 FYTo := GameY;
4725 FAlive := False;
4726 FSpectator := True;
4727 FGhost := True;
4728 FPhysics := False;
4729 FWantsInGame := False;
4730 FSpawned := False;
4732 if FNoRespawn then
4733 begin
4734 if Self = gPlayer1 then
4735 begin
4736 gLMSPID1 := FUID;
4737 gPlayer1 := nil;
4738 end;
4739 if Self = gPlayer2 then
4740 begin
4741 gLMSPID2 := FUID;
4742 gPlayer2 := nil;
4743 end;
4744 end;
4746 if g_Game_IsNet then
4747 MH_SEND_PlayerStats(FUID);
4748 end;
4750 procedure TPlayer.SwitchNoClip;
4751 begin
4752 if not FAlive then
4753 Exit;
4754 FGhost := not FGhost;
4755 FPhysics := not FGhost;
4756 if FGhost then
4757 begin
4758 FXTo := FObj.X;
4759 FYTo := FObj.Y;
4760 end else
4761 begin
4762 FObj.Accel.X := 0;
4763 FObj.Accel.Y := 0;
4764 end;
4765 end;
4767 procedure TPlayer.Run(Direction: TDirection);
4768 var
4769 a, b: Integer;
4770 begin
4771 if MAX_RUNVEL > 8 then
4772 FlySmoke();
4774 // Áåæèì:
4775 if Direction = TDirection.D_LEFT then
4776 begin
4777 if FObj.Vel.X > -MAX_RUNVEL then
4778 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4779 end
4780 else
4781 if FObj.Vel.X < MAX_RUNVEL then
4782 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4784 // Âîçìîæíî, ïèíàåì êóñêè:
4785 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4786 begin
4787 b := Abs(FObj.Vel.X);
4788 if b > 1 then b := b * (Random(8 div b) + 1);
4789 for a := 0 to High(gGibs) do
4790 begin
4791 if gGibs[a].alive and
4792 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4793 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4794 begin
4795 // Ïèíàåì êóñêè
4796 if FObj.Vel.X < 0 then
4797 begin
4798 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4799 end
4800 else
4801 begin
4802 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4803 end;
4804 gGibs[a].positionChanged(); // this updates spatial accelerators
4805 end;
4806 end;
4807 end;
4809 SetAction(A_WALK);
4810 end;
4812 procedure TPlayer.SeeDown();
4813 begin
4814 SetAction(A_SEEDOWN);
4816 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4818 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4819 end;
4821 procedure TPlayer.SeeUp();
4822 begin
4823 SetAction(A_SEEUP);
4825 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4827 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4828 end;
4830 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4831 var
4832 Prior: Byte;
4833 begin
4834 case Action of
4835 A_WALK: Prior := 3;
4836 A_DIE1: Prior := 5;
4837 A_DIE2: Prior := 5;
4838 A_ATTACK: Prior := 2;
4839 A_SEEUP: Prior := 1;
4840 A_SEEDOWN: Prior := 1;
4841 A_ATTACKUP: Prior := 2;
4842 A_ATTACKDOWN: Prior := 2;
4843 A_PAIN: Prior := 4;
4844 else Prior := 0;
4845 end;
4847 if (Prior > FActionPrior) or Force then
4848 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4849 begin
4850 FActionPrior := Prior;
4851 FActionAnim := Action;
4852 FActionForce := Force;
4853 FActionChanged := True;
4854 end;
4856 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4857 end;
4859 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4860 begin
4861 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4862 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4863 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4864 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4865 end;
4867 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4868 var
4869 Anim: TAnimation;
4870 ID: DWORD;
4871 begin
4872 Result := False;
4874 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4875 begin
4876 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4877 if g_Game_IsServer and g_Game_IsNet then
4878 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4879 Exit;
4880 end;
4882 FJustTeleported := True;
4884 Anim := nil;
4885 if not silent then
4886 begin
4887 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4888 begin
4889 Anim := TAnimation.Create(ID, False, 3);
4890 end;
4892 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4893 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4894 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4895 if g_Game_IsServer and g_Game_IsNet then
4896 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4897 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4898 NET_GFX_TELE);
4899 end;
4901 FObj.X := X-PLAYER_RECT.X;
4902 FObj.Y := Y-PLAYER_RECT.Y;
4903 if FAlive and FGhost then
4904 begin
4905 FXTo := FObj.X;
4906 FYTo := FObj.Y;
4907 end;
4909 if not g_Game_IsNet then
4910 begin
4911 if dir = 1 then
4912 begin
4913 SetDirection(TDirection.D_LEFT);
4914 FAngle := 180;
4915 end
4916 else
4917 if dir = 2 then
4918 begin
4919 SetDirection(TDirection.D_RIGHT);
4920 FAngle := 0;
4921 end
4922 else
4923 if dir = 3 then
4924 begin // îáðàòíîå
4925 if FDirection = TDirection.D_RIGHT then
4926 begin
4927 SetDirection(TDirection.D_LEFT);
4928 FAngle := 180;
4929 end
4930 else
4931 begin
4932 SetDirection(TDirection.D_RIGHT);
4933 FAngle := 0;
4934 end;
4935 end;
4936 end;
4938 if not silent and (Anim <> nil) then
4939 begin
4940 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4941 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4942 Anim.Free();
4944 if g_Game_IsServer and g_Game_IsNet then
4945 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4946 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4947 NET_GFX_TELE);
4948 end;
4950 Result := True;
4951 end;
4953 function nonz(a: Single): Single;
4954 begin
4955 if a <> 0 then
4956 Result := a
4957 else
4958 Result := 1;
4959 end;
4961 function TPlayer.followCorpse(): Boolean;
4962 var
4963 i: Integer;
4964 begin
4965 Result := False;
4966 if FAlive or FSpectator then
4967 Exit;
4968 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4969 Exit;
4970 for i := 0 to High(gCorpses) do
4971 if gCorpses[i] <> nil then
4972 if gCorpses[i].FPlayerUID = FUID then
4973 begin
4974 Result := True;
4975 FObj.X := gCorpses[i].FObj.X;
4976 FObj.Y := gCorpses[i].FObj.Y;
4977 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4978 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4979 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4980 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4981 break;
4982 end;
4983 end;
4985 procedure TPlayer.Update();
4986 var
4987 b: Byte;
4988 i, ii, wx, wy, xd, yd, k: Integer;
4989 blockmon, headwater, dospawn: Boolean;
4990 NetServer: Boolean;
4991 AnyServer: Boolean;
4992 SetSpect: Boolean;
4993 begin
4994 NetServer := g_Game_IsNet and g_Game_IsServer;
4995 AnyServer := g_Game_IsServer;
4997 if g_Game_IsClient and (NetInterpLevel > 0) then
4998 DoLerp(NetInterpLevel + 1)
4999 else
5000 if FGhost then
5001 DoLerp(4);
5003 if NetServer then
5004 if FClientID >= 0 then
5005 begin
5006 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5007 if NetClients[FClientID].Peer^.packetsSent > 0 then
5008 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5009 else
5010 FLoss := 0;
5011 end else
5012 begin
5013 FPing := 0;
5014 FLoss := 0;
5015 end;
5017 if FAlive and (FPunchAnim <> nil) then
5018 FPunchAnim.Update();
5020 if FAlive and (gFly or FJetpack) then
5021 FlySmoke();
5023 if FDirection = TDirection.D_LEFT then
5024 FAngle := 180
5025 else
5026 FAngle := 0;
5028 if FAlive and (not FGhost) then
5029 begin
5030 if FKeys[KEY_UP].Pressed then
5031 SeeUp();
5032 if FKeys[KEY_DOWN].Pressed then
5033 SeeDown();
5034 end;
5036 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5037 (FIncCam <> 0) then
5038 begin
5039 i := g_basic.Sign(FIncCam);
5040 FIncCam := Abs(FIncCam);
5041 DecMin(FIncCam, 5, 0);
5042 FIncCam := FIncCam*i;
5043 end;
5045 // no need to do that each second frame, weapon queue will take care of it
5046 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5047 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5049 if gTime mod (GAME_TICK*2) <> 0 then
5050 begin
5051 if (FObj.Vel.X = 0) and FAlive then
5052 begin
5053 if FKeys[KEY_LEFT].Pressed then
5054 Run(TDirection.D_LEFT);
5055 if FKeys[KEY_RIGHT].Pressed then
5056 Run(TDirection.D_RIGHT);
5057 end;
5059 if FPhysics then
5060 begin
5061 if not followCorpse() then
5062 g_Obj_Move(@FObj, True, True, True);
5063 positionChanged(); // this updates spatial accelerators
5064 end;
5066 Exit;
5067 end;
5069 FActionChanged := False;
5071 if FAlive then
5072 begin
5073 // Let alive player do some actions
5074 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5075 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5076 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5077 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5078 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5079 else
5080 begin
5081 if AnyServer then
5082 begin
5083 FlamerOff;
5084 if NetServer then MH_SEND_PlayerStats(FUID);
5085 end;
5086 end;
5087 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5088 if FKeys[KEY_JUMP].Pressed then Jump()
5089 else
5090 begin
5091 if AnyServer and FJetpack then
5092 begin
5093 FJetpack := False;
5094 JetpackOff;
5095 if NetServer then MH_SEND_PlayerStats(FUID);
5096 end;
5097 FCanJetpack := True;
5098 end;
5099 end
5100 else // Dead
5101 begin
5102 dospawn := False;
5103 if not FGhost then
5104 for k := Low(FKeys) to KEY_CHAT-1 do
5105 begin
5106 if FKeys[k].Pressed then
5107 begin
5108 dospawn := True;
5109 break;
5110 end;
5111 end;
5112 if dospawn then
5113 begin
5114 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5115 Respawn(False)
5116 else // Single
5117 if (FTime[T_RESPAWN] <= gTime) and
5118 gGameOn and (not FAlive) then
5119 begin
5120 if (g_Player_GetCount() > 1) then
5121 Respawn(False)
5122 else
5123 begin
5124 gExit := EXIT_RESTART;
5125 Exit;
5126 end;
5127 end;
5128 end;
5129 // Dead spectator actions
5130 if FGhost then
5131 begin
5132 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5133 if FKeys[KEY_FIRE].Pressed and AnyServer then
5134 begin
5135 if FSpectator then
5136 begin
5137 if (FSpectatePlayer >= High(gPlayers)) then
5138 FSpectatePlayer := -1
5139 else
5140 begin
5141 SetSpect := False;
5142 for I := FSpectatePlayer + 1 to High(gPlayers) do
5143 if gPlayers[I] <> nil then
5144 if gPlayers[I].alive then
5145 if gPlayers[I].UID <> FUID then
5146 begin
5147 FSpectatePlayer := I;
5148 SetSpect := True;
5149 break;
5150 end;
5152 if not SetSpect then FSpectatePlayer := -1;
5153 end;
5155 ReleaseKeys;
5156 end;
5157 end;
5158 end;
5159 end;
5160 // No clipping
5161 if FGhost then
5162 begin
5163 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5164 begin
5165 FYTo := FObj.Y - 32;
5166 FSpectatePlayer := -1;
5167 end;
5168 if FKeys[KEY_DOWN].Pressed then
5169 begin
5170 FYTo := FObj.Y + 32;
5171 FSpectatePlayer := -1;
5172 end;
5173 if FKeys[KEY_LEFT].Pressed then
5174 begin
5175 FXTo := FObj.X - 32;
5176 FSpectatePlayer := -1;
5177 end;
5178 if FKeys[KEY_RIGHT].Pressed then
5179 begin
5180 FXTo := FObj.X + 32;
5181 FSpectatePlayer := -1;
5182 end;
5184 if (FXTo < -64) then
5185 FXTo := -64
