DEADSOFTWARE

net: add some more gulag tools
[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 UID: Word;
118 end;
120 TPlayerStatArray = Array of TPlayerStat;
122 TPlayerSavedState = record
123 Health: Integer;
124 Armor: Integer;
125 Air: Integer;
126 JetFuel: Integer;
127 CurrWeap: Byte;
128 NextWeap: WORD;
129 NextWeapDelay: Byte;
130 Ammo: Array [A_BULLETS..A_HIGH] of Word;
131 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
132 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
133 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
134 Used: Boolean;
135 end;
137 TKeyState = record
138 Pressed: Boolean;
139 Time: Word;
140 end;
142 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
143 private
144 FIamBot: Boolean;
145 FUID: Word;
146 FName: String;
147 FTeam: Byte;
148 FAlive: Boolean;
149 FSpawned: Boolean;
150 FDirection: TDirection;
151 FHealth: Integer;
152 FLives: Byte;
153 FArmor: Integer;
154 FAir: Integer;
155 FPain: Integer;
156 FPickup: Integer;
157 FKills: Integer;
158 FMonsterKills: Integer;
159 FFrags: Integer;
160 FFragCombo: Byte;
161 FLastFrag: LongWord;
162 FComboEvnt: Integer;
163 FDeath: Integer;
164 FCanJetpack: Boolean;
165 FJetFuel: Integer;
166 FFlag: Byte;
167 FSecrets: Integer;
168 FCurrWeap: Byte;
169 FNextWeap: WORD;
170 FNextWeapDelay: Byte; // frames
171 FBFGFireCounter: SmallInt;
172 FLastSpawnerUID: Word;
173 FLastHit: Byte;
174 FObj: TObj;
175 FXTo, FYTo: Integer;
176 FSpectatePlayer: Integer;
177 FFirePainTime: Integer;
178 FFireAttacker: Word;
180 FSavedStateNum: Integer;
182 FModel: TPlayerModel;
183 FPunchAnim: TAnimation;
184 FActionPrior: Byte;
185 FActionAnim: Byte;
186 FActionForce: Boolean;
187 FActionChanged: Boolean;
188 FAngle: SmallInt;
189 FFireAngle: SmallInt;
190 FIncCamOld: Integer;
191 FIncCam: Integer;
192 FSlopeOld: Integer;
193 FShellTimer: Integer;
194 FShellType: Byte;
195 FSawSound: TPlayableSound;
196 FSawSoundIdle: TPlayableSound;
197 FSawSoundHit: TPlayableSound;
198 FSawSoundSelect: TPlayableSound;
199 FFlameSoundOn: TPlayableSound;
200 FFlameSoundOff: TPlayableSound;
201 FFlameSoundWork: TPlayableSound;
202 FJetSoundOn: TPlayableSound;
203 FJetSoundOff: TPlayableSound;
204 FJetSoundFly: TPlayableSound;
205 FGodMode: Boolean;
206 FNoTarget: Boolean;
207 FNoReload: Boolean;
208 FJustTeleported: Boolean;
209 FNetTime: LongWord;
210 mEDamageType: Integer;
213 function CollideLevel(XInc, YInc: Integer): Boolean;
214 function StayOnStep(XInc, YInc: Integer): Boolean;
215 function HeadInLiquid(XInc, YInc: Integer): Boolean;
216 function BodyInLiquid(XInc, YInc: Integer): Boolean;
217 function BodyInAcid(XInc, YInc: Integer): Boolean;
218 function FullInLift(XInc, YInc: Integer): Integer;
219 {procedure CollideItem();}
220 procedure FlySmoke(Times: DWORD = 1);
221 procedure OnFireFlame(Times: DWORD = 1);
222 function GetAmmoByWeapon(Weapon: Byte): Word;
223 procedure SetAction(Action: Byte; Force: Boolean = False);
224 procedure OnDamage(Angle: SmallInt); virtual;
225 function firediry(): Integer;
226 procedure DoPunch();
228 procedure Run(Direction: TDirection);
229 procedure NextWeapon();
230 procedure PrevWeapon();
231 procedure SeeUp();
232 procedure SeeDown();
233 procedure Fire();
234 procedure Jump();
235 procedure Use();
237 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
238 procedure resetWeaponQueue ();
239 function hasAmmoForWeapon (weapon: Byte): Boolean;
241 procedure doDamage (v: Integer);
243 function refreshCorpse(): Boolean;
245 public
246 FDamageBuffer: Integer;
248 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
249 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
250 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
251 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
252 FBerserk: Integer;
253 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
254 FReloading: Array [WP_FIRST..WP_LAST] of Word;
255 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
256 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
257 FColor: TRGB;
258 FPreferredTeam: Byte;
259 FSpectator: Boolean;
260 FNoRespawn: Boolean;
261 FWantsInGame: Boolean;
262 FGhost: Boolean;
263 FPhysics: Boolean;
264 FFlaming: Boolean;
265 FJetpack: Boolean;
266 FActualModelName: string;
267 FClientID: SmallInt;
268 FPing: Word;
269 FLoss: Byte;
270 FReady: Boolean;
271 FDummy: Boolean;
272 FFireTime: Integer;
273 FSpawnInvul: Integer;
274 FHandicap: Integer;
275 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
276 FCorpse: Integer;
278 // debug: viewport offset
279 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
281 function isValidViewPort (): Boolean; inline;
283 constructor Create(); virtual;
284 destructor Destroy(); override;
285 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
286 function GetRespawnPoint(): Byte;
287 procedure PressKey(Key: Byte; Time: Word = 1);
288 procedure ReleaseKeys();
289 procedure SetModel(ModelName: String);
290 procedure SetColor(Color: TRGB);
291 function GetColor(): TRGB;
292 procedure SetWeapon(W: Byte);
293 function IsKeyPressed(K: Byte): Boolean;
294 function GetKeys(): Byte;
295 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
296 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
297 function Collide(Panel: TPanel): Boolean; overload;
298 function Collide(X, Y: Integer): Boolean; overload;
299 procedure SetDirection(Direction: TDirection);
300 procedure GetSecret();
301 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
302 procedure Touch();
303 procedure Push(vx, vy: Integer);
304 procedure ChangeModel(ModelName: String);
305 procedure SwitchTeam;
306 procedure ChangeTeam(Team: Byte);
307 procedure BFGHit();
308 function GetFlag(Flag: Byte): Boolean;
309 procedure SetFlag(Flag: Byte);
310 function DropFlag(Silent: Boolean = True): Boolean;
311 procedure AllRulez(Health: Boolean);
312 procedure RestoreHealthArmor();
313 procedure FragCombo();
314 procedure GiveItem(ItemType: Byte);
315 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
316 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
317 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
318 procedure MakeBloodSimple(Count: Word);
319 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
320 procedure Reset(Force: Boolean);
321 procedure Spectate(NoMove: Boolean = False);
322 procedure SwitchNoClip;
323 procedure SoftReset();
324 procedure Draw(); virtual;
325 procedure DrawPain();
326 procedure DrawPickup();
327 procedure DrawRulez();
328 procedure DrawAim();
329 procedure DrawIndicator(Color: TRGB);
330 procedure DrawBubble();
331 procedure DrawGUI();
332 procedure PreUpdate();
333 procedure Update(); virtual;
334 procedure RememberState();
335 procedure RecallState();
336 procedure SaveState (st: TStream); virtual;
337 procedure LoadState (st: TStream); virtual;
338 procedure PauseSounds(Enable: Boolean);
339 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
340 procedure DoLerp(Level: Integer = 2);
341 procedure SetLerp(XTo, YTo: Integer);
342 procedure QueueWeaponSwitch(Weapon: Byte);
343 procedure RealizeCurrentWeapon();
344 procedure FlamerOn;
345 procedure FlamerOff;
346 procedure JetpackOn;
347 procedure JetpackOff;
348 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
350 //WARNING! this does nothing for now, but still call it!
351 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
353 procedure getMapBox (out x, y, w, h: Integer); inline;
354 procedure moveBy (dx, dy: Integer); inline;
356 function getCameraObj(): TObj;
358 public
359 property Vel: TPoint2i read FObj.Vel;
360 property Obj: TObj read FObj;
362 property Name: String read FName write FName;
363 property Model: TPlayerModel read FModel;
364 property Health: Integer read FHealth write FHealth;
365 property Lives: Byte read FLives write FLives;
366 property Armor: Integer read FArmor write FArmor;
367 property Air: Integer read FAir write FAir;
368 property JetFuel: Integer read FJetFuel write FJetFuel;
369 property Frags: Integer read FFrags write FFrags;
370 property Death: Integer read FDeath write FDeath;
371 property Kills: Integer read FKills write FKills;
372 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
373 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
374 property Secrets: Integer read FSecrets;
375 property GodMode: Boolean read FGodMode write FGodMode;
376 property NoTarget: Boolean read FNoTarget write FNoTarget;
377 property NoReload: Boolean read FNoReload write FNoReload;
378 property alive: Boolean read FAlive write FAlive;
379 property Flag: Byte read FFlag;
380 property Team: Byte read FTeam write FTeam;
381 property Direction: TDirection read FDirection;
382 property GameX: Integer read FObj.X write FObj.X;
383 property GameY: Integer read FObj.Y write FObj.Y;
384 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
385 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
386 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
387 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
388 property IncCam: Integer read FIncCam write FIncCam;
389 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
390 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
391 property UID: Word read FUID write FUID;
392 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
393 property NetTime: LongWord read FNetTime write FNetTime;
395 published
396 property eName: String read FName write FName;
397 property eHealth: Integer read FHealth write FHealth;
398 property eLives: Byte read FLives write FLives;
399 property eArmor: Integer read FArmor write FArmor;
400 property eAir: Integer read FAir write FAir;
401 property eJetFuel: Integer read FJetFuel write FJetFuel;
402 property eFrags: Integer read FFrags write FFrags;
403 property eDeath: Integer read FDeath write FDeath;
404 property eKills: Integer read FKills write FKills;
405 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
406 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
407 property eSecrets: Integer read FSecrets write FSecrets;
408 property eGodMode: Boolean read FGodMode write FGodMode;
409 property eNoTarget: Boolean read FNoTarget write FNoTarget;
410 property eNoReload: Boolean read FNoReload write FNoReload;
411 property eAlive: Boolean read FAlive write FAlive;
412 property eFlag: Byte read FFlag;
413 property eTeam: Byte read FTeam write FTeam;
414 property eDirection: TDirection read FDirection;
415 property eGameX: Integer read FObj.X write FObj.X;
416 property eGameY: Integer read FObj.Y write FObj.Y;
417 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
418 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
419 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
420 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
421 property eIncCam: Integer read FIncCam write FIncCam;
422 property eUID: Word read FUID;
423 property eJustTeleported: Boolean read FJustTeleported;
424 property eNetTime: LongWord read FNetTime;
426 // set this before assigning something to `eDamage`
427 property eDamageType: Integer read mEDamageType write mEDamageType;
428 property eDamage: Integer write doDamage;
429 end;
431 TDifficult = record
432 public
433 DiagFire: Byte;
434 InvisFire: Byte;
435 DiagPrecision: Byte;
436 FlyPrecision: Byte;
437 Cover: Byte;
438 CloseJump: Byte;
439 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
440 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
441 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
443 public
444 procedure save (st: TStream);
445 procedure load (st: TStream);
446 end;
448 TAIFlag = record
449 Name: String;
450 Value: String;
451 end;
453 TBot = class(TPlayer)
454 private
455 FSelectedWeapon: Byte;
456 FTargetUID: Word;
457 FLastVisible: DWORD;
458 FAIFlags: Array of TAIFlag;
459 FDifficult: TDifficult;
461 function GetRnd(a: Byte): Boolean;
462 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
463 function RunDirection(): TDirection;
464 function FullInStep(XInc, YInc: Integer): Boolean;
465 //function NeedItem(Item: Byte): Byte;
466 procedure SelectWeapon(Dist: Integer);
467 procedure SetAIFlag(aName, fValue: String20);
468 function GetAIFlag(aName: String20): String20;
469 procedure RemoveAIFlag(aName: String20);
470 function Healthy(): Byte;
471 procedure UpdateMove();
472 procedure UpdateCombat();
473 function KeyPressed(Key: Word): Boolean;
474 procedure ReleaseKey(Key: Byte);
475 function TargetOnScreen(TX, TY: Integer): Boolean;
476 procedure OnDamage(Angle: SmallInt); override;
478 public
479 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
480 constructor Create(); override;
481 destructor Destroy(); override;
482 procedure Draw(); override;
483 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
484 function Heal(value: Word; Soft: Boolean): Boolean; override;
485 procedure Update(); override;
486 procedure SaveState (st: TStream); override;
487 procedure LoadState (st: TStream); override;
488 end;
490 PGib = ^TGib;
491 TGib = record
492 alive: Boolean;
493 ID: DWORD;
494 MaskID: DWORD;
495 RAngle: Integer;
496 Color: TRGB;
497 Obj: TObj;
499 procedure getMapBox (out x, y, w, h: Integer); inline;
500 procedure moveBy (dx, dy: Integer); inline;
502 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
503 end;
506 PShell = ^TShell;
507 TShell = record
508 SpriteID: DWORD;
509 alive: Boolean;
510 SType: Byte;
511 RAngle: Integer;
512 Timeout: Cardinal;
513 CX, CY: Integer;
514 Obj: TObj;
516 procedure getMapBox (out x, y, w, h: Integer); inline;
517 procedure moveBy (dx, dy: Integer); inline;
519 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
520 end;
522 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
523 private
524 FModelName: String;
525 FMess: Boolean;
526 FState: Byte;
527 FDamage: Byte;
528 FColor: TRGB;
529 FObj: TObj;
530 FPlayerUID: Word;
531 FAnimation: TAnimation;
532 FAnimationMask: TAnimation;
534 public
535 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
536 destructor Destroy(); override;
537 procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
538 procedure Update();
539 procedure Draw();
540 procedure SaveState (st: TStream);
541 procedure LoadState (st: TStream);
543 procedure getMapBox (out x, y, w, h: Integer); inline;
544 procedure moveBy (dx, dy: Integer); inline;
546 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
548 function ObjPtr (): PObj; inline;
550 property Obj: TObj read FObj; // copies object
551 property State: Byte read FState;
552 property Mess: Boolean read FMess;
553 end;
555 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
556 record
557 Goals: SmallInt;
558 end;
560 var
561 gPlayers: Array of TPlayer;
562 gCorpses: Array of TCorpse;
563 gGibs: Array of TGib;
564 gShells: Array of TShell;
565 gTeamStat: TTeamStat;
566 gFly: Boolean = False;
567 gAimLine: Boolean = False;
568 gChatBubble: Integer = 0;
569 gPlayerIndicator: Integer = 1;
570 gPlayerIndicatorStyle: Integer = 0;
571 gNumBots: Word = 0;
572 gSpectLatchPID1: Word = 0;
573 gSpectLatchPID2: Word = 0;
574 MAX_RUNVEL: Integer = 8;
575 VEL_JUMP: Integer = 10;
576 SHELL_TIMEOUT: Cardinal = 60000;
578 function Lerp(X, Y, Factor: Integer): Integer;
580 procedure g_Gibs_SetMax(Count: Word);
581 function g_Gibs_GetMax(): Word;
582 procedure g_Corpses_SetMax(Count: Word);
583 function g_Corpses_GetMax(): Word;
584 procedure g_Shells_SetMax(Count: Word);
585 function g_Shells_GetMax(): Word;
587 procedure g_Player_Init();
588 procedure g_Player_Free();
589 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
590 function g_Player_CreateFromState (st: TStream): Word;
591 procedure g_Player_Remove(UID: Word);
592 procedure g_Player_ResetTeams();
593 procedure g_Player_PreUpdate();
594 procedure g_Player_UpdateAll();
595 procedure g_Player_DrawAll();
596 procedure g_Player_DrawDebug(p: TPlayer);
597 procedure g_Player_DrawHealth();
598 procedure g_Player_RememberAll();
599 procedure g_Player_ResetAll(Force, Silent: Boolean);
600 function g_Player_Get(UID: Word): TPlayer;
601 function g_Player_GetCount(): Byte;
602 function g_Player_GetStats(): TPlayerStatArray;
603 function g_Player_ValidName(Name: String): Boolean;
604 function g_Player_CreateCorpse(Player: TPlayer): Integer;
605 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
606 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
607 procedure g_Player_UpdatePhysicalObjects();
608 procedure g_Player_DrawCorpses();
609 procedure g_Player_DrawShells();
610 procedure g_Player_RemoveAllCorpses();
611 procedure g_Player_Corpses_SaveState (st: TStream);
612 procedure g_Player_Corpses_LoadState (st: TStream);
613 procedure g_Player_ResetReady();
614 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
615 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
616 procedure g_Bot_MixNames();
617 procedure g_Bot_RemoveAll();
619 implementation
621 uses
622 {$INCLUDE ../nogl/noGLuses.inc}
623 {$IFDEF ENABLE_HOLMES}
624 g_holmes,
625 {$ENDIF}
626 e_log, g_map, g_items, g_console, g_gfx, Math,
627 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
628 wadreader, g_main, g_monsters, CONFIG, g_language,
629 g_net, g_netmsg, g_window,
630 utils, xstreams;
632 const PLR_SAVE_VERSION = 0;
634 type
635 TBotProfile = record
636 name: ShortString;
637 model: ShortString;
638 team: Byte;
639 color: TRGB;
640 diag_fire: Byte;
641 invis_fire: Byte;
642 diag_precision: Byte;
643 fly_precision: Byte;
644 cover: Byte;
645 close_jump: Byte;
646 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
647 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
648 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
649 end;
651 const
652 TIME_RESPAWN1 = 1500;
653 TIME_RESPAWN2 = 2000;
654 TIME_RESPAWN3 = 3000;
655 AIR_DEF = 360;
656 AIR_MAX = 1091;
657 JET_MAX = 540; // ~30 sec
658 PLAYER_SUIT_TIME = 30000;
659 PLAYER_INVUL_TIME = 30000;
660 PLAYER_INVIS_TIME = 35000;
661 FRAG_COMBO_TIME = 3000;
662 VEL_SW = 4;
663 VEL_FLY = 6;
664 ANGLE_RIGHTUP = 55;
665 ANGLE_RIGHTDOWN = -35;
666 ANGLE_LEFTUP = 125;
667 ANGLE_LEFTDOWN = -145;
668 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
669 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
670 BOT_MAXJUMP = 84;
671 BOT_LONGDIST = 300;
672 BOT_UNSAFEDIST = 128;
673 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
674 (R:0; G:0; B:255));
675 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
676 FlyPrecision: 32; Cover: 32; CloseJump: 32;
677 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
678 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
679 FlyPrecision: 127; Cover: 127; CloseJump: 127;
680 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
681 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
682 FlyPrecision: 255; Cover: 255; CloseJump: 255;
683 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
684 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
685 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
686 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
687 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
688 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
689 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
690 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
691 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
692 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
693 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
694 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
695 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
696 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
697 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
698 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
699 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
700 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
702 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
703 CORPSE_SIGNATURE = $50524F43; // 'CORP'
705 BOTNAMES_FILENAME = 'botnames.txt';
706 BOTLIST_FILENAME = 'botlist.txt';
708 var
709 MaxGibs: Word = 150;
710 MaxCorpses: Word = 20;
711 MaxShells: Word = 300;
712 CurrentGib: Integer = 0;
713 CurrentShell: Integer = 0;
714 BotNames: Array of String;
715 BotList: Array of TBotProfile;
716 SavedStates: Array of TPlayerSavedState;
719 function Lerp(X, Y, Factor: Integer): Integer;
720 begin
721 Result := X + ((Y - X) div Factor);
722 end;
724 function SameTeam(UID1, UID2: Word): Boolean;
725 begin
726 Result := False;
728 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
729 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
731 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
733 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
734 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
736 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
737 end;
739 procedure g_Gibs_SetMax(Count: Word);
740 begin
741 MaxGibs := Count;
742 SetLength(gGibs, Count);
744 if CurrentGib >= Count then
745 CurrentGib := 0;
746 end;
748 function g_Gibs_GetMax(): Word;
749 begin
750 Result := MaxGibs;
751 end;
753 procedure g_Shells_SetMax(Count: Word);
754 begin
755 MaxShells := Count;
756 SetLength(gShells, Count);
758 if CurrentShell >= Count then
759 CurrentShell := 0;
760 end;
762 function g_Shells_GetMax(): Word;
763 begin
764 Result := MaxShells;
765 end;
768 procedure g_Corpses_SetMax(Count: Word);
769 begin
770 MaxCorpses := Count;
771 SetLength(gCorpses, Count);
772 end;
774 function g_Corpses_GetMax(): Word;
775 begin
776 Result := MaxCorpses;
777 end;
779 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
780 var
781 a: Integer;
782 ok: Boolean;
783 begin
784 Result := 0;
786 ok := False;
787 a := 0;
789 // Åñòü ëè ìåñòî â gPlayers:
790 if gPlayers <> nil then
791 for a := 0 to High(gPlayers) do
792 if gPlayers[a] = nil then
793 begin
794 ok := True;
795 Break;
796 end;
798 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
799 if not ok then
800 begin
801 SetLength(gPlayers, Length(gPlayers)+1);
802 a := High(gPlayers);
803 end;
805 // Ñîçäàåì îáúåêò èãðîêà:
806 if Bot then
807 gPlayers[a] := TBot.Create()
808 else
809 gPlayers[a] := TPlayer.Create();
812 gPlayers[a].FActualModelName := ModelName;
813 gPlayers[a].SetModel(ModelName);
815 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
816 if gPlayers[a].FModel = nil then
817 begin
818 gPlayers[a].Free();
819 gPlayers[a] := nil;
820 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
821 Exit;
822 end;
824 if not (Team in [TEAM_RED, TEAM_BLUE]) then
825 if Random(2) = 0 then
826 Team := TEAM_RED
827 else
828 Team := TEAM_BLUE;
829 gPlayers[a].FPreferredTeam := Team;
831 case gGameSettings.GameMode of
832 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
833 GM_TDM,
834 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
835 GM_SINGLE,
836 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
837 end;
839 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
840 gPlayers[a].FColor := Color;
841 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
842 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
843 else
844 gPlayers[a].FModel.Color := Color;
846 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
847 gPlayers[a].FAlive := False;
849 Result := gPlayers[a].FUID;
850 end;
852 function g_Player_CreateFromState (st: TStream): Word;
853 var
854 a, i: Integer;
855 ok, Bot: Boolean;
856 b: Byte;
857 begin
858 result := 0;
859 if (st = nil) then exit; //???
