DEADSOFTWARE

generalize warmup stuff
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_NEXTWEAPON = 6;
35 KEY_PREVWEAPON = 7;
36 KEY_OPEN = 8;
37 KEY_JUMP = 9;
38 KEY_CHAT = 10;
40 R_ITEM_BACKPACK = 0;
41 R_KEY_RED = 1;
42 R_KEY_GREEN = 2;
43 R_KEY_BLUE = 3;
44 R_BERSERK = 4;
46 MR_SUIT = 0;
47 MR_INVUL = 1;
48 MR_INVIS = 2;
49 MR_MAX = 2;
51 A_BULLETS = 0;
52 A_SHELLS = 1;
53 A_ROCKETS = 2;
54 A_CELLS = 3;
55 A_FUEL = 4;
56 A_HIGH = 4;
58 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
62 K_SIMPLEKILL = 0;
63 K_HARDKILL = 1;
64 K_EXTRAHARDKILL = 2;
65 K_FALLKILL = 3;
67 T_RESPAWN = 0;
68 T_SWITCH = 1;
69 T_USE = 2;
70 T_FLAGCAP = 3;
72 TEAM_NONE = 0;
73 TEAM_RED = 1;
74 TEAM_BLUE = 2;
75 TEAM_COOP = 3;
77 SHELL_BULLET = 0;
78 SHELL_SHELL = 1;
79 SHELL_DBLSHELL = 2;
81 ANGLE_NONE = Low(SmallInt);
83 CORPSE_STATE_REMOVEME = 0;
84 CORPSE_STATE_NORMAL = 1;
85 CORPSE_STATE_MESS = 2;
87 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
88 PLAYER_RECT_CX = 15+(34 div 2);
89 PLAYER_RECT_CY = 12+(52 div 2);
90 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
92 PLAYER_HP_SOFT = 100;
93 PLAYER_HP_LIMIT = 200;
94 PLAYER_AP_SOFT = 100;
95 PLAYER_AP_LIMIT = 200;
96 SUICIDE_DAMAGE = 112;
97 WEAPON_DELAY = 5;
99 PLAYER_BURN_TIME = 110;
101 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
102 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
104 type
105 TPlayerStat = record
106 Num: Integer;
107 Ping: Word;
108 Loss: Byte;
109 Name: String;
110 Team: Byte;
111 Frags: SmallInt;
112 Deaths: SmallInt;
113 Lives: Byte;
114 Kills: Word;
115 Color: TRGB;
116 Spectator: Boolean;
117 end;
119 TPlayerStatArray = Array of TPlayerStat;
121 TPlayerSavedState = record
122 Health: Integer;
123 Armor: Integer;
124 Air: Integer;
125 JetFuel: Integer;
126 CurrWeap: Byte;
127 NextWeap: WORD;
128 NextWeapDelay: Byte;
129 Ammo: Array [A_BULLETS..A_HIGH] of Word;
130 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
131 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
132 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
133 WaitRecall: Boolean;
134 end;
136 TKeyState = record
137 Pressed: Boolean;
138 Time: Word;
139 end;
141 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
142 private
143 FIamBot: Boolean;
144 FUID: Word;
145 FName: String;
146 FTeam: Byte;
147 FAlive: Boolean;
148 FSpawned: Boolean;
149 FDirection: TDirection;
150 FHealth: Integer;
151 FLives: Byte;
152 FArmor: Integer;
153 FAir: Integer;
154 FPain: Integer;
155 FPickup: Integer;
156 FKills: Integer;
157 FMonsterKills: Integer;
158 FFrags: Integer;
159 FFragCombo: Byte;
160 FLastFrag: LongWord;
161 FComboEvnt: Integer;
162 FDeath: Integer;
163 FCanJetpack: Boolean;
164 FJetFuel: Integer;
165 FFlag: Byte;
166 FSecrets: Integer;
167 FCurrWeap: Byte;
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedState: TPlayerSavedState;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCam: Integer;
190 FShellTimer: Integer;
191 FShellType: Byte;
192 FSawSound: TPlayableSound;
193 FSawSoundIdle: TPlayableSound;
194 FSawSoundHit: TPlayableSound;
195 FSawSoundSelect: TPlayableSound;
196 FFlameSoundOn: TPlayableSound;
197 FFlameSoundOff: TPlayableSound;
198 FFlameSoundWork: TPlayableSound;
199 FJetSoundOn: TPlayableSound;
200 FJetSoundOff: TPlayableSound;
201 FJetSoundFly: TPlayableSound;
202 FGodMode: Boolean;
203 FNoTarget: Boolean;
204 FNoReload: Boolean;
205 FJustTeleported: Boolean;
206 FNetTime: LongWord;
207 mEDamageType: Integer;
210 function CollideLevel(XInc, YInc: Integer): Boolean;
211 function StayOnStep(XInc, YInc: Integer): Boolean;
212 function HeadInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInAcid(XInc, YInc: Integer): Boolean;
215 function FullInLift(XInc, YInc: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times: DWORD = 1);
218 procedure OnFireFlame(Times: DWORD = 1);
219 function GetAmmoByWeapon(Weapon: Byte): Word;
220 procedure SetAction(Action: Byte; Force: Boolean = False);
221 procedure OnDamage(Angle: SmallInt); virtual;
222 function firediry(): Integer;