5186 else if (FXTo > gMapInfo.Width + 32) then
5187 FXTo := gMapInfo.Width + 32;
5188 if (FYTo < -72) then
5189 FYTo := -72
5190 else if (FYTo > gMapInfo.Height + 32) then
5191 FYTo := gMapInfo.Height + 32;
5192 end;
5194 if FPhysics then
5195 begin
5196 if not followCorpse() then
5197 g_Obj_Move(@FObj, True, True, True);
5198 positionChanged(); // this updates spatial accelerators
5199 end
5200 else
5201 begin
5202 FObj.Vel.X := 0;
5203 FObj.Vel.Y := 0;
5204 if FSpectator then
5205 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5206 if gPlayers[FSpectatePlayer] <> nil then
5207 if gPlayers[FSpectatePlayer].alive then
5208 begin
5209 FXTo := gPlayers[FSpectatePlayer].GameX;
5210 FYTo := gPlayers[FSpectatePlayer].GameY;
5211 end;
5212 end;
5214 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5215 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5216 PANEL_BLOCKMON, True);
5217 headwater := HeadInLiquid(0, 0);
5219 // Ñîïðîòèâëåíèå âîçäóõà:
5220 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5221 if FObj.Vel.X <> 0 then
5222 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5224 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5225 DecMin(FPain, 5, 0);
5226 DecMin(FPickup, 1, 0);
5228 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5229 begin
5230 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5231 FMegaRulez[MR_SUIT] := 0;
5232 FMegaRulez[MR_INVUL] := 0;
5233 FMegaRulez[MR_INVIS] := 0;
5234 Kill(K_FALLKILL, 0, HIT_FALL);
5235 end;
5237 i := 9;
5239 if FAlive then
5240 begin
5241 if FCurrWeap = WEAPON_SAW then
5242 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5243 FSawSoundSelect.IsPlaying()) then
5244 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5246 if FJetpack then
5247 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5248 (not FJetSoundOff.IsPlaying()) then
5249 begin
5250 FJetSoundFly.SetPosition(0);
5251 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5252 end;
5254 for b := WP_FIRST to WP_LAST do
5255 if FReloading[b] > 0 then
5256 if FNoReload then
5257 FReloading[b] := 0
5258 else
5259 Dec(FReloading[b]);
5261 if FShellTimer > -1 then
5262 if FShellTimer = 0 then
5263 begin
5264 if FShellType = SHELL_SHELL then
5265 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5266 GameVelX, GameVelY-2, SHELL_SHELL)
5267 else if FShellType = SHELL_DBLSHELL then
5268 begin
5269 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5270 GameVelX+1, GameVelY-2, SHELL_SHELL);
5271 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5272 GameVelX-1, GameVelY-2, SHELL_SHELL);
5273 end;
5274 FShellTimer := -1;
5275 end else Dec(FShellTimer);
5277 if (FBFGFireCounter > -1) then
5278 if FBFGFireCounter = 0 then
5279 begin
5280 if AnyServer then
5281 begin
5282 wx := FObj.X+WEAPONPOINT[FDirection].X;
5283 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5284 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5285 yd := wy+firediry();
5286 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5287 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5288 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5289 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5290 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5291 end;
5293 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5294 FBFGFireCounter := -1;
5295 end else
5296 if FNoReload then
5297 FBFGFireCounter := 0
5298 else
5299 Dec(FBFGFireCounter);
5301 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5302 begin
5303 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5305 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5306 end;
5308 if (headwater or blockmon) then
5309 begin
5310 Dec(FAir);
5312 if FAir < -9 then
5313 begin
5314 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5315 FAir := 0;
5316 end
5317 else if (FAir mod 31 = 0) and not blockmon then
5318 begin
5319 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5320 if Random(2) = 0 then
5321 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5322 else
5323 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5324 end;
5325 end else if FAir < AIR_DEF then
5326 FAir := AIR_DEF;
5328 if FFireTime > 0 then
5329 begin
5330 if BodyInLiquid(0, 0) then
5331 begin
5332 FFireTime := 0;
5333 FFirePainTime := 0;
5334 end
5335 else if FMegaRulez[MR_SUIT] >= gTime then
5336 begin
5337 if FMegaRulez[MR_SUIT] = gTime then
5338 FFireTime := 1;
5339 FFirePainTime := 0;
5340 end
5341 else
5342 begin
5343 OnFireFlame(1);
5344 if FFirePainTime <= 0 then
5345 begin
5346 if g_Game_IsServer then
5347 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5348 FFirePainTime := 12 - FFireTime div 12;
5349 end;
5350 FFirePainTime := FFirePainTime - 1;
5351 FFireTime := FFireTime - 1;
5352 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5353 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5354 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5355 MH_SEND_PlayerStats(FUID);
5356 end;
5357 end;
5359 if FDamageBuffer > 0 then
5360 begin
5361 if FDamageBuffer >= 9 then
5362 begin
5363 SetAction(A_PAIN);
5365 if FDamageBuffer < 30 then i := 9
5366 else if FDamageBuffer < 100 then i := 18
5367 else i := 27;
5368 end;
5370 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5371 FArmor := FArmor-(FDamageBuffer-ii);
5372 FHealth := FHealth-ii;
5373 if FArmor < 0 then
5374 begin
5375 FHealth := FHealth+FArmor;
5376 FArmor := 0;
5377 end;
5379 if AnyServer then
5380 if FHealth <= 0 then
5381 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5382 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5383 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5385 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5386 begin
5387 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5388 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5389 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5390 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5391 end;
5393 FDamageBuffer := 0;
5394 end;
5396 {CollideItem();}
5397 end; // if FAlive then ...
5399 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5400 begin
5401 FModel.ChangeAnimation(FActionAnim, FActionForce);
5402 FModel.GetCurrentAnimation.MinLength := i;
5403 FModel.GetCurrentAnimationMask.MinLength := i;
5404 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5406 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5407 then SetAction(A_STAND, True);
5409 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5411 for b := Low(FKeys) to High(FKeys) do
5412 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5413 end;
5416 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5417 begin
5418 x := FObj.X+PLAYER_RECT.X;
5419 y := FObj.Y+PLAYER_RECT.Y;
5420 w := PLAYER_RECT.Width;
5421 h := PLAYER_RECT.Height;
5422 end;
5425 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5426 begin
5427 if (dx <> 0) or (dy <> 0) then
5428 begin
5429 FObj.X += dx;
5430 FObj.Y += dy;
5431 positionChanged();
5432 end;
5433 end;
5436 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5437 begin
5438 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5439 FObj.Y+PLAYER_RECT.Y,
5440 PLAYER_RECT.Width,
5441 PLAYER_RECT.Height,
5442 X, Y,
5443 Width, Height);
5444 end;
5446 function TPlayer.Collide(Panel: TPanel): Boolean;
5447 begin
5448 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5449 FObj.Y+PLAYER_RECT.Y,
5450 PLAYER_RECT.Width,
5451 PLAYER_RECT.Height,
5452 Panel.X, Panel.Y,
5453 Panel.Width, Panel.Height);
5454 end;
5456 function TPlayer.Collide(X, Y: Integer): Boolean;
5457 begin
5458 X := X-FObj.X-PLAYER_RECT.X;
5459 Y := Y-FObj.Y-PLAYER_RECT.Y;
5460 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5461 (y >= 0) and (y <= PLAYER_RECT.Height);
5462 end;
5464 function g_Player_ValidName(Name: string): Boolean;
5465 var
5466 a: Integer;
5467 begin
5468 Result := True;
5470 if gPlayers = nil then Exit;
5472 for a := 0 to High(gPlayers) do
5473 if gPlayers[a] <> nil then
5474 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5475 begin
5476 Result := False;
5477 Exit;
5478 end;
5479 end;
5481 procedure TPlayer.SetDirection(Direction: TDirection);
5482 var
5483 d: TDirection;
5484 begin
5485 d := FModel.Direction;
5487 FModel.Direction := Direction;
5488 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5490 FDirection := Direction;
5491 end;
5493 function TPlayer.GetKeys(): Byte;
5494 begin
5495 Result := 0;
5497 if R_KEY_RED in FRulez then Result := KEY_RED;
5498 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5499 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5501 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5502 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5503 end;
5505 procedure TPlayer.Use();
5506 var
5507 a: Integer;
5508 begin
5509 if FTime[T_USE] > gTime then Exit;
5511 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5512 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5514 for a := 0 to High(gPlayers) do
5515 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5516 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5517 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5518 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5519 begin
5520 gPlayers[a].Touch();
5521 if g_Game_IsNet and g_Game_IsServer then
5522 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5523 end;
5525 FTime[T_USE] := gTime+120;
5526 end;
5528 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5529 var
5530 locObj: TObj;
5531 F: Boolean;
5532 WX, WY, XD, YD: Integer;
5533 begin
5534 F := False;
5535 WX := X;
5536 WY := Y;
5537 XD := AX;
5538 YD := AY;
5540 case FCurrWeap of
5541 WEAPON_KASTET:
5542 begin
5543 DoPunch();
5544 if R_BERSERK in FRulez then
5545 begin
5546 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5547 locobj.X := FObj.X+FObj.Rect.X;
5548 locobj.Y := FObj.Y+FObj.Rect.Y;
5549 locobj.rect.X := 0;
5550 locobj.rect.Y := 0;
5551 locobj.rect.Width := 39;
5552 locobj.rect.Height := 52;
5553 locobj.Vel.X := (xd-wx) div 2;
5554 locobj.Vel.Y := (yd-wy) div 2;
5555 locobj.Accel.X := xd-wx;
5556 locobj.Accel.y := yd-wy;
5558 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5559 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5560 else
5561 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5563 if gFlash = 1 then
5564 if FPain < 50 then
5565 FPain := min(FPain + 25, 50);
5566 end else
5567 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5568 end;
5570 WEAPON_SAW:
5571 begin
5572 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5573 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5574 begin
5575 FSawSoundSelect.Stop();
5576 FSawSound.Stop();
5577 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5578 end
5579 else if not FSawSoundHit.IsPlaying() then
5580 begin
5581 FSawSoundSelect.Stop();
5582 FSawSound.PlayAt(FObj.X, FObj.Y);
5583 end;
5584 f := True;
5585 end;
5587 WEAPON_PISTOL:
5588 begin