861 // Ñèãíàòóðà èãðîêà
862 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
863 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
865 // Áîò èëè ÷åëîâåê:
866 Bot := utils.readBool(st);
868 ok := false;
869 a := 0;
871 // Åñòü ëè ìåñòî â gPlayers:
872 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
874 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
875 if not ok then
876 begin
877 SetLength(gPlayers, Length(gPlayers)+1);
878 a := High(gPlayers);
879 end;
881 // Ñîçäàåì îáúåêò èãðîêà
882 if Bot then
883 gPlayers[a] := TBot.Create()
884 else
885 gPlayers[a] := TPlayer.Create();
886 gPlayers[a].FIamBot := Bot;
887 gPlayers[a].FPhysics := True;
889 // UID èãðîêà
890 gPlayers[a].FUID := utils.readWord(st);
891 // Èìÿ èãðîêà
892 gPlayers[a].FName := utils.readStr(st);
893 // Êîìàíäà
894 gPlayers[a].FTeam := utils.readByte(st);
895 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
896 // Æèâ ëè
897 gPlayers[a].FAlive := utils.readBool(st);
898 // Èçðàñõîäîâàë ëè âñå æèçíè
899 gPlayers[a].FNoRespawn := utils.readBool(st);
900 // Íàïðàâëåíèå
901 b := utils.readByte(st);
902 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
903 // Çäîðîâüå
904 gPlayers[a].FHealth := utils.readLongInt(st);
905 // Ôîðà
906 gPlayers[a].FHandicap := utils.readLongInt(st);
907 // Æèçíè
908 gPlayers[a].FLives := utils.readByte(st);
909 // Áðîíÿ
910 gPlayers[a].FArmor := utils.readLongInt(st);
911 // Çàïàñ âîçäóõà
912 gPlayers[a].FAir := utils.readLongInt(st);
913 // Çàïàñ ãîðþ÷åãî
914 gPlayers[a].FJetFuel := utils.readLongInt(st);
915 // Áîëü
916 gPlayers[a].FPain := utils.readLongInt(st);
917 // Óáèë
918 gPlayers[a].FKills := utils.readLongInt(st);
919 // Óáèë ìîíñòðîâ
920 gPlayers[a].FMonsterKills := utils.readLongInt(st);
921 // Ôðàãîâ
922 gPlayers[a].FFrags := utils.readLongInt(st);
923 // Ôðàãîâ ïîäðÿä
924 gPlayers[a].FFragCombo := utils.readByte(st);
925 // Âðåìÿ ïîñëåäíåãî ôðàãà
926 gPlayers[a].FLastFrag := utils.readLongWord(st);
927 // Ñìåðòåé
928 gPlayers[a].FDeath := utils.readLongInt(st);
929 // Êàêîé ôëàã íåñåò
930 gPlayers[a].FFlag := utils.readByte(st);
931 // Íàøåë ñåêðåòîâ
932 gPlayers[a].FSecrets := utils.readLongInt(st);
933 // Òåêóùåå îðóæèå
934 gPlayers[a].FCurrWeap := utils.readByte(st);
935 // Ñëåäóþùåå æåëàåìîå îðóæèå
936 gPlayers[a].FNextWeap := utils.readWord(st);
937 // ...è ïàóçà
938 gPlayers[a].FNextWeapDelay := utils.readByte(st);
939 // Âðåìÿ çàðÿäêè BFG
940 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
941 // Áóôåð óðîíà
942 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
943 // Ïîñëåäíèé óäàðèâøèé
944 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
945 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
946 gPlayers[a].FLastHit := utils.readByte(st);
947 // Îáúåêò èãðîêà:
948 Obj_LoadState(@gPlayers[a].FObj, st);
949 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
950 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
951 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
952 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
953 // Íàëè÷èå îðóæèÿ
954 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
955 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
956 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
957 // Íàëè÷èå ðþêçàêà
958 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
959 // Íàëè÷èå êðàñíîãî êëþ÷à
960 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
961 // Íàëè÷èå çåëåíîãî êëþ÷à
962 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
963 // Íàëè÷èå ñèíåãî êëþ÷à
964 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
965 // Íàëè÷èå áåðñåðêà
966 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
967 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
968 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
969 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
970 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
972 // Íàçâàíèå ìîäåëè:
973 gPlayers[a].FActualModelName := utils.readStr(st);
974 // Öâåò ìîäåëè
975 gPlayers[a].FColor.R := utils.readByte(st);
976 gPlayers[a].FColor.G := utils.readByte(st);
977 gPlayers[a].FColor.B := utils.readByte(st);
978 // Îáíîâëÿåì ìîäåëü èãðîêà
979 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
981 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
982 if (gPlayers[a].FModel = nil) then
983 begin
984 gPlayers[a].Free();
985 gPlayers[a] := nil;
986 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
987 exit;
988 end;
990 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
991 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
992 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
993 else
994 gPlayers[a].FModel.Color := gPlayers[a].FColor;
996 result := gPlayers[a].FUID;
997 end;
1000 procedure g_Player_ResetTeams();
1001 var
1002 a: Integer;
1003 begin
1004 if g_Game_IsClient then
1005 Exit;
1006 if gPlayers = nil then
1007 Exit;
1008 for a := Low(gPlayers) to High(gPlayers) do
1009 if gPlayers[a] <> nil then
1010 case gGameSettings.GameMode of
1011 GM_DM:
1012 gPlayers[a].ChangeTeam(TEAM_NONE);
1013 GM_TDM, GM_CTF:
1014 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1015 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1016 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1017 else
1018 if a mod 2 = 0 then
1019 gPlayers[a].ChangeTeam(TEAM_RED)
1020 else
1021 gPlayers[a].ChangeTeam(TEAM_BLUE);
1022 GM_SINGLE,
1023 GM_COOP:
1024 gPlayers[a].ChangeTeam(TEAM_COOP);
1025 end;
1026 end;
1028 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1029 var
1030 m: SSArray;
1031 _name, _model: String;
1032 a, tr, tb: Integer;
1033 begin
1034 if not g_Game_IsServer then Exit;
1036 // Ñïèñîê íàçâàíèé ìîäåëåé:
1037 m := g_PlayerModel_GetNames();
1038 if m = nil then
1039 Exit;
1041 // Êîìàíäà:
1042 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1043 Team := TEAM_COOP // COOP
1044 else
1045 if gGameSettings.GameMode = GM_DM then
1046 Team := TEAM_NONE // DM
1047 else
1048 if Team = TEAM_NONE then // CTF / TDM
1049 begin
1050 // Àâòîáàëàíñ êîìàíä:
1051 tr := 0;
1052 tb := 0;
1054 for a := 0 to High(gPlayers) do
1055 if gPlayers[a] <> nil then
1056 begin
1057 if gPlayers[a].Team = TEAM_RED then
1058 Inc(tr)
1059 else
1060 if gPlayers[a].Team = TEAM_BLUE then
1061 Inc(tb);
1062 end;
1064 if tr > tb then
1065 Team := TEAM_BLUE
1066 else
1067 if tb > tr then
1068 Team := TEAM_RED
1069 else // tr = tb
1070 if Random(2) = 0 then
1071 Team := TEAM_RED
1072 else
1073 Team := TEAM_BLUE;
1074 end;
1076 // Âûáèðàåì áîòó èìÿ:
1077 _name := '';
1078 if BotNames <> nil then
1079 for a := 0 to High(BotNames) do
1080 if g_Player_ValidName(BotNames[a]) then
1081 begin
1082 _name := BotNames[a];
1083 Break;
1084 end;
1086 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1087 _model := m[Random(Length(m))];
1089 // Ñîçäàåì áîòà:
1090 with g_Player_Get(g_Player_Create(_model,
1091 _RGB(Min(Random(9)*32, 255),
1092 Min(Random(9)*32, 255),
1093 Min(Random(9)*32, 255)),
1094 Team, True)) as TBot do
1095 begin
1096 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1097 if _name = '' then
1098 Name := Format('DFBOT%.5d', [UID])
1099 else
1100 Name := _name;
1102 case Difficult of
1103 1: FDifficult := DIFFICULT_EASY;
1104 2: FDifficult := DIFFICULT_MEDIUM;
1105 else FDifficult := DIFFICULT_HARD;
1106 end;
1108 for a := WP_FIRST to WP_LAST do
1109 begin
1110 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1111 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1112 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1113 end;
1115 FHandicap := Handicap;
1117 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1119 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1120 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1121 Spectate();
1122 end;
1123 end;
1125 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1126 var
1127 m: SSArray;
1128 _name, _model: String;
1129 a: Integer;
1130 begin
1131 if not g_Game_IsServer then Exit;
1133 // Ñïèñîê íàçâàíèé ìîäåëåé:
1134 m := g_PlayerModel_GetNames();
1135 if m = nil then
1136 Exit;
1138 // Êîìàíäà:
1139 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1140 Team := TEAM_COOP // COOP
1141 else
1142 if gGameSettings.GameMode = GM_DM then
1143 Team := TEAM_NONE // DM
1144 else
1145 if Team = TEAM_NONE then
1146 Team := BotList[num].team; // CTF / TDM
1148 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1149 lName := AnsiLowerCase(lName);
1150 if (num < 0) or (num > Length(BotList)-1) then
1151 num := -1;
1152 if (num = -1) and (lName <> '') and (BotList <> nil) then
1153 for a := 0 to High(BotList) do
1154 if AnsiLowerCase(BotList[a].name) = lName then
1155 begin
1156 num := a;
1157 Break;
1158 end;
1159 if num = -1 then
1160 Exit;
1162 // Èìÿ áîòà:
1163 _name := BotList[num].name;
1164 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1165 if not g_Player_ValidName(_name) then
1166 repeat
1167 _name := Format('DFBOT%.2d', [Random(100)]);
1168 until g_Player_ValidName(_name);
1170 // Ìîäåëü:
1171 _model := BotList[num].model;
1172 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1173 if not InSArray(_model, m) then
1174 _model := m[Random(Length(m))];
1176 // Ñîçäàåì áîòà:
1177 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1178 begin
1179 Name := _name;
1181 FDifficult.DiagFire := BotList[num].diag_fire;
1182 FDifficult.InvisFire := BotList[num].invis_fire;
1183 FDifficult.DiagPrecision := BotList[num].diag_precision;
1184 FDifficult.FlyPrecision := BotList[num].fly_precision;
1185 FDifficult.Cover := BotList[num].cover;
1186 FDifficult.CloseJump := BotList[num].close_jump;
1188 FHandicap := Handicap;
1190 for a := WP_FIRST to WP_LAST do
1191 begin
1192 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1193 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1194 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1195 end;
1197 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1199 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1200 end;
1201 end;
1203 procedure g_Bot_RemoveAll();
1204 var
1205 a: Integer;
1206 begin
1207 if not g_Game_IsServer then Exit;
1208 if gPlayers = nil then Exit;
1210 for a := 0 to High(gPlayers) do
1211 if gPlayers[a] <> nil then
1212 if gPlayers[a] is TBot then
1213 begin
1214 gPlayers[a].Lives := 0;
1215 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1216 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1217 g_Player_Remove(gPlayers[a].FUID);
1218 end;
1220 g_Bot_MixNames();
1221 end;
1223 procedure g_Bot_MixNames();
1224 var
1225 s: String;
1226 a, b: Integer;
1227 begin
1228 if BotNames <> nil then
1229 for a := 0 to High(BotNames) do
1230 begin
1231 b := Random(Length(BotNames));
1232 s := BotNames[a];
1233 Botnames[a] := BotNames[b];
1234 BotNames[b] := s;
1235 end;
1236 end;
1238 procedure g_Player_Remove(UID: Word);
1239 var
1240 i: Integer;
1241 begin
1242 if gPlayers = nil then Exit;
1244 if g_Game_IsServer and g_Game_IsNet then
1245 MH_SEND_PlayerDelete(UID);
1247 for i := 0 to High(gPlayers) do
1248 if gPlayers[i] <> nil then
1249 if gPlayers[i].FUID = UID then
1250 begin
1251 if gPlayers[i] is TPlayer then
1252 TPlayer(gPlayers[i]).Free()
1253 else
1254 TBot(gPlayers[i]).Free();
1255 gPlayers[i] := nil;
1256 Exit;
1257 end;
1258 end;
1260 procedure g_Player_Init();
1261 var
1262 F: TextFile;
1263 s: String;
1264 a, b: Integer;
1265 config: TConfig;
1266 sa: SSArray;
1267 path: AnsiString;
1268 begin
1269 BotNames := nil;
1271 path := BOTNAMES_FILENAME;
1272 if e_FindResource(DataDirs, path) = false then
1273 Exit;
1275 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1276 AssignFile(F, path);
1277 Reset(F);
1279 while not EOF(F) do
1280 begin
1281 ReadLn(F, s);
1283 s := Trim(s);
1284 if s = '' then
1285 Continue;
1287 SetLength(BotNames, Length(BotNames)+1);
1288 BotNames[High(BotNames)] := s;
1289 end;
1291 CloseFile(F);
1293 // Ïåðåìåøèâàåì èõ:
1294 g_Bot_MixNames();
1296 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1297 config := TConfig.CreateFile(path);
1298 BotList := nil;
1299 a := 0;
1301 while config.SectionExists(IntToStr(a)) do
1302 begin
1303 SetLength(BotList, Length(BotList)+1);
1305 with BotList[High(BotList)] do
1306 begin
1307 // Èìÿ áîòà:
1308 name := config.ReadStr(IntToStr(a), 'name', '');
1309 // Ìîäåëü:
1310 model := config.ReadStr(IntToStr(a), 'model', '');
1311 // Êîìàíäà:
1312 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1313 team := TEAM_RED
1314 else
1315 team := TEAM_BLUE;
1316 // Öâåò ìîäåëè:
1317 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1318 color.R := StrToIntDef(sa[0], 0);
1319 color.G := StrToIntDef(sa[1], 0);
1320 color.B := StrToIntDef(sa[2], 0);
1321 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1322 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1323 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1324 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1325 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1326 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1327 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1328 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1329 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1330 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1331 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1332 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1333 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1334 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1335 if Length(sa) = 10 then
1336 for b := 0 to 9 do
1337 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1338 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1339 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1340 if Length(sa) = 10 then
1341 for b := 0 to 9 do
1342 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1344 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1345 if Length(sa) = 10 then
1346 for b := 0 to 9 do
1347 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1348 end;
1350 a := a + 1;
1351 end;
1353 config.Free();
1354 SetLength(SavedStates, 0);
1355 end;
1357 procedure g_Player_Free();
1358 var
1359 i: Integer;
1360 begin
1361 if gPlayers <> nil then
1362 begin
1363 for i := 0 to High(gPlayers) do
1364 if gPlayers[i] <> nil then
1365 begin
1366 if gPlayers[i] is TPlayer then
1367 TPlayer(gPlayers[i]).Free()
1368 else
1369 TBot(gPlayers[i]).Free();
1370 gPlayers[i] := nil;
1371 end;
1373 gPlayers := nil;
1374 end;
1376 gPlayer1 := nil;
1377 gPlayer2 := nil;
1378 SetLength(SavedStates, 0);
1379 end;
1381 procedure g_Player_PreUpdate();
1382 var
1383 i: Integer;
1384 begin
1385 if gPlayers = nil then Exit;
1386 for i := 0 to High(gPlayers) do
1387 if gPlayers[i] <> nil then
1388 gPlayers[i].PreUpdate();
1389 end;
1391 procedure g_Player_UpdateAll();
1392 var
1393 i: Integer;
1394 begin
1395 if gPlayers = nil then Exit;
1397 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1398 for i := 0 to High(gPlayers) do
1399 begin
1400 if gPlayers[i] <> nil then
1401 begin
1402 if gPlayers[i] is TPlayer then
1403 begin
1404 gPlayers[i].Update();
1405 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1406 end
1407 else
1408 begin
1409 // bot updates weapons in `UpdateCombat()`
1410 TBot(gPlayers[i]).Update();
1411 end;
1412 end;
1413 end;
1414 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1415 end;
1417 procedure g_Player_DrawAll();
1418 var
1419 i: Integer;
1420 begin
1421 if gPlayers = nil then Exit;
1423 for i := 0 to High(gPlayers) do
1424 if gPlayers[i] <> nil then
1425 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1426 else TBot(gPlayers[i]).Draw();
1427 end;
1429 procedure g_Player_DrawDebug(p: TPlayer);
1430 var
1431 fW, fH: Byte;
1432 begin
1433 if p = nil then Exit;
1434 if (@p.FObj) = nil then Exit;
1436 e_TextureFontGetSize(gStdFont, fW, fH);
1438 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1439 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1440 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1441 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1442 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1443 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1444 e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
1445 e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
1446 end;
1448 procedure g_Player_DrawHealth();
1449 var
1450 i: Integer;
1451 fW, fH: Byte;
1452 begin
1453 if gPlayers = nil then Exit;
1454 e_TextureFontGetSize(gStdFont, fW, fH);
1456 for i := 0 to High(gPlayers) do
1457 if gPlayers[i] <> nil then
1458 begin
1459 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1460 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1461 IntToStr(gPlayers[i].FHealth), gStdFont);
1462 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1463 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1464 IntToStr(gPlayers[i].FArmor), gStdFont);
1465 end;
1466 end;
1468 function g_Player_Get(UID: Word): TPlayer;
1469 var
1470 a: Integer;
1471 begin
1472 Result := nil;
1474 if gPlayers = nil then
1475 Exit;
1477 for a := 0 to High(gPlayers) do
1478 if gPlayers[a] <> nil then
1479 if gPlayers[a].FUID = UID then
1480 begin
1481 Result := gPlayers[a];
1482 Exit;
1483 end;
1484 end;
1486 function g_Player_GetCount(): Byte;
1487 var
1488 a: Integer;
1489 begin
1490 Result := 0;
1492 if gPlayers = nil then
1493 Exit;
1495 for a := 0 to High(gPlayers) do
1496 if gPlayers[a] <> nil then
1497 Result := Result + 1;
1498 end;
1500 function g_Player_GetStats(): TPlayerStatArray;
1501 var
1502 a: Integer;
1503 begin
1504 Result := nil;
1506 if gPlayers = nil then Exit;
1508 for a := 0 to High(gPlayers) do
1509 if gPlayers[a] <> nil then
1510 begin
1511 SetLength(Result, Length(Result)+1);
1512 with Result[High(Result)] do
1513 begin
1514 Num := a;
1515 Ping := gPlayers[a].FPing;
1516 Loss := gPlayers[a].FLoss;
1517 Name := gPlayers[a].FName;
1518 Team := gPlayers[a].FTeam;
1519 Frags := gPlayers[a].FFrags;
1520 Deaths := gPlayers[a].FDeath;
1521 Kills := gPlayers[a].FKills;
1522 Color := gPlayers[a].FModel.Color;
1523 Lives := gPlayers[a].FLives;
1524 Spectator := gPlayers[a].FSpectator;
1525 UID := gPlayers[a].FUID;
1526 end;
1527 end;
1528 end;
1530 procedure g_Player_ResetReady();
1531 var
1532 a: Integer;
1533 begin
1534 if not g_Game_IsServer then Exit;
1535 if gPlayers = nil then Exit;
1537 for a := 0 to High(gPlayers) do
1538 if gPlayers[a] <> nil then
1539 begin
1540 gPlayers[a].FReady := False;
1541 if g_Game_IsNet then
1542 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1543 end;
1544 end;
1546 procedure g_Player_RememberAll;
1547 var
1548 i: Integer;
1549 begin
1550 for i := Low(gPlayers) to High(gPlayers) do
1551 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1552 gPlayers[i].RememberState;
1553 end;
1555 procedure g_Player_ResetAll(Force, Silent: Boolean);
1556 var
1557 i: Integer;
1558 begin
1559 gTeamStat[TEAM_RED].Goals := 0;
1560 gTeamStat[TEAM_BLUE].Goals := 0;
1562 if gPlayers <> nil then
1563 for i := 0 to High(gPlayers) do
1564 if gPlayers[i] <> nil then
1565 begin
1566 gPlayers[i].Reset(Force);
1568 if gPlayers[i] is TPlayer then
1569 begin
1570 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1571 gPlayers[i].Respawn(Silent)
1572 else
1573 gPlayers[i].Spectate();
1574 end
1575 else
1576 TBot(gPlayers[i]).Respawn(Silent);
1577 end;
1578 end;
1580 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1581 var
1582 i: Integer;
1583 find_id: DWORD;
1584 ok: Boolean;
1585 begin
1586 Result := -1;
1588 if Player.alive then
1589 Exit;
1591 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1592 i := Player.FCorpse;
1593 if (i >= 0) and (i < Length(gCorpses)) then
1594 begin
1595 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1596 gCorpses[i].FPlayerUID := 0;
1597 end;
1599 if Player.FObj.Y >= gMapInfo.Height+128 then
1600 Exit;
1602 with Player do
1603 begin
1604 if (FHealth >= -50) or (gGibsCount = 0) then
1605 begin
1606 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1607 Exit;
1609 ok := False;
1610 for find_id := 0 to High(gCorpses) do
1611 if gCorpses[find_id] = nil then
1612 begin
1613 ok := True;
1614 Break;
1615 end;
1617 if not ok then
1618 find_id := Random(Length(gCorpses));
1620 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1621 gCorpses[find_id].FColor := FModel.Color;
1622 gCorpses[find_id].FObj.Vel := FObj.Vel;
1623 gCorpses[find_id].FObj.Accel := FObj.Accel;
1624 gCorpses[find_id].FPlayerUID := FUID;
1626 Result := find_id;
1627 end
1628 else
1629 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1630 FObj.Y + PLAYER_RECT_CY,
1631 FModel.Name, FModel.Color);
1632 end;
1633 end;
1635 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1636 var
1637 SID: DWORD;
1638 begin
1639 if (gShells = nil) or (Length(gShells) = 0) then
1640 Exit;
1642 with gShells[CurrentShell] do
1643 begin
1644 SpriteID := 0;
1645 g_Obj_Init(@Obj);
1646 Obj.Rect.X := 0;
1647 Obj.Rect.Y := 0;
1648 if T = SHELL_BULLET then
1649 begin
1650 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1651 SpriteID := SID;
1652 CX := 2;
1653 CY := 1;
1654 Obj.Rect.Width := 4;
1655 Obj.Rect.Height := 2;
1656 end
1657 else
1658 begin
1659 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1660 SpriteID := SID;
1661 CX := 4;
1662 CY := 2;
1663 Obj.Rect.Width := 7;
1664 Obj.Rect.Height := 3;
1665 end;
1666 SType := T;
1667 alive := True;
1668 Obj.X := fX;
1669 Obj.Y := fY;
1670 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1671 positionChanged(); // this updates spatial accelerators
1672 RAngle := Random(360);
1673 Timeout := gTime + SHELL_TIMEOUT;
1675 if CurrentShell >= High(gShells) then
1676 CurrentShell := 0
1677 else
1678 Inc(CurrentShell);
1679 end;
1680 end;
1682 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1683 var
1684 a: Integer;
1685 GibsArray: TGibsArray;
1686 Blood: TModelBlood;
1687 begin
1688 if (gGibs = nil) or (Length(gGibs) = 0) then
1689 Exit;
1690 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1691 Exit;
1692 Blood := g_PlayerModel_GetBlood(ModelName);
1694 for a := 0 to High(GibsArray) do
1695 with gGibs[CurrentGib] do
1696 begin
1697 Color := fColor;
1698 ID := GibsArray[a].ID;
1699 MaskID := GibsArray[a].MaskID;
1700 alive := True;
1701 g_Obj_Init(@Obj);
1702 Obj.Rect := GibsArray[a].Rect;
1703 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1704 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1705 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1706 positionChanged(); // this updates spatial accelerators
1707 RAngle := Random(360);
1709 if gBloodCount > 0 then
1710 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1711 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1713 if CurrentGib >= High(gGibs) then
1714 CurrentGib := 0
1715 else
1716 Inc(CurrentGib);
1717 end;
1718 end;
1720 procedure g_Player_UpdatePhysicalObjects();
1721 var
1722 i: Integer;
1723 vel: TPoint2i;
1724 mr: Word;
1726 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1727 var
1728 k: Integer;
1729 begin
1730 k := 1 + Random(2);
1731 if T = SHELL_BULLET then
1732 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1733 else
1734 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1735 end;
1737 begin
1738 // Êóñêè ìÿñà:
1739 if gGibs <> nil then
1740 for i := 0 to High(gGibs) do
1741 if gGibs[i].alive then
1742 with gGibs[i] do
1743 begin
1744 Obj.oldX := Obj.X;
1745 Obj.oldY := Obj.Y;
1747 vel := Obj.Vel;
1748 mr := g_Obj_Move(@Obj, True, False, True);
1749 positionChanged(); // this updates spatial accelerators
1751 if WordBool(mr and MOVE_FALLOUT) then
1752 begin
1753 alive := False;
1754 Continue;
1755 end;
1757 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1758 if WordBool(mr and MOVE_HITWALL) then
1759 Obj.Vel.X := -(vel.X div 2);
1760 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1761 Obj.Vel.Y := -(vel.Y div 2);
1763 if (Obj.Vel.X >= 0) then
1764 begin // Clockwise
1765 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1766 if RAngle >= 360 then
1767 RAngle := RAngle mod 360;
1768 end else begin // Counter-clockwise
1769 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1770 if RAngle < 0 then
1771 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1772 end;
1774 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1775 if gTime mod (GAME_TICK*3) = 0 then
1776 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1777 end;
1779 // Òðóïû:
1780 if gCorpses <> nil then
1781 for i := 0 to High(gCorpses) do
1782 if gCorpses[i] <> nil then
1783 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1784 begin
1785 gCorpses[i].Free();
1786 gCorpses[i] := nil;
1787 end
1788 else
1789 gCorpses[i].Update();
1791 // Ãèëüçû:
1792 if gShells <> nil then
1793 for i := 0 to High(gShells) do
1794 if gShells[i].alive then
1795 with gShells[i] do
1796 begin
1797 Obj.oldX := Obj.X;
1798 Obj.oldY := Obj.Y;
1800 vel := Obj.Vel;
1801 mr := g_Obj_Move(@Obj, True, False, True);
1802 positionChanged(); // this updates spatial accelerators
1804 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1805 begin
1806 alive := False;
1807 Continue;
1808 end;
1810 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1811 if WordBool(mr and MOVE_HITWALL) then
1812 begin
1813 Obj.Vel.X := -(vel.X div 2);
1814 if not WordBool(mr and MOVE_INWATER) then
1815 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1816 end;
1817 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1818 begin
1819 Obj.Vel.Y := -(vel.Y div 2);
1820 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1821 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1822 begin
1823 if RAngle mod 90 <> 0 then
1824 RAngle := (RAngle div 90) * 90;
1825 end
1826 else if not WordBool(mr and MOVE_INWATER) then
1827 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1828 end;
1830 if (Obj.Vel.X >= 0) then
1831 begin // Clockwise
1832 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1833 if RAngle >= 360 then
1834 RAngle := RAngle mod 360;
1835 end else begin // Counter-clockwise
1836 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1837 if RAngle < 0 then
1838 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1839 end;
1840 end;
1841 end;
1844 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1845 begin
1846 x := Obj.X+Obj.Rect.X;
1847 y := Obj.Y+Obj.Rect.Y;
1848 w := Obj.Rect.Width;
1849 h := Obj.Rect.Height;
1850 end;
1852 procedure TGib.moveBy (dx, dy: Integer); inline;
1853 begin
1854 if (dx <> 0) or (dy <> 0) then
1855 begin
1856 Obj.X += dx;
1857 Obj.Y += dy;
1858 positionChanged();
1859 end;
1860 end;
1863 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1864 begin
1865 x := Obj.X;
1866 y := Obj.Y;
1867 w := Obj.Rect.Width;
1868 h := Obj.Rect.Height;
1869 end;
1871 procedure TShell.moveBy (dx, dy: Integer); inline;
1872 begin
1873 if (dx <> 0) or (dy <> 0) then
1874 begin
1875 Obj.X += dx;
1876 Obj.Y += dy;
1877 positionChanged();
1878 end;
1879 end;
1882 procedure TGib.positionChanged (); inline; begin end;
1883 procedure TShell.positionChanged (); inline; begin end;
1886 procedure g_Player_DrawCorpses();
1887 var
1888 i, fX, fY: Integer;
1889 a: TDFPoint;
1890 begin
1891 if gGibs <> nil then
1892 for i := 0 to High(gGibs) do
1893 if gGibs[i].alive then
1894 with gGibs[i] do
1895 begin
1896 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1897 Continue;
1899 Obj.lerp(gLerpFactor, fX, fY);
1901 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1902 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1904 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1906 e_Colors := Color;