223 procedure DoPunch();
225 procedure Run(Direction: TDirection);
226 procedure NextWeapon();
227 procedure PrevWeapon();
228 procedure SeeUp();
229 procedure SeeDown();
230 procedure Fire();
231 procedure Jump();
232 procedure Use();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon: Byte): Boolean;
238 procedure doDamage (v: Integer);
240 function followCorpse(): Boolean;
242 public
243 FDamageBuffer: Integer;
245 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
248 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
249 FBerserk: Integer;
250 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
251 FReloading: Array [WP_FIRST..WP_LAST] of Word;
252 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
253 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
254 FColor: TRGB;
255 FPreferredTeam: Byte;
256 FSpectator: Boolean;
257 FNoRespawn: Boolean;
258 FWantsInGame: Boolean;
259 FGhost: Boolean;
260 FPhysics: Boolean;
261 FFlaming: Boolean;
262 FJetpack: Boolean;
263 FActualModelName: string;
264 FClientID: SmallInt;
265 FPing: Word;
266 FLoss: Byte;
267 FReady: Boolean;
268 FDummy: Boolean;
269 FFireTime: Integer;
270 FSpawnInvul: Integer;
271 FHandicap: Integer;
272 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
274 // debug: viewport offset
275 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
277 function isValidViewPort (): Boolean; inline;
279 constructor Create(); virtual;
280 destructor Destroy(); override;
281 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
282 function GetRespawnPoint(): Byte;
283 procedure PressKey(Key: Byte; Time: Word = 1);
284 procedure ReleaseKeys();
285 procedure SetModel(ModelName: String);
286 procedure SetColor(Color: TRGB);
287 function GetColor(): TRGB;
288 procedure SetWeapon(W: Byte);
289 function IsKeyPressed(K: Byte): Boolean;
290 function GetKeys(): Byte;
291 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
292 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
293 function Collide(Panel: TPanel): Boolean; overload;
294 function Collide(X, Y: Integer): Boolean; overload;
295 procedure SetDirection(Direction: TDirection);
296 procedure GetSecret();
297 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
298 procedure Touch();
299 procedure Push(vx, vy: Integer);
300 procedure ChangeModel(ModelName: String);
301 procedure SwitchTeam;
302 procedure ChangeTeam(Team: Byte);
303 procedure BFGHit();
304 function GetFlag(Flag: Byte): Boolean;
305 procedure SetFlag(Flag: Byte);
306 function DropFlag(Silent: Boolean = True): Boolean;
307 procedure AllRulez(Health: Boolean);
308 procedure RestoreHealthArmor();
309 procedure FragCombo();
310 procedure GiveItem(ItemType: Byte);
311 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
312 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
313 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
314 procedure MakeBloodSimple(Count: Word);
315 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
316 procedure Reset(Force: Boolean);
317 procedure Spectate(NoMove: Boolean = False);
318 procedure SwitchNoClip;
319 procedure SoftReset();
320 procedure Draw(); virtual;
321 procedure DrawPain();
322 procedure DrawPickup();
323 procedure DrawRulez();
324 procedure DrawAim();
325 procedure DrawIndicator(Color: TRGB);
326 procedure DrawBubble();
327 procedure DrawGUI();
328 procedure Update(); virtual;
329 procedure RememberState();
330 procedure RecallState();
331 procedure SaveState (st: TStream); virtual;
332 procedure LoadState (st: TStream); virtual;
333 procedure PauseSounds(Enable: Boolean);
334 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
335 procedure DoLerp(Level: Integer = 2);
336 procedure SetLerp(XTo, YTo: Integer);
337 procedure QueueWeaponSwitch(Weapon: Byte);
338 procedure RealizeCurrentWeapon();
339 procedure FlamerOn;
340 procedure FlamerOff;
341 procedure JetpackOn;
342 procedure JetpackOff;
343 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
345 //WARNING! this does nothing for now, but still call it!