5589 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5590 FFireAngle := FAngle;
5591 f := True;
5592 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5593 GameVelX, GameVelY-2, SHELL_BULLET);
5594 end;
5596 WEAPON_SHOTGUN1:
5597 begin
5598 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5599 FFireAngle := FAngle;
5600 f := True;
5601 FShellTimer := 10;
5602 FShellType := SHELL_SHELL;
5603 end;
5605 WEAPON_SHOTGUN2:
5606 begin
5607 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5608 FFireAngle := FAngle;
5609 f := True;
5610 FShellTimer := 13;
5611 FShellType := SHELL_DBLSHELL;
5612 end;
5614 WEAPON_CHAINGUN:
5615 begin
5616 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5617 FFireAngle := FAngle;
5618 f := True;
5619 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5620 GameVelX, GameVelY-2, SHELL_BULLET);
5621 end;
5623 WEAPON_ROCKETLAUNCHER:
5624 begin
5625 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5626 FFireAngle := FAngle;
5627 f := True;
5628 end;
5630 WEAPON_PLASMA:
5631 begin
5632 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5633 FFireAngle := FAngle;
5634 f := True;
5635 end;
5637 WEAPON_BFG:
5638 begin
5639 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5640 FFireAngle := FAngle;
5641 f := True;
5642 end;
5644 WEAPON_SUPERPULEMET:
5645 begin
5646 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5647 FFireAngle := FAngle;
5648 f := True;
5649 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5650 GameVelX, GameVelY-2, SHELL_SHELL);
5651 end;
5653 WEAPON_FLAMETHROWER:
5654 begin
5655 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5656 FlamerOn;
5657 FFireAngle := FAngle;
5658 f := True;
5659 end;
5660 end;
5662 if not f then Exit;
5664 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5665 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5666 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5667 end;
5669 procedure TPlayer.DoLerp(Level: Integer = 2);
5670 begin
5671 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5672 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5673 end;
5675 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5676 var
5677 AX, AY: Integer;
5678 begin
5679 if NetInterpLevel < 1 then
5680 begin
5681 FObj.X := XTo;
5682 FObj.Y := YTo;
5683 end
5684 else
5685 begin
5686 FXTo := XTo;
5687 FYTo := YTo;
5689 AX := Abs(FXTo - FObj.X);
5690 AY := Abs(FYTo - FObj.Y);
5691 if (AX > 32) or (AX <= NetInterpLevel) then
5692 FObj.X := FXTo;
5693 if (AY > 32) or (AY <= NetInterpLevel) then
5694 FObj.Y := FYTo;
5695 end;
5696 end;
5698 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5699 begin
5700 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5701 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5702 PANEL_LIFTUP, False) then Result := -1
5703 else
5704 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5705 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5706 PANEL_LIFTDOWN, False) then Result := 1
5707 else Result := 0;
5708 end;
5710 function TPlayer.GetFlag(Flag: Byte): Boolean;
5711 var
5712 s, ts: String;
5713 evtype, a: Byte;
5714 begin
5715 Result := False;
5717 if Flag = FLAG_NONE then
5718 Exit;
5720 if not g_Game_IsServer then Exit;
5722 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5723 if (Flag = FTeam) and
5724 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5725 (FFlag <> FLAG_NONE) then
5726 begin
5727 if FFlag = FLAG_RED then
5728 s := _lc[I_PLAYER_FLAG_RED]
5729 else
5730 s := _lc[I_PLAYER_FLAG_BLUE];
5732 evtype := FLAG_STATE_SCORED;
5734 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5735 Insert('.', ts, Length(ts) + 1 - 3);
5736 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5738 g_Map_ResetFlag(FFlag);
5739 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5741 if ((Self = gPlayer1) or (Self = gPlayer2)
5742 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5743 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5744 a := 0
5745 else
5746 a := 1;
5748 if not sound_cap_flag[a].IsPlaying() then
5749 sound_cap_flag[a].Play();
5751 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5753 Result := True;
5754 if g_Game_IsNet then
5755 begin
5756 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5757 MH_SEND_GameStats;
5758 end;
5760 gFlags[FFlag].CaptureTime := 0;
5761 SetFlag(FLAG_NONE);
5762 Exit;
5763 end;
5765 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5766 if (Flag = FTeam) and
5767 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5768 begin
5769 if Flag = FLAG_RED then
5770 s := _lc[I_PLAYER_FLAG_RED]
5771 else
5772 s := _lc[I_PLAYER_FLAG_BLUE];
5774 evtype := FLAG_STATE_RETURNED;
5775 gFlags[Flag].CaptureTime := 0;
5777 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5779 g_Map_ResetFlag(Flag);
5780 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5782 if ((Self = gPlayer1) or (Self = gPlayer2)
5783 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5784 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5785 a := 0
5786 else
5787 a := 1;
5789 if not sound_ret_flag[a].IsPlaying() then
5790 sound_ret_flag[a].Play();
5792 Result := True;
5793 if g_Game_IsNet then
5794 begin
5795 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5796 MH_SEND_GameStats;
5797 end;
5798 Exit;
5799 end;
5801 // Ïîäîáðàë ÷óæîé ôëàã:
5802 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5803 begin
5804 SetFlag(Flag);
5806 if Flag = FLAG_RED then
5807 s := _lc[I_PLAYER_FLAG_RED]
5808 else
5809 s := _lc[I_PLAYER_FLAG_BLUE];
5811 evtype := FLAG_STATE_CAPTURED;
5813 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5815 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5817 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5819 if ((Self = gPlayer1) or (Self = gPlayer2)
5820 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5821 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5822 a := 0
5823 else
5824 a := 1;
5826 if not sound_get_flag[a].IsPlaying() then
5827 sound_get_flag[a].Play();
5829 Result := True;
5830 if g_Game_IsNet then
5831 begin
5832 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5833 MH_SEND_GameStats;
5834 end;
5835 end;
5836 end;
5838 procedure TPlayer.SetFlag(Flag: Byte);
5839 begin
5840 FFlag := Flag;
5841 if FModel <> nil then
5842 FModel.SetFlag(FFlag);
5843 end;
5845 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5846 var
5847 s: String;
5848 a: Byte;
5849 begin
5850 Result := False;
5851 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5852 Exit;
5853 FTime[T_FLAGCAP] := gTime + 2000;
5854 with gFlags[FFlag] do
5855 begin
5856 Obj.X := FObj.X;
5857 Obj.Y := FObj.Y;
5858 Direction := FDirection;
5859 State := FLAG_STATE_DROPPED;
5860 Count := FLAG_TIME;
5861 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5862 (FObj.Vel.Y div 2)-2+Random(5));
5863 positionChanged(); // this updates spatial accelerators
5865 if FFlag = FLAG_RED then
5866 s := _lc[I_PLAYER_FLAG_RED]
5867 else
5868 s := _lc[I_PLAYER_FLAG_BLUE];
5870 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5871 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [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 Silent) and (not sound_lost_flag[a].IsPlaying()) then
5881 sound_lost_flag[a].Play();
5883 if g_Game_IsNet then
5884 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5885 end;
5886 SetFlag(FLAG_NONE);
5887 Result := True;
5888 end;
5890 procedure TPlayer.GetSecret();
5891 begin
5892 if (self = gPlayer1) or (self = gPlayer2) then
5893 begin
5894 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5895 g_Sound_PlayEx('SOUND_GAME_SECRET');
5896 end;
5897 Inc(FSecrets);
5898 end;
5900 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5901 begin
5902 Assert(Key <= High(FKeys));
5904 FKeys[Key].Pressed := True;
5905 FKeys[Key].Time := Time;
5906 end;
5908 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5909 begin
5910 Result := FKeys[K].Pressed;
5911 end;
5913 procedure TPlayer.ReleaseKeys();
5914 var
5915 a: Integer;
5916 begin
5917 for a := Low(FKeys) to High(FKeys) do
5918 begin
5919 FKeys[a].Pressed := False;
5920 FKeys[a].Time := 0;
5921 end;
5922 end;
5924 procedure TPlayer.OnDamage(Angle: SmallInt);
5925 begin
5926 end;
5928 function TPlayer.firediry(): Integer;
5929 begin
5930 if FKeys[KEY_UP].Pressed then Result := -42
5931 else if FKeys[KEY_DOWN].Pressed then Result := 19
5932 else Result := 0;
5933 end;
5935 procedure TPlayer.RememberState();
5936 var
5937 i: Integer;
5938 begin
5939 FSavedState.Health := FHealth;
5940 FSavedState.Armor := FArmor;
5941 FSavedState.Air := FAir;
5942 FSavedState.JetFuel := FJetFuel;
5943 FSavedState.CurrWeap := FCurrWeap;
5944 FSavedState.NextWeap := FNextWeap;
5945 FSavedState.NextWeapDelay := FNextWeapDelay;
5947 for i := 0 to 3 do
5948 FSavedState.Ammo[i] := FAmmo[i];
5949 for i := 0 to 3 do
5950 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5952 FSavedState.Rulez := FRulez;
5953 FSavedState.WaitRecall := True;
5954 end;
5956 procedure TPlayer.RecallState();
5957 var
5958 i: Integer;
5959 begin
5960 if not FSavedState.WaitRecall then Exit;
5962 FHealth := FSavedState.Health;
5963 FArmor := FSavedState.Armor;
5964 FAir := FSavedState.Air;
5965 FJetFuel := FSavedState.JetFuel;
5966 FCurrWeap := FSavedState.CurrWeap;
5967 FNextWeap := FSavedState.NextWeap;
5968 FNextWeapDelay := FSavedState.NextWeapDelay;
5970 for i := 0 to 3 do
5971 FAmmo[i] := FSavedState.Ammo[i];
5972 for i := 0 to 3 do
5973 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5975 FRulez := FSavedState.Rulez;
5976 FSavedState.WaitRecall := False;
5978 if gGameSettings.GameType = GT_SERVER then
5979 MH_SEND_PlayerStats(FUID);
5980 end;
5982 procedure TPlayer.SaveState (st: TStream);
5983 var
5984 i: Integer;
5985 b: Byte;
5986 begin
5987 // Ñèãíàòóðà èãðîêà
5988 utils.writeSign(st, 'PLYR');
5989 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5990 // Áîò èëè ÷åëîâåê
5991 utils.writeBool(st, FIamBot);
5992 // UID èãðîêà
5993 utils.writeInt(st, Word(FUID));
5994 // Èìÿ èãðîêà
5995 utils.writeStr(st, FName);
5996 // Êîìàíäà
5997 utils.writeInt(st, Byte(FTeam));
5998 // Æèâ ëè
5999 utils.writeBool(st, FAlive);
6000 // Èçðàñõîäîâàë ëè âñå æèçíè
6001 utils.writeBool(st, FNoRespawn);
6002 // Íàïðàâëåíèå
6003 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6004 utils.writeInt(st, Byte(b));
6005 // Çäîðîâüå
6006 utils.writeInt(st, LongInt(FHealth));
6007 // Êîýôôèöèåíò èíâàëèäíîñòè
6008 utils.writeInt(st, LongInt(FHandicap));
6009 // Æèçíè
6010 utils.writeInt(st, Byte(FLives));
6011 // Áðîíÿ
6012 utils.writeInt(st, LongInt(FArmor));
6013 // Çàïàñ âîçäóõà
6014 utils.writeInt(st, LongInt(FAir));
6015 // Çàïàñ ãîðþ÷åãî
6016 utils.writeInt(st, LongInt(FJetFuel));
6017 // Áîëü
6018 utils.writeInt(st, LongInt(FPain));
6019 // Óáèë
6020 utils.writeInt(st, LongInt(FKills));
6021 // Óáèë ìîíñòðîâ
6022 utils.writeInt(st, LongInt(FMonsterKills));
6023 // Ôðàãîâ
6024 utils.writeInt(st, LongInt(FFrags));
6025 // Ôðàãîâ ïîäðÿä