1907 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1908 e_Colors.R := 255;
1909 e_Colors.G := 255;
1910 e_Colors.B := 255;
1911 end;
1913 if gCorpses <> nil then
1914 for i := 0 to High(gCorpses) do
1915 if gCorpses[i] <> nil then
1916 gCorpses[i].Draw();
1917 end;
1919 procedure g_Player_DrawShells();
1920 var
1921 i, fX, fY: Integer;
1922 a: TDFPoint;
1923 begin
1924 if gShells <> nil then
1925 for i := 0 to High(gShells) do
1926 if gShells[i].alive then
1927 with gShells[i] do
1928 begin
1929 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1930 Continue;
1932 Obj.lerp(gLerpFactor, fX, fY);
1934 a.X := CX;
1935 a.Y := CY;
1937 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1938 end;
1939 end;
1941 procedure g_Player_RemoveAllCorpses();
1942 var
1943 i: Integer;
1944 begin
1945 gGibs := nil;
1946 gShells := nil;
1947 SetLength(gGibs, MaxGibs);
1948 SetLength(gShells, MaxGibs);
1949 CurrentGib := 0;
1950 CurrentShell := 0;
1952 if gCorpses <> nil then
1953 for i := 0 to High(gCorpses) do
1954 gCorpses[i].Free();
1956 gCorpses := nil;
1957 SetLength(gCorpses, MaxCorpses);
1958 end;
1960 procedure g_Player_Corpses_SaveState (st: TStream);
1961 var
1962 count, i: Integer;
1963 begin
1964 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1965 count := 0;
1966 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1968 // Êîëè÷åñòâî òðóïîâ
1969 utils.writeInt(st, LongInt(count));
1971 if (count = 0) then exit;
1973 // Ñîõðàíÿåì òðóïû
1974 for i := 0 to High(gCorpses) do
1975 begin
1976 if gCorpses[i] <> nil then
1977 begin
1978 // Íàçâàíèå ìîäåëè
1979 utils.writeStr(st, gCorpses[i].FModelName);
1980 // Òèï ñìåðòè
1981 utils.writeBool(st, gCorpses[i].Mess);
1982 // Ñîõðàíÿåì äàííûå òðóïà:
1983 gCorpses[i].SaveState(st);
1984 end;
1985 end;
1986 end;
1989 procedure g_Player_Corpses_LoadState (st: TStream);
1990 var
1991 count, i: Integer;
1992 str: String;
1993 b: Boolean;
1994 begin
1995 assert(st <> nil);
1997 g_Player_RemoveAllCorpses();
1999 // Êîëè÷åñòâî òðóïîâ:
2000 count := utils.readLongInt(st);
2001 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
2003 if (count = 0) then exit;
2005 // Çàãðóæàåì òðóïû
2006 for i := 0 to count-1 do
2007 begin
2008 // Íàçâàíèå ìîäåëè:
2009 str := utils.readStr(st);
2010 // Òèï ñìåðòè
2011 b := utils.readBool(st);
2012 // Ñîçäàåì òðóï
2013 gCorpses[i] := TCorpse.Create(0, 0, str, b);
2014 // Çàãðóæàåì äàííûå òðóïà
2015 gCorpses[i].LoadState(st);
2016 end;
2017 end;
2020 { T P l a y e r : }
2022 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
2024 procedure TPlayer.BFGHit();
2025 begin
2026 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2027 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2028 if g_Game_IsServer and g_Game_IsNet then
2029 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2030 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2031 0, NET_GFX_BFGHIT);
2032 end;
2034 procedure TPlayer.ChangeModel(ModelName: string);
2035 var
2036 locModel: TPlayerModel;
2037 begin
2038 locModel := g_PlayerModel_Get(ModelName);
2039 if locModel = nil then Exit;
2041 FModel.Free();
2042 FModel := locModel;
2043 end;
2045 procedure TPlayer.SetModel(ModelName: string);
2046 var
2047 m: TPlayerModel;
2048 begin
2049 m := g_PlayerModel_Get(ModelName);
2050 if m = nil then
2051 begin
2052 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2053 m := g_PlayerModel_Get('doomer');
2054 if m = nil then
2055 begin
2056 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2057 Exit;
2058 end;
2059 end;
2061 if FModel <> nil then
2062 FModel.Free();
2064 FModel := m;
2066 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2067 FModel.Color := FColor
2068 else
2069 FModel.Color := TEAMCOLOR[FTeam];
2070 FModel.SetWeapon(FCurrWeap);
2071 FModel.SetFlag(FFlag);
2072 SetDirection(FDirection);
2073 end;
2075 procedure TPlayer.SetColor(Color: TRGB);
2076 begin
2077 FColor := Color;
2078 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2079 if FModel <> nil then FModel.Color := Color;
2080 end;
2082 function TPlayer.GetColor(): TRGB;
2083 begin
2084 result := FModel.Color;
2085 end;
2087 procedure TPlayer.SwitchTeam;
2088 begin
2089 if g_Game_IsClient then
2090 Exit;
2091 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2093 if gGameOn and FAlive then
2094 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2096 if FTeam = TEAM_RED then
2097 begin
2098 ChangeTeam(TEAM_BLUE);
2099 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2100 if g_Game_IsNet then
2101 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2102 end
2103 else
2104 begin
2105 ChangeTeam(TEAM_RED);
2106 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2107 if g_Game_IsNet then
2108 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2109 end;
2110 FPreferredTeam := FTeam;
2111 end;
2113 procedure TPlayer.ChangeTeam(Team: Byte);
2114 var
2115 OldTeam: Byte;
2116 begin
2117 OldTeam := FTeam;
2118 FTeam := Team;
2119 case Team of
2120 TEAM_RED, TEAM_BLUE:
2121 FModel.Color := TEAMCOLOR[Team];
2122 else
2123 FModel.Color := FColor;
2124 end;
2125 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2126 MH_SEND_PlayerStats(FUID);
2127 end;
2130 procedure TPlayer.CollideItem();
2131 var
2132 i: Integer;
2133 r: Boolean;
2134 begin
2135 if gItems = nil then Exit;
2136 if not FAlive then Exit;
2138 for i := 0 to High(gItems) do
2139 with gItems[i] do
2140 begin
2141 if (ItemType <> ITEM_NONE) and alive then
2142 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2143 PLAYER_RECT.Height, @Obj) then
2144 begin
2145 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2147 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2148 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2149 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2150 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2151 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2153 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2154 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2155 (gGameSettings.GameType = GT_SINGLE) and
2156 (g_Player_GetCount() > 1)) then
2157 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2158 end;
2159 end;
2160 end;
2163 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2164 begin
2165 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2166 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2167 False);
2168 end;
2170 constructor TPlayer.Create();
2171 begin
2172 viewPortX := 0;
2173 viewPortY := 0;
2174 viewPortW := 0;
2175 viewPortH := 0;
2176 mEDamageType := HIT_SOME;
2178 FIamBot := False;
2179 FDummy := False;
2180 FSpawned := False;
2182 FSawSound := TPlayableSound.Create();
2183 FSawSoundIdle := TPlayableSound.Create();
2184 FSawSoundHit := TPlayableSound.Create();
2185 FSawSoundSelect := TPlayableSound.Create();
2186 FFlameSoundOn := TPlayableSound.Create();
2187 FFlameSoundOff := TPlayableSound.Create();
2188 FFlameSoundWork := TPlayableSound.Create();
2189 FJetSoundFly := TPlayableSound.Create();
2190 FJetSoundOn := TPlayableSound.Create();
2191 FJetSoundOff := TPlayableSound.Create();
2193 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2194 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2195 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2196 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2197 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2198 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2199 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2200 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2201 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2202 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2204 FSpectatePlayer := -1;
2205 FClientID := -1;
2206 FPing := 0;
2207 FLoss := 0;
2208 FSavedStateNum := -1;
2209 FShellTimer := -1;
2210 FFireTime := 0;
2211 FFirePainTime := 0;
2212 FFireAttacker := 0;
2213 FHandicap := 100;
2214 FCorpse := -1;
2216 FActualModelName := 'doomer';
2218 g_Obj_Init(@FObj);
2219 FObj.Rect := PLAYER_RECT;
2221 FBFGFireCounter := -1;
2222 FJustTeleported := False;
2223 FNetTime := 0;
2225 FWaitForFirstSpawn := false;
2227 resetWeaponQueue();
2228 end;
2230 procedure TPlayer.positionChanged (); inline;
2231 begin
2232 end;
2234 procedure TPlayer.doDamage (v: Integer);
2235 begin
2236 if (v <= 0) then exit;
2237 if (v > 32767) then v := 32767;
2238 Damage(v, 0, 0, 0, mEDamageType);
2239 end;
2241 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2242 var
2243 c: Word;
2244 begin
2245 if (not g_Game_IsClient) and (not FAlive) then
2246 Exit;
2248 FLastHit := t;
2250 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2251 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2252 begin
2253 if not g_Game_IsClient then
2254 begin
2255 FArmor := 0;
2256 if t = HIT_TRAP then
2257 begin
2258 // Ëîâóøêà óáèâàåò ñðàçó:
2259 FHealth := -100;
2260 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2261 end;
2262 if t = HIT_SELF then
2263 begin
2264 // Ñàìîóáèéñòâî:
2265 FHealth := 0;
2266 Kill(K_SIMPLEKILL, SpawnerUID, t);
2267 end;
2268 end;
2269 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2270 FMegaRulez[MR_SUIT] := 0;
2271 FMegaRulez[MR_INVUL] := 0;
2272 FMegaRulez[MR_INVIS] := 0;
2273 FSpawnInvul := 0;
2274 FBerserk := 0;
2275 end;
2277 // Íî îò îñòàëüíîãî ñïàñàåò:
2278 if FMegaRulez[MR_INVUL] >= gTime then
2279 Exit;
2281 // ×èò-êîä "ÃÎÐÅÖ":
2282 if FGodMode then
2283 Exit;
2285 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2286 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2287 (SpawnerUID = FUID) or
2288 (not SameTeam(FUID, SpawnerUID)) then
2289 begin
2290 FLastSpawnerUID := SpawnerUID;
2292 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2293 if gBloodCount > 0 then
2294 begin
2295 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2296 if value div 4 <= c then
2297 c := c - (value div 4)
2298 else
2299 c := 0;
2301 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2302 MakeBloodSimple(c)
2303 else
2304 case t of
2305 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2306 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2307 end;
2309 if t = HIT_WATER then
2310 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2311 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2312 end;
2314 // Áóôåð óðîíà:
2315 if FAlive then
2316 Inc(FDamageBuffer, value);
2318 // Âñïûøêà áîëè:
2319 if gFlash <> 0 then
2320 FPain := FPain + value;
2321 end;
2323 if g_Game_IsServer and g_Game_IsNet then
2324 begin
2325 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2326 MH_SEND_PlayerStats(FUID);
2327 MH_SEND_PlayerPos(False, FUID);
2328 end;
2329 end;
2331 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2332 begin
2333 Result := False;
2334 if g_Game_IsClient then
2335 Exit;
2336 if not FAlive then
2337 Exit;
2339 if Soft and (FHealth < PLAYER_HP_SOFT) then
2340 begin
2341 IncMax(FHealth, value, PLAYER_HP_SOFT);
2342 Result := True;
2343 end;
2344 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2345 begin
2346 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2347 Result := True;
2348 end;
2350 if Result and g_Game_IsServer and g_Game_IsNet then
2351 MH_SEND_PlayerStats(FUID);
2352 end;
2354 destructor TPlayer.Destroy();
2355 begin
2356 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2357 gPlayer1 := nil;
2358 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2359 gPlayer2 := nil;
2361 FSawSound.Free();
2362 FSawSoundIdle.Free();
2363 FSawSoundHit.Free();
2364 FSawSoundSelect.Free();
2365 FFlameSoundOn.Free();
2366 FFlameSoundOff.Free();
2367 FFlameSoundWork.Free();
2368 FJetSoundFly.Free();
2369 FJetSoundOn.Free();
2370 FJetSoundOff.Free();
2371 FModel.Free();
2372 if FPunchAnim <> nil then
2373 FPunchAnim.Free();
2375 inherited;
2376 end;
2378 procedure TPlayer.DrawIndicator(Color: TRGB);
2379 var
2380 indX, indY, fX, fY, fSlope: Integer;
2381 indW, indH: Word;
2382 indA: Single;
2383 a: TDFPoint;
2384 nW, nH: Byte;
2385 ID: DWORD;
2386 c: TRGB;
2387 begin
2388 if FAlive then
2389 begin
2390 FObj.lerp(gLerpFactor, fX, fY);
2391 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2393 case gPlayerIndicatorStyle of
2394 0:
2395 begin
2396 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2397 begin
2398 e_GetTextureSize(ID, @indW, @indH);
2399 a.X := indW div 2;
2400 a.Y := indH div 2;
2402 if (FObj.X + FObj.Rect.X) < 0 then
2403 begin
2404 indA := 90;
2405 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2406 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2407 end
2409 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2410 begin
2411 indA := 270;
2412 indX := fX + FObj.Rect.X - indH;
2413 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2414 end
2416 else if (FObj.Y - indH) < 0 then
2417 begin
2418 indA := 180;
2419 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2420 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2421 end
2423 else
2424 begin
2425 indA := 0;
2426 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2427 indY := fY - indH;
2428 end;
2430 indY := indY + fSlope;
2431 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2432 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2434 c := e_Colors;
2435 e_Colors := Color;
2436 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2437 e_Colors := c;
2438 end;
2439 end;
2441 1:
2442 begin
2443 e_TextureFontGetSize(gStdFont, nW, nH);
2444 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2445 indY := fY - nH + fSlope;
2446 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2447 end;
2448 end;
2449 end;
2450 end;
2452 procedure TPlayer.DrawBubble();
2453 var
2454 bubX, bubY, fX, fY: Integer;
2455 ID: LongWord;
2456 Rb, Gb, Bb,
2457 Rw, Gw, Bw: SmallInt;
2458 Dot: Byte;
2459 CObj: TObj;
2460 begin
2461 CObj := getCameraObj();
2462 CObj.lerp(gLerpFactor, fX, fY);
2463 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2464 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2465 bubY := fY+FObj.Rect.Y - 18;
2466 Rb := 64;
2467 Gb := 64;
2468 Bb := 64;
2469 Rw := 240;
2470 Gw := 240;
2471 Bw := 240;
2472 case gChatBubble of
2473 1: // simple textual non-bubble
2474 begin
2475 bubX := fX+FObj.Rect.X - 11;
2476 bubY := fY+FObj.Rect.Y - 17;
2477 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2478 Exit;
2479 end;
2480 2: // advanced pixel-perfect bubble
2481 begin
2482 if FTeam = TEAM_RED then
2483 Rb := 255
2484 else
2485 if FTeam = TEAM_BLUE then
2486 Bb := 255;
2487 end;
2488 3: // colored bubble
2489 begin
2490 Rb := FModel.Color.R;
2491 Gb := FModel.Color.G;
2492 Bb := FModel.Color.B;
2493 Rw := Min(Rb * 2 + 64, 255);
2494 Gw := Min(Gb * 2 + 64, 255);
2495 Bw := Min(Bb * 2 + 64, 255);
2496 if (Abs(Rw - Rb) < 32)
2497 or (Abs(Gw - Gb) < 32)
2498 or (Abs(Bw - Bb) < 32) then
2499 begin
2500 Rb := Max(Rw div 2 - 16, 0);
2501 Gb := Max(Gw div 2 - 16, 0);
2502 Bb := Max(Bw div 2 - 16, 0);
2503 end;
2504 end;
2505 4: // custom textured bubble
2506 begin
2507 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2508 if FDirection = TDirection.D_RIGHT then
2509 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2510 else
2511 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2512 Exit;
2513 end;
2514 end;
2516 // Outer borders
2517 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2518 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2519 // Inner box
2520 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2522 // Tail
2523 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2524 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2525 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);
2526 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);
2527 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);
2528 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);
2530 // Dots
2531 Dot := 6;
2532 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2533 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2534 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2535 end;
2537 procedure TPlayer.Draw();
2538 var
2539 ID: DWORD;
2540 w, h: Word;
2541 dr: Boolean;
2542 Mirror: TMirrorType;
2543 fX, fY, fSlope: Integer;
2544 begin
2545 FObj.lerp(gLerpFactor, fX, fY);
2546 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2548 if FAlive then
2549 begin
2550 if Direction = TDirection.D_RIGHT then
2551 Mirror := TMirrorType.None
2552 else
2553 Mirror := TMirrorType.Horizontal;
2555 if FPunchAnim <> nil then
2556 begin
2557 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2558 fY+fSlope+FObj.Rect.Y-11, Mirror);
2559 if FPunchAnim.played then
2560 begin
2561 FPunchAnim.Free;
2562 FPunchAnim := nil;
2563 end;
2564 end;
2566 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2567 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2568 begin
2569 e_GetTextureSize(ID, @w, @h);
2570 if FDirection = TDirection.D_LEFT then
2571 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2572 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2573 else
2574 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2575 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2576 end;
2578 if FMegaRulez[MR_INVIS] > gTime then
2579 begin
2580 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2581 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2582 begin
2583 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2584 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2585 else
2586 dr := True;
2587 if dr then
2588 FModel.Draw(fX, fY+fSlope, 200)
2589 else
2590 FModel.Draw(fX, fY+fSlope);
2591 end
2592 else
2593 FModel.Draw(fX, fY+fSlope, 254);
2594 end
2595 else
2596 FModel.Draw(fX, fY+fSlope);
2597 end;
2599 if g_debug_Frames then
2600 begin
2601 e_DrawQuad(FObj.X+FObj.Rect.X,
2602 FObj.Y+FObj.Rect.Y,
2603 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2604 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2605 0, 255, 0);
2606 end;
2608 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2609 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2610 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2611 DrawBubble();
2612 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2613 if gAimLine and alive and
2614 ((Self = gPlayer1) or (Self = gPlayer2)) then
2615 DrawAim();
2616 end;
2619 procedure TPlayer.DrawAim();
2620 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2621 var
2622 ex, ey: Integer;
2623 begin
2625 {$IFDEF ENABLE_HOLMES}
2626 if isValidViewPort and (self = gPlayer1) then
2627 begin
2628 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2629 end;
2630 {$ENDIF}
2632 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2633 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2634 begin
2635 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2636 end
2637 else
2638 begin
2639 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2640 end;
2641 end;
2643 var
2644 wx, wy, xx, yy: Integer;
2645 angle: SmallInt;
2646 sz, len: Word;
2647 begin
2648 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2649 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2650 angle := FAngle;
2651 len := 1024;
2652 sz := 2;
2653 case FCurrWeap of
2654 0: begin // Punch
2655 len := 12;
2656 sz := 4;
2657 end;
2658 1: begin // Chainsaw
2659 len := 24;
2660 sz := 6;
2661 end;
2662 2: begin // Pistol
2663 len := 1024;
2664 sz := 2;
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 3: begin // Shotgun
2671 len := 1024;
2672 sz := 3;
2673 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2674 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2675 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2676 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2677 end;
2678 4: begin // Double Shotgun
2679 len := 1024;
2680 sz := 4;
2681 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2682 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2683 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2684 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2685 end;
2686 5: begin // Chaingun
2687 len := 1024;
2688 sz := 3;
2689 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2690 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2691 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2692 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2693 end;
2694 6: begin // Rocket Launcher
2695 len := 1024;
2696 sz := 7;
2697 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2698 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2699 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2700 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2701 end;
2702 7: begin // Plasmagun
2703 len := 1024;
2704 sz := 5;
2705 if angle = ANGLE_RIGHTUP then Inc(angle);
2706 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2707 if angle = ANGLE_LEFTUP then Dec(angle);
2708 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2709 end;
2710 8: begin // BFG
2711 len := 1024;
2712 sz := 12;
2713 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2714 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2715 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2716 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2717 end;
2718 9: begin // Super Chaingun
2719 len := 1024;
2720 sz := 4;
2721 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2722 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2723 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2724 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2725 end;
2726 end;
2727 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2728 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2729 {$IF DEFINED(D2F_DEBUG)}
2730 drawCast(sz, wx, wy, xx, yy);
2731 {$ELSE}
2732 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2733 {$ENDIF}
2734 end;
2736 procedure TPlayer.DrawGUI();
2737 var
2738 ID: DWORD;
2739 X, Y, SY, a, p, m: Integer;
2740 tw, th: Word;
2741 cw, ch: Byte;
2742 s: string;
2743 stat: TPlayerStatArray;
2744 begin
2745 X := gPlayerScreenSize.X;
2746 SY := gPlayerScreenSize.Y;
2747 Y := 0;
2749 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2750 begin
2751 if gGameSettings.GameMode = GM_CTF then
2752 a := 32 + 8
2753 else
2754 a := 0;
2755 if gGameSettings.GameMode = GM_CTF then
2756 begin
2757 s := 'TEXTURE_PLAYER_REDFLAG';
2758 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2759 s := 'TEXTURE_PLAYER_REDFLAG_S';
2760 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2761 s := 'TEXTURE_PLAYER_REDFLAG_D';
2762 if g_Texture_Get(s, ID) then
2763 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2764 end;
2766 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2767 e_CharFont_GetSize(gMenuFont, s, tw, th);
2768 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2770 if gGameSettings.GameMode = GM_CTF then
2771 begin
2772 s := 'TEXTURE_PLAYER_BLUEFLAG';
2773 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2774 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2775 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2776 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2777 if g_Texture_Get(s, ID) then
2778 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2779 end;
2781 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2782 e_CharFont_GetSize(gMenuFont, s, tw, th);
2783 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2784 end;
2786 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2787 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2788 0, False, False);
2790 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2791 e_Draw(ID, X+2, Y, 0, True, False);
2793 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2794 begin
2795 if gShowStat then
2796 begin
2797 s := IntToStr(Frags);
2798 e_CharFont_GetSize(gMenuFont, s, tw, th);
2799 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2801 s := '';
2802 p := 1;
2803 m := 0;
2804 stat := g_Player_GetStats();
2805 if stat <> nil then
2806 begin
2807 p := 1;
2809 for a := 0 to High(stat) do
2810 if stat[a].Name <> Name then
2811 begin
2812 if stat[a].Frags > m then m := stat[a].Frags;
2813 if stat[a].Frags > Frags then p := p+1;
2814 end;
2815 end;
2817 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2818 if Frags >= m then s := s+'+' else s := s+'-';
2819 s := s+IntToStr(Abs(Frags-m));
2821 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2822 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2823 end;
2825 if gLMSRespawn > LMS_RESPAWN_NONE then
2826 begin
2827 s := _lc[I_GAME_WARMUP];
2828 e_CharFont_GetSize(gMenuFont, s, tw, th);
2829 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2830 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2831 end
2832 else if gShowLives and (gGameSettings.MaxLives > 0) then
2833 begin
2834 s := IntToStr(Lives);
2835 e_CharFont_GetSize(gMenuFont, s, tw, th);
2836 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2837 end;
2838 end;
2840 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2841 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2843 if R_BERSERK in FRulez then
2844 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2845 else
2846 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2848 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2849 e_Draw(ID, X+36, Y+77, 0, True, False);
2851 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2852 e_CharFont_GetSize(gMenuFont, s, tw, th);
2853 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2855 s := IntToStr(FArmor);
2856 e_CharFont_GetSize(gMenuFont, s, tw, th);
2857 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2859 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2861 case FCurrWeap of
2862 WEAPON_KASTET:
2863 begin
2864 s := '--';
2865 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2866 end;
2867 WEAPON_SAW:
2868 begin
2869 s := '--';
2870 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2871 end;
2872 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2873 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2874 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2875 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2876 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2877 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2878 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2879 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2880 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2881 end;
2883 e_CharFont_GetSize(gMenuFont, s, tw, th);
2884 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2885 e_Draw(ID, X+20, Y+160, 0, True, False);
2887 if R_KEY_RED in FRulez then
2888 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2890 if R_KEY_GREEN in FRulez then
2891 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2893 if R_KEY_BLUE in FRulez then
2894 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2896 if FJetFuel > 0 then
2897 begin
2898 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2899 e_Draw(ID, X+2, Y+116, 0, True, False);
2900 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2901 e_Draw(ID, X+2, Y+126, 0, True, False);
2902 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2903 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2904 end
2905 else
2906 begin
2907 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2908 e_Draw(ID, X+2, Y+124, 0, True, False);
2909 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2910 end;
2912 if gShowPing and g_Game_IsClient then
2913 begin
2914 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2915 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2916 Y := Y + 16;
2917 end;
2919 if FSpectator then
2920 begin