346 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
348 procedure getMapBox (out x, y, w, h: Integer); inline;
349 procedure moveBy (dx, dy: Integer); inline;
351 public
352 property Vel: TPoint2i read FObj.Vel;
353 property Obj: TObj read FObj;
355 property Name: String read FName write FName;
356 property Model: TPlayerModel read FModel;
357 property Health: Integer read FHealth write FHealth;
358 property Lives: Byte read FLives write FLives;
359 property Armor: Integer read FArmor write FArmor;
360 property Air: Integer read FAir write FAir;
361 property JetFuel: Integer read FJetFuel write FJetFuel;
362 property Frags: Integer read FFrags write FFrags;
363 property Death: Integer read FDeath write FDeath;
364 property Kills: Integer read FKills write FKills;
365 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
366 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
367 property Secrets: Integer read FSecrets;
368 property GodMode: Boolean read FGodMode write FGodMode;
369 property NoTarget: Boolean read FNoTarget write FNoTarget;
370 property NoReload: Boolean read FNoReload write FNoReload;
371 property alive: Boolean read FAlive write FAlive;
372 property Flag: Byte read FFlag;
373 property Team: Byte read FTeam write FTeam;
374 property Direction: TDirection read FDirection;
375 property GameX: Integer read FObj.X write FObj.X;
376 property GameY: Integer read FObj.Y write FObj.Y;
377 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
378 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
379 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
380 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
381 property IncCam: Integer read FIncCam write FIncCam;
382 property UID: Word read FUID write FUID;
383 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
384 property NetTime: LongWord read FNetTime write FNetTime;
386 published
387 property eName: String read FName write FName;
388 property eHealth: Integer read FHealth write FHealth;
389 property eLives: Byte read FLives write FLives;
390 property eArmor: Integer read FArmor write FArmor;
391 property eAir: Integer read FAir write FAir;
392 property eJetFuel: Integer read FJetFuel write FJetFuel;
393 property eFrags: Integer read FFrags write FFrags;
394 property eDeath: Integer read FDeath write FDeath;
395 property eKills: Integer read FKills write FKills;
396 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
397 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
398 property eSecrets: Integer read FSecrets write FSecrets;
399 property eGodMode: Boolean read FGodMode write FGodMode;
400 property eNoTarget: Boolean read FNoTarget write FNoTarget;
401 property eNoReload: Boolean read FNoReload write FNoReload;
402 property eAlive: Boolean read FAlive write FAlive;
403 property eFlag: Byte read FFlag;
404 property eTeam: Byte read FTeam write FTeam;
405 property eDirection: TDirection read FDirection;
406 property eGameX: Integer read FObj.X write FObj.X;
407 property eGameY: Integer read FObj.Y write FObj.Y;
408 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
409 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
410 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
411 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
412 property eIncCam: Integer read FIncCam write FIncCam;
413 property eUID: Word read FUID;
414 property eJustTeleported: Boolean read FJustTeleported;
415 property eNetTime: LongWord read FNetTime;
417 // set this before assigning something to `eDamage`
418 property eDamageType: Integer read mEDamageType write mEDamageType;
419 property eDamage: Integer write doDamage;
420 end;
422 TDifficult = record
423 public
424 DiagFire: Byte;
425 InvisFire: Byte;
426 DiagPrecision: Byte;
427 FlyPrecision: Byte;
428 Cover: Byte;
429 CloseJump: Byte;
430 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
431 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
432 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
434 public
435 procedure save (st: TStream);
436 procedure load (st: TStream);
437 end;
439 TAIFlag = record
440 Name: String;
441 Value: String;
442 end;
444 TBot = class(TPlayer)
445 private
446 FSelectedWeapon: Byte;
447 FTargetUID: Word;
448 FLastVisible: DWORD;
449 FAIFlags: Array of TAIFlag;
450 FDifficult: TDifficult;