6026 utils.writeInt(st, Byte(FFragCombo));
6027 // Âðåìÿ ïîñëåäíåãî ôðàãà
6028 utils.writeInt(st, LongWord(FLastFrag));
6029 // Ñìåðòåé
6030 utils.writeInt(st, LongInt(FDeath));
6031 // Êàêîé ôëàã íåñåò
6032 utils.writeInt(st, Byte(FFlag));
6033 // Íàøåë ñåêðåòîâ
6034 utils.writeInt(st, LongInt(FSecrets));
6035 // Òåêóùåå îðóæèå
6036 utils.writeInt(st, Byte(FCurrWeap));
6037 // Æåëàåìîå îðóæèå
6038 utils.writeInt(st, Word(FNextWeap));
6039 // ...è ïàóçà
6040 utils.writeInt(st, Byte(FNextWeapDelay));
6041 // Âðåìÿ çàðÿäêè BFG
6042 utils.writeInt(st, SmallInt(FBFGFireCounter));
6043 // Áóôåð óðîíà
6044 utils.writeInt(st, LongInt(FDamageBuffer));
6045 // Ïîñëåäíèé óäàðèâøèé
6046 utils.writeInt(st, Word(FLastSpawnerUID));
6047 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6048 utils.writeInt(st, Byte(FLastHit));
6049 // Îáúåêò èãðîêà
6050 Obj_SaveState(st, @FObj);
6051 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6052 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6053 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6054 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6055 // Íàëè÷èå îðóæèÿ
6056 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6057 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6058 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6059 // Íàëè÷èå ðþêçàêà
6060 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6061 // Íàëè÷èå êðàñíîãî êëþ÷à
6062 utils.writeBool(st, (R_KEY_RED in FRulez));
6063 // Íàëè÷èå çåëåíîãî êëþ÷à
6064 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6065 // Íàëè÷èå ñèíåãî êëþ÷à
6066 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6067 // Íàëè÷èå áåðñåðêà
6068 utils.writeBool(st, (R_BERSERK in FRulez));
6069 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6070 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6071 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6072 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6073 // Íàçâàíèå ìîäåëè
6074 utils.writeStr(st, FModel.Name);
6075 // Öâåò ìîäåëè
6076 utils.writeInt(st, Byte(FColor.R));
6077 utils.writeInt(st, Byte(FColor.G));
6078 utils.writeInt(st, Byte(FColor.B));
6079 end;
6082 procedure TPlayer.LoadState (st: TStream);
6083 var
6084 i: Integer;
6085 str: String;
6086 b: Byte;
6087 begin
6088 assert(st <> nil);
6090 // Ñèãíàòóðà èãðîêà
6091 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6092 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6093 // Áîò èëè ÷åëîâåê:
6094 FIamBot := utils.readBool(st);
6095 // UID èãðîêà
6096 FUID := utils.readWord(st);
6097 // Èìÿ èãðîêà
6098 str := utils.readStr(st);
6099 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6100 // Êîìàíäà
6101 FTeam := utils.readByte(st);
6102 // Æèâ ëè
6103 FAlive := utils.readBool(st);
6104 // Èçðàñõîäîâàë ëè âñå æèçíè
6105 FNoRespawn := utils.readBool(st);
6106 // Íàïðàâëåíèå
6107 b := utils.readByte(st);
6108 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6109 // Çäîðîâüå
6110 FHealth := utils.readLongInt(st);
6111 // Êîýôôèöèåíò èíâàëèäíîñòè
6112 FHandicap := utils.readLongInt(st);
6113 // Æèçíè
6114 FLives := utils.readByte(st);
6115 // Áðîíÿ
6116 FArmor := utils.readLongInt(st);
6117 // Çàïàñ âîçäóõà
6118 FAir := utils.readLongInt(st);
6119 // Çàïàñ ãîðþ÷åãî
6120 FJetFuel := utils.readLongInt(st);
6121 // Áîëü
6122 FPain := utils.readLongInt(st);
6123 // Óáèë
6124 FKills := utils.readLongInt(st);
6125 // Óáèë ìîíñòðîâ
6126 FMonsterKills := utils.readLongInt(st);
6127 // Ôðàãîâ
6128 FFrags := utils.readLongInt(st);
6129 // Ôðàãîâ ïîäðÿä
6130 FFragCombo := utils.readByte(st);
6131 // Âðåìÿ ïîñëåäíåãî ôðàãà
6132 FLastFrag := utils.readLongWord(st);
6133 // Ñìåðòåé
6134 FDeath := utils.readLongInt(st);
6135 // Êàêîé ôëàã íåñåò
6136 FFlag := utils.readByte(st);
6137 // Íàøåë ñåêðåòîâ
6138 FSecrets := utils.readLongInt(st);
6139 // Òåêóùåå îðóæèå
6140 FCurrWeap := utils.readByte(st);
6141 // Æåëàåìîå îðóæèå
6142 FNextWeap := utils.readWord(st);
6143 // ...è ïàóçà
6144 FNextWeapDelay := utils.readByte(st);
6145 // Âðåìÿ çàðÿäêè BFG
6146 FBFGFireCounter := utils.readSmallInt(st);
6147 // Áóôåð óðîíà
6148 FDamageBuffer := utils.readLongInt(st);
6149 // Ïîñëåäíèé óäàðèâøèé
6150 FLastSpawnerUID := utils.readWord(st);
6151 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6152 FLastHit := utils.readByte(st);
6153 // Îáúåêò èãðîêà
6154 Obj_LoadState(@FObj, st);
6155 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6156 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6157 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6158 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6159 // Íàëè÷èå îðóæèÿ
6160 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6161 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6162 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6163 // Íàëè÷èå ðþêçàêà
6164 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6165 // Íàëè÷èå êðàñíîãî êëþ÷à
6166 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6167 // Íàëè÷èå çåëåíîãî êëþ÷à
6168 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6169 // Íàëè÷èå ñèíåãî êëþ÷à
6170 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6171 // Íàëè÷èå áåðñåðêà
6172 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6173 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6174 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6175 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6176 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6177 // Íàçâàíèå ìîäåëè
6178 str := utils.readStr(st);
6179 // Öâåò ìîäåëè
6180 FColor.R := utils.readByte(st);
6181 FColor.G := utils.readByte(st);
6182 FColor.B := utils.readByte(st);
6183 if (self = gPlayer1) then
6184 begin
6185 str := gPlayer1Settings.Model;
6186 FColor := gPlayer1Settings.Color;
6187 end
6188 else if (self = gPlayer2) then
6189 begin
6190 str := gPlayer2Settings.Model;
6191 FColor := gPlayer2Settings.Color;
6192 end;
6193 // Îáíîâëÿåì ìîäåëü èãðîêà
6194 SetModel(str);
6195 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6196 FModel.Color := TEAMCOLOR[FTeam]
6197 else
6198 FModel.Color := FColor;
6199 end;
6202 procedure TPlayer.AllRulez(Health: Boolean);
6203 var
6204 a: Integer;
6205 begin
6206 if Health then
6207 begin
6208 FHealth := PLAYER_HP_LIMIT;
6209 FArmor := PLAYER_AP_LIMIT;
6210 Exit;
6211 end;
6213 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6214 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6215 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6216 end;
6218 procedure TPlayer.RestoreHealthArmor();
6219 begin
6220 FHealth := PLAYER_HP_LIMIT;
6221 FArmor := PLAYER_AP_LIMIT;
6222 end;
6224 procedure TPlayer.FragCombo();
6225 var
6226 Param: Integer;
6227 begin
6228 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6229 Exit;
6230 if gTime - FLastFrag < FRAG_COMBO_TIME then
6231 begin
6232 if FFragCombo < 5 then
6233 Inc(FFragCombo);
6234 Param := FUID or (FFragCombo shl 16);
6235 if (FComboEvnt >= Low(gDelayedEvents)) and
6236 (FComboEvnt <= High(gDelayedEvents)) and
6237 gDelayedEvents[FComboEvnt].Pending and
6238 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6239 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6240 begin
6241 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6242 gDelayedEvents[FComboEvnt].DENum := Param;
6243 end
6244 else
6245 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6246 end
6247 else
6248 FFragCombo := 1;
6250 FLastFrag := gTime;
6251 end;
6253 procedure TPlayer.GiveItem(ItemType: Byte);
6254 begin
6255 case ItemType of
6256 ITEM_SUIT:
6257 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6258 begin
6259 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6260 end;
6262 ITEM_OXYGEN:
6263 if FAir < AIR_MAX then
6264 begin
6265 FAir := AIR_MAX;
6266 end;
6268 ITEM_MEDKIT_BLACK:
6269 begin
6270 if not (R_BERSERK in FRulez) then
6271 begin
6272 Include(FRulez, R_BERSERK);
6273 if FBFGFireCounter < 1 then
6274 begin
6275 FCurrWeap := WEAPON_KASTET;
6276 resetWeaponQueue();
6277 FModel.SetWeapon(WEAPON_KASTET);
6278 end;
6279 if gFlash <> 0 then
6280 Inc(FPain, 100);
6281 FBerserk := gTime+30000;
6282 end;
6283 if FHealth < PLAYER_HP_SOFT then
6284 begin
6285 FHealth := PLAYER_HP_SOFT;
6286 FBerserk := gTime+30000;
6287 end;
6288 end;
6290 ITEM_INVUL:
6291 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6292 begin
6293 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6294 end;
6296 ITEM_INVIS:
6297 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6298 begin
6299 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6300 end;
6302 ITEM_JETPACK:
6303 if FJetFuel < JET_MAX then
6304 begin
6305 FJetFuel := JET_MAX;
6306 end;
6308 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6309 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6311 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6312 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6314 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6315 ITEM_SPHERE_WHITE:
6316 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6317 begin
6318 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6319 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6320 end;
6322 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6323 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6324 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6325 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6326 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6327 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6328 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6329 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6330 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6332 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6333 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6334 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6335 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6336 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6337 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6338 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6339 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6340 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6342 ITEM_AMMO_BACKPACK:
6343 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6344 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6345 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6346 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6347 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6348 begin
6349 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6350 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6351 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6352 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6353 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6355 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6356 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6357 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6358 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6360 FRulez := FRulez + [R_ITEM_BACKPACK];