2921 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2922 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2923 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2924 if FNoRespawn then
2925 begin
2926 e_TextureFontGetSize(gStdFont, cw, ch);
2927 s := _lc[I_PLAYER_SPECT4];
2928 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2929 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2930 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2931 end;
2933 end;
2934 end;
2936 procedure TPlayer.DrawRulez();
2937 var
2938 dr: Boolean;
2939 begin
2940 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2941 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2942 begin
2943 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2944 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2945 else
2946 dr := True;
2948 if dr then
2949 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2950 191, 191, 191, 0, TBlending.Invert);
2951 end;
2953 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2954 if FMegaRulez[MR_SUIT] >= gTime then
2955 begin
2956 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2957 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2958 else
2959 dr := True;
2961 if dr then
2962 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2963 0, 96, 0, 200, TBlending.None);
2964 end;
2966 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2967 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2968 begin
2969 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2970 255, 0, 0, 200, TBlending.None);
2971 end;
2972 end;
2974 procedure TPlayer.DrawPain();
2975 var
2976 a, h: Integer;
2977 begin
2978 if FPain = 0 then Exit;
2980 a := FPain;
2982 if a < 15 then h := 0
2983 else if a < 35 then h := 1
2984 else if a < 55 then h := 2
2985 else if a < 75 then h := 3
2986 else if a < 95 then h := 4
2987 else h := 5;
2989 //if a > 255 then a := 255;
2991 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2992 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2993 end;
2995 procedure TPlayer.DrawPickup();
2996 var
2997 a, h: Integer;
2998 begin
2999 if FPickup = 0 then Exit;
3001 a := FPickup;
3003 if a < 15 then h := 1
3004 else if a < 35 then h := 2
3005 else if a < 55 then h := 3
3006 else if a < 75 then h := 4
3007 else h := 5;
3009 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
3010 end;
3012 procedure TPlayer.DoPunch();
3013 var
3014 id: DWORD;
3015 st: String;
3016 begin
3017 if FPunchAnim <> nil then begin
3018 FPunchAnim.reset();
3019 FPunchAnim.Free;
3020 FPunchAnim := nil;
3021 end;
3022 st := 'FRAMES_PUNCH';
3023 if R_BERSERK in FRulez then
3024 st := st + '_BERSERK';
3025 if FKeys[KEY_UP].Pressed then
3026 st := st + '_UP'
3027 else if FKeys[KEY_DOWN].Pressed then
3028 st := st + '_DN';
3029 g_Frames_Get(id, st);
3030 FPunchAnim := TAnimation.Create(id, False, 1);
3031 end;
3033 procedure TPlayer.Fire();
3034 var
3035 f, DidFire: Boolean;
3036 wx, wy, xd, yd: Integer;
3037 locobj: TObj;
3038 begin
3039 if g_Game_IsClient then Exit;
3040 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3041 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3043 if FSpectator then
3044 begin
3045 Respawn(False);
3046 Exit;
3047 end;
3049 if FReloading[FCurrWeap] <> 0 then Exit;
3051 DidFire := False;
3053 f := False;
3054 wx := FObj.X+WEAPONPOINT[FDirection].X;
3055 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3056 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3057 yd := wy+firediry();
3059 case FCurrWeap of
3060 WEAPON_KASTET:
3061 begin
3062 DoPunch();
3063 if R_BERSERK in FRulez then
3064 begin
3065 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3066 locobj.X := FObj.X+FObj.Rect.X;
3067 locobj.Y := FObj.Y+FObj.Rect.Y;
3068 locobj.rect.X := 0;
3069 locobj.rect.Y := 0;
3070 locobj.rect.Width := 39;
3071 locobj.rect.Height := 52;
3072 locobj.Vel.X := (xd-wx) div 2;
3073 locobj.Vel.Y := (yd-wy) div 2;
3074 locobj.Accel.X := xd-wx;
3075 locobj.Accel.y := yd-wy;
3077 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3078 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3079 else
3080 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3082 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3083 end
3084 else
3085 begin
3086 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3087 end;
3089 DidFire := True;
3090 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3091 end;
3093 WEAPON_SAW:
3094 begin
3095 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3096 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3097 begin
3098 FSawSoundSelect.Stop();
3099 FSawSound.Stop();
3100 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3101 end
3102 else if not FSawSoundHit.IsPlaying() then
3103 begin
3104 FSawSoundSelect.Stop();
3105 FSawSound.PlayAt(FObj.X, FObj.Y);
3106 end;
3108 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3109 DidFire := True;
3110 f := True;
3111 end;
3113 WEAPON_PISTOL:
3114 if FAmmo[A_BULLETS] > 0 then
3115 begin
3116 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3117 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3118 Dec(FAmmo[A_BULLETS]);
3119 FFireAngle := FAngle;
3120 f := True;
3121 DidFire := True;
3122 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3123 GameVelX, GameVelY-2, SHELL_BULLET);
3124 end;
3126 WEAPON_SHOTGUN1:
3127 if FAmmo[A_SHELLS] > 0 then
3128 begin
3129 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3130 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3131 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3132 Dec(FAmmo[A_SHELLS]);
3133 FFireAngle := FAngle;
3134 f := True;
3135 DidFire := True;
3136 FShellTimer := 10;
3137 FShellType := SHELL_SHELL;
3138 end;
3140 WEAPON_SHOTGUN2:
3141 if FAmmo[A_SHELLS] >= 2 then
3142 begin
3143 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3144 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3145 Dec(FAmmo[A_SHELLS], 2);
3146 FFireAngle := FAngle;
3147 f := True;
3148 DidFire := True;
3149 FShellTimer := 13;
3150 FShellType := SHELL_DBLSHELL;
3151 end;
3153 WEAPON_CHAINGUN:
3154 if FAmmo[A_BULLETS] > 0 then
3155 begin
3156 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3157 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3158 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3159 Dec(FAmmo[A_BULLETS]);
3160 FFireAngle := FAngle;
3161 f := True;
3162 DidFire := True;
3163 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3164 GameVelX, GameVelY-2, SHELL_BULLET);
3165 end;
3167 WEAPON_ROCKETLAUNCHER:
3168 if FAmmo[A_ROCKETS] > 0 then
3169 begin
3170 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3171 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3172 Dec(FAmmo[A_ROCKETS]);
3173 FFireAngle := FAngle;
3174 f := True;
3175 DidFire := True;
3176 end;
3178 WEAPON_PLASMA:
3179 if FAmmo[A_CELLS] > 0 then
3180 begin
3181 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3182 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3183 Dec(FAmmo[A_CELLS]);
3184 FFireAngle := FAngle;
3185 f := True;
3186 DidFire := True;
3187 end;
3189 WEAPON_BFG:
3190 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3191 begin
3192 FBFGFireCounter := 17;
3193 if not FNoReload then
3194 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3195 Dec(FAmmo[A_CELLS], 40);
3196 DidFire := True;
3197 end;
3199 WEAPON_SUPERPULEMET:
3200 if FAmmo[A_SHELLS] > 0 then
3201 begin
3202 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3203 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3204 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3205 Dec(FAmmo[A_SHELLS]);
3206 FFireAngle := FAngle;
3207 f := True;
3208 DidFire := True;
3209 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3210 GameVelX, GameVelY-2, SHELL_SHELL);
3211 end;
3213 WEAPON_FLAMETHROWER:
3214 if FAmmo[A_FUEL] > 0 then
3215 begin
3216 g_Weapon_flame(wx, wy, xd, yd, FUID);
3217 FlamerOn;
3218 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3219 Dec(FAmmo[A_FUEL]);
3220 FFireAngle := FAngle;
3221 f := True;
3222 DidFire := True;
3223 end
3224 else
3225 begin
3226 FlamerOff;
3227 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3228 end;
3229 end;
3231 if g_Game_IsNet then
3232 begin
3233 if DidFire then
3234 begin
3235 if FCurrWeap <> WEAPON_BFG then
3236 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3237 else
3238 if not FNoReload then
3239 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3240 end;
3242 MH_SEND_PlayerStats(FUID);
3243 end;
3245 if not f then Exit;
3247 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3248 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3249 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3250 end;
3252 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3253 begin
3254 case Weapon of
3255 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3256 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3257 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3258 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3259 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3260 else Result := 0;
3261 end;
3262 end;
3264 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3265 begin
3266 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3267 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3268 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3269 end;
3271 procedure TPlayer.FlamerOn;
3272 begin
3273 FFlameSoundOff.Stop();
3274 FFlameSoundOff.SetPosition(0);
3275 if FFlaming then
3276 begin
3277 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3278 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3279 end
3280 else
3281 begin
3282 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3283 FFlaming := True;
3284 end;
3285 end;
3287 procedure TPlayer.FlamerOff;
3288 begin
3289 if FFlaming then
3290 begin
3291 FFlameSoundOn.Stop();
3292 FFlameSoundOn.SetPosition(0);
3293 FFlameSoundWork.Stop();
3294 FFlameSoundWork.SetPosition(0);
3295 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3296 FFlaming := False;
3297 end;
3298 end;
3300 procedure TPlayer.JetpackOn;
3301 begin
3302 FJetSoundFly.Stop;
3303 FJetSoundOff.Stop;
3304 FJetSoundOn.SetPosition(0);
3305 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3306 FlySmoke(8);
3307 end;
3309 procedure TPlayer.JetpackOff;
3310 begin
3311 FJetSoundFly.Stop;
3312 FJetSoundOn.Stop;
3313 FJetSoundOff.SetPosition(0);
3314 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3315 end;
3317 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3318 begin
3319 if Timeout <= 0 then
3320 exit;
3321 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3322 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3323 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3324 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3325 if FFireTime <= 0 then
3326 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3327 FFireTime := Timeout;
3328 FFireAttacker := Attacker;
3329 if g_Game_IsNet and g_Game_IsServer then
3330 MH_SEND_PlayerStats(FUID);
3331 end;
3333 procedure TPlayer.Jump();
3334 begin
3335 if gFly or FJetpack then
3336 begin
3337 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3338 if FObj.Vel.Y > -VEL_FLY then
3339 FObj.Vel.Y := FObj.Vel.Y - 3;
3340 if FJetpack then
3341 begin
3342 if FJetFuel > 0 then
3343 Dec(FJetFuel);
3344 if (FJetFuel < 1) and g_Game_IsServer then
3345 begin
3346 FJetpack := False;
3347 JetpackOff;
3348 if g_Game_IsNet then
3349 MH_SEND_PlayerStats(FUID);
3350 end;
3351 end;
3352 Exit;
3353 end;
3355 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3356 if FGhost then
3357 FCanJetpack := False;
3359 // Ïðûãàåì èëè âñïëûâàåì:
3360 if (CollideLevel(0, 1) or
3361 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3362 PLAYER_RECT.Height-33, PANEL_STEP, False)
3363 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3364 begin
3365 FObj.Vel.Y := -VEL_JUMP;
3366 FCanJetpack := False;
3367 end
3368 else
3369 begin
3370 if BodyInLiquid(0, 0) then
3371 FObj.Vel.Y := -VEL_SW
3372 else if (FJetFuel > 0) and FCanJetpack and
3373 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3374 begin
3375 FJetpack := True;
3376 JetpackOn;
3377 if g_Game_IsNet then
3378 MH_SEND_PlayerStats(FUID);
3379 end;
3380 end;
3381 end;
3383 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3384 var
3385 a, i, k, ab, ar: Byte;
3386 s: String;
3387 mon: TMonster;
3388 plr: TPlayer;
3389 srv, netsrv: Boolean;
3390 DoFrags: Boolean;
3391 OldLR: Byte;
3392 KP: TPlayer;
3393 it: PItem;
3395 procedure PushItem(t: Byte);
3396 var
3397 id: DWORD;
3398 begin
3399 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3400 it := g_Items_ByIdx(id);
3401 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3402 begin
3403 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3404 (FObj.Vel.Y div 2)-Random(9));
3405 it.positionChanged(); // this updates spatial accelerators
3406 end
3407 else
3408 begin
3409 if KillType = K_HARDKILL then // -5..+5; -5..0
3410 begin
3411 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3412 (FObj.Vel.Y div 2)-Random(6));
3413 end
3414 else // -3..+3; -3..0
3415 begin
3416 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3417 (FObj.Vel.Y div 2)-Random(4));
3418 end;
3419 it.positionChanged(); // this updates spatial accelerators
3420 end;
3422 if g_Game_IsNet and g_Game_IsServer then
3423 MH_SEND_ItemSpawn(True, id);
3424 end;
3426 begin
3427 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3428 Srv := g_Game_IsServer;
3429 Netsrv := g_Game_IsServer and g_Game_IsNet;
3430 if Srv then FDeath := FDeath + 1;
3431 if FAlive then
3432 begin
3433 if FGhost then
3434 FGhost := False;
3435 if not FPhysics then
3436 FPhysics := True;
3437 FAlive := False;
3438 end;
3439 FShellTimer := -1;
3441 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3442 begin
3443 if FLives > 0 then FLives := FLives - 1;
3444 if FLives = 0 then FNoRespawn := True;
3445 end;
3447 // Íîìåð òèïà ñìåðòè:
3448 a := 1;
3449 case KillType of
3450 K_SIMPLEKILL: a := 1;
3451 K_HARDKILL: a := 2;
3452 K_EXTRAHARDKILL: a := 3;
3453 K_FALLKILL: a := 4;
3454 end;
3456 // Çâóê ñìåðòè:
3457 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3458 for i := 1 to 3 do
3459 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3460 Break;
3462 // Âðåìÿ ðåñïàóíà:
3463 if Srv then
3464 case KillType of
3465 K_SIMPLEKILL:
3466 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3467 K_HARDKILL:
3468 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3469 K_EXTRAHARDKILL, K_FALLKILL:
3470 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3471 end;
3473 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3474 case KillType of
3475 K_SIMPLEKILL:
3476 SetAction(A_DIE1);
3477 K_HARDKILL, K_EXTRAHARDKILL:
3478 SetAction(A_DIE2);
3479 end;
3481 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3482 if (KillType <> K_FALLKILL) and (Srv) then
3483 g_Monsters_killedp();
3485 if SpawnerUID = FUID then
3486 begin // Ñàìîóáèëñÿ
3487 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3488 begin
3489 Dec(FFrags);
3490 FLastFrag := 0;
3491 end;
3492 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3493 end
3494 else
3495 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3496 begin // Óáèò äðóãèì èãðîêîì
3497 KP := g_Player_Get(SpawnerUID);
3498 if (KP <> nil) and Srv then
3499 begin
3500 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3501 if SameTeam(FUID, SpawnerUID) then
3502 begin
3503 Dec(KP.FFrags);
3504 KP.FLastFrag := 0;
3505 end else
3506 begin
3507 Inc(KP.FFrags);
3508 KP.FragCombo();
3509 end;
3511 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3512 Inc(gTeamStat[KP.Team].Goals,
3513 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3515 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3516 end;
3518 plr := g_Player_Get(SpawnerUID);
3519 if plr = nil then
3520 s := '?'
3521 else
3522 s := plr.FName;
3524 case KillType of
3525 K_HARDKILL:
3526 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3527 [FName, s]),
3528 gShowKillMsg);
3529 K_EXTRAHARDKILL:
3530 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3531 [FName, s]),
3532 gShowKillMsg);
3533 else
3534 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3535 [FName, s]),
3536 gShowKillMsg);
3537 end;
3538 end
3539 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3540 begin // Óáèò ìîíñòðîì
3541 mon := g_Monsters_ByUID(SpawnerUID);
3542 if mon = nil then
3543 s := '?'
3544 else
3545 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3547 case KillType of
3548 K_HARDKILL:
3549 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3550 [FName, s]),
3551 gShowKillMsg);
3552 K_EXTRAHARDKILL:
3553 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3554 [FName, s]),
3555 gShowKillMsg);
3556 else
3557 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3558 [FName, s]),
3559 gShowKillMsg);
3560 end;
3561 end
3562 else // Îñîáûå òèïû ñìåðòè
3563 case t of
3564 HIT_DISCON: ;
3565 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3566 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3567 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3568 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3569 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3570 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3571 end;
3573 if Srv then
3574 begin
3575 // Âûáðîñ îðóæèÿ:
3576 for a := WP_FIRST to WP_LAST do
3577 if FWeapon[a] then
3578 begin
3579 case a of
3580 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3581 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3582 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3583 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3584 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3585 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3586 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3587 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3588 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3589 else i := 0;
3590 end;
3592 if i <> 0 then
3593 PushItem(i);
3594 end;
3596 // Âûáðîñ ðþêçàêà:
3597 if R_ITEM_BACKPACK in FRulez then
3598 PushItem(ITEM_AMMO_BACKPACK);
3600 // Âûáðîñ ðàêåòíîãî ðàíöà:
3601 if FJetFuel > 0 then
3602 PushItem(ITEM_JETPACK);
3604 // Âûáðîñ êëþ÷åé:
3605 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3606 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3607 begin
3608 if R_KEY_RED in FRulez then
3609 PushItem(ITEM_KEY_RED);
3611 if R_KEY_GREEN in FRulez then
3612 PushItem(ITEM_KEY_GREEN);
3614 if R_KEY_BLUE in FRulez then
3615 PushItem(ITEM_KEY_BLUE);
3616 end;
3618 // Âûáðîñ ôëàãà:
3619 DropFlag(KillType = K_FALLKILL);
3620 end;
3622 FCorpse := g_Player_CreateCorpse(Self);
3624 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3625 (gLMSRespawn = LMS_RESPAWN_NONE) then
3626 begin
3627 a := 0;
3628 k := 0;
3629 ar := 0;
3630 ab := 0;
3631 for i := Low(gPlayers) to High(gPlayers) do
3632 begin
3633 if gPlayers[i] = nil then continue;
3634 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3635 begin
3636 Inc(a);
3637 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3638 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3639 k := i;
3640 end;
3641 end;
3643 OldLR := gLMSRespawn;
3644 if (gGameSettings.GameMode = GM_COOP) then
3645 begin
3646 if (a = 0) then
3647 begin
3648 // everyone is dead, restart the map
3649 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3650 if Netsrv then
3651 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3652 gLMSRespawn := LMS_RESPAWN_FINAL;
3653 gLMSRespawnTime := gTime + 5000;
3654 end
3655 else if (a = 1) then
3656 begin
3657 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3658 if (gPlayers[k] = gPlayer1) or
3659 (gPlayers[k] = gPlayer2) then
3660 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3661 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3662 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3663 end;
3664 end
3665 else if (gGameSettings.GameMode = GM_TDM) then
3666 begin
3667 if (ab = 0) and (ar <> 0) then
3668 begin
3669 // blu team ded
3670 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3671 if Netsrv then
3672 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3673 Inc(gTeamStat[TEAM_RED].Goals);
3674 gLMSRespawn := LMS_RESPAWN_FINAL;
3675 gLMSRespawnTime := gTime + 5000;
3676 end
3677 else if (ar = 0) and (ab <> 0) then
3678 begin
3679 // red team ded
3680 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3681 if Netsrv then
3682 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3683 Inc(gTeamStat[TEAM_BLUE].Goals);
3684 gLMSRespawn := LMS_RESPAWN_FINAL;
3685 gLMSRespawnTime := gTime + 5000;
3686 end
3687 else if (ar = 0) and (ab = 0) then
3688 begin
3689 // everyone ded
3690 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3691 if Netsrv then
3692 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3693 gLMSRespawn := LMS_RESPAWN_FINAL;
3694 gLMSRespawnTime := gTime + 5000;
3695 end;
3696 end
3697 else if (gGameSettings.GameMode = GM_DM) then
3698 begin
3699 if (a = 1) then
3700 begin
3701 if gPlayers[k] <> nil then
3702 with gPlayers[k] do
3703 begin
3704 // survivor is the winner
3705 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3706 if Netsrv then
3707 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3708 Inc(FFrags);
3709 end;
3710 gLMSRespawn := LMS_RESPAWN_FINAL;
3711 gLMSRespawnTime := gTime + 5000;
3712 end
3713 else if (a = 0) then
3714 begin
3715 // everyone is dead, restart the map
3716 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3717 if Netsrv then
3718 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3719 gLMSRespawn := LMS_RESPAWN_FINAL;
3720 gLMSRespawnTime := gTime + 5000;
3721 end;
3722 end;
3723 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3724 begin
3725 if NetMode = NET_SERVER then
3726 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3727 else
3728 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3729 end;
3730 end;
3732 if Netsrv then
3733 begin
3734 MH_SEND_PlayerStats(FUID);
3735 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3736 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3737 end;
3739 if srv and FNoRespawn then Spectate(True);
3740 FWantsInGame := True;
3741 end;
3743 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3744 begin
3745 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3746 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3747 end;
3749 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3750 begin
3751 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3752 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3753 end;
3755 procedure TPlayer.MakeBloodSimple(Count: Word);
3756 begin
3757 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3758 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3759 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3760 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3761 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3762 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3763 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3764 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3765 end;
3767 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3768 begin
3769 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3770 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3771 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3772 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3773 end;
3775 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3776 begin
3777 if g_Game_IsClient then Exit;
3778 if Weapon > High(FWeapon) then Exit;
3779 FNextWeap := FNextWeap or (1 shl Weapon);
3780 end;
3782 procedure TPlayer.resetWeaponQueue ();
3783 begin
3784 FNextWeap := 0;
3785 FNextWeapDelay := 0;
3786 end;
3788 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3789 begin
3790 result := false;
3791 case weapon of
3792 WEAPON_KASTET, WEAPON_SAW: result := true;
3793 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3794 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3795 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3796 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3797 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3798 else result := (weapon < length(FWeapon));
3799 end;
3800 end;
3802 // return 255 for "no switch"
3803 function TPlayer.getNextWeaponIndex (): Byte;
3804 var
3805 i: Word;
3806 wantThisWeapon: array[0..64] of Boolean;
3807 wwc: Integer = 0; //HACK!
3808 dir, cwi: Integer;
3809 begin
3810 result := 255; // default result: "no switch"
3811 // had weapon cycling on previous frame? remove that flag
3812 if (FNextWeap and $2000) <> 0 then
3813 begin
3814 FNextWeap := FNextWeap and $1FFF;
3815 FNextWeapDelay := 0;
3816 end;
3817 // cycling has priority
3818 if (FNextWeap and $C000) <> 0 then
3819 begin
3820 if (FNextWeap and $8000) <> 0 then
3821 dir := 1
3822 else
3823 dir := -1;
3824 FNextWeap := FNextWeap or $2000; // we need this
3825 if FNextWeapDelay > 0 then
3826 exit; // cooldown time
3827 cwi := FCurrWeap;
3828 for i := 0 to High(FWeapon) do
3829 begin
3830 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3831 if FWeapon[cwi] then
3832 begin
3833 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3834 result := Byte(cwi);
3835 FNextWeapDelay := WEAPON_DELAY;
3836 exit;
3837 end;
3838 end;
3839 resetWeaponQueue();
3840 exit;
3841 end;
3842 // no cycling
3843 for i := 0 to High(wantThisWeapon) do
3844 wantThisWeapon[i] := false;
3845 for i := 0 to High(FWeapon) do
3846 if (FNextWeap and (1 shl i)) <> 0 then
3847 begin
3848 wantThisWeapon[i] := true;
3849 Inc(wwc);
3850 end;
3851 // exclude currently selected weapon from the set
3852 wantThisWeapon[FCurrWeap] := false;
3853 // slow down alterations a little
3854 if wwc > 1 then
3855 begin
3856 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3857 // more than one weapon requested, assume "alteration" and check alteration delay
3858 if FNextWeapDelay > 0 then
3859 begin
3860 FNextWeap := 0;
3861 exit;
3862 end; // yeah
3863 end;
3864 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3865 // but clear all counters if no weapon should be switched
3866 if wwc < 1 then
3867 begin
3868 resetWeaponQueue();
3869 exit;
3870 end;
3871 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3872 // try weapons in descending order
3873 for i := High(FWeapon) downto 0 do
3874 begin
3875 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3876 begin
3877 // i found her!
3878 result := Byte(i);
3879 resetWeaponQueue();
3880 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3881 exit;
3882 end;
3883 end;
3884 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3885 resetWeaponQueue();
3886 end;
3888 procedure TPlayer.RealizeCurrentWeapon();
3889 function switchAllowed (): Boolean;
3890 var
3891 i: Byte;
3892 begin
3893 result := false;
3894 if FBFGFireCounter <> -1 then
3895 exit;
3896 if FTime[T_SWITCH] > gTime then
3897 exit;
3898 for i := WP_FIRST to WP_LAST do
3899 if FReloading[i] > 0 then
3900 exit;
3901 result := true;
3902 end;
3904 var
3905 nw: Byte;
3906 begin
3907 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3908 //FNextWeap := FNextWeap and $1FFF;
3909 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3911 if not switchAllowed then
3912 begin
3913 //HACK for weapon cycling
3914 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3915 exit;
3916 end;
3918 nw := getNextWeaponIndex();
3919 if nw = 255 then exit; // don't reset anything here
3920 if nw > High(FWeapon) then
3921 begin
3922 // don't forget to reset queue here!