452 function GetRnd(a: Byte): Boolean;
453 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
454 function RunDirection(): TDirection;
455 function FullInStep(XInc, YInc: Integer): Boolean;
456 //function NeedItem(Item: Byte): Byte;
457 procedure SelectWeapon(Dist: Integer);
458 procedure SetAIFlag(aName, fValue: String20);
459 function GetAIFlag(aName: String20): String20;
460 procedure RemoveAIFlag(aName: String20);
461 function Healthy(): Byte;
462 procedure UpdateMove();
463 procedure UpdateCombat();
464 function KeyPressed(Key: Word): Boolean;
465 procedure ReleaseKey(Key: Byte);
466 function TargetOnScreen(TX, TY: Integer): Boolean;
467 procedure OnDamage(Angle: SmallInt); override;
469 public
470 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
471 constructor Create(); override;
472 destructor Destroy(); override;
473 procedure Draw(); override;
474 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
475 function Heal(value: Word; Soft: Boolean): Boolean; override;
476 procedure Update(); override;
477 procedure SaveState (st: TStream); override;
478 procedure LoadState (st: TStream); override;
479 end;
481 PGib = ^TGib;
482 TGib = record
483 alive: Boolean;
484 ID: DWORD;
485 MaskID: DWORD;
486 RAngle: Integer;
487 Color: TRGB;
488 Obj: TObj;
490 procedure getMapBox (out x, y, w, h: Integer); inline;
491 procedure moveBy (dx, dy: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
494 end;
497 PShell = ^TShell;
498 TShell = record
499 SpriteID: DWORD;
500 alive: Boolean;
501 SType: Byte;
502 RAngle: Integer;
503 Timeout: Cardinal;
504 CX, CY: Integer;
505 Obj: TObj;
507 procedure getMapBox (out x, y, w, h: Integer); inline;
508 procedure moveBy (dx, dy: Integer); inline;
510 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
511 end;
513 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
514 private
515 FModelName: String;
516 FMess: Boolean;
517 FState: Byte;
518 FDamage: Byte;
519 FColor: TRGB;
520 FObj: TObj;
521 FPlayerUID: Word;
522 FAnimation: TAnimation;
523 FAnimationMask: TAnimation;
525 public
526 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
527 destructor Destroy(); override;
528 procedure Damage(Value: Word; vx, vy: Integer);
529 procedure Update();
530 procedure Draw();
531 procedure SaveState (st: TStream);
532 procedure LoadState (st: TStream);
534 procedure getMapBox (out x, y, w, h: Integer); inline;
535 procedure moveBy (dx, dy: Integer); inline;
537 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
539 function ObjPtr (): PObj; inline;
541 property Obj: TObj read FObj; // copies object
542 property State: Byte read FState;
543 property Mess: Boolean read FMess;
544 end;
546 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
547 record
548 Goals: SmallInt;
549 end;
551 var
552 gPlayers: Array of TPlayer;
553 gCorpses: Array of TCorpse;
554 gGibs: Array of TGib;
555 gShells: Array of TShell;
556 gTeamStat: TTeamStat;
557 gFly: Boolean = False;
558 gAimLine: Boolean = False;
559 gChatBubble: Integer = 0;
560 gPlayerIndicator: Integer = 1;
561 gPlayerIndicatorStyle: Integer = 0;
562 gNumBots: Word = 0;
563 gSpectLatchPID1: Word = 0;
564 gSpectLatchPID2: Word = 0;
565 MAX_RUNVEL: Integer = 8;
566 VEL_JUMP: Integer = 10;
567 SHELL_TIMEOUT: Cardinal = 60000;
569 function Lerp(X, Y, Factor: Integer): Integer;
571 procedure g_Gibs_SetMax(Count: Word);
572 function g_Gibs_GetMax(): Word;
573 procedure g_Corpses_SetMax(Count: Word);
574 function g_Corpses_GetMax(): Word;
575 procedure g_Shells_SetMax(Count: Word);
576 function g_Shells_GetMax(): Word;
578 procedure g_Player_Init();
579 procedure g_Player_Free();
580 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
581 function g_Player_CreateFromState (st: TStream): Word;
582 procedure g_Player_Remove(UID: Word);
583 procedure g_Player_ResetTeams();
584 procedure g_Player_UpdateAll();
585 procedure g_Player_DrawAll();
586 procedure g_Player_DrawDebug(p: TPlayer);
587 procedure g_Player_DrawHealth();
588 procedure g_Player_RememberAll();
589 procedure g_Player_ResetAll(Force, Silent: Boolean);
590 function g_Player_Get(UID: Word): TPlayer;
591 function g_Player_GetCount(): Byte;
592 function g_Player_GetStats(): TPlayerStatArray;
593 function g_Player_ValidName(Name: String): Boolean;
594 procedure g_Player_CreateCorpse(Player: TPlayer);
595 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