6361 end;
6363 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6364 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6365 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6367 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6368 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6370 else
6371 Exit;
6372 end;
6373 if g_Game_IsNet and g_Game_IsServer then
6374 MH_SEND_PlayerStats(FUID);
6375 end;
6377 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6378 var
6379 id, i: DWORD;
6380 Anim: TAnimation;
6381 begin
6382 if (Random(5) = 1) and (Times = 1) then
6383 Exit;
6385 if BodyInLiquid(0, 0) then
6386 begin
6387 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6388 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6389 if Random(2) = 0 then
6390 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6391 else
6392 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6393 Exit;
6394 end;
6396 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6397 begin
6398 for i := 1 to Times do
6399 begin
6400 Anim := TAnimation.Create(id, False, 3);
6401 Anim.Alpha := 150;
6402 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6403 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6404 Anim.Free();
6405 end;
6406 end;
6407 end;
6409 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6410 var
6411 id, i: DWORD;
6412 Anim: TAnimation;
6413 begin
6414 if (Random(10) = 1) and (Times = 1) then
6415 Exit;
6417 if g_Frames_Get(id, 'FRAMES_FLAME') then
6418 begin
6419 for i := 1 to Times do
6420 begin
6421 Anim := TAnimation.Create(id, False, 3);
6422 Anim.Alpha := 0;
6423 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6424 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6425 Anim.Free();
6426 end;
6427 end;
6428 end;
6430 procedure TPlayer.PauseSounds(Enable: Boolean);
6431 begin
6432 FSawSound.Pause(Enable);
6433 FSawSoundIdle.Pause(Enable);
6434 FSawSoundHit.Pause(Enable);
6435 FSawSoundSelect.Pause(Enable);
6436 FFlameSoundOn.Pause(Enable);
6437 FFlameSoundOff.Pause(Enable);
6438 FFlameSoundWork.Pause(Enable);
6439 FJetSoundFly.Pause(Enable);
6440 FJetSoundOn.Pause(Enable);
6441 FJetSoundOff.Pause(Enable);
6442 end;
6444 { T C o r p s e : }
6446 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6447 begin
6448 g_Obj_Init(@FObj);
6449 FObj.X := X;
6450 FObj.Y := Y;
6451 FObj.Rect := PLAYER_CORPSERECT;
6452 FModelName := ModelName;
6453 FMess := aMess;
6455 if FMess then
6456 begin
6457 FState := CORPSE_STATE_MESS;
6458 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6459 end
6460 else
6461 begin
6462 FState := CORPSE_STATE_NORMAL;
6463 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6464 end;
6465 end;
6467 destructor TCorpse.Destroy();
6468 begin
6469 FAnimation.Free();
6471 inherited;
6472 end;
6474 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6476 procedure TCorpse.positionChanged (); inline; begin end;
6478 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6479 begin
6480 if (dx <> 0) or (dy <> 0) then
6481 begin
6482 FObj.X += dx;
6483 FObj.Y += dy;
6484 positionChanged();
6485 end;
6486 end;
6489 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6490 begin
6491 x := FObj.X+PLAYER_CORPSERECT.X;
6492 y := FObj.Y+PLAYER_CORPSERECT.Y;
6493 w := PLAYER_CORPSERECT.Width;
6494 h := PLAYER_CORPSERECT.Height;
6495 end;
6498 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6499 var
6500 pm: TPlayerModel;
6501 Blood: TModelBlood;
6502 begin
6503 if FState = CORPSE_STATE_REMOVEME then
6504 Exit;
6506 FDamage := FDamage + Value;
6508 if FDamage > 150 then
6509 begin
6510 if FAnimation <> nil then
6511 begin
6512 FAnimation.Free();
6513 FAnimation := nil;
6515 FState := CORPSE_STATE_REMOVEME;
6517 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6518 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6519 FModelName, FColor);
6520 // Çâóê ìÿñà îò òðóïà:
6521 pm := g_PlayerModel_Get(FModelName);
6522 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6523 pm.Free;
6525 // Çëîâåùèé ñìåõ:
6526 if (gBodyKillEvent <> -1)
6527 and gDelayedEvents[gBodyKillEvent].Pending then
6528 gDelayedEvents[gBodyKillEvent].Pending := False;
6529 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6530 end;
6531 end
6532 else
6533 begin
6534 Blood := g_PlayerModel_GetBlood(FModelName);
6535 FObj.Vel.X := FObj.Vel.X + vx;
6536 FObj.Vel.Y := FObj.Vel.Y + vy;
6537 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6538 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6539 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6540 Blood.R, Blood.G, Blood.B, Blood.Kind);
6541 end;
6542 end;
6544 procedure TCorpse.Draw();
6545 begin
6546 if FState = CORPSE_STATE_REMOVEME then
6547 Exit;
6549 if FAnimation <> nil then
6550 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6552 if FAnimationMask <> nil then
6553 begin
6554 e_Colors := FColor;
6555 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6556 e_Colors.R := 255;
6557 e_Colors.G := 255;
6558 e_Colors.B := 255;
6559 end;
6560 end;
6562 procedure TCorpse.Update();
6563 var
6564 st: Word;
6565 begin
6566 if FState = CORPSE_STATE_REMOVEME then
6567 Exit;
6569 if gTime mod (GAME_TICK*2) <> 0 then
6570 begin
6571 g_Obj_Move(@FObj, True, True, True);
6572 positionChanged(); // this updates spatial accelerators
6573 Exit;
6574 end;
6576 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6577 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6579 st := g_Obj_Move(@FObj, True, True, True);
6580 positionChanged(); // this updates spatial accelerators
6582 if WordBool(st and MOVE_FALLOUT) then
6583 begin
6584 FState := CORPSE_STATE_REMOVEME;
6585 Exit;
6586 end;
6588 if FAnimation <> nil then
6589 FAnimation.Update();
6590 if FAnimationMask <> nil then
6591 FAnimationMask.Update();
6592 end;
6595 procedure TCorpse.SaveState (st: TStream);
6596 var
6597 anim: Boolean;
6598 begin
6599 assert(st <> nil);
6601 // Ñèãíàòóðà òðóïà
6602 utils.writeSign(st, 'CORP');
6603 utils.writeInt(st, Byte(0));
6604 // Ñîñòîÿíèå
6605 utils.writeInt(st, Byte(FState));
6606 // Íàêîïëåííûé óðîí
6607 utils.writeInt(st, Byte(FDamage));
6608 // Öâåò
6609 utils.writeInt(st, Byte(FColor.R));
6610 utils.writeInt(st, Byte(FColor.G));
6611 utils.writeInt(st, Byte(FColor.B));
6612 // Îáúåêò òðóïà
6613 Obj_SaveState(st, @FObj);
6614 utils.writeInt(st, Word(FPlayerUID));
6615 // Åñòü ëè àíèìàöèÿ
6616 anim := (FAnimation <> nil);
6617 utils.writeBool(st, anim);
6618 // Åñëè åñòü - ñîõðàíÿåì
6619 if anim then FAnimation.SaveState(st);
6620 // Åñòü ëè ìàñêà àíèìàöèè
6621 anim := (FAnimationMask <> nil);
6622 utils.writeBool(st, anim);
6623 // Åñëè åñòü - ñîõðàíÿåì
6624 if anim then FAnimationMask.SaveState(st);
6625 end;
6628 procedure TCorpse.LoadState (st: TStream);
6629 var
6630 anim: Boolean;
6631 begin
6632 assert(st <> nil);
6634 // Ñèãíàòóðà òðóïà
6635 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6636 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6637 // Ñîñòîÿíèå
6638 FState := utils.readByte(st);
6639 // Íàêîïëåííûé óðîí
6640 FDamage := utils.readByte(st);
6641 // Öâåò
6642 FColor.R := utils.readByte(st);
6643 FColor.G := utils.readByte(st);
6644 FColor.B := utils.readByte(st);
6645 // Îáúåêò òðóïà
6646 Obj_LoadState(@FObj, st);
6647 FPlayerUID := utils.readWord(st);
6648 // Åñòü ëè àíèìàöèÿ
6649 anim := utils.readBool(st);
6650 // Åñëè åñòü - çàãðóæàåì
6651 if anim then
6652 begin
6653 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6654 FAnimation.LoadState(st);
6655 end;
6656 // Åñòü ëè ìàñêà àíèìàöèè
6657 anim := utils.readBool(st);
6658 // Åñëè åñòü - çàãðóæàåì
6659 if anim then
6660 begin
6661 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6662 FAnimationMask.LoadState(st);
6663 end;
6664 end;
6666 { T B o t : }
6668 constructor TBot.Create();
6669 var
6670 a: Integer;
6671 begin
6672 inherited Create();
6674 FPhysics := True;
6675 FSpectator := False;
6676 FGhost := False;
6678 FIamBot := True;
6680 Inc(gNumBots);
6682 for a := WP_FIRST to WP_LAST do
6683 begin
6684 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6685 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6686 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6687 end;
6688 end;
6690 destructor TBot.Destroy();
6691 begin
6692 Dec(gNumBots);
6693 inherited Destroy();
6694 end;
6696 procedure TBot.Draw();
6697 begin
6698 inherited Draw();
6700 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6701 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6702 end;
6704 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6705 begin
6706 inherited Respawn(Silent, Force);
6708 FAIFlags := nil;
6709 FSelectedWeapon := FCurrWeap;
6710 resetWeaponQueue();
6711 FTargetUID := 0;
6712 end;
6714 procedure TBot.UpdateCombat();
6715 type
6716 TTarget = record
6717 UID: Word;
6718 X, Y: Integer;
6719 Rect: TRectWH;
6720 cX, cY: Integer;
6721 Dist: Word;
6722 Line: Boolean;
6723 Visible: Boolean;
6724 IsPlayer: Boolean;
6725 end;
6727 TTargetRecord = array of TTarget;
6729 function Compare(a, b: TTarget): Integer;
6730 begin
6731 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6732 Result := -1
6733 else
6734 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6735 Result := 1
6736 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6737 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6738 begin
6739 if a.Dist > b.Dist then // B áëèæå
6740 Result := 1
6741 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6742 Result := -1;
6743 end
6744 else // Ñòðàííî -> A
6745 Result := -1;
6746 end;
6748 var
6749 a, x1, y1, x2, y2: Integer;
6750 targets: TTargetRecord;
6751 ammo: Word;
6752 Target, BestTarget: TTarget;
6753 firew, fireh: Integer;
6754 angle: SmallInt;
6755 mon: TMonster;
6756 pla, tpla: TPlayer;
6757 vsPlayer, vsMonster, ok: Boolean;
6760 function monsUpdate (mon: TMonster): Boolean;
6761 begin
6762 result := false; // don't stop
6763 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6764 begin
6765 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6767 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6768 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6770 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6771 if g_TraceVector(x1, y1, x2, y2) then
6772 begin
6773 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6774 SetLength(targets, Length(targets)+1);
6775 with targets[High(targets)] do
6776 begin
6777 UID := mon.UID;
6778 X := mon.Obj.X;
6779 Y := mon.Obj.Y;
6780 cX := x2;
6781 cY := y2;
6782 Rect := mon.Obj.Rect;
6783 Dist := g_PatchLength(x1, y1, x2, y2);
6784 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6785 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6786 Visible := True;
6787 IsPlayer := False;
6788 end;
6789 end;
6790 end;