3923 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3924 resetWeaponQueue();
3925 exit;
3926 end;
3928 if FWeapon[nw] then
3929 begin
3930 FCurrWeap := nw;
3931 FTime[T_SWITCH] := gTime+156;
3932 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3933 FModel.SetWeapon(FCurrWeap);
3934 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3935 end;
3936 end;
3938 procedure TPlayer.NextWeapon();
3939 begin
3940 if g_Game_IsClient then Exit;
3941 FNextWeap := $8000;
3942 end;
3944 procedure TPlayer.PrevWeapon();
3945 begin
3946 if g_Game_IsClient then Exit;
3947 FNextWeap := $4000;
3948 end;
3950 procedure TPlayer.SetWeapon(W: Byte);
3951 begin
3952 if FCurrWeap <> W then
3953 if W = WEAPON_SAW then
3954 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3956 FCurrWeap := W;
3957 FModel.SetWeapon(CurrWeap);
3958 resetWeaponQueue();
3959 end;
3961 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3963 function allowBerserkSwitching (): Boolean;
3964 begin
3965 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3966 result := true;
3967 if gBerserkAutoswitch then exit;
3968 if not conIsCheatsEnabled then exit;
3969 result := false;
3970 end;
3972 var
3973 a: Boolean;
3974 begin
3975 Result := False;
3976 if g_Game_IsClient then Exit;
3978 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3979 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3980 remove := not a;
3982 case ItemType of
3983 ITEM_MEDKIT_SMALL:
3984 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3985 begin
3986 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3987 Result := True;
3988 remove := True;
3989 FFireTime := 0;
3990 if gFlash = 2 then Inc(FPickup, 5);
3991 end;
3993 ITEM_MEDKIT_LARGE:
3994 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3995 begin
3996 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3997 Result := True;
3998 remove := True;
3999 FFireTime := 0;
4000 if gFlash = 2 then Inc(FPickup, 5);
4001 end;
4003 ITEM_ARMOR_GREEN:
4004 if FArmor < PLAYER_AP_SOFT then
4005 begin
4006 FArmor := PLAYER_AP_SOFT;
4007 Result := True;
4008 remove := True;
4009 if gFlash = 2 then Inc(FPickup, 5);
4010 end;
4012 ITEM_ARMOR_BLUE:
4013 if FArmor < PLAYER_AP_LIMIT then
4014 begin
4015 FArmor := PLAYER_AP_LIMIT;
4016 Result := True;
4017 remove := True;
4018 if gFlash = 2 then Inc(FPickup, 5);
4019 end;
4021 ITEM_SPHERE_BLUE:
4022 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4023 begin
4024 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4025 Result := True;
4026 remove := True;
4027 FFireTime := 0;
4028 if gFlash = 2 then Inc(FPickup, 5);
4029 end;
4031 ITEM_SPHERE_WHITE:
4032 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4033 begin
4034 if FHealth < PLAYER_HP_LIMIT then
4035 FHealth := PLAYER_HP_LIMIT;
4036 if FArmor < PLAYER_AP_LIMIT then
4037 FArmor := PLAYER_AP_LIMIT;
4038 Result := True;
4039 remove := True;
4040 FFireTime := 0;
4041 if gFlash = 2 then Inc(FPickup, 5);
4042 end;
4044 ITEM_WEAPON_SAW:
4045 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4046 begin
4047 FWeapon[WEAPON_SAW] := True;
4048 Result := True;
4049 if gFlash = 2 then Inc(FPickup, 5);
4050 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4051 end;
4053 ITEM_WEAPON_SHOTGUN1:
4054 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4055 begin
4056 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4057 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4059 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4060 FWeapon[WEAPON_SHOTGUN1] := True;
4061 Result := True;
4062 if gFlash = 2 then Inc(FPickup, 5);
4063 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4064 end;
4066 ITEM_WEAPON_SHOTGUN2:
4067 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4068 begin
4069 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4071 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4072 FWeapon[WEAPON_SHOTGUN2] := True;
4073 Result := True;
4074 if gFlash = 2 then Inc(FPickup, 5);
4075 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4076 end;
4078 ITEM_WEAPON_CHAINGUN:
4079 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4080 begin
4081 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4083 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4084 FWeapon[WEAPON_CHAINGUN] := True;
4085 Result := True;
4086 if gFlash = 2 then Inc(FPickup, 5);
4087 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4088 end;
4090 ITEM_WEAPON_ROCKETLAUNCHER:
4091 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4092 begin
4093 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4095 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4096 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4097 Result := True;
4098 if gFlash = 2 then Inc(FPickup, 5);
4099 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4100 end;
4102 ITEM_WEAPON_PLASMA:
4103 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4104 begin
4105 if a and FWeapon[WEAPON_PLASMA] then Exit;
4107 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4108 FWeapon[WEAPON_PLASMA] := True;
4109 Result := True;
4110 if gFlash = 2 then Inc(FPickup, 5);
4111 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4112 end;
4114 ITEM_WEAPON_BFG:
4115 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4116 begin
4117 if a and FWeapon[WEAPON_BFG] then Exit;
4119 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4120 FWeapon[WEAPON_BFG] := True;
4121 Result := True;
4122 if gFlash = 2 then Inc(FPickup, 5);
4123 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4124 end;
4126 ITEM_WEAPON_SUPERPULEMET:
4127 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4128 begin
4129 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4131 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4132 FWeapon[WEAPON_SUPERPULEMET] := True;
4133 Result := True;
4134 if gFlash = 2 then Inc(FPickup, 5);
4135 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4136 end;
4138 ITEM_WEAPON_FLAMETHROWER:
4139 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4140 begin
4141 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4143 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4144 FWeapon[WEAPON_FLAMETHROWER] := True;
4145 Result := True;
4146 if gFlash = 2 then Inc(FPickup, 5);
4147 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4148 end;
4150 ITEM_AMMO_BULLETS:
4151 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4152 begin
4153 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4154 Result := True;
4155 remove := True;
4156 if gFlash = 2 then Inc(FPickup, 5);
4157 end;
4159 ITEM_AMMO_BULLETS_BOX:
4160 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4161 begin
4162 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4163 Result := True;
4164 remove := True;
4165 if gFlash = 2 then Inc(FPickup, 5);
4166 end;
4168 ITEM_AMMO_SHELLS:
4169 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4170 begin
4171 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4172 Result := True;
4173 remove := True;
4174 if gFlash = 2 then Inc(FPickup, 5);
4175 end;
4177 ITEM_AMMO_SHELLS_BOX:
4178 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4179 begin
4180 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4181 Result := True;
4182 remove := True;
4183 if gFlash = 2 then Inc(FPickup, 5);
4184 end;
4186 ITEM_AMMO_ROCKET:
4187 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4188 begin
4189 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4190 Result := True;
4191 remove := True;
4192 if gFlash = 2 then Inc(FPickup, 5);
4193 end;
4195 ITEM_AMMO_ROCKET_BOX:
4196 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4197 begin
4198 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4199 Result := True;
4200 remove := True;
4201 if gFlash = 2 then Inc(FPickup, 5);
4202 end;
4204 ITEM_AMMO_CELL:
4205 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4206 begin
4207 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4208 Result := True;
4209 remove := True;
4210 if gFlash = 2 then Inc(FPickup, 5);
4211 end;
4213 ITEM_AMMO_CELL_BIG:
4214 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4215 begin
4216 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4217 Result := True;
4218 remove := True;
4219 if gFlash = 2 then Inc(FPickup, 5);
4220 end;
4222 ITEM_AMMO_FUELCAN:
4223 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4224 begin
4225 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4226 Result := True;
4227 remove := True;
4228 if gFlash = 2 then Inc(FPickup, 5);
4229 end;
4231 ITEM_AMMO_BACKPACK:
4232 if not(R_ITEM_BACKPACK in FRulez) or
4233 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4234 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4235 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4236 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4237 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4238 begin
4239 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4240 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4241 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4242 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4243 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4245 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4246 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4247 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4248 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4249 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4250 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4251 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4252 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4253 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4254 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4256 FRulez := FRulez + [R_ITEM_BACKPACK];
4257 Result := True;
4258 remove := True;
4259 if gFlash = 2 then Inc(FPickup, 5);
4260 end;
4262 ITEM_KEY_RED:
4263 if not(R_KEY_RED in FRulez) then
4264 begin
4265 Include(FRulez, R_KEY_RED);
4266 Result := True;
4267 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4268 if gFlash = 2 then Inc(FPickup, 5);
4269 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4270 end;
4272 ITEM_KEY_GREEN:
4273 if not(R_KEY_GREEN in FRulez) then
4274 begin
4275 Include(FRulez, R_KEY_GREEN);
4276 Result := True;
4277 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4278 if gFlash = 2 then Inc(FPickup, 5);
4279 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4280 end;
4282 ITEM_KEY_BLUE:
4283 if not(R_KEY_BLUE in FRulez) then
4284 begin
4285 Include(FRulez, R_KEY_BLUE);
4286 Result := True;
4287 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4288 if gFlash = 2 then Inc(FPickup, 5);
4289 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4290 end;
4292 ITEM_SUIT:
4293 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4294 begin
4295 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4296 Result := True;
4297 remove := True;
4298 FFireTime := 0;
4299 if gFlash = 2 then Inc(FPickup, 5);
4300 end;
4302 ITEM_OXYGEN:
4303 if FAir < AIR_MAX then
4304 begin
4305 FAir := AIR_MAX;
4306 Result := True;
4307 remove := True;
4308 if gFlash = 2 then Inc(FPickup, 5);
4309 end;
4311 ITEM_MEDKIT_BLACK:
4312 begin
4313 if not (R_BERSERK in FRulez) then
4314 begin
4315 Include(FRulez, R_BERSERK);
4316 if allowBerserkSwitching then
4317 begin
4318 FCurrWeap := WEAPON_KASTET;
4319 resetWeaponQueue();
4320 FModel.SetWeapon(WEAPON_KASTET);
4321 end;
4322 if gFlash <> 0 then
4323 begin
4324 Inc(FPain, 100);
4325 if gFlash = 2 then Inc(FPickup, 5);
4326 end;
4327 FBerserk := gTime+30000;
4328 Result := True;
4329 remove := True;
4330 FFireTime := 0;
4331 end;
4332 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4333 begin
4334 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4335 FBerserk := gTime+30000;
4336 Result := True;
4337 remove := True;
4338 FFireTime := 0;
4339 end;
4340 end;
4342 ITEM_INVUL:
4343 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4344 begin
4345 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4346 FSpawnInvul := 0;
4347 Result := True;
4348 remove := True;
4349 if gFlash = 2 then Inc(FPickup, 5);
4350 end;
4352 ITEM_BOTTLE:
4353 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4354 begin
4355 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4356 Result := True;
4357 remove := True;
4358 FFireTime := 0;
4359 if gFlash = 2 then Inc(FPickup, 5);
4360 end;
4362 ITEM_HELMET:
4363 if FArmor < PLAYER_AP_LIMIT then
4364 begin
4365 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4366 Result := True;
4367 remove := True;
4368 if gFlash = 2 then Inc(FPickup, 5);
4369 end;
4371 ITEM_JETPACK:
4372 if FJetFuel < JET_MAX then
4373 begin
4374 FJetFuel := JET_MAX;
4375 Result := True;
4376 remove := True;
4377 if gFlash = 2 then Inc(FPickup, 5);
4378 end;
4380 ITEM_INVIS:
4381 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4382 begin
4383 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4384 Result := True;
4385 remove := True;
4386 if gFlash = 2 then Inc(FPickup, 5);
4387 end;
4388 end;
4389 end;
4391 procedure TPlayer.Touch();
4392 begin
4393 if not FAlive then
4394 Exit;
4395 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4396 if FIamBot then
4397 begin
4398 // Áðîñèòü ôëàã òîâàðèùó:
4399 if gGameSettings.GameMode = GM_CTF then
4400 DropFlag();
4401 end;
4402 end;
4404 procedure TPlayer.Push(vx, vy: Integer);
4405 begin
4406 if (not FPhysics) and FGhost then
4407 Exit;
4408 FObj.Accel.X := FObj.Accel.X + vx;
4409 FObj.Accel.Y := FObj.Accel.Y + vy;
4410 if g_Game_IsNet and g_Game_IsServer then
4411 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4412 end;
4414 procedure TPlayer.Reset(Force: Boolean);
4415 begin
4416 if Force then
4417 FAlive := False;
4419 FSpawned := False;
4420 FTime[T_RESPAWN] := 0;
4421 FTime[T_FLAGCAP] := 0;
4422 FGodMode := False;
4423 FNoTarget := False;
4424 FNoReload := False;
4425 FFrags := 0;
4426 FLastFrag := 0;
4427 FComboEvnt := -1;
4428 FKills := 0;
4429 FMonsterKills := 0;
4430 FDeath := 0;
4431 FSecrets := 0;
4432 FSpawnInvul := 0;
4433 FCorpse := -1;
4434 FReady := False;
4435 if FNoRespawn then
4436 begin
4437 FSpectator := False;
4438 FGhost := False;
4439 FPhysics := True;
4440 FSpectatePlayer := -1;
4441 FNoRespawn := False;
4442 end;
4443 FLives := gGameSettings.MaxLives;
4445 SetFlag(FLAG_NONE);
4446 end;
4448 procedure TPlayer.SoftReset();
4449 begin
4450 ReleaseKeys();
4452 FDamageBuffer := 0;
4453 FSlopeOld := 0;
4454 FIncCamOld := 0;
4455 FIncCam := 0;
4456 FBFGFireCounter := -1;
4457 FShellTimer := -1;
4458 FPain := 0;
4459 FLastHit := 0;
4460 FLastFrag := 0;
4461 FComboEvnt := -1;
4463 SetFlag(FLAG_NONE);
4464 SetAction(A_STAND, True);
4465 end;
4467 function TPlayer.GetRespawnPoint(): Byte;
4468 var
4469 c: Byte;
4470 begin
4471 Result := 255;
4472 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4474 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4475 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4476 begin
4477 if Self = gPlayer1 then
4478 begin
4479 // player 1 should try to spawn on the player 1 point
4480 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4481 Exit(RESPAWNPOINT_PLAYER1)
4482 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4483 Exit(RESPAWNPOINT_PLAYER2);
4484 end
4485 else if Self = gPlayer2 then
4486 begin
4487 // player 2 should try to spawn on the player 2 point
4488 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4489 Exit(RESPAWNPOINT_PLAYER2)
4490 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4491 Exit(RESPAWNPOINT_PLAYER1);
4492 end
4493 else
4494 begin
4495 // other players randomly pick either the first or the second point
4496 c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
4497 if g_Map_GetPointCount(c) > 0 then
4498 Exit(c);
4499 // try the other one
4500 c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
4501 if g_Map_GetPointCount(c) > 0 then
4502 Exit(c);
4503 end;
4504 end;
4506 // Ìÿñîïîâàë
4507 if gGameSettings.GameMode = GM_DM then
4508 begin
4509 // try DM points first
4510 if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
4511 Exit(RESPAWNPOINT_DM);
4512 end;
4514 // Êîìàíäíûå
4515 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4516 begin
4517 // try team points first
4518 c := RESPAWNPOINT_DM;
4519 if FTeam = TEAM_RED then
4520 c := RESPAWNPOINT_RED
4521 else if FTeam = TEAM_BLUE then
4522 c := RESPAWNPOINT_BLUE;
4523 if g_Map_GetPointCount(c) > 0 then
4524 Exit(c);
4525 end;
4527 // still haven't found a spawnpoint, try random shit
4528 Result := g_Map_GetRandomPointType();
4529 end;
4531 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4532 var
4533 RespawnPoint: TRespawnPoint;
4534 a, b, c: Byte;
4535 Anim: TAnimation;
4536 ID: DWORD;
4537 begin
4538 FSlopeOld := 0;
4539 FIncCamOld := 0;
4540 FIncCam := 0;
4541 FBFGFireCounter := -1;
4542 FShellTimer := -1;
4543 FPain := 0;
4544 FLastHit := 0;
4545 FSpawnInvul := 0;
4546 FCorpse := -1;
4548 if not g_Game_IsServer then
4549 Exit;
4550 if FDummy then
4551 Exit;
4552 FWantsInGame := True;
4553 FJustTeleported := True;
4554 if Force then
4555 begin
4556 FTime[T_RESPAWN] := 0;
4557 FAlive := False;
4558 end;
4559 FNetTime := 0;
4560 // if server changes MaxLives we gotta be ready
4561 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4563 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4564 if FTime[T_RESPAWN] > gTime then
4565 Exit;
4567 // Ïðîñðàë âñå æèçíè:
4568 if FNoRespawn then
4569 begin
4570 if not FSpectator then Spectate(True);
4571 FWantsInGame := True;
4572 Exit;
4573 end;
4575 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4576 begin // "Ñâîÿ èãðà"
4577 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4578 FRulez := FRulez-[R_BERSERK];
4579 end
4580 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4581 begin
4582 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4583 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4584 end;
4586 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4587 c := GetRespawnPoint();
4589 ReleaseKeys();
4590 SetFlag(FLAG_NONE);
4592 // Âîñêðåøåíèå áåç îðóæèÿ:
4593 if not FAlive then
4594 begin
4595 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4596 FArmor := 0;
4597 FAlive := True;
4598 FAir := AIR_DEF;
4599 FJetFuel := 0;
4601 for a := WP_FIRST to WP_LAST do
4602 begin
4603 FWeapon[a] := False;
4604 FReloading[a] := 0;
4605 end;
4607 FWeapon[WEAPON_PISTOL] := True;
4608 FWeapon[WEAPON_KASTET] := True;
4609 FCurrWeap := WEAPON_PISTOL;
4610 resetWeaponQueue();
4612 FModel.SetWeapon(FCurrWeap);
4614 for b := A_BULLETS to A_HIGH do
4615 FAmmo[b] := 0;
4617 FAmmo[A_BULLETS] := 50;
4619 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4620 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4621 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4622 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4623 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4625 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4626 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4627 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4628 else
4629 FRulez := [];
4630 end;
4632 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4633 if not g_Map_GetPoint(c, RespawnPoint) then
4634 begin
4635 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4636 Exit;
4637 end;
4639 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4640 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4641 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4642 FObj.oldX := FObj.X; // don't interpolate after respawn
4643 FObj.oldY := FObj.Y;
4644 FObj.Vel.X := 0;
4645 FObj.Vel.Y := 0;
4646 FObj.Accel.X := 0;
4647 FObj.Accel.Y := 0;
4649 FDirection := RespawnPoint.Direction;
4650 if FDirection = TDirection.D_LEFT then
4651 FAngle := 180
4652 else
4653 FAngle := 0;
4655 SetAction(A_STAND, True);
4656 FModel.Direction := FDirection;
4658 for a := Low(FTime) to High(FTime) do
4659 FTime[a] := 0;
4661 for a := Low(FMegaRulez) to High(FMegaRulez) do
4662 FMegaRulez[a] := 0;
4664 // Respawn invulnerability
4665 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4666 begin
4667 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4668 FSpawnInvul := FMegaRulez[MR_INVUL];
4669 end;
4671 FDamageBuffer := 0;
4672 FJetpack := False;
4673 FCanJetpack := False;
4674 FFlaming := False;
4675 FFireTime := 0;
4676 FFirePainTime := 0;
4677 FFireAttacker := 0;
4679 // Àíèìàöèÿ âîçðîæäåíèÿ:
4680 if (not gLoadGameMode) and (not Silent) then
4681 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4682 begin
4683 Anim := TAnimation.Create(ID, False, 3);
4684 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4685 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4686 Anim.Free();
4687 end;
4689 FSpectator := False;
4690 FGhost := False;
4691 FPhysics := True;
4692 FSpectatePlayer := -1;
4693 FSpawned := True;
4695 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4696 gPlayer1 := self;
4697 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4698 gPlayer2 := self;
4700 if g_Game_IsNet then
4701 begin
4702 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4703 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4704 if not Silent then
4705 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4706 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4707 0, NET_GFX_TELE);
4708 end;
4709 end;
4711 procedure TPlayer.Spectate(NoMove: Boolean = False);
4712 begin
4713 if FAlive then
4714 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4715 else if (not NoMove) then
4716 begin
4717 GameX := gMapInfo.Width div 2;
4718 GameY := gMapInfo.Height div 2;
4719 end;
4720 FXTo := GameX;
4721 FYTo := GameY;
4723 FAlive := False;
4724 FSpectator := True;
4725 FGhost := True;
4726 FPhysics := False;
4727 FWantsInGame := False;
4728 FSpawned := False;
4729 FCorpse := -1;
4731 if FNoRespawn then
4732 begin
4733 if Self = gPlayer1 then
4734 begin
4735 gSpectLatchPID1 := FUID;
4736 gPlayer1 := nil;
4737 end
4738 else if Self = gPlayer2 then
4739 begin
4740 gSpectLatchPID2 := FUID;
4741 gPlayer2 := nil;
4742 end;
4743 end;
4745 if g_Game_IsNet then
4746 MH_SEND_PlayerStats(FUID);
4747 end;
4749 procedure TPlayer.SwitchNoClip;
4750 begin
4751 if not FAlive then
4752 Exit;
4753 FGhost := not FGhost;
4754 FPhysics := not FGhost;
4755 if FGhost then
4756 begin
4757 FXTo := FObj.X;
4758 FYTo := FObj.Y;
4759 end else
4760 begin
4761 FObj.Accel.X := 0;
4762 FObj.Accel.Y := 0;
4763 end;
4764 end;
4766 procedure TPlayer.Run(Direction: TDirection);
4767 var
4768 a, b: Integer;
4769 begin
4770 if MAX_RUNVEL > 8 then
4771 FlySmoke();
4773 // Áåæèì:
4774 if Direction = TDirection.D_LEFT then
4775 begin
4776 if FObj.Vel.X > -MAX_RUNVEL then
4777 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4778 end
4779 else
4780 if FObj.Vel.X < MAX_RUNVEL then
4781 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4783 // Âîçìîæíî, ïèíàåì êóñêè:
4784 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4785 begin
4786 b := Abs(FObj.Vel.X);
4787 if b > 1 then b := b * (Random(8 div b) + 1);
4788 for a := 0 to High(gGibs) do
4789 begin
4790 if gGibs[a].alive and
4791 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4792 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4793 begin
4794 // Ïèíàåì êóñêè
4795 if FObj.Vel.X < 0 then
4796 begin
4797 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4798 end
4799 else
4800 begin
4801 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4802 end;
4803 gGibs[a].positionChanged(); // this updates spatial accelerators
4804 end;
4805 end;
4806 end;
4808 SetAction(A_WALK);
4809 end;
4811 procedure TPlayer.SeeDown();
4812 begin
4813 SetAction(A_SEEDOWN);
4815 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4817 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4818 end;
4820 procedure TPlayer.SeeUp();
4821 begin
4822 SetAction(A_SEEUP);
4824 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4826 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4827 end;
4829 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4830 var
4831 Prior: Byte;
4832 begin
4833 case Action of
4834 A_WALK: Prior := 3;
4835 A_DIE1: Prior := 5;
4836 A_DIE2: Prior := 5;
4837 A_ATTACK: Prior := 2;
4838 A_SEEUP: Prior := 1;
4839 A_SEEDOWN: Prior := 1;
4840 A_ATTACKUP: Prior := 2;
4841 A_ATTACKDOWN: Prior := 2;
4842 A_PAIN: Prior := 4;
4843 else Prior := 0;
4844 end;
4846 if (Prior > FActionPrior) or Force then
4847 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4848 begin
4849 FActionPrior := Prior;
4850 FActionAnim := Action;
4851 FActionForce := Force;
4852 FActionChanged := True;
4853 end;
4855 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4856 end;
4858 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4859 begin
4860 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4861 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4862 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4863 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4864 end;
4866 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4867 var
4868 Anim: TAnimation;
4869 ID: DWORD;
4870 begin
4871 Result := False;
4873 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4874 begin
4875 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4876 if g_Game_IsServer and g_Game_IsNet then
4877 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4878 Exit;
4879 end;
4881 FJustTeleported := True;
4883 Anim := nil;
4884 if not silent then
4885 begin
4886 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4887 begin
4888 Anim := TAnimation.Create(ID, False, 3);
4889 end;
4891 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4892 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4893 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4894 if g_Game_IsServer and g_Game_IsNet then
4895 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4896 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4897 NET_GFX_TELE);
4898 end;
4900 FObj.X := X-PLAYER_RECT.X;
4901 FObj.Y := Y-PLAYER_RECT.Y;
4902 FObj.oldX := FObj.X; // don't interpolate after respawn
4903 FObj.oldY := FObj.Y;
4904 if FAlive and FGhost then
4905 begin
4906 FXTo := FObj.X;
4907 FYTo := FObj.Y;
4908 end;
4910 if not g_Game_IsNet then
4911 begin
4912 if dir = 1 then
4913 begin
4914 SetDirection(TDirection.D_LEFT);
4915 FAngle := 180;
4916 end
4917 else
4918 if dir = 2 then
4919 begin
4920 SetDirection(TDirection.D_RIGHT);
4921 FAngle := 0;
4922 end
4923 else
4924 if dir = 3 then
4925 begin // îáðàòíîå
4926 if FDirection = TDirection.D_RIGHT then
4927 begin
4928 SetDirection(TDirection.D_LEFT);
4929 FAngle := 180;
4930 end
4931 else
4932 begin
4933 SetDirection(TDirection.D_RIGHT);
4934 FAngle := 0;
4935 end;
4936 end;
4937 end;
4939 if not silent and (Anim <> nil) then
4940 begin
4941 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4942 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4943 Anim.Free();
4945 if g_Game_IsServer and g_Game_IsNet then
4946 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4947 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4948 NET_GFX_TELE);
4949 end;
4951 Result := True;
4952 end;
4954 function nonz(a: Single): Single;
4955 begin
4956 if a <> 0 then
4957 Result := a
4958 else
4959 Result := 1;
4960 end;
4962 function TPlayer.refreshCorpse(): Boolean;
4963 var
4964 i: Integer;
4965 begin
4966 Result := False;
4967 FCorpse := -1;
4968 if FAlive or FSpectator then
4969 Exit;
4970 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4971 Exit;
4972 for i := 0 to High(gCorpses) do
4973 if gCorpses[i] <> nil then
4974 if gCorpses[i].FPlayerUID = FUID then
4975 begin
4976 Result := True;
4977 FCorpse := i;
4978 break;
4979 end;
4980 end;
4982 function TPlayer.getCameraObj(): TObj;
4983 begin
4984 if (not FAlive) and (not FSpectator) and
4985 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
4986 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
4987 begin
4988 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
4989 Result := gCorpses[FCorpse].FObj;
4990 end
4991 else
4992 begin
4993 Result := FObj;
4994 end;
4995 end;
4997 procedure TPlayer.PreUpdate();
4998 begin
4999 FSlopeOld := FObj.slopeUpLeft;
5000 FIncCamOld := FIncCam;
5001 FObj.oldX := FObj.X;
5002 FObj.oldY := FObj.Y;
5003 end;
5005 procedure TPlayer.Update();
5006 var
5007 b: Byte;
5008 i, ii, wx, wy, xd, yd, k: Integer;
5009 blockmon, headwater, dospawn: Boolean;
5010 NetServer: Boolean;
5011 AnyServer: Boolean;
5012 SetSpect: Boolean;
5013 begin
5014 NetServer := g_Game_IsNet and g_Game_IsServer;
5015 AnyServer := g_Game_IsServer;
5017 if g_Game_IsClient and (NetInterpLevel > 0) then
5018 DoLerp(NetInterpLevel + 1)
5019 else
5020 if FGhost then
5021 DoLerp(4);
5023 if NetServer then
5024 if FClientID >= 0 then
5025 begin
5026 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5027 if NetClients[FClientID].Peer^.packetsSent > 0 then
5028 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5029 else
5030 FLoss := 0;
5031 end else
5032 begin
5033 FPing := 0;
5034 FLoss := 0;
5035 end;
5037 if FAlive and (FPunchAnim <> nil) then
5038 FPunchAnim.Update();
5040 if FAlive and (gFly or FJetpack) then
5041 FlySmoke();
5043 if FDirection = TDirection.D_LEFT then
5044 FAngle := 180
5045 else
5046 FAngle := 0;
5048 if FAlive and (not FGhost) then
5049 begin
5050 if FKeys[KEY_UP].Pressed then
5051 SeeUp();
5052 if FKeys[KEY_DOWN].Pressed then
5053 SeeDown();
5054 end;
5056 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5057 (FIncCam <> 0) then
5058 begin
5059 i := g_basic.Sign(FIncCam);