596 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
597 procedure g_Player_UpdatePhysicalObjects();
598 procedure g_Player_DrawCorpses();
599 procedure g_Player_DrawShells();
600 procedure g_Player_RemoveAllCorpses();
601 procedure g_Player_Corpses_SaveState (st: TStream);
602 procedure g_Player_Corpses_LoadState (st: TStream);
603 procedure g_Player_ResetReady();
604 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
605 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
606 procedure g_Bot_MixNames();
607 procedure g_Bot_RemoveAll();
609 implementation
611 uses
612 {$INCLUDE ../nogl/noGLuses.inc}
613 {$IFDEF ENABLE_HOLMES}
614 g_holmes,
615 {$ENDIF}
616 e_log, g_map, g_items, g_console, g_gfx, Math,
617 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
618 wadreader, g_main, g_monsters, CONFIG, g_language,
619 g_net, g_netmsg, g_window,
620 utils, xstreams;
622 const PLR_SAVE_VERSION = 0;
624 type
625 TBotProfile = record
626 name: ShortString;
627 model: ShortString;
628 team: Byte;
629 color: TRGB;
630 diag_fire: Byte;
631 invis_fire: Byte;
632 diag_precision: Byte;
633 fly_precision: Byte;
634 cover: Byte;
635 close_jump: Byte;
636 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
637 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
638 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
639 end;
641 const
642 TIME_RESPAWN1 = 1500;
643 TIME_RESPAWN2 = 2000;
644 TIME_RESPAWN3 = 3000;
645 AIR_DEF = 360;
646 AIR_MAX = 1091;
647 JET_MAX = 540; // ~30 sec
648 PLAYER_SUIT_TIME = 30000;
649 PLAYER_INVUL_TIME = 30000;
650 PLAYER_INVIS_TIME = 35000;
651 FRAG_COMBO_TIME = 3000;
652 VEL_SW = 4;
653 VEL_FLY = 6;
654 ANGLE_RIGHTUP = 55;
655 ANGLE_RIGHTDOWN = -35;
656 ANGLE_LEFTUP = 125;
657 ANGLE_LEFTDOWN = -145;
658 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
659 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
660 BOT_MAXJUMP = 84;
661 BOT_LONGDIST = 300;
662 BOT_UNSAFEDIST = 128;
663 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
664 (R:0; G:0; B:255));
665 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
666 FlyPrecision: 32; Cover: 32; CloseJump: 32;
667 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
668 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
669 FlyPrecision: 127; Cover: 127; CloseJump: 127;
670 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
671 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
672 FlyPrecision: 255; Cover: 255; CloseJump: 255;
673 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
674 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
675 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
676 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
677 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
678 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
679 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
680 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
681 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
682 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
683 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
684 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
685 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
686 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
687 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
688 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
689 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
690 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
692 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
693 CORPSE_SIGNATURE = $50524F43; // 'CORP'
695 BOTNAMES_FILENAME = 'botnames.txt';
696 BOTLIST_FILENAME = 'botlist.txt';
698 var
699 MaxGibs: Word = 150;
700 MaxCorpses: Word = 20;
701 MaxShells: Word = 300;
702 CurrentGib: Integer = 0;
703 CurrentShell: Integer = 0;
704 BotNames: Array of String;
705 BotList: Array of TBotProfile;
708 function Lerp(X, Y, Factor: Integer): Integer;
709 begin
710 Result := X + ((Y - X) div Factor);
711 end;
713 function SameTeam(UID1, UID2: Word): Boolean;
714 begin
715 Result := False;
717 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
718 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
720 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
722 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