6791 end;
6793 begin
6794 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6795 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6797 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6798 if FCurrWeap <> FSelectedWeapon then
6799 NextWeapon();
6801 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6802 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6803 begin
6804 RemoveAIFlag('NEEDFIRE');
6806 case FCurrWeap of
6807 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6808 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6809 else PressKey(KEY_FIRE);
6810 end;
6811 end;
6813 // Êîîðäèíàòû ñòâîëà:
6814 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6815 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6817 Target.UID := FTargetUID;
6819 ok := False;
6820 if Target.UID <> 0 then
6821 begin // Öåëü åñòü - íàñòðàèâàåì
6822 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6823 vsPlayer then
6824 begin // Èãðîê
6825 tpla := g_Player_Get(Target.UID);
6826 if tpla <> nil then
6827 with tpla do
6828 begin
6829 if (@FObj) <> nil then
6830 begin
6831 Target.X := FObj.X;
6832 Target.Y := FObj.Y;
6833 end;
6834 end;
6836 Target.cX := Target.X + PLAYER_RECT_CX;
6837 Target.cY := Target.Y + PLAYER_RECT_CY;
6838 Target.Rect := PLAYER_RECT;
6839 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6840 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6841 (y1-4 > Target.Y+PLAYER_RECT.Y);
6842 Target.IsPlayer := True;
6843 ok := True;
6844 end
6845 else
6846 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6847 vsMonster then
6848 begin // Ìîíñòð
6849 mon := g_Monsters_ByUID(Target.UID);
6850 if mon <> nil then
6851 begin
6852 Target.X := mon.Obj.X;
6853 Target.Y := mon.Obj.Y;
6855 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6856 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6857 Target.Rect := mon.Obj.Rect;
6858 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6859 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6860 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6861 Target.IsPlayer := False;
6862 ok := True;
6863 end;
6864 end;
6865 end;
6867 if not ok then
6868 begin // Öåëè íåò - îáíóëÿåì
6869 Target.X := 0;
6870 Target.Y := 0;
6871 Target.cX := 0;
6872 Target.cY := 0;
6873 Target.Visible := False;
6874 Target.Line := False;
6875 Target.IsPlayer := False;
6876 end;
6878 targets := nil;
6880 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6881 if (not Target.Line) or (not Target.Visible) then
6882 begin
6883 // Èãðîêè:
6884 if vsPlayer then
6885 for a := 0 to High(gPlayers) do
6886 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6887 (gPlayers[a].FUID <> FUID) and
6888 (not SameTeam(FUID, gPlayers[a].FUID)) and
6889 (not gPlayers[a].NoTarget) and
6890 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6891 begin
6892 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6893 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6894 Continue;
6896 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6897 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6899 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6900 if g_TraceVector(x1, y1, x2, y2) then
6901 begin
6902 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6903 SetLength(targets, Length(targets)+1);
6904 with targets[High(targets)] do
6905 begin
6906 UID := gPlayers[a].FUID;
6907 X := gPlayers[a].FObj.X;
6908 Y := gPlayers[a].FObj.Y;
6909 cX := x2;
6910 cY := y2;
6911 Rect := PLAYER_RECT;
6912 Dist := g_PatchLength(x1, y1, x2, y2);
6913 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6914 (y1-4 > Target.Y+PLAYER_RECT.Y);
6915 Visible := True;
6916 IsPlayer := True;
6917 end;
6918 end;
6919 end;
6921 // Ìîíñòðû:
6922 if vsMonster then g_Mons_ForEach(monsUpdate);
6923 end;
6925 // Åñëè åñòü âîçìîæíûå öåëè:
6926 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6927 if targets <> nil then
6928 begin
6929 // Âûáèðàåì íàèëó÷øóþ öåëü:
6930 BestTarget := targets[0];
6931 if Length(targets) > 1 then
6932 for a := 1 to High(targets) do
6933 if Compare(BestTarget, targets[a]) = 1 then
6934 BestTarget := targets[a];
6936 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6937 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6938 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6939 begin
6940 Target := BestTarget;
6942 if (Healthy() = 3) or ((Healthy() = 2)) then
6943 begin // Åñëè çäîðîâû - äîãîíÿåì
6944 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6945 SetAIFlag('GORIGHT', '1');
6946 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6947 SetAIFlag('GOLEFT', '1');
6948 end
6949 else
6950 begin // Åñëè ïîáèòû - óáåãàåì
6951 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6952 SetAIFlag('GORIGHT', '1');
6953 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6954 SetAIFlag('GOLEFT', '1');
6955 end;
6957 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6958 SelectWeapon(Abs(x1-Target.cX));
6959 end;
6960 end;
6962 // Åñëè åñòü öåëü:
6963 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6964 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6965 if Target.UID <> 0 then
6966 begin
6967 if not TargetOnScreen(Target.X + Target.Rect.X,
6968 Target.Y + Target.Rect.Y) then
6969 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6970 if (Healthy() = 3) or ((Healthy() = 2)) then
6971 begin // Åñëè çäîðîâû - äîãîíÿåì
6972 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6973 SetAIFlag('GORIGHT', '1');
6974 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6975 SetAIFlag('GOLEFT', '1');
6976 end
6977 else
6978 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6979 Target.UID := 0;
6980 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6981 SetAIFlag('GORIGHT', '1');
6982 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6983 SetAIFlag('GOLEFT', '1');
6984 end;
6985 end
6986 else
6987 begin // Öåëü ïîêà íà "ýêðàíå"
6988 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6989 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6990 FLastVisible := gTime;
6991 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6992 if (Abs(FObj.Y-Target.Y) <= 128) then
6993 begin
6994 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6995 SetAIFlag('GORIGHT', '1');
6996 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6997 SetAIFlag('GOLEFT', '1');
6998 end;
6999 end;
7001 // Âûáèðàåì óãîë ââåðõ:
7002 if FDirection = TDirection.D_LEFT then
7003 angle := ANGLE_LEFTUP
7004 else
7005 angle := ANGLE_RIGHTUP;
7007 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7008 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7010 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7011 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7012 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7013 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7014 Target.Rect.Width, Target.Rect.Height) and
7015 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7016 begin // òî íóæíî ñòðåëÿòü ââåðõ
7017 SetAIFlag('NEEDFIRE', '1');
7018 SetAIFlag('NEEDSEEUP', '1');
7019 end;
7021 // Âûáèðàåì óãîë âíèç:
7022 if FDirection = TDirection.D_LEFT then
7023 angle := ANGLE_LEFTDOWN
7024 else
7025 angle := ANGLE_RIGHTDOWN;
7027 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7028 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7030 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7031 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7032 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7033 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7034 Target.Rect.Width, Target.Rect.Height) and
7035 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7036 begin // òî íóæíî ñòðåëÿòü âíèç
7037 SetAIFlag('NEEDFIRE', '1');
7038 SetAIFlag('NEEDSEEDOWN', '1');
7039 end;
7041 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7042 if Target.Visible and
7043 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7044 (y1-4 > Target.Y+Target.Rect.Y) then
7045 begin
7046 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7047 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7048 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7049 begin // òî íóæíî ñòðåëÿòü âïåðåä
7050 SetAIFlag('NEEDFIRE', '1');
7051 SetAIFlag('NEEDSEEDOWN', '');
7052 SetAIFlag('NEEDSEEUP', '');
7053 end;
7054 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7055 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7056 if GetRnd(FDifficult.CloseJump) then
7057 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7058 if Abs(FObj.X-Target.X) < 128 then
7059 a := 4
7060 else
7061 a := 30;
7062 if Random(a) = 0 then
7063 SetAIFlag('NEEDJUMP', '1');
7064 end;
7065 end;
7067 // Åñëè öåëü âñå åùå åñòü:
7068 if Target.UID <> 0 then
7069 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7070 Target.UID := 0 // òî çàáûòü öåëü
7071 else // Åñëè âèäåëè íåäàâíî
7072 begin // íî öåëü óáèëè
7073 if Target.IsPlayer then
7074 begin // Öåëü - èãðîê
7075 pla := g_Player_Get(Target.UID);
7076 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7077 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7078 Target.UID := 0; // òî çàáûòü öåëü
7079 end
7080 else
7081 begin // Öåëü - ìîíñòð
7082 mon := g_Monsters_ByUID(Target.UID);
7083 if (mon = nil) or (not mon.alive) then
7084 Target.UID := 0; // òî çàáûòü öåëü
7085 end;
7086 end;
7087 end; // if Target.UID <> 0
7089 FTargetUID := Target.UID;
7091 // Åñëè âîçìîæíûõ öåëåé íåò:
7092 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7093 if targets = nil then
7094 if GetAIFlag('ATTACKLEFT') <> '' then
7095 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7096 RemoveAIFlag('ATTACKLEFT');
7098 SetAIFlag('NEEDJUMP', '1');
7100 if RunDirection() = TDirection.D_RIGHT then
7101 begin // Èäåì íå â òó ñòîðîíó
7102 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7103 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7104 SetAIFlag('NEEDFIRE', '1');
7105 SetAIFlag('GOLEFT', '1');
7106 end;
7107 end
7108 else
7109 begin // Èäåì â íóæíóþ ñòîðîíó
7110 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7111 SetAIFlag('NEEDFIRE', '1');
7112 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7113 SetAIFlag('GORIGHT', '1');
7114 end;
7115 end
7116 else
7117 if GetAIFlag('ATTACKRIGHT') <> '' then
7118 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7119 RemoveAIFlag('ATTACKRIGHT');
7121 SetAIFlag('NEEDJUMP', '1');
7123 if RunDirection() = TDirection.D_LEFT then
7124 begin // Èäåì íå â òó ñòîðîíó
7125 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7126 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7127 SetAIFlag('NEEDFIRE', '1');
7128 SetAIFlag('GORIGHT', '1');
7129 end;
7130 end
7131 else
7132 begin
7133 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7134 SetAIFlag('NEEDFIRE', '1');
7135 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7136 SetAIFlag('GOLEFT', '1');
7137 end;
7138 end;
7140 //HACK! (does it belongs there?)