5060 FIncCam := Abs(FIncCam);
5061 DecMin(FIncCam, 5, 0);
5062 FIncCam := FIncCam*i;
5063 end;
5065 // no need to do that each second frame, weapon queue will take care of it
5066 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5067 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5069 if gTime mod (GAME_TICK*2) <> 0 then
5070 begin
5071 if (FObj.Vel.X = 0) and FAlive then
5072 begin
5073 if FKeys[KEY_LEFT].Pressed then
5074 Run(TDirection.D_LEFT);
5075 if FKeys[KEY_RIGHT].Pressed then
5076 Run(TDirection.D_RIGHT);
5077 end;
5079 if FPhysics then
5080 begin
5081 g_Obj_Move(@FObj, True, True, True);
5082 positionChanged(); // this updates spatial accelerators
5083 end;
5085 Exit;
5086 end;
5088 FActionChanged := False;
5090 if FAlive then
5091 begin
5092 // Let alive player do some actions
5093 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5094 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5095 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5096 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5097 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5098 else
5099 begin
5100 if AnyServer then
5101 begin
5102 FlamerOff;
5103 if NetServer then MH_SEND_PlayerStats(FUID);
5104 end;
5105 end;
5106 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5107 if FKeys[KEY_JUMP].Pressed then Jump()
5108 else
5109 begin
5110 if AnyServer and FJetpack then
5111 begin
5112 FJetpack := False;
5113 JetpackOff;
5114 if NetServer then MH_SEND_PlayerStats(FUID);
5115 end;
5116 FCanJetpack := True;
5117 end;
5118 end
5119 else // Dead
5120 begin
5121 dospawn := False;
5122 if not FGhost then
5123 for k := Low(FKeys) to KEY_CHAT-1 do
5124 begin
5125 if FKeys[k].Pressed then
5126 begin
5127 dospawn := True;
5128 break;
5129 end;
5130 end;
5131 if dospawn then
5132 begin
5133 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5134 Respawn(False)
5135 else // Single
5136 if (FTime[T_RESPAWN] <= gTime) and
5137 gGameOn and (not FAlive) then
5138 begin
5139 if (g_Player_GetCount() > 1) then
5140 Respawn(False)
5141 else
5142 begin
5143 gExit := EXIT_RESTART;
5144 Exit;
5145 end;
5146 end;
5147 end;
5148 // Dead spectator actions
5149 if FGhost then
5150 begin
5151 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5152 if FKeys[KEY_FIRE].Pressed and AnyServer then
5153 begin
5154 if FSpectator then
5155 begin
5156 if (FSpectatePlayer >= High(gPlayers)) then
5157 FSpectatePlayer := -1
5158 else
5159 begin
5160 SetSpect := False;
5161 for I := FSpectatePlayer + 1 to High(gPlayers) do
5162 if gPlayers[I] <> nil then
5163 if gPlayers[I].alive then
5164 if gPlayers[I].UID <> FUID then
5165 begin
5166 FSpectatePlayer := I;
5167 SetSpect := True;
5168 break;
5169 end;
5171 if not SetSpect then FSpectatePlayer := -1;
5172 end;
5174 ReleaseKeys;
5175 end;
5176 end;
5177 end;
5178 end;
5179 // No clipping
5180 if FGhost then
5181 begin
5182 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5183 begin
5184 FYTo := FObj.Y - 32;
5185 FSpectatePlayer := -1;
5186 end;
5187 if FKeys[KEY_DOWN].Pressed then
5188 begin
5189 FYTo := FObj.Y + 32;
5190 FSpectatePlayer := -1;
5191 end;
5192 if FKeys[KEY_LEFT].Pressed then
5193 begin
5194 FXTo := FObj.X - 32;
5195 FSpectatePlayer := -1;
5196 end;
5197 if FKeys[KEY_RIGHT].Pressed then
5198 begin
5199 FXTo := FObj.X + 32;
5200 FSpectatePlayer := -1;
5201 end;
5203 if (FXTo < -64) then
5204 FXTo := -64
5205 else if (FXTo > gMapInfo.Width + 32) then
5206 FXTo := gMapInfo.Width + 32;
5207 if (FYTo < -72) then
5208 FYTo := -72
5209 else if (FYTo > gMapInfo.Height + 32) then
5210 FYTo := gMapInfo.Height + 32;
5211 end;
5213 if FPhysics then
5214 begin
5215 g_Obj_Move(@FObj, True, True, True);
5216 positionChanged(); // this updates spatial accelerators
5217 end
5218 else
5219 begin
5220 FObj.Vel.X := 0;
5221 FObj.Vel.Y := 0;
5222 if FSpectator then
5223 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5224 if gPlayers[FSpectatePlayer] <> nil then
5225 if gPlayers[FSpectatePlayer].alive then
5226 begin
5227 FXTo := gPlayers[FSpectatePlayer].GameX;
5228 FYTo := gPlayers[FSpectatePlayer].GameY;
5229 end;
5230 end;
5232 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5233 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5234 PANEL_BLOCKMON, True);
5235 headwater := HeadInLiquid(0, 0);
5237 // Ñîïðîòèâëåíèå âîçäóõà:
5238 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5239 if FObj.Vel.X <> 0 then
5240 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5242 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5243 DecMin(FPain, 5, 0);
5244 DecMin(FPickup, 1, 0);
5246 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5247 begin
5248 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5249 FMegaRulez[MR_SUIT] := 0;
5250 FMegaRulez[MR_INVUL] := 0;
5251 FMegaRulez[MR_INVIS] := 0;
5252 Kill(K_FALLKILL, 0, HIT_FALL);
5253 end;
5255 i := 9;
5257 if FAlive then
5258 begin
5259 if FCurrWeap = WEAPON_SAW then
5260 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5261 FSawSoundSelect.IsPlaying()) then
5262 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5264 if FJetpack then
5265 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5266 (not FJetSoundOff.IsPlaying()) then
5267 begin
5268 FJetSoundFly.SetPosition(0);
5269 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5270 end;
5272 for b := WP_FIRST to WP_LAST do
5273 if FReloading[b] > 0 then
5274 if FNoReload then
5275 FReloading[b] := 0
5276 else
5277 Dec(FReloading[b]);
5279 if FShellTimer > -1 then
5280 if FShellTimer = 0 then
5281 begin
5282 if FShellType = SHELL_SHELL then
5283 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5284 GameVelX, GameVelY-2, SHELL_SHELL)
5285 else if FShellType = SHELL_DBLSHELL then
5286 begin
5287 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5288 GameVelX+1, GameVelY-2, SHELL_SHELL);
5289 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5290 GameVelX-1, GameVelY-2, SHELL_SHELL);
5291 end;
5292 FShellTimer := -1;
5293 end else Dec(FShellTimer);
5295 if (FBFGFireCounter > -1) then
5296 if FBFGFireCounter = 0 then
5297 begin
5298 if AnyServer then
5299 begin
5300 wx := FObj.X+WEAPONPOINT[FDirection].X;
5301 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5302 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5303 yd := wy+firediry();
5304 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5305 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5306 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5307 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5308 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5309 end;
5311 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5312 FBFGFireCounter := -1;
5313 end else
5314 if FNoReload then
5315 FBFGFireCounter := 0
5316 else
5317 Dec(FBFGFireCounter);
5319 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5320 begin
5321 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5323 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5324 end;
5326 if (headwater or blockmon) then
5327 begin
5328 Dec(FAir);
5330 if FAir < -9 then
5331 begin
5332 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5333 FAir := 0;
5334 end
5335 else if (FAir mod 31 = 0) and not blockmon then
5336 begin
5337 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5338 if Random(2) = 0 then
5339 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5340 else
5341 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5342 end;
5343 end else if FAir < AIR_DEF then
5344 FAir := AIR_DEF;
5346 if FFireTime > 0 then
5347 begin
5348 if BodyInLiquid(0, 0) then
5349 begin
5350 FFireTime := 0;
5351 FFirePainTime := 0;
5352 end
5353 else if FMegaRulez[MR_SUIT] >= gTime then
5354 begin
5355 if FMegaRulez[MR_SUIT] = gTime then
5356 FFireTime := 1;
5357 FFirePainTime := 0;
5358 end
5359 else
5360 begin
5361 OnFireFlame(1);
5362 if FFirePainTime <= 0 then
5363 begin
5364 if g_Game_IsServer then
5365 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5366 FFirePainTime := 12 - FFireTime div 12;
5367 end;
5368 FFirePainTime := FFirePainTime - 1;
5369 FFireTime := FFireTime - 1;
5370 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5371 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5372 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5373 MH_SEND_PlayerStats(FUID);
5374 end;
5375 end;
5377 if FDamageBuffer > 0 then
5378 begin
5379 if FDamageBuffer >= 9 then
5380 begin
5381 SetAction(A_PAIN);
5383 if FDamageBuffer < 30 then i := 9
5384 else if FDamageBuffer < 100 then i := 18
5385 else i := 27;
5386 end;
5388 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5389 FArmor := FArmor-(FDamageBuffer-ii);
5390 FHealth := FHealth-ii;
5391 if FArmor < 0 then
5392 begin
5393 FHealth := FHealth+FArmor;
5394 FArmor := 0;
5395 end;
5397 if AnyServer then
5398 if FHealth <= 0 then
5399 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5400 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5401 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5403 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5404 begin
5405 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5406 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5407 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5408 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5409 end;
5411 FDamageBuffer := 0;
5412 end;
5414 {CollideItem();}
5415 end; // if FAlive then ...
5417 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5418 begin
5419 FModel.ChangeAnimation(FActionAnim, FActionForce);
5420 FModel.GetCurrentAnimation.MinLength := i;
5421 FModel.GetCurrentAnimationMask.MinLength := i;
5422 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5424 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5425 then SetAction(A_STAND, True);
5427 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5429 for b := Low(FKeys) to High(FKeys) do
5430 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5431 end;
5434 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5435 begin
5436 x := FObj.X+PLAYER_RECT.X;
5437 y := FObj.Y+PLAYER_RECT.Y;
5438 w := PLAYER_RECT.Width;
5439 h := PLAYER_RECT.Height;
5440 end;
5443 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5444 begin
5445 if (dx <> 0) or (dy <> 0) then
5446 begin
5447 FObj.X += dx;
5448 FObj.Y += dy;
5449 positionChanged();
5450 end;
5451 end;
5454 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5455 begin
5456 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5457 FObj.Y+PLAYER_RECT.Y,
5458 PLAYER_RECT.Width,
5459 PLAYER_RECT.Height,
5460 X, Y,
5461 Width, Height);
5462 end;
5464 function TPlayer.Collide(Panel: TPanel): Boolean;
5465 begin
5466 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5467 FObj.Y+PLAYER_RECT.Y,
5468 PLAYER_RECT.Width,
5469 PLAYER_RECT.Height,
5470 Panel.X, Panel.Y,
5471 Panel.Width, Panel.Height);
5472 end;
5474 function TPlayer.Collide(X, Y: Integer): Boolean;
5475 begin
5476 X := X-FObj.X-PLAYER_RECT.X;
5477 Y := Y-FObj.Y-PLAYER_RECT.Y;
5478 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5479 (y >= 0) and (y <= PLAYER_RECT.Height);
5480 end;
5482 function g_Player_ValidName(Name: string): Boolean;
5483 var
5484 a: Integer;
5485 begin
5486 Result := True;
5488 if gPlayers = nil then Exit;
5490 for a := 0 to High(gPlayers) do
5491 if gPlayers[a] <> nil then
5492 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5493 begin
5494 Result := False;
5495 Exit;
5496 end;
5497 end;
5499 procedure TPlayer.SetDirection(Direction: TDirection);
5500 var
5501 d: TDirection;
5502 begin
5503 d := FModel.Direction;
5505 FModel.Direction := Direction;
5506 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5508 FDirection := Direction;
5509 end;
5511 function TPlayer.GetKeys(): Byte;
5512 begin
5513 Result := 0;
5515 if R_KEY_RED in FRulez then Result := KEY_RED;
5516 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5517 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5519 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5520 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5521 end;
5523 procedure TPlayer.Use();
5524 var
5525 a: Integer;
5526 begin
5527 if FTime[T_USE] > gTime then Exit;
5529 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5530 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5532 for a := 0 to High(gPlayers) do
5533 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5534 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5535 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5536 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5537 begin
5538 gPlayers[a].Touch();
5539 if g_Game_IsNet and g_Game_IsServer then
5540 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5541 end;
5543 FTime[T_USE] := gTime+120;
5544 end;
5546 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5547 var
5548 locObj: TObj;
5549 F: Boolean;
5550 WX, WY, XD, YD: Integer;
5551 begin
5552 F := False;
5553 WX := X;
5554 WY := Y;
5555 XD := AX;
5556 YD := AY;
5558 case FCurrWeap of
5559 WEAPON_KASTET:
5560 begin
5561 DoPunch();
5562 if R_BERSERK in FRulez then
5563 begin
5564 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5565 locobj.X := FObj.X+FObj.Rect.X;
5566 locobj.Y := FObj.Y+FObj.Rect.Y;
5567 locobj.rect.X := 0;
5568 locobj.rect.Y := 0;
5569 locobj.rect.Width := 39;
5570 locobj.rect.Height := 52;
5571 locobj.Vel.X := (xd-wx) div 2;
5572 locobj.Vel.Y := (yd-wy) div 2;
5573 locobj.Accel.X := xd-wx;
5574 locobj.Accel.y := yd-wy;
5576 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5577 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5578 else
5579 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5581 if gFlash = 1 then
5582 if FPain < 50 then
5583 FPain := min(FPain + 25, 50);
5584 end else
5585 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5586 end;
5588 WEAPON_SAW:
5589 begin
5590 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5591 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5592 begin
5593 FSawSoundSelect.Stop();
5594 FSawSound.Stop();
5595 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5596 end
5597 else if not FSawSoundHit.IsPlaying() then
5598 begin
5599 FSawSoundSelect.Stop();
5600 FSawSound.PlayAt(FObj.X, FObj.Y);
5601 end;
5602 f := True;
5603 end;
5605 WEAPON_PISTOL:
5606 begin
5607 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5608 FFireAngle := FAngle;
5609 f := True;
5610 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5611 GameVelX, GameVelY-2, SHELL_BULLET);
5612 end;
5614 WEAPON_SHOTGUN1:
5615 begin
5616 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5617 FFireAngle := FAngle;
5618 f := True;
5619 FShellTimer := 10;
5620 FShellType := SHELL_SHELL;
5621 end;
5623 WEAPON_SHOTGUN2:
5624 begin
5625 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5626 FFireAngle := FAngle;
5627 f := True;
5628 FShellTimer := 13;
5629 FShellType := SHELL_DBLSHELL;
5630 end;
5632 WEAPON_CHAINGUN:
5633 begin
5634 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5635 FFireAngle := FAngle;
5636 f := True;
5637 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5638 GameVelX, GameVelY-2, SHELL_BULLET);
5639 end;
5641 WEAPON_ROCKETLAUNCHER:
5642 begin
5643 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5644 FFireAngle := FAngle;
5645 f := True;
5646 end;
5648 WEAPON_PLASMA:
5649 begin
5650 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5651 FFireAngle := FAngle;
5652 f := True;
5653 end;
5655 WEAPON_BFG:
5656 begin
5657 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5658 FFireAngle := FAngle;
5659 f := True;
5660 end;
5662 WEAPON_SUPERPULEMET:
5663 begin
5664 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5665 FFireAngle := FAngle;
5666 f := True;
5667 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5668 GameVelX, GameVelY-2, SHELL_SHELL);
5669 end;
5671 WEAPON_FLAMETHROWER:
5672 begin
5673 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5674 FlamerOn;
5675 FFireAngle := FAngle;
5676 f := True;
5677 end;
5678 end;
5680 if not f then Exit;
5682 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5683 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5684 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5685 end;
5687 procedure TPlayer.DoLerp(Level: Integer = 2);
5688 begin
5689 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5690 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5691 end;
5693 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5694 var
5695 AX, AY: Integer;
5696 begin
5697 FXTo := XTo;
5698 FYTo := YTo;
5699 if FJustTeleported or (NetInterpLevel < 1) then
5700 begin
5701 FObj.X := XTo;
5702 FObj.Y := YTo;
5703 if FJustTeleported then
5704 begin
5705 FObj.oldX := FObj.X;
5706 FObj.oldY := FObj.Y;
5707 end;
5708 end
5709 else
5710 begin
5711 AX := Abs(FXTo - FObj.X);
5712 AY := Abs(FYTo - FObj.Y);
5713 if (AX > 32) or (AX <= NetInterpLevel) then
5714 FObj.X := FXTo;
5715 if (AY > 32) or (AY <= NetInterpLevel) then
5716 FObj.Y := FYTo;
5717 end;
5718 end;
5720 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5721 begin
5722 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5723 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5724 PANEL_LIFTUP, False) then Result := -1
5725 else
5726 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5727 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5728 PANEL_LIFTDOWN, False) then Result := 1
5729 else Result := 0;
5730 end;
5732 function TPlayer.GetFlag(Flag: Byte): Boolean;
5733 var
5734 s, ts: String;
5735 evtype, a: Byte;
5736 begin
5737 Result := False;
5739 if Flag = FLAG_NONE then
5740 Exit;
5742 if not g_Game_IsServer then Exit;
5744 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5745 if (Flag = FTeam) and
5746 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5747 (FFlag <> FLAG_NONE) then
5748 begin
5749 if FFlag = FLAG_RED then
5750 s := _lc[I_PLAYER_FLAG_RED]
5751 else
5752 s := _lc[I_PLAYER_FLAG_BLUE];
5754 evtype := FLAG_STATE_SCORED;
5756 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5757 Insert('.', ts, Length(ts) + 1 - 3);
5758 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5760 g_Map_ResetFlag(FFlag);
5761 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5763 if ((Self = gPlayer1) or (Self = gPlayer2)
5764 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5765 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5766 a := 0
5767 else
5768 a := 1;
5770 if not sound_cap_flag[a].IsPlaying() then
5771 sound_cap_flag[a].Play();
5773 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5775 Result := True;
5776 if g_Game_IsNet then
5777 begin
5778 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5779 MH_SEND_GameStats;
5780 end;
5782 gFlags[FFlag].CaptureTime := 0;
5783 SetFlag(FLAG_NONE);
5784 Exit;
5785 end;
5787 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5788 if (Flag = FTeam) and
5789 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5790 begin
5791 if Flag = FLAG_RED then
5792 s := _lc[I_PLAYER_FLAG_RED]
5793 else
5794 s := _lc[I_PLAYER_FLAG_BLUE];
5796 evtype := FLAG_STATE_RETURNED;
5797 gFlags[Flag].CaptureTime := 0;
5799 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5801 g_Map_ResetFlag(Flag);
5802 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5804 if ((Self = gPlayer1) or (Self = gPlayer2)
5805 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5806 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5807 a := 0
5808 else
5809 a := 1;
5811 if not sound_ret_flag[a].IsPlaying() then
5812 sound_ret_flag[a].Play();
5814 Result := True;
5815 if g_Game_IsNet then
5816 begin
5817 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5818 MH_SEND_GameStats;
5819 end;
5820 Exit;
5821 end;
5823 // Ïîäîáðàë ÷óæîé ôëàã:
5824 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5825 begin
5826 SetFlag(Flag);
5828 if Flag = FLAG_RED then
5829 s := _lc[I_PLAYER_FLAG_RED]
5830 else
5831 s := _lc[I_PLAYER_FLAG_BLUE];
5833 evtype := FLAG_STATE_CAPTURED;
5835 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5837 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5839 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5841 if ((Self = gPlayer1) or (Self = gPlayer2)
5842 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5843 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5844 a := 0
5845 else
5846 a := 1;
5848 if not sound_get_flag[a].IsPlaying() then
5849 sound_get_flag[a].Play();
5851 Result := True;
5852 if g_Game_IsNet then
5853 begin
5854 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5855 MH_SEND_GameStats;
5856 end;
5857 end;
5858 end;
5860 procedure TPlayer.SetFlag(Flag: Byte);
5861 begin
5862 FFlag := Flag;
5863 if FModel <> nil then
5864 FModel.SetFlag(FFlag);
5865 end;
5867 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5868 var
5869 s: String;
5870 a: Byte;
5871 begin
5872 Result := False;
5873 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5874 Exit;
5875 FTime[T_FLAGCAP] := gTime + 2000;
5876 with gFlags[FFlag] do
5877 begin
5878 Obj.X := FObj.X;
5879 Obj.Y := FObj.Y;
5880 Direction := FDirection;
5881 State := FLAG_STATE_DROPPED;
5882 Count := FLAG_TIME;
5883 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5884 (FObj.Vel.Y div 2)-2+Random(5));
5885 positionChanged(); // this updates spatial accelerators
5887 if FFlag = FLAG_RED then
5888 s := _lc[I_PLAYER_FLAG_RED]
5889 else
5890 s := _lc[I_PLAYER_FLAG_BLUE];
5892 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5893 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5895 if ((Self = gPlayer1) or (Self = gPlayer2)
5896 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5897 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5898 a := 0
5899 else
5900 a := 1;
5902 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5903 sound_lost_flag[a].Play();
5905 if g_Game_IsNet then
5906 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5907 end;
5908 SetFlag(FLAG_NONE);
5909 Result := True;
5910 end;
5912 procedure TPlayer.GetSecret();
5913 begin
5914 if (self = gPlayer1) or (self = gPlayer2) then
5915 begin
5916 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5917 g_Sound_PlayEx('SOUND_GAME_SECRET');
5918 end;
5919 Inc(FSecrets);
5920 end;
5922 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5923 begin
5924 Assert(Key <= High(FKeys));
5926 FKeys[Key].Pressed := True;
5927 FKeys[Key].Time := Time;
5928 end;
5930 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5931 begin
5932 Result := FKeys[K].Pressed;
5933 end;
5935 procedure TPlayer.ReleaseKeys();
5936 var
5937 a: Integer;
5938 begin
5939 for a := Low(FKeys) to High(FKeys) do
5940 begin
5941 FKeys[a].Pressed := False;
5942 FKeys[a].Time := 0;
5943 end;
5944 end;
5946 procedure TPlayer.OnDamage(Angle: SmallInt);
5947 begin
5948 end;
5950 function TPlayer.firediry(): Integer;
5951 begin
5952 if FKeys[KEY_UP].Pressed then Result := -42
5953 else if FKeys[KEY_DOWN].Pressed then Result := 19
5954 else Result := 0;
5955 end;
5957 procedure TPlayer.RememberState();
5958 var
5959 i: Integer;
5960 SavedState: TPlayerSavedState;
5961 begin
5962 SavedState.Health := FHealth;
5963 SavedState.Armor := FArmor;
5964 SavedState.Air := FAir;
5965 SavedState.JetFuel := FJetFuel;
5966 SavedState.CurrWeap := FCurrWeap;
5967 SavedState.NextWeap := FNextWeap;
5968 SavedState.NextWeapDelay := FNextWeapDelay;
5969 for i := Low(FWeapon) to High(FWeapon) do
5970 SavedState.Weapon[i] := FWeapon[i];
5971 for i := Low(FAmmo) to High(FAmmo) do
5972 SavedState.Ammo[i] := FAmmo[i];
5973 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
5974 SavedState.MaxAmmo[i] := FMaxAmmo[i];
5975 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5977 FSavedStateNum := -1;
5978 for i := Low(SavedStates) to High(SavedStates) do
5979 if not SavedStates[i].Used then
5980 begin
5981 FSavedStateNum := i;
5982 break;
5983 end;
5984 if FSavedStateNum < 0 then
5985 begin
5986 SetLength(SavedStates, Length(SavedStates) + 1);
5987 FSavedStateNum := High(SavedStates);
5988 end;
5990 SavedState.Used := True;
5991 SavedStates[FSavedStateNum] := SavedState;
5992 end;
5994 procedure TPlayer.RecallState();
5995 var
5996 i: Integer;
5997 SavedState: TPlayerSavedState;
5998 begin
5999 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6000 Exit;
6002 SavedState := SavedStates[FSavedStateNum];
6003 SavedStates[FSavedStateNum].Used := False;
6004 FSavedStateNum := -1;
6006 FHealth := SavedState.Health;
6007 FArmor := SavedState.Armor;
6008 FAir := SavedState.Air;
6009 FJetFuel := SavedState.JetFuel;
6010 FCurrWeap := SavedState.CurrWeap;
6011 FNextWeap := SavedState.NextWeap;
6012 FNextWeapDelay := SavedState.NextWeapDelay;
6013 for i := Low(FWeapon) to High(FWeapon) do
6014 FWeapon[i] := SavedState.Weapon[i];
6015 for i := Low(FAmmo) to High(FAmmo) do
6016 FAmmo[i] := SavedState.Ammo[i];
6017 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6018 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6019 FRulez := SavedState.Rulez;
6021 if gGameSettings.GameType = GT_SERVER then
6022 MH_SEND_PlayerStats(FUID);
6023 end;
6025 procedure TPlayer.SaveState (st: TStream);
6026 var
6027 i: Integer;
6028 b: Byte;
6029 begin
6030 // Ñèãíàòóðà èãðîêà
6031 utils.writeSign(st, 'PLYR');
6032 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6033 // Áîò èëè ÷åëîâåê
6034 utils.writeBool(st, FIamBot);
6035 // UID èãðîêà
6036 utils.writeInt(st, Word(FUID));
6037 // Èìÿ èãðîêà
6038 utils.writeStr(st, FName);
6039 // Êîìàíäà
6040 utils.writeInt(st, Byte(FTeam));
6041 // Æèâ ëè
6042 utils.writeBool(st, FAlive);
6043 // Èçðàñõîäîâàë ëè âñå æèçíè
6044 utils.writeBool(st, FNoRespawn);
6045 // Íàïðàâëåíèå
6046 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6047 utils.writeInt(st, Byte(b));
6048 // Çäîðîâüå
6049 utils.writeInt(st, LongInt(FHealth));
6050 // Êîýôôèöèåíò èíâàëèäíîñòè
6051 utils.writeInt(st, LongInt(FHandicap));
6052 // Æèçíè
6053 utils.writeInt(st, Byte(FLives));
6054 // Áðîíÿ
6055 utils.writeInt(st, LongInt(FArmor));
6056 // Çàïàñ âîçäóõà
6057 utils.writeInt(st, LongInt(FAir));
6058 // Çàïàñ ãîðþ÷åãî
6059 utils.writeInt(st, LongInt(FJetFuel));
6060 // Áîëü
6061 utils.writeInt(st, LongInt(FPain));
6062 // Óáèë
6063 utils.writeInt(st, LongInt(FKills));
6064 // Óáèë ìîíñòðîâ
6065 utils.writeInt(st, LongInt(FMonsterKills));
6066 // Ôðàãîâ
6067 utils.writeInt(st, LongInt(FFrags));
6068 // Ôðàãîâ ïîäðÿä
6069 utils.writeInt(st, Byte(FFragCombo));
6070 // Âðåìÿ ïîñëåäíåãî ôðàãà
6071 utils.writeInt(st, LongWord(FLastFrag));
6072 // Ñìåðòåé
6073 utils.writeInt(st, LongInt(FDeath));
6074 // Êàêîé ôëàã íåñåò
6075 utils.writeInt(st, Byte(FFlag));
6076 // Íàøåë ñåêðåòîâ
6077 utils.writeInt(st, LongInt(FSecrets));
6078 // Òåêóùåå îðóæèå
6079 utils.writeInt(st, Byte(FCurrWeap));
6080 // Æåëàåìîå îðóæèå
6081 utils.writeInt(st, Word(FNextWeap));
6082 // ...è ïàóçà
6083 utils.writeInt(st, Byte(FNextWeapDelay));
6084 // Âðåìÿ çàðÿäêè BFG
6085 utils.writeInt(st, SmallInt(FBFGFireCounter));
6086 // Áóôåð óðîíà
6087 utils.writeInt(st, LongInt(FDamageBuffer));
6088 // Ïîñëåäíèé óäàðèâøèé
6089 utils.writeInt(st, Word(FLastSpawnerUID));
6090 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6091 utils.writeInt(st, Byte(FLastHit));
6092 // Îáúåêò èãðîêà
6093 Obj_SaveState(st, @FObj);
6094 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6095 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6096 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6097 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6098 // Íàëè÷èå îðóæèÿ
6099 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6100 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6101 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6102 // Íàëè÷èå ðþêçàêà
6103 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6104 // Íàëè÷èå êðàñíîãî êëþ÷à
6105 utils.writeBool(st, (R_KEY_RED in FRulez));
6106 // Íàëè÷èå çåëåíîãî êëþ÷à
6107 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6108 // Íàëè÷èå ñèíåãî êëþ÷à
6109 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6110 // Íàëè÷èå áåðñåðêà
6111 utils.writeBool(st, (R_BERSERK in FRulez));
6112 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6113 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6114 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6115 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6116 // Íàçâàíèå ìîäåëè
6117 utils.writeStr(st, FModel.Name);
6118 // Öâåò ìîäåëè
6119 utils.writeInt(st, Byte(FColor.R));
6120 utils.writeInt(st, Byte(FColor.G));
6121 utils.writeInt(st, Byte(FColor.B));
6122 end;
6125 procedure TPlayer.LoadState (st: TStream);
6126 var
6127 i: Integer;
6128 str: String;
6129 b: Byte;
6130 begin
6131 assert(st <> nil);
6133 // Ñèãíàòóðà èãðîêà
6134 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6135 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6136 // Áîò èëè ÷åëîâåê:
6137 FIamBot := utils.readBool(st);
6138 // UID èãðîêà
6139 FUID := utils.readWord(st);
6140 // Èìÿ èãðîêà
6141 str := utils.readStr(st);
6142 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6143 // Êîìàíäà
6144 FTeam := utils.readByte(st);
6145 // Æèâ ëè
6146 FAlive := utils.readBool(st);
6147 // Èçðàñõîäîâàë ëè âñå æèçíè
6148 FNoRespawn := utils.readBool(st);
6149 // Íàïðàâëåíèå
6150 b := utils.readByte(st);
6151 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6152 // Çäîðîâüå
6153 FHealth := utils.readLongInt(st);
6154 // Êîýôôèöèåíò èíâàëèäíîñòè
6155 FHandicap := utils.readLongInt(st);
6156 // Æèçíè
6157 FLives := utils.readByte(st);
6158 // Áðîíÿ
6159 FArmor := utils.readLongInt(st);
6160 // Çàïàñ âîçäóõà
6161 FAir := utils.readLongInt(st);
6162 // Çàïàñ ãîðþ÷åãî
6163 FJetFuel := utils.readLongInt(st);