7141 RealizeCurrentWeapon();
7143 // Åñëè åñòü âîçìîæíûå öåëè:
7144 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7145 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7146 for a := 0 to High(targets) do
7147 begin
7148 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7149 if GetRnd(FDifficult.DiagFire) then
7150 begin
7151 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7152 if FDirection = TDirection.D_LEFT then
7153 angle := ANGLE_LEFTUP
7154 else
7155 angle := ANGLE_RIGHTUP;
7157 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7158 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7160 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7161 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7162 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7163 targets[a].Rect.Width, targets[a].Rect.Height) and
7164 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7165 begin
7166 SetAIFlag('NEEDFIRE', '1');
7167 SetAIFlag('NEEDSEEUP', '1');
7168 end;
7170 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7171 if FDirection = TDirection.D_LEFT then
7172 angle := ANGLE_LEFTDOWN
7173 else
7174 angle := ANGLE_RIGHTDOWN;
7176 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7177 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7179 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7180 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7181 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7182 targets[a].Rect.Width, targets[a].Rect.Height) and
7183 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7184 begin
7185 SetAIFlag('NEEDFIRE', '1');
7186 SetAIFlag('NEEDSEEDOWN', '1');
7187 end;
7188 end;
7190 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7191 if targets[a].Line and targets[a].Visible and
7192 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7193 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7194 begin
7195 SetAIFlag('NEEDFIRE', '1');
7196 Break;
7197 end;
7198 end;
7200 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7201 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7202 PLAYER_RECT.Width, PLAYER_RECT.Height,
7203 40+GetInterval(FDifficult.Cover, 40)) then
7204 SetAIFlag('NEEDJUMP', '1');
7206 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7207 ammo := GetAmmoByWeapon(FCurrWeap);
7208 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7209 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7210 (ammo = 0) then
7211 SetAIFlag('SELECTWEAPON', '1');
7213 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7214 if GetAIFlag('SELECTWEAPON') = '1' then
7215 begin
7216 SelectWeapon(-1);
7217 RemoveAIFlag('SELECTWEAPON');
7218 end;
7219 end;
7221 procedure TBot.Update();
7222 var
7223 EnableAI: Boolean;
7224 begin
7225 if not FAlive then
7226 begin // Respawn
7227 ReleaseKeys();
7228 PressKey(KEY_UP);
7229 end
7230 else
7231 begin
7232 EnableAI := True;
7234 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7235 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7236 EnableAI := False;
7237 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7238 EnableAI := False;
7239 if g_debug_BotAIOff = 3 then
7240 EnableAI := False;
7242 if EnableAI then
7243 begin
7244 UpdateMove();
7245 UpdateCombat();
7246 end
7247 else
7248 begin
7249 RealizeCurrentWeapon();
7250 end;
7251 end;
7253 inherited Update();
7254 end;
7256 procedure TBot.ReleaseKey(Key: Byte);
7257 begin
7258 with FKeys[Key] do
7259 begin
7260 Pressed := False;
7261 Time := 0;
7262 end;
7263 end;
7265 function TBot.KeyPressed(Key: Word): Boolean;
7266 begin
7267 Result := FKeys[Key].Pressed;
7268 end;
7270 function TBot.GetAIFlag(aName: String20): String20;
7271 var
7272 a: Integer;
7273 begin
7274 Result := '';
7276 aName := LowerCase(aName);
7278 if FAIFlags <> nil then
7279 for a := 0 to High(FAIFlags) do
7280 if LowerCase(FAIFlags[a].Name) = aName then
7281 begin
7282 Result := FAIFlags[a].Value;
7283 Break;
7284 end;
7285 end;
7287 procedure TBot.RemoveAIFlag(aName: String20);
7288 var
7289 a, b: Integer;
7290 begin
7291 if FAIFlags = nil then Exit;
7293 aName := LowerCase(aName);
7295 for a := 0 to High(FAIFlags) do
7296 if LowerCase(FAIFlags[a].Name) = aName then
7297 begin
7298 if a <> High(FAIFlags) then
7299 for b := a to High(FAIFlags)-1 do
7300 FAIFlags[b] := FAIFlags[b+1];
7302 SetLength(FAIFlags, Length(FAIFlags)-1);
7303 Break;
7304 end;
7305 end;
7307 procedure TBot.SetAIFlag(aName, fValue: String20);
7308 var
7309 a: Integer;
7310 ok: Boolean;
7311 begin
7312 a := 0;
7313 ok := False;
7315 aName := LowerCase(aName);
7317 if FAIFlags <> nil then
7318 for a := 0 to High(FAIFlags) do
7319 if LowerCase(FAIFlags[a].Name) = aName then
7320 begin
7321 ok := True;
7322 Break;
7323 end;
7325 if ok then FAIFlags[a].Value := fValue
7326 else
7327 begin
7328 SetLength(FAIFlags, Length(FAIFlags)+1);
7329 with FAIFlags[High(FAIFlags)] do
7330 begin
7331 Name := aName;
7332 Value := fValue;
7333 end;
7334 end;
7335 end;
7337 procedure TBot.UpdateMove;
7339 procedure GoLeft(Time: Word = 1);
7340 begin
7341 ReleaseKey(KEY_LEFT);
7342 ReleaseKey(KEY_RIGHT);
7343 PressKey(KEY_LEFT, Time);
7344 SetDirection(TDirection.D_LEFT);
7345 end;
7347 procedure GoRight(Time: Word = 1);
7348 begin
7349 ReleaseKey(KEY_LEFT);
7350 ReleaseKey(KEY_RIGHT);
7351 PressKey(KEY_RIGHT, Time);
7352 SetDirection(TDirection.D_RIGHT);
7353 end;
7355 function Rnd(a: Word): Boolean;
7356 begin
7357 Result := Random(a) = 0;
7358 end;
7360 procedure Turn(Time: Word = 1200);
7361 begin
7362 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7363 end;
7365 procedure Stop();
7366 begin
7367 ReleaseKey(KEY_LEFT);
7368 ReleaseKey(KEY_RIGHT);
7369 end;
7371 function CanRunLeft(): Boolean;
7372 begin
7373 Result := not CollideLevel(-1, 0);
7374 end;
7376 function CanRunRight(): Boolean;
7377 begin
7378 Result := not CollideLevel(1, 0);
7379 end;
7381 function CanRun(): Boolean;
7382 begin
7383 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7384 end;
7386 procedure Jump(Time: Word = 30);
7387 begin
7388 PressKey(KEY_JUMP, Time);
7389 end;
7391 function NearHole(): Boolean;
7392 var
7393 x, sx: Integer;
7394 begin
7395 { TODO 5 : Ëåñòíèöû }
7396 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7397 for x := 1 to PLAYER_RECT.Width do
7398 if (not StayOnStep(x*sx, 0)) and
7399 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7400 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7401 begin
7402 Result := True;
7403 Exit;
7404 end;
7406 Result := False;
7407 end;
7409 function BorderHole(): Boolean;
7410 var
7411 x, sx, xx: Integer;
7412 begin
7413 { TODO 5 : Ëåñòíèöû }
7414 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7415 for x := 1 to PLAYER_RECT.Width do
7416 if (not StayOnStep(x*sx, 0)) and
7417 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7418 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7419 begin
7420 for xx := x to x+32 do
7421 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7422 begin
7423 Result := True;
7424 Exit;
7425 end;
7426 end;
7428 Result := False;
7429 end;
7431 function NearDeepHole(): Boolean;
7432 var
7433 x, sx, y: Integer;
7434 begin
7435 Result := False;
7437 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7438 y := 3;
7440 for x := 1 to PLAYER_RECT.Width do
7441 if (not StayOnStep(x*sx, 0)) and
7442 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7443 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7444 begin
7445 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7446 begin
7447 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7448 y := y+1;
7449 end;
7451 Result := True;
7452 end else Result := False;
7453 end;
7455 function OverDeepHole(): Boolean;
7456 var
7457 y: Integer;
7458 begin
7459 Result := False;
7461 y := 1;
7462 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7463 begin
7464 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7465 y := y+1;
7466 end;
7468 Result := True;
7469 end;
7471 function OnGround(): Boolean;
7472 begin
7473 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7474 end;
7476 function OnLadder(): Boolean;
7477 begin
7478 Result := FullInStep(0, 0);
7479 end;
7481 function BelowLadder(): Boolean;
7482 begin
7483 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7484 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7485 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7486 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7487 end;
7489 function BelowLiftUp(): Boolean;
7490 begin
7491 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7492 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7493 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7494 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7495 end;
7497 function OnTopLift(): Boolean;
7498 begin
7499 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7500 end;
7502 function CanJumpOver(): Boolean;
7503 var
7504 sx, y: Integer;
7505 begin
7506 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7508 Result := False;
7510 if not CollideLevel(sx, 0) then Exit;
7512 for y := 1 to BOT_MAXJUMP do
7513 if CollideLevel(0, -y) then Exit else
7514 if not CollideLevel(sx, -y) then
7515 begin
7516 Result := True;
7517 Exit;
7518 end;
7519 end;
7521 function CanJumpUp(Dist: ShortInt): Boolean;
7522 var
7523 y, yy: Integer;
7524 c: Boolean;
7525 begin
7526 Result := False;
7528 if CollideLevel(Dist, 0) then Exit;
7530 c := False;
7531 for y := 0 to BOT_MAXJUMP do
7532 if CollideLevel(Dist, -y) then
7533 begin
7534 c := True;
7535 Break;
7536 end;
7538 if not c then Exit;
7540 c := False;
7541 for yy := y+1 to BOT_MAXJUMP do
7542 if not CollideLevel(Dist, -yy) then
7543 begin
7544 c := True;
7545 Break;
7546 end;
7548 if not c then Exit;
7550 c := False;
7551 for y := 0 to BOT_MAXJUMP do
7552 if CollideLevel(0, -y) then
7553 begin
7554 c := True;
7555 Break;
7556 end;
7558 if c then Exit;
7560 if y < yy then Exit;
7562 Result := True;
7563 end;
7565 function IsSafeTrigger(): Boolean;
7566 var
7567 a: Integer;
7568 begin
7569 Result := True;
7570 if gTriggers = nil then
7571 Exit;
7572 for a := 0 to High(gTriggers) do
7573 if Collide(gTriggers[a].X,
7574 gTriggers[a].Y,
7575 gTriggers[a].Width,
7576 gTriggers[a].Height) and
7577 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7578 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7579 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7580 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7581 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7582 Result := False;
7583 end;
7585 begin
7586 // Âîçìîæíî, íàæèìàåì êíîïêó:
7587 if Rnd(16) and IsSafeTrigger() then
7588 PressKey(KEY_OPEN);
7590 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7591 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7592 begin
7593 ReleaseKey(KEY_LEFT);
7594 ReleaseKey(KEY_RIGHT);
7595 Jump();
7596 end;
7598 // Èäåì âëåâî, åñëè íàäî áûëî:
7599 if GetAIFlag('GOLEFT') <> '' then
7600 begin
7601 RemoveAIFlag('GOLEFT');
7602 if CanRunLeft() then
7603 GoLeft(360);
7604 end;
7606 // Èäåì âïðàâî, åñëè íàäî áûëî:
7607 if GetAIFlag('GORIGHT') <> '' then
7608 begin
7609 RemoveAIFlag('GORIGHT');
7610 if CanRunRight() then
7611 GoRight(360);
7612 end;
7614 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7615 if FObj.X < -32 then
7616 GoRight(360)
7617 else
7618 if FObj.X+32 > gMapInfo.Width then
7619 GoLeft(360);
7621 // Ïðûãàåì, åñëè íàäî áûëî:
7622 if GetAIFlag('NEEDJUMP') <> '' then
7623 begin
7624 Jump(0);
7625 RemoveAIFlag('NEEDJUMP');
7626 end;
7628 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7629 if GetAIFlag('NEEDSEEUP') <> '' then
7630 begin
7631 ReleaseKey(KEY_UP);
7632 ReleaseKey(KEY_DOWN);
7633 PressKey(KEY_UP, 20);
7634 RemoveAIFlag('NEEDSEEUP');
7635 end;
7637 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7638 if GetAIFlag('NEEDSEEDOWN') <> '' then
7639 begin
7640 ReleaseKey(KEY_UP);
7641 ReleaseKey(KEY_DOWN);
7642 PressKey(KEY_DOWN, 20);
7643 RemoveAIFlag('NEEDSEEDOWN');
7644 end;
7646 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7647 if GetAIFlag('GOINHOLE') <> '' then
7648 if not OnGround() then
7649 begin
7650 ReleaseKey(KEY_LEFT);
7651 ReleaseKey(KEY_RIGHT);
7652 RemoveAIFlag('GOINHOLE');
7653 SetAIFlag('FALLINHOLE', '1');
7654 end;
7656 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7657 if GetAIFlag('FALLINHOLE') <> '' then
7658 if OnGround() then
7659 RemoveAIFlag('FALLINHOLE');
7661 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7662 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7663 if GetAIFlag('FALLINHOLE') = '' then
7664 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7665 if Rnd(2) then
7666 GoLeft(360)
7667 else
7668 GoRight(360);
7670 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7671 if OnGround() and
7672 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7673 Rnd(8) then
7674 Jump();
7676 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7677 if OnGround() and NearHole() then
7678 if NearDeepHole() then // Åñëè ýòî áåçäíà
7679 case Random(6) of
7680 0..3: Turn(); // Áåæèì îáðàòíî
7681 4: Jump(); // Ïðûãàåì
7682 5: begin // Ïðûãàåì îáðàòíî
7683 Turn();
7684 Jump();
7685 end;
7686 end
7687 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7688 if GetAIFlag('GOINHOLE') = '' then
7689 case Random(6) of
7690 0: Turn(); // Íå íóæíî òóäà
7691 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7692 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7693 if BorderHole() then
7694 SetAIFlag('GOINHOLE', '1');
7695 end;
7697 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7698 if (not CanRun()) and OnGround() then
7699 begin
7700 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7701 if CanJumpOver() or OnLadder() then
7702 Jump()
7703 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7704 if Random(2) = 0 then
7705 begin
7706 if IsSafeTrigger() then
7707 PressKey(KEY_OPEN);
7708 end else
7709 Turn();
7710 end;
7712 // Îñòàëîñü ìàëî âîçäóõà:
7713 if FAir < 36 * 2 then
7714 Jump(20);
7716 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7717 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7718 if BodyInAcid(0, 0) then
7719 Jump();
7720 end;
7722 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7723 begin
7724 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7725 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7726 end;
7728 {function TBot.NeedItem(Item: Byte): Byte;
7729 begin
7730 Result := 4;
7731 end;}
7733 procedure TBot.SelectWeapon(Dist: Integer);
7734 var
7735 a: Integer;
7737 function HaveAmmo(weapon: Byte): Boolean;
7738 begin
7739 case weapon of
7740 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7741 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7742 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7743 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7744 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7745 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7746 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7747 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7748 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7749 else Result := True;
7750 end;
7751 end;
7753 begin
7754 if Dist = -1 then Dist := BOT_LONGDIST;
7756 if Dist > BOT_LONGDIST then
7757 begin // Äàëüíèé áîé
7758 for a := 0 to 9 do
7759 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7760 begin
7761 FSelectedWeapon := FDifficult.WeaponPrior[a];
7762 Break;
7763 end;
7764 end
7765 else //if Dist > BOT_UNSAFEDIST then
7766 begin // Áëèæíèé áîé
7767 for a := 0 to 9 do
7768 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7769 begin
7770 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7771 Break;
7772 end;
7773 end;
7774 { else
7775 begin
7776 for a := 0 to 9 do
7777 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7778 begin
7779 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7780 Break;
7781 end;
7782 end;}
7783 end;
7785 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7786 begin
7787 Result := inherited PickItem(ItemType, force, remove);
7789 if Result then SetAIFlag('SELECTWEAPON', '1');
7790 end;
7792 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7793 begin
7794 Result := inherited Heal(value, Soft);
7795 end;
7797 function TBot.Healthy(): Byte;
7798 begin
7799 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7800 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7801 else if (FHealth > 50) then Result := 2
7802 else if (FHealth > 20) then Result := 1
7803 else Result := 0;
7804 end;
7806 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7807 begin
7808 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7809 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7810 end;
7812 procedure TBot.OnDamage(Angle: SmallInt);
7813 var
7814 pla: TPlayer;
7815 mon: TMonster;
7816 ok: Boolean;
7817 begin
7818 inherited;
7820 if (Angle = 0) or (Angle = 180) then
7821 begin
7822 ok := False;
7823 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7824 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7825 begin // Èãðîê
7826 pla := g_Player_Get(FLastSpawnerUID);
7827 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7828 pla.FObj.Y + PLAYER_RECT.Y);
7829 end
7830 else
7831 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7832 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7833 begin // Ìîíñòð
7834 mon := g_Monsters_ByUID(FLastSpawnerUID);
7835 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7836 mon.Obj.Y + mon.Obj.Rect.Y);
7837 end;
7839 if ok then
7840 if Angle = 0 then
7841 SetAIFlag('ATTACKLEFT', '1')
7842 else
7843 SetAIFlag('ATTACKRIGHT', '1');
7844 end;
7845 end;
7847 function TBot.RunDirection(): TDirection;
7848 begin
7849 if Abs(Vel.X) >= 1 then
7850 begin
7851 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7852 end else
7853 Result := FDirection;
7854 end;
7856 function TBot.GetRnd(a: Byte): Boolean;
7857 begin
7858 if a = 0 then Result := False
7859 else if a = 255 then Result := True
7860 else Result := Random(256) > 255-a;
7861 end;
7863 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7864 begin
7865 Result := Round((255-a)/255*radius*(Random(2)-1));
7866 end;
7869 procedure TDifficult.save (st: TStream);
7870 begin
7871 utils.writeInt(st, Byte(DiagFire));
7872 utils.writeInt(st, Byte(InvisFire));
7873 utils.writeInt(st, Byte(DiagPrecision));
7874 utils.writeInt(st, Byte(FlyPrecision));
7875 utils.writeInt(st, Byte(Cover));
7876 utils.writeInt(st, Byte(CloseJump));
7877 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7878 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7879 end;
7881 procedure TDifficult.load (st: TStream);
7882 begin
7883 DiagFire := utils.readByte(st);
7884 InvisFire := utils.readByte(st);
7885 DiagPrecision := utils.readByte(st);
7886 FlyPrecision := utils.readByte(st);
7887 Cover := utils.readByte(st);
7888 CloseJump := utils.readByte(st);
7889 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7890 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7891 end;
7894 procedure TBot.SaveState (st: TStream);
7895 var
7896 i: Integer;
7897 dw: Integer;
7898 begin
7899 inherited SaveState(st);
7900 utils.writeSign(st, 'BOT0');
7901 // Âûáðàííîå îðóæèå
7902 utils.writeInt(st, Byte(FSelectedWeapon));
7903 // UID öåëè
7904 utils.writeInt(st, Word(FTargetUID));
7905 // Âðåìÿ ïîòåðè öåëè
7906 utils.writeInt(st, LongWord(FLastVisible));
7907 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7908 dw := Length(FAIFlags);
7909 utils.writeInt(st, LongInt(dw));
7910 // Ôëàãè ÈÈ
7911 for i := 0 to dw-1 do
7912 begin
7913 utils.writeStr(st, FAIFlags[i].Name, 20);
7914 utils.writeStr(st, FAIFlags[i].Value, 20);
7915 end;
7916 // Íàñòðîéêè ñëîæíîñòè
7917 FDifficult.save(st);
7918 end;
7921 procedure TBot.LoadState (st: TStream);
7922 var
7923 i: Integer;
7924 dw: Integer;
7925 begin
7926 inherited LoadState(st);
7927 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7928 // Âûáðàííîå îðóæèå
7929 FSelectedWeapon := utils.readByte(st);
7930 // UID öåëè
7931 FTargetUID := utils.readWord(st);
7932 // Âðåìÿ ïîòåðè öåëè
7933 FLastVisible := utils.readLongWord(st);
7934 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7935 dw := utils.readLongInt(st);
7936 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7937 SetLength(FAIFlags, dw);
7938 // Ôëàãè ÈÈ
7939 for i := 0 to dw-1 do
7940 begin
7941 FAIFlags[i].Name := utils.readStr(st, 20);
7942 FAIFlags[i].Value := utils.readStr(st, 20);
7943 end;
7944 // Íàñòðîéêè ñëîæíîñòè
7945 FDifficult.load(st);
7946 end;
7949 begin
7950 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7951 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');
7952 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
7953 end.