6164 // Áîëü
6165 FPain := utils.readLongInt(st);
6166 // Óáèë
6167 FKills := utils.readLongInt(st);
6168 // Óáèë ìîíñòðîâ
6169 FMonsterKills := utils.readLongInt(st);
6170 // Ôðàãîâ
6171 FFrags := utils.readLongInt(st);
6172 // Ôðàãîâ ïîäðÿä
6173 FFragCombo := utils.readByte(st);
6174 // Âðåìÿ ïîñëåäíåãî ôðàãà
6175 FLastFrag := utils.readLongWord(st);
6176 // Ñìåðòåé
6177 FDeath := utils.readLongInt(st);
6178 // Êàêîé ôëàã íåñåò
6179 FFlag := utils.readByte(st);
6180 // Íàøåë ñåêðåòîâ
6181 FSecrets := utils.readLongInt(st);
6182 // Òåêóùåå îðóæèå
6183 FCurrWeap := utils.readByte(st);
6184 // Æåëàåìîå îðóæèå
6185 FNextWeap := utils.readWord(st);
6186 // ...è ïàóçà
6187 FNextWeapDelay := utils.readByte(st);
6188 // Âðåìÿ çàðÿäêè BFG
6189 FBFGFireCounter := utils.readSmallInt(st);
6190 // Áóôåð óðîíà
6191 FDamageBuffer := utils.readLongInt(st);
6192 // Ïîñëåäíèé óäàðèâøèé
6193 FLastSpawnerUID := utils.readWord(st);
6194 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6195 FLastHit := utils.readByte(st);
6196 // Îáúåêò èãðîêà
6197 Obj_LoadState(@FObj, st);
6198 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6199 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6200 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6201 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6202 // Íàëè÷èå îðóæèÿ
6203 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6204 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6205 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6206 // Íàëè÷èå ðþêçàêà
6207 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6208 // Íàëè÷èå êðàñíîãî êëþ÷à
6209 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6210 // Íàëè÷èå çåëåíîãî êëþ÷à
6211 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6212 // Íàëè÷èå ñèíåãî êëþ÷à
6213 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6214 // Íàëè÷èå áåðñåðêà
6215 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6216 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6217 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6218 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6219 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6220 // Íàçâàíèå ìîäåëè
6221 str := utils.readStr(st);
6222 // Öâåò ìîäåëè
6223 FColor.R := utils.readByte(st);
6224 FColor.G := utils.readByte(st);
6225 FColor.B := utils.readByte(st);
6226 if (self = gPlayer1) then
6227 begin
6228 str := gPlayer1Settings.Model;
6229 FColor := gPlayer1Settings.Color;
6230 end
6231 else if (self = gPlayer2) then
6232 begin
6233 str := gPlayer2Settings.Model;
6234 FColor := gPlayer2Settings.Color;
6235 end;
6236 // Îáíîâëÿåì ìîäåëü èãðîêà
6237 SetModel(str);
6238 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6239 FModel.Color := TEAMCOLOR[FTeam]
6240 else
6241 FModel.Color := FColor;
6242 end;
6245 procedure TPlayer.AllRulez(Health: Boolean);
6246 var
6247 a: Integer;
6248 begin
6249 if Health then
6250 begin
6251 FHealth := PLAYER_HP_LIMIT;
6252 FArmor := PLAYER_AP_LIMIT;
6253 Exit;
6254 end;
6256 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6257 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6258 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6259 end;
6261 procedure TPlayer.RestoreHealthArmor();
6262 begin
6263 FHealth := PLAYER_HP_LIMIT;
6264 FArmor := PLAYER_AP_LIMIT;
6265 end;
6267 procedure TPlayer.FragCombo();
6268 var
6269 Param: Integer;
6270 begin
6271 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6272 Exit;
6273 if gTime - FLastFrag < FRAG_COMBO_TIME then
6274 begin
6275 if FFragCombo < 5 then
6276 Inc(FFragCombo);
6277 Param := FUID or (FFragCombo shl 16);
6278 if (FComboEvnt >= Low(gDelayedEvents)) and
6279 (FComboEvnt <= High(gDelayedEvents)) and
6280 gDelayedEvents[FComboEvnt].Pending and
6281 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6282 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6283 begin
6284 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6285 gDelayedEvents[FComboEvnt].DENum := Param;
6286 end
6287 else
6288 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6289 end
6290 else
6291 FFragCombo := 1;
6293 FLastFrag := gTime;
6294 end;
6296 procedure TPlayer.GiveItem(ItemType: Byte);
6297 begin
6298 case ItemType of
6299 ITEM_SUIT:
6300 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6301 begin
6302 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6303 end;
6305 ITEM_OXYGEN:
6306 if FAir < AIR_MAX then
6307 begin
6308 FAir := AIR_MAX;
6309 end;
6311 ITEM_MEDKIT_BLACK:
6312 begin
6313 if not (R_BERSERK in FRulez) then
6314 begin
6315 Include(FRulez, R_BERSERK);
6316 if FBFGFireCounter < 1 then
6317 begin
6318 FCurrWeap := WEAPON_KASTET;
6319 resetWeaponQueue();
6320 FModel.SetWeapon(WEAPON_KASTET);
6321 end;
6322 if gFlash <> 0 then
6323 Inc(FPain, 100);
6324 FBerserk := gTime+30000;
6325 end;
6326 if FHealth < PLAYER_HP_SOFT then
6327 begin
6328 FHealth := PLAYER_HP_SOFT;
6329 FBerserk := gTime+30000;
6330 end;
6331 end;
6333 ITEM_INVUL:
6334 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6335 begin
6336 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6337 FSpawnInvul := 0;
6338 end;
6340 ITEM_INVIS:
6341 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6342 begin
6343 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6344 end;
6346 ITEM_JETPACK:
6347 if FJetFuel < JET_MAX then
6348 begin
6349 FJetFuel := JET_MAX;
6350 end;
6352 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6353 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6355 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6356 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6358 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6359 ITEM_SPHERE_WHITE:
6360 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6361 begin
6362 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6363 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6364 end;
6366 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6367 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6368 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6369 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6370 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6371 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6372 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6373 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6374 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6376 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6377 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6378 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6379 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6380 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6381 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6382 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6383 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6384 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6386 ITEM_AMMO_BACKPACK:
6387 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6388 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6389 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6390 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6391 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6392 begin
6393 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6394 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6395 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6396 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6397 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6399 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6400 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6401 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6402 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6404 FRulez := FRulez + [R_ITEM_BACKPACK];
6405 end;
6407 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6408 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6409 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6411 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6412 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6414 else
6415 Exit;
6416 end;
6417 if g_Game_IsNet and g_Game_IsServer then
6418 MH_SEND_PlayerStats(FUID);
6419 end;
6421 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6422 var
6423 id, i: DWORD;
6424 Anim: TAnimation;
6425 begin
6426 if (Random(5) = 1) and (Times = 1) then
6427 Exit;
6429 if BodyInLiquid(0, 0) then
6430 begin
6431 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6432 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6433 if Random(2) = 0 then
6434 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6435 else
6436 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6437 Exit;
6438 end;
6440 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6441 begin
6442 for i := 1 to Times do
6443 begin
6444 Anim := TAnimation.Create(id, False, 3);
6445 Anim.Alpha := 150;
6446 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6447 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6448 Anim.Free();
6449 end;
6450 end;
6451 end;
6453 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6454 var
6455 id, i: DWORD;
6456 Anim: TAnimation;
6457 begin
6458 if (Random(10) = 1) and (Times = 1) then
6459 Exit;
6461 if g_Frames_Get(id, 'FRAMES_FLAME') then
6462 begin
6463 for i := 1 to Times do
6464 begin
6465 Anim := TAnimation.Create(id, False, 3);
6466 Anim.Alpha := 0;
6467 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6468 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6469 Anim.Free();
6470 end;
6471 end;
6472 end;
6474 procedure TPlayer.PauseSounds(Enable: Boolean);
6475 begin
6476 FSawSound.Pause(Enable);
6477 FSawSoundIdle.Pause(Enable);
6478 FSawSoundHit.Pause(Enable);
6479 FSawSoundSelect.Pause(Enable);
6480 FFlameSoundOn.Pause(Enable);
6481 FFlameSoundOff.Pause(Enable);
6482 FFlameSoundWork.Pause(Enable);
6483 FJetSoundFly.Pause(Enable);
6484 FJetSoundOn.Pause(Enable);
6485 FJetSoundOff.Pause(Enable);
6486 end;
6488 { T C o r p s e : }
6490 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6491 begin
6492 g_Obj_Init(@FObj);
6493 FObj.X := X;
6494 FObj.Y := Y;
6495 FObj.Rect := PLAYER_CORPSERECT;
6496 FModelName := ModelName;
6497 FMess := aMess;
6499 if FMess then
6500 begin
6501 FState := CORPSE_STATE_MESS;
6502 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6503 end
6504 else
6505 begin
6506 FState := CORPSE_STATE_NORMAL;
6507 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6508 end;
6509 end;
6511 destructor TCorpse.Destroy();
6512 begin
6513 FAnimation.Free();
6515 inherited;
6516 end;
6518 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6520 procedure TCorpse.positionChanged (); inline; begin end;
6522 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6523 begin
6524 if (dx <> 0) or (dy <> 0) then
6525 begin
6526 FObj.X += dx;
6527 FObj.Y += dy;
6528 positionChanged();
6529 end;
6530 end;
6533 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6534 begin
6535 x := FObj.X+PLAYER_CORPSERECT.X;
6536 y := FObj.Y+PLAYER_CORPSERECT.Y;
6537 w := PLAYER_CORPSERECT.Width;
6538 h := PLAYER_CORPSERECT.Height;
6539 end;
6542 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
6543 var
6544 pm: TPlayerModel;
6545 Blood: TModelBlood;
6546 begin
6547 if FState = CORPSE_STATE_REMOVEME then
6548 Exit;
6550 FDamage := FDamage + Value;
6552 if FDamage > 150 then
6553 begin
6554 if FAnimation <> nil then
6555 begin
6556 FAnimation.Free();
6557 FAnimation := nil;
6559 FState := CORPSE_STATE_REMOVEME;
6561 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6562 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6563 FModelName, FColor);
6564 // Çâóê ìÿñà îò òðóïà:
6565 pm := g_PlayerModel_Get(FModelName);
6566 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6567 pm.Free;
6569 // Çëîâåùèé ñìåõ:
6570 if (gBodyKillEvent <> -1)
6571 and gDelayedEvents[gBodyKillEvent].Pending then
6572 gDelayedEvents[gBodyKillEvent].Pending := False;
6573 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
6574 end;
6575 end
6576 else
6577 begin
6578 Blood := g_PlayerModel_GetBlood(FModelName);
6579 FObj.Vel.X := FObj.Vel.X + vx;
6580 FObj.Vel.Y := FObj.Vel.Y + vy;
6581 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6582 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6583 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6584 Blood.R, Blood.G, Blood.B, Blood.Kind);
6585 end;
6586 end;
6588 procedure TCorpse.Draw();
6589 var
6590 fX, fY: Integer;
6591 begin
6592 if FState = CORPSE_STATE_REMOVEME then
6593 Exit;
6595 FObj.lerp(gLerpFactor, fX, fY);
6597 if FAnimation <> nil then
6598 FAnimation.Draw(fX, fY, TMirrorType.None);
6600 if FAnimationMask <> nil then
6601 begin
6602 e_Colors := FColor;
6603 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6604 e_Colors.R := 255;
6605 e_Colors.G := 255;
6606 e_Colors.B := 255;
6607 end;
6608 end;
6610 procedure TCorpse.Update();
6611 var
6612 st: Word;
6613 begin
6614 if FState = CORPSE_STATE_REMOVEME then
6615 Exit;
6617 FObj.oldX := FObj.X;
6618 FObj.oldY := FObj.Y;
6620 if gTime mod (GAME_TICK*2) <> 0 then
6621 begin
6622 g_Obj_Move(@FObj, True, True, True);
6623 positionChanged(); // this updates spatial accelerators
6624 Exit;
6625 end;
6627 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6628 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6630 st := g_Obj_Move(@FObj, True, True, True);
6631 positionChanged(); // this updates spatial accelerators
6633 if WordBool(st and MOVE_FALLOUT) then
6634 begin
6635 FState := CORPSE_STATE_REMOVEME;
6636 Exit;
6637 end;
6639 if FAnimation <> nil then
6640 FAnimation.Update();
6641 if FAnimationMask <> nil then
6642 FAnimationMask.Update();
6643 end;
6646 procedure TCorpse.SaveState (st: TStream);
6647 var
6648 anim: Boolean;
6649 begin
6650 assert(st <> nil);
6652 // Ñèãíàòóðà òðóïà
6653 utils.writeSign(st, 'CORP');
6654 utils.writeInt(st, Byte(0));
6655 // Ñîñòîÿíèå
6656 utils.writeInt(st, Byte(FState));
6657 // Íàêîïëåííûé óðîí
6658 utils.writeInt(st, Byte(FDamage));
6659 // Öâåò
6660 utils.writeInt(st, Byte(FColor.R));
6661 utils.writeInt(st, Byte(FColor.G));
6662 utils.writeInt(st, Byte(FColor.B));
6663 // Îáúåêò òðóïà
6664 Obj_SaveState(st, @FObj);
6665 utils.writeInt(st, Word(FPlayerUID));
6666 // Åñòü ëè àíèìàöèÿ
6667 anim := (FAnimation <> nil);
6668 utils.writeBool(st, anim);
6669 // Åñëè åñòü - ñîõðàíÿåì
6670 if anim then FAnimation.SaveState(st);
6671 // Åñòü ëè ìàñêà àíèìàöèè
6672 anim := (FAnimationMask <> nil);
6673 utils.writeBool(st, anim);
6674 // Åñëè åñòü - ñîõðàíÿåì
6675 if anim then FAnimationMask.SaveState(st);
6676 end;
6679 procedure TCorpse.LoadState (st: TStream);
6680 var
6681 anim: Boolean;
6682 begin
6683 assert(st <> nil);
6685 // Ñèãíàòóðà òðóïà
6686 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6687 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6688 // Ñîñòîÿíèå
6689 FState := utils.readByte(st);
6690 // Íàêîïëåííûé óðîí
6691 FDamage := utils.readByte(st);
6692 // Öâåò
6693 FColor.R := utils.readByte(st);
6694 FColor.G := utils.readByte(st);
6695 FColor.B := utils.readByte(st);
6696 // Îáúåêò òðóïà
6697 Obj_LoadState(@FObj, st);
6698 FPlayerUID := utils.readWord(st);
6699 // Åñòü ëè àíèìàöèÿ
6700 anim := utils.readBool(st);
6701 // Åñëè åñòü - çàãðóæàåì
6702 if anim then
6703 begin
6704 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6705 FAnimation.LoadState(st);
6706 end;
6707 // Åñòü ëè ìàñêà àíèìàöèè
6708 anim := utils.readBool(st);
6709 // Åñëè åñòü - çàãðóæàåì
6710 if anim then
6711 begin
6712 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6713 FAnimationMask.LoadState(st);
6714 end;
6715 end;
6717 { T B o t : }
6719 constructor TBot.Create();
6720 var
6721 a: Integer;
6722 begin
6723 inherited Create();
6725 FPhysics := True;
6726 FSpectator := False;
6727 FGhost := False;
6729 FIamBot := True;
6731 Inc(gNumBots);
6733 for a := WP_FIRST to WP_LAST do
6734 begin
6735 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6736 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6737 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6738 end;
6739 end;
6741 destructor TBot.Destroy();
6742 begin
6743 Dec(gNumBots);
6744 inherited Destroy();
6745 end;
6747 procedure TBot.Draw();
6748 begin
6749 inherited Draw();
6751 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6752 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6753 end;
6755 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6756 begin
6757 inherited Respawn(Silent, Force);
6759 FAIFlags := nil;
6760 FSelectedWeapon := FCurrWeap;
6761 resetWeaponQueue();
6762 FTargetUID := 0;
6763 end;
6765 procedure TBot.UpdateCombat();
6766 type
6767 TTarget = record
6768 UID: Word;
6769 X, Y: Integer;
6770 Rect: TRectWH;
6771 cX, cY: Integer;
6772 Dist: Word;
6773 Line: Boolean;
6774 Visible: Boolean;
6775 IsPlayer: Boolean;
6776 end;
6778 TTargetRecord = array of TTarget;
6780 function Compare(a, b: TTarget): Integer;
6781 begin
6782 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6783 Result := -1
6784 else
6785 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6786 Result := 1
6787 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6788 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6789 begin
6790 if a.Dist > b.Dist then // B áëèæå
6791 Result := 1
6792 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6793 Result := -1;
6794 end
6795 else // Ñòðàííî -> A
6796 Result := -1;
6797 end;
6799 var
6800 a, x1, y1, x2, y2: Integer;
6801 targets: TTargetRecord;
6802 ammo: Word;
6803 Target, BestTarget: TTarget;
6804 firew, fireh: Integer;
6805 angle: SmallInt;
6806 mon: TMonster;
6807 pla, tpla: TPlayer;
6808 vsPlayer, vsMonster, ok: Boolean;
6811 function monsUpdate (mon: TMonster): Boolean;
6812 begin
6813 result := false; // don't stop
6814 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6815 begin
6816 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6818 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6819 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6821 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6822 if g_TraceVector(x1, y1, x2, y2) then
6823 begin
6824 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6825 SetLength(targets, Length(targets)+1);
6826 with targets[High(targets)] do
6827 begin
6828 UID := mon.UID;
6829 X := mon.Obj.X;
6830 Y := mon.Obj.Y;
6831 cX := x2;
6832 cY := y2;
6833 Rect := mon.Obj.Rect;
6834 Dist := g_PatchLength(x1, y1, x2, y2);
6835 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6836 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6837 Visible := True;
6838 IsPlayer := False;
6839 end;
6840 end;
6841 end;
6842 end;
6844 begin
6845 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6846 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6848 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6849 if FCurrWeap <> FSelectedWeapon then
6850 NextWeapon();
6852 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6853 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6854 begin
6855 RemoveAIFlag('NEEDFIRE');
6857 case FCurrWeap of
6858 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6859 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6860 else PressKey(KEY_FIRE);
6861 end;
6862 end;
6864 // Êîîðäèíàòû ñòâîëà:
6865 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6866 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6868 Target.UID := FTargetUID;
6870 ok := False;
6871 if Target.UID <> 0 then
6872 begin // Öåëü åñòü - íàñòðàèâàåì
6873 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6874 vsPlayer then
6875 begin // Èãðîê
6876 tpla := g_Player_Get(Target.UID);
6877 if tpla <> nil then
6878 with tpla do
6879 begin
6880 if (@FObj) <> nil then
6881 begin
6882 Target.X := FObj.X;
6883 Target.Y := FObj.Y;
6884 end;
6885 end;
6887 Target.cX := Target.X + PLAYER_RECT_CX;
6888 Target.cY := Target.Y + PLAYER_RECT_CY;
6889 Target.Rect := PLAYER_RECT;
6890 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6891 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6892 (y1-4 > Target.Y+PLAYER_RECT.Y);
6893 Target.IsPlayer := True;
6894 ok := True;
6895 end
6896 else
6897 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6898 vsMonster then
6899 begin // Ìîíñòð
6900 mon := g_Monsters_ByUID(Target.UID);
6901 if mon <> nil then
6902 begin
6903 Target.X := mon.Obj.X;
6904 Target.Y := mon.Obj.Y;
6906 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6907 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6908 Target.Rect := mon.Obj.Rect;
6909 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6910 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6911 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6912 Target.IsPlayer := False;
6913 ok := True;
6914 end;
6915 end;
6916 end;
6918 if not ok then
6919 begin // Öåëè íåò - îáíóëÿåì
6920 Target.X := 0;
6921 Target.Y := 0;
6922 Target.cX := 0;
6923 Target.cY := 0;
6924 Target.Visible := False;
6925 Target.Line := False;
6926 Target.IsPlayer := False;
6927 end;
6929 targets := nil;
6931 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6932 if (not Target.Line) or (not Target.Visible) then
6933 begin
6934 // Èãðîêè:
6935 if vsPlayer then
6936 for a := 0 to High(gPlayers) do
6937 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6938 (gPlayers[a].FUID <> FUID) and
6939 (not SameTeam(FUID, gPlayers[a].FUID)) and
6940 (not gPlayers[a].NoTarget) and
6941 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6942 begin
6943 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6944 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6945 Continue;
6947 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6948 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6950 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6951 if g_TraceVector(x1, y1, x2, y2) then
6952 begin
6953 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6954 SetLength(targets, Length(targets)+1);
6955 with targets[High(targets)] do
6956 begin
6957 UID := gPlayers[a].FUID;
6958 X := gPlayers[a].FObj.X;
6959 Y := gPlayers[a].FObj.Y;
6960 cX := x2;
6961 cY := y2;
6962 Rect := PLAYER_RECT;
6963 Dist := g_PatchLength(x1, y1, x2, y2);
6964 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6965 (y1-4 > Target.Y+PLAYER_RECT.Y);
6966 Visible := True;
6967 IsPlayer := True;
6968 end;
6969 end;
6970 end;
6972 // Ìîíñòðû:
6973 if vsMonster then g_Mons_ForEach(monsUpdate);
6974 end;
6976 // Åñëè åñòü âîçìîæíûå öåëè:
6977 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6978 if targets <> nil then
6979 begin
6980 // Âûáèðàåì íàèëó÷øóþ öåëü:
6981 BestTarget := targets[0];
6982 if Length(targets) > 1 then
6983 for a := 1 to High(targets) do
6984 if Compare(BestTarget, targets[a]) = 1 then
6985 BestTarget := targets[a];
6987 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6988 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6989 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6990 begin
6991 Target := BestTarget;
6993 if (Healthy() = 3) or ((Healthy() = 2)) then
6994 begin // Åñëè çäîðîâû - äîãîíÿåì
6995 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6996 SetAIFlag('GORIGHT', '1');
6997 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6998 SetAIFlag('GOLEFT', '1');
6999 end
7000 else
7001 begin // Åñëè ïîáèòû - óáåãàåì
7002 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7003 SetAIFlag('GORIGHT', '1');
7004 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7005 SetAIFlag('GOLEFT', '1');
7006 end;
7008 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7009 SelectWeapon(Abs(x1-Target.cX));
7010 end;
7011 end;
7013 // Åñëè åñòü öåëü:
7014 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7015 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7016 if Target.UID <> 0 then
7017 begin
7018 if not TargetOnScreen(Target.X + Target.Rect.X,
7019 Target.Y + Target.Rect.Y) then
7020 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7021 if (Healthy() = 3) or ((Healthy() = 2)) then
7022 begin // Åñëè çäîðîâû - äîãîíÿåì
7023 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7024 SetAIFlag('GORIGHT', '1');
7025 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7026 SetAIFlag('GOLEFT', '1');
7027 end
7028 else
7029 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7030 Target.UID := 0;
7031 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7032 SetAIFlag('GORIGHT', '1');
7033 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7034 SetAIFlag('GOLEFT', '1');
7035 end;
7036 end
7037 else
7038 begin // Öåëü ïîêà íà "ýêðàíå"
7039 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7040 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7041 FLastVisible := gTime;
7042 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7043 if (Abs(FObj.Y-Target.Y) <= 128) then
7044 begin
7045 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7046 SetAIFlag('GORIGHT', '1');
7047 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7048 SetAIFlag('GOLEFT', '1');
7049 end;
7050 end;
7052 // Âûáèðàåì óãîë ââåðõ:
7053 if FDirection = TDirection.D_LEFT then
7054 angle := ANGLE_LEFTUP
7055 else
7056 angle := ANGLE_RIGHTUP;
7058 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7059 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7061 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7062 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7063 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7064 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7065 Target.Rect.Width, Target.Rect.Height) and
7066 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7067 begin // òî íóæíî ñòðåëÿòü ââåðõ
7068 SetAIFlag('NEEDFIRE', '1');
7069 SetAIFlag('NEEDSEEUP', '1');
7070 end;
7072 // Âûáèðàåì óãîë âíèç:
7073 if FDirection = TDirection.D_LEFT then
7074 angle := ANGLE_LEFTDOWN
7075 else
7076 angle := ANGLE_RIGHTDOWN;
7078 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7079 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7081 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7082 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7083 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7084 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7085 Target.Rect.Width, Target.Rect.Height) and
7086 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7087 begin // òî íóæíî ñòðåëÿòü âíèç
7088 SetAIFlag('NEEDFIRE', '1');
7089 SetAIFlag('NEEDSEEDOWN', '1');
7090 end;
7092 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7093 if Target.Visible and
7094 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7095 (y1-4 > Target.Y+Target.Rect.Y) then
7096 begin
7097 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7098 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7099 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7100 begin // òî íóæíî ñòðåëÿòü âïåðåä
7101 SetAIFlag('NEEDFIRE', '1');
7102 SetAIFlag('NEEDSEEDOWN', '');
7103 SetAIFlag('NEEDSEEUP', '');
7104 end;
7105 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7106 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7107 if GetRnd(FDifficult.CloseJump) then
7108 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7109 if Abs(FObj.X-Target.X) < 128 then
7110 a := 4
7111 else
7112 a := 30;
7113 if Random(a) = 0 then
7114 SetAIFlag('NEEDJUMP', '1');
7115 end;
7116 end;
7118 // Åñëè öåëü âñå åùå åñòü:
7119 if Target.UID <> 0 then
7120 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7121 Target.UID := 0 // òî çàáûòü öåëü
7122 else // Åñëè âèäåëè íåäàâíî
7123 begin // íî öåëü óáèëè
7124 if Target.IsPlayer then
7125 begin // Öåëü - èãðîê
7126 pla := g_Player_Get(Target.UID);
7127 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7128 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7129 Target.UID := 0; // òî çàáûòü öåëü
7130 end
7131 else
7132 begin // Öåëü - ìîíñòð
7133 mon := g_Monsters_ByUID(Target.UID);
7134 if (mon = nil) or (not mon.alive) then
7135 Target.UID := 0; // òî çàáûòü öåëü
7136 end;
7137 end;
7138 end; // if Target.UID <> 0
7140 FTargetUID := Target.UID;
7142 // Åñëè âîçìîæíûõ öåëåé íåò:
7143 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7144 if targets = nil then
7145 if GetAIFlag('ATTACKLEFT') <> '' then
7146 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7147 RemoveAIFlag('ATTACKLEFT');
7149 SetAIFlag('NEEDJUMP', '1');
7151 if RunDirection() = TDirection.D_RIGHT then
7152 begin // Èäåì íå â òó ñòîðîíó
7153 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7154 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7155 SetAIFlag('NEEDFIRE', '1');
7156 SetAIFlag('GOLEFT', '1');
7157 end;
7158 end
7159 else
7160 begin // Èäåì â íóæíóþ ñòîðîíó
7161 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7162 SetAIFlag('NEEDFIRE', '1');
7163 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7164 SetAIFlag('GORIGHT', '1');
7165 end;
7166 end
7167 else
7168 if GetAIFlag('ATTACKRIGHT') <> '' then
7169 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7170 RemoveAIFlag('ATTACKRIGHT');
7172 SetAIFlag('NEEDJUMP', '1');
7174 if RunDirection() = TDirection.D_LEFT then
7175 begin // Èäåì íå â òó ñòîðîíó
7176 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7177 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7178 SetAIFlag('NEEDFIRE', '1');
7179 SetAIFlag('GORIGHT', '1');
7180 end;
7181 end
7182 else
7183 begin
7184 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7185 SetAIFlag('NEEDFIRE', '1');
7186 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7187 SetAIFlag('GOLEFT', '1');
7188 end;
7189 end;
7191 //HACK! (does it belongs there?)
7192 RealizeCurrentWeapon();
7194 // Åñëè åñòü âîçìîæíûå öåëè:
7195 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7196 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7197 for a := 0 to High(targets) do
7198 begin
7199 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7200 if GetRnd(FDifficult.DiagFire) then
7201 begin
7202 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7203 if FDirection = TDirection.D_LEFT then
7204 angle := ANGLE_LEFTUP
7205 else
7206 angle := ANGLE_RIGHTUP;
7208 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7209 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7211 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7212 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7213 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7214 targets[a].Rect.Width, targets[a].Rect.Height) and
7215 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7216 begin
7217 SetAIFlag('NEEDFIRE', '1');
7218 SetAIFlag('NEEDSEEUP', '1');
7219 end;
7221 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7222 if FDirection = TDirection.D_LEFT then
7223 angle := ANGLE_LEFTDOWN
7224 else
7225 angle := ANGLE_RIGHTDOWN;
7227 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7228 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7230 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7231 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7232 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7233 targets[a].Rect.Width, targets[a].Rect.Height) and
7234 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7235 begin
7236 SetAIFlag('NEEDFIRE', '1');
7237 SetAIFlag('NEEDSEEDOWN', '1');
7238 end;
7239 end;
7241 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7242 if targets[a].Line and targets[a].Visible and
7243 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7244 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7245 begin
7246 SetAIFlag('NEEDFIRE', '1');
7247 Break;
7248 end;
7249 end;
7251 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7252 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7253 PLAYER_RECT.Width, PLAYER_RECT.Height,
7254 40+GetInterval(FDifficult.Cover, 40)) then
7255 SetAIFlag('NEEDJUMP', '1');
7257 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7258 ammo := GetAmmoByWeapon(FCurrWeap);
7259 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7260 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7261 (ammo = 0) then
7262 SetAIFlag('SELECTWEAPON', '1');
7264 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7265 if GetAIFlag('SELECTWEAPON') = '1' then
7266 begin
7267 SelectWeapon(-1);
7268 RemoveAIFlag('SELECTWEAPON');
7269 end;
7270 end;
7272 procedure TBot.Update();
7273 var
7274 EnableAI: Boolean;
7275 begin
7276 if not FAlive then
7277 begin // Respawn
7278 ReleaseKeys();
7279 PressKey(KEY_UP);
7280 end
7281 else
7282 begin
7283 EnableAI := True;
7285 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7286 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7287 EnableAI := False;
7288 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7289 EnableAI := False;
7290 if g_debug_BotAIOff = 3 then
7291 EnableAI := False;
7293 if EnableAI then
7294 begin
7295 UpdateMove();
7296 UpdateCombat();
7297 end
7298 else
7299 begin
7300 RealizeCurrentWeapon();
7301 end;
7302 end;
7304 inherited Update();
7305 end;
7307 procedure TBot.ReleaseKey(Key: Byte);
7308 begin
7309 with FKeys[Key] do
7310 begin
7311 Pressed := False;
7312 Time := 0;
7313 end;
7314 end;
7316 function TBot.KeyPressed(Key: Word): Boolean;
7317 begin
7318 Result := FKeys[Key].Pressed;
7319 end;
7321 function TBot.GetAIFlag(aName: String20): String20;
7322 var
7323 a: Integer;
7324 begin
7325 Result := '';
7327 aName := LowerCase(aName);
7329 if FAIFlags <> nil then
7330 for a := 0 to High(FAIFlags) do
7331 if LowerCase(FAIFlags[a].Name) = aName then
7332 begin
7333 Result := FAIFlags[a].Value;
7334 Break;
7335 end;
7336 end;
7338 procedure TBot.RemoveAIFlag(aName: String20);
7339 var
7340 a, b: Integer;
7341 begin
7342 if FAIFlags = nil then Exit;
7344 aName := LowerCase(aName);
7346 for a := 0 to High(FAIFlags) do
7347 if LowerCase(FAIFlags[a].Name) = aName then
7348 begin
7349 if a <> High(FAIFlags) then
7350 for b := a to High(FAIFlags)-1 do
7351 FAIFlags[b] := FAIFlags[b+1];
7353 SetLength(FAIFlags, Length(FAIFlags)-1);
7354 Break;
7355 end;
7356 end;
7358 procedure TBot.SetAIFlag(aName, fValue: String20);
7359 var
7360 a: Integer;
7361 ok: Boolean;
7362 begin
7363 a := 0;
7364 ok := False;
7366 aName := LowerCase(aName);
7368 if FAIFlags <> nil then
7369 for a := 0 to High(FAIFlags) do
7370 if LowerCase(FAIFlags[a].Name) = aName then
7371 begin
7372 ok := True;
7373 Break;
7374 end;
7376 if ok then FAIFlags[a].Value := fValue
7377 else
7378 begin
7379 SetLength(FAIFlags, Length(FAIFlags)+1);
7380 with FAIFlags[High(FAIFlags)] do
7381 begin
7382 Name := aName;
7383 Value := fValue;
7384 end;
7385 end;
7386 end;
7388 procedure TBot.UpdateMove;
7390 procedure GoLeft(Time: Word = 1);
7391 begin
7392 ReleaseKey(KEY_LEFT);
7393 ReleaseKey(KEY_RIGHT);
7394 PressKey(KEY_LEFT, Time);
7395 SetDirection(TDirection.D_LEFT);
7396 end;
7398 procedure GoRight(Time: Word = 1);
7399 begin
7400 ReleaseKey(KEY_LEFT);
7401 ReleaseKey(KEY_RIGHT);
7402 PressKey(KEY_RIGHT, Time);
7403 SetDirection(TDirection.D_RIGHT);
7404 end;
7406 function Rnd(a: Word): Boolean;
7407 begin
7408 Result := Random(a) = 0;
7409 end;
7411 procedure Turn(Time: Word = 1200);
7412 begin
7413 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7414 end;
7416 procedure Stop();
7417 begin
7418 ReleaseKey(KEY_LEFT);
7419 ReleaseKey(KEY_RIGHT);
7420 end;
7422 function CanRunLeft(): Boolean;
7423 begin
7424 Result := not CollideLevel(-1, 0);
7425 end;
7427 function CanRunRight(): Boolean;
7428 begin
7429 Result := not CollideLevel(1, 0);
7430 end;
7432 function CanRun(): Boolean;
7433 begin
7434 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7435 end;
7437 procedure Jump(Time: Word = 30);
7438 begin
7439 PressKey(KEY_JUMP, Time);
7440 end;
7442 function NearHole(): Boolean;
7443 var
7444 x, sx: Integer;
7445 begin
7446 { TODO 5 : Ëåñòíèöû }
7447 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7448 for x := 1 to PLAYER_RECT.Width do
7449 if (not StayOnStep(x*sx, 0)) and
7450 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7451 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7452 begin
7453 Result := True;
7454 Exit;
7455 end;
7457 Result := False;
7458 end;
7460 function BorderHole(): Boolean;
7461 var
7462 x, sx, xx: Integer;
7463 begin
7464 { TODO 5 : Ëåñòíèöû }
7465 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7466 for x := 1 to PLAYER_RECT.Width do
7467 if (not StayOnStep(x*sx, 0)) and
7468 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7469 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7470 begin
7471 for xx := x to x+32 do
7472 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7473 begin
7474 Result := True;
7475 Exit;
7476 end;
7477 end;
7479 Result := False;
7480 end;
7482 function NearDeepHole(): Boolean;
7483 var
7484 x, sx, y: Integer;
7485 begin
7486 Result := False;
7488 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7489 y := 3;
7491 for x := 1 to PLAYER_RECT.Width do
7492 if (not StayOnStep(x*sx, 0)) and
7493 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7494 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7495 begin
7496 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7497 begin
7498 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7499 y := y+1;
7500 end;
7502 Result := True;
7503 end else Result := False;
7504 end;
7506 function OverDeepHole(): Boolean;
7507 var
7508 y: Integer;
7509 begin
7510 Result := False;
7512 y := 1;
7513 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7514 begin
7515 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7516 y := y+1;
7517 end;
7519 Result := True;
7520 end;
7522 function OnGround(): Boolean;
7523 begin
7524 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7525 end;
7527 function OnLadder(): Boolean;
7528 begin
7529 Result := FullInStep(0, 0);
7530 end;
7532 function BelowLadder(): Boolean;
7533 begin
7534 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7535 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7536 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7537 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7538 end;
7540 function BelowLiftUp(): Boolean;
7541 begin
7542 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7543 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7544 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7545 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7546 end;
7548 function OnTopLift(): Boolean;
7549 begin
7550 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7551 end;
7553 function CanJumpOver(): Boolean;
7554 var
7555 sx, y: Integer;
7556 begin
7557 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7559 Result := False;
7561 if not CollideLevel(sx, 0) then Exit;
7563 for y := 1 to BOT_MAXJUMP do
7564 if CollideLevel(0, -y) then Exit else
7565 if not CollideLevel(sx, -y) then
7566 begin
7567 Result := True;
7568 Exit;
7569 end;
7570 end;
7572 function CanJumpUp(Dist: ShortInt): Boolean;
7573 var
7574 y, yy: Integer;
7575 c: Boolean;
7576 begin
7577 Result := False;
7579 if CollideLevel(Dist, 0) then Exit;
7581 c := False;
7582 for y := 0 to BOT_MAXJUMP do
7583 if CollideLevel(Dist, -y) then
7584 begin
7585 c := True;
7586 Break;
7587 end;
7589 if not c then Exit;
7591 c := False;
7592 for yy := y+1 to BOT_MAXJUMP do
7593 if not CollideLevel(Dist, -yy) then
7594 begin
7595 c := True;
7596 Break;
7597 end;
7599 if not c then Exit;
7601 c := False;
7602 for y := 0 to BOT_MAXJUMP do
7603 if CollideLevel(0, -y) then
7604 begin
7605 c := True;
7606 Break;
7607 end;
7609 if c then Exit;
7611 if y < yy then Exit;
7613 Result := True;
7614 end;
7616 function IsSafeTrigger(): Boolean;
7617 var
7618 a: Integer;
7619 begin
7620 Result := True;
7621 if gTriggers = nil then
7622 Exit;
7623 for a := 0 to High(gTriggers) do
7624 if Collide(gTriggers[a].X,
7625 gTriggers[a].Y,
7626 gTriggers[a].Width,
7627 gTriggers[a].Height) and
7628 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7629 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7630 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7631 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7632 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7633 Result := False;
7634 end;
7636 begin
7637 // Âîçìîæíî, íàæèìàåì êíîïêó:
7638 if Rnd(16) and IsSafeTrigger() then
7639 PressKey(KEY_OPEN);
7641 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7642 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7643 begin
7644 ReleaseKey(KEY_LEFT);
7645 ReleaseKey(KEY_RIGHT);
7646 Jump();
7647 end;
7649 // Èäåì âëåâî, åñëè íàäî áûëî:
7650 if GetAIFlag('GOLEFT') <> '' then
7651 begin
7652 RemoveAIFlag('GOLEFT');
7653 if CanRunLeft() then
7654 GoLeft(360);
7655 end;
7657 // Èäåì âïðàâî, åñëè íàäî áûëî:
7658 if GetAIFlag('GORIGHT') <> '' then
7659 begin
7660 RemoveAIFlag('GORIGHT');
7661 if CanRunRight() then
7662 GoRight(360);
7663 end;
7665 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7666 if FObj.X < -32 then
7667 GoRight(360)
7668 else
7669 if FObj.X+32 > gMapInfo.Width then
7670 GoLeft(360);
7672 // Ïðûãàåì, åñëè íàäî áûëî:
7673 if GetAIFlag('NEEDJUMP') <> '' then
7674 begin
7675 Jump(0);
7676 RemoveAIFlag('NEEDJUMP');
7677 end;
7679 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7680 if GetAIFlag('NEEDSEEUP') <> '' then
7681 begin
7682 ReleaseKey(KEY_UP);
7683 ReleaseKey(KEY_DOWN);
7684 PressKey(KEY_UP, 20);
7685 RemoveAIFlag('NEEDSEEUP');
7686 end;
7688 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7689 if GetAIFlag('NEEDSEEDOWN') <> '' then
7690 begin
7691 ReleaseKey(KEY_UP);
7692 ReleaseKey(KEY_DOWN);
7693 PressKey(KEY_DOWN, 20);
7694 RemoveAIFlag('NEEDSEEDOWN');
7695 end;
7697 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7698 if GetAIFlag('GOINHOLE') <> '' then
7699 if not OnGround() then
7700 begin
7701 ReleaseKey(KEY_LEFT);
7702 ReleaseKey(KEY_RIGHT);
7703 RemoveAIFlag('GOINHOLE');
7704 SetAIFlag('FALLINHOLE', '1');
7705 end;
7707 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7708 if GetAIFlag('FALLINHOLE') <> '' then
7709 if OnGround() then
7710 RemoveAIFlag('FALLINHOLE');
7712 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7713 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7714 if GetAIFlag('FALLINHOLE') = '' then
7715 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7716 if Rnd(2) then
7717 GoLeft(360)
7718 else
7719 GoRight(360);
7721 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7722 if OnGround() and
7723 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7724 Rnd(8) then
7725 Jump();
7727 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7728 if OnGround() and NearHole() then
7729 if NearDeepHole() then // Åñëè ýòî áåçäíà
7730 case Random(6) of
7731 0..3: Turn(); // Áåæèì îáðàòíî
7732 4: Jump(); // Ïðûãàåì
7733 5: begin // Ïðûãàåì îáðàòíî
7734 Turn();
7735 Jump();
7736 end;
7737 end
7738 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7739 if GetAIFlag('GOINHOLE') = '' then
7740 case Random(6) of
7741 0: Turn(); // Íå íóæíî òóäà
7742 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7743 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7744 if BorderHole() then
7745 SetAIFlag('GOINHOLE', '1');
7746 end;
7748 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7749 if (not CanRun()) and OnGround() then
7750 begin
7751 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7752 if CanJumpOver() or OnLadder() then
7753 Jump()
7754 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7755 if Random(2) = 0 then
7756 begin
7757 if IsSafeTrigger() then
7758 PressKey(KEY_OPEN);
7759 end else
7760 Turn();
7761 end;
7763 // Îñòàëîñü ìàëî âîçäóõà:
7764 if FAir < 36 * 2 then
7765 Jump(20);
7767 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7768 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7769 if BodyInAcid(0, 0) then
7770 Jump();
7771 end;
7773 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7774 begin
7775 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7776 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7777 end;
7779 {function TBot.NeedItem(Item: Byte): Byte;
7780 begin
7781 Result := 4;
7782 end;}
7784 procedure TBot.SelectWeapon(Dist: Integer);
7785 var
7786 a: Integer;
7788 function HaveAmmo(weapon: Byte): Boolean;
7789 begin
7790 case weapon of
7791 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7792 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7793 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7794 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7795 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7796 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7797 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7798 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7799 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7800 else Result := True;
7801 end;
7802 end;
7804 begin
7805 if Dist = -1 then Dist := BOT_LONGDIST;
7807 if Dist > BOT_LONGDIST then
7808 begin // Äàëüíèé áîé
7809 for a := 0 to 9 do
7810 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7811 begin
7812 FSelectedWeapon := FDifficult.WeaponPrior[a];
7813 Break;
7814 end;
7815 end
7816 else //if Dist > BOT_UNSAFEDIST then
7817 begin // Áëèæíèé áîé
7818 for a := 0 to 9 do
7819 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7820 begin
7821 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7822 Break;
7823 end;
7824 end;
7825 { else
7826 begin
7827 for a := 0 to 9 do
7828 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7829 begin
7830 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7831 Break;
7832 end;
7833 end;}
7834 end;
7836 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7837 begin
7838 Result := inherited PickItem(ItemType, force, remove);
7840 if Result then SetAIFlag('SELECTWEAPON', '1');
7841 end;
7843 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7844 begin
7845 Result := inherited Heal(value, Soft);
7846 end;
7848 function TBot.Healthy(): Byte;
7849 begin
7850 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7851 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7852 else if (FHealth > 50) then Result := 2
7853 else if (FHealth > 20) then Result := 1
7854 else Result := 0;
7855 end;
7857 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7858 begin
7859 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7860 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7861 end;
7863 procedure TBot.OnDamage(Angle: SmallInt);
7864 var
7865 pla: TPlayer;
7866 mon: TMonster;
7867 ok: Boolean;
7868 begin
7869 inherited;
7871 if (Angle = 0) or (Angle = 180) then
7872 begin
7873 ok := False;
7874 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7875 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7876 begin // Èãðîê
7877 pla := g_Player_Get(FLastSpawnerUID);
7878 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7879 pla.FObj.Y + PLAYER_RECT.Y);
7880 end
7881 else
7882 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7883 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7884 begin // Ìîíñòð
7885 mon := g_Monsters_ByUID(FLastSpawnerUID);
7886 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7887 mon.Obj.Y + mon.Obj.Rect.Y);
7888 end;
7890 if ok then
7891 if Angle = 0 then
7892 SetAIFlag('ATTACKLEFT', '1')
7893 else
7894 SetAIFlag('ATTACKRIGHT', '1');
7895 end;
7896 end;
7898 function TBot.RunDirection(): TDirection;
7899 begin
7900 if Abs(Vel.X) >= 1 then
7901 begin
7902 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7903 end else
7904 Result := FDirection;
7905 end;
7907 function TBot.GetRnd(a: Byte): Boolean;
7908 begin
7909 if a = 0 then Result := False
7910 else if a = 255 then Result := True
7911 else Result := Random(256) > 255-a;
7912 end;
7914 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7915 begin
7916 Result := Round((255-a)/255*radius*(Random(2)-1));
7917 end;
7920 procedure TDifficult.save (st: TStream);
7921 begin
7922 utils.writeInt(st, Byte(DiagFire));
7923 utils.writeInt(st, Byte(InvisFire));
7924 utils.writeInt(st, Byte(DiagPrecision));
7925 utils.writeInt(st, Byte(FlyPrecision));
7926 utils.writeInt(st, Byte(Cover));
7927 utils.writeInt(st, Byte(CloseJump));
7928 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7929 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7930 end;
7932 procedure TDifficult.load (st: TStream);
7933 begin
7934 DiagFire := utils.readByte(st);
7935 InvisFire := utils.readByte(st);
7936 DiagPrecision := utils.readByte(st);
7937 FlyPrecision := utils.readByte(st);
7938 Cover := utils.readByte(st);
7939 CloseJump := utils.readByte(st);
7940 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7941 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7942 end;
7945 procedure TBot.SaveState (st: TStream);
7946 var
7947 i: Integer;
7948 dw: Integer;
7949 begin
7950 inherited SaveState(st);
7951 utils.writeSign(st, 'BOT0');
7952 // Âûáðàííîå îðóæèå
7953 utils.writeInt(st, Byte(FSelectedWeapon));
7954 // UID öåëè
7955 utils.writeInt(st, Word(FTargetUID));
7956 // Âðåìÿ ïîòåðè öåëè
7957 utils.writeInt(st, LongWord(FLastVisible));
7958 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7959 dw := Length(FAIFlags);
7960 utils.writeInt(st, LongInt(dw));
7961 // Ôëàãè ÈÈ
7962 for i := 0 to dw-1 do
7963 begin
7964 utils.writeStr(st, FAIFlags[i].Name, 20);
7965 utils.writeStr(st, FAIFlags[i].Value, 20);
7966 end;
7967 // Íàñòðîéêè ñëîæíîñòè
7968 FDifficult.save(st);
7969 end;
7972 procedure TBot.LoadState (st: TStream);
7973 var
7974 i: Integer;
7975 dw: Integer;
7976 begin
7977 inherited LoadState(st);
7978 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7979 // Âûáðàííîå îðóæèå
7980 FSelectedWeapon := utils.readByte(st);
7981 // UID öåëè
7982 FTargetUID := utils.readWord(st);
7983 // Âðåìÿ ïîòåðè öåëè
7984 FLastVisible := utils.readLongWord(st);
7985 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7986 dw := utils.readLongInt(st);
7987 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7988 SetLength(FAIFlags, dw);
7989 // Ôëàãè ÈÈ
7990 for i := 0 to dw-1 do
7991 begin
7992 FAIFlags[i].Name := utils.readStr(st, 20);
7993 FAIFlags[i].Value := utils.readStr(st, 20);
7994 end;
7995 // Íàñòðîéêè ñëîæíîñòè
7996 FDifficult.load(st);
7997 end;
8000 begin
8001 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
8002 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');
8003 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8004 end.