723 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
725 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
726 end;
728 procedure g_Gibs_SetMax(Count: Word);
729 begin
730 MaxGibs := Count;
731 SetLength(gGibs, Count);
733 if CurrentGib >= Count then
734 CurrentGib := 0;
735 end;
737 function g_Gibs_GetMax(): Word;
738 begin
739 Result := MaxGibs;
740 end;
742 procedure g_Shells_SetMax(Count: Word);
743 begin
744 MaxShells := Count;
745 SetLength(gShells, Count);
747 if CurrentShell >= Count then
748 CurrentShell := 0;
749 end;
751 function g_Shells_GetMax(): Word;
752 begin
753 Result := MaxShells;
754 end;
757 procedure g_Corpses_SetMax(Count: Word);
758 begin
759 MaxCorpses := Count;
760 SetLength(gCorpses, Count);
761 end;
763 function g_Corpses_GetMax(): Word;
764 begin
765 Result := MaxCorpses;
766 end;
768 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
769 var
770 a: Integer;
771 ok: Boolean;
772 begin
773 Result := 0;
775 ok := False;
776 a := 0;
778 // Åñòü ëè ìåñòî â gPlayers:
779 if gPlayers <> nil then
780 for a := 0 to High(gPlayers) do
781 if gPlayers[a] = nil then
782 begin
783 ok := True;
784 Break;
785 end;
787 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
788 if not ok then
789 begin
790 SetLength(gPlayers, Length(gPlayers)+1);
791 a := High(gPlayers);
792 end;
794 // Ñîçäàåì îáúåêò èãðîêà:
795 if Bot then
796 gPlayers[a] := TBot.Create()
797 else
798 gPlayers[a] := TPlayer.Create();
801 gPlayers[a].FActualModelName := ModelName;
802 gPlayers[a].SetModel(ModelName);
804 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
805 if gPlayers[a].FModel = nil then
806 begin
807 gPlayers[a].Free();
808 gPlayers[a] := nil;
809 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
810 Exit;
811 end;
813 if not (Team in [TEAM_RED, TEAM_BLUE]) then
814 if Random(2) = 0 then
815 Team := TEAM_RED
816 else
817 Team := TEAM_BLUE;
818 gPlayers[a].FPreferredTeam := Team;
820 case gGameSettings.GameMode of
821 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
822 GM_TDM,
823 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
824 GM_SINGLE,
825 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
826 end;
828 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
829 gPlayers[a].FColor := Color;
830 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
831 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
832 else
833 gPlayers[a].FModel.Color := Color;
835 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
836 gPlayers[a].FAlive := False;
838 Result := gPlayers[a].FUID;
839 end;
841 function g_Player_CreateFromState (st: TStream): Word;
842 var
843 a, i: Integer;
844 ok, Bot: Boolean;
845 b: Byte;
846 begin
847 result := 0;
848 if (st = nil) then exit; //???
850 // Ñèãíàòóðà èãðîêà
851 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
852 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
854 // Áîò èëè ÷åëîâåê:
855 Bot := utils.readBool(st);
857 ok := false;
858 a := 0;
860 // Åñòü ëè ìåñòî â gPlayers:
861 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
863 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
864 if not ok then
865 begin
866 SetLength(gPlayers, Length(gPlayers)+1);
867 a := High(gPlayers);
868 end;
870 // Ñîçäàåì îáúåêò èãðîêà
871 if Bot then
872 gPlayers[a] := TBot.Create()
873 else
874 gPlayers[a] := TPlayer.Create();
875 gPlayers[a].FIamBot := Bot;
876 gPlayers[a].FPhysics := True;
878 // UID èãðîêà
879 gPlayers[a].FUID := utils.readWord(st);
880 // Èìÿ èãðîêà
881 gPlayers[a].FName := utils.readStr(st);
882 // Êîìàíäà
883 gPlayers[a].FTeam := utils.readByte(st);
884 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
885 // Æèâ ëè
886 gPlayers[a].FAlive := utils.readBool(st);
887 // Èçðàñõîäîâàë ëè âñå æèçíè
888 gPlayers[a].FNoRespawn := utils.readBool(st);
889 // Íàïðàâëåíèå
890 b := utils.readByte(st);
891 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
892 // Çäîðîâüå
893 gPlayers[a].FHealth := utils.readLongInt(st);
894 // Ôîðà
895 gPlayers[a].FHandicap := utils.readLongInt(st);
896 // Æèçíè
897 gPlayers[a].FLives := utils.readByte(st);
898 // Áðîíÿ
899 gPlayers[a].FArmor := utils.readLongInt(st);
900 // Çàïàñ âîçäóõà
901 gPlayers[a].FAir := utils.readLongInt(st);
902 // Çàïàñ ãîðþ÷åãî
903 gPlayers[a].FJetFuel := utils.readLongInt(st);
904 // Áîëü
905 gPlayers[a].FPain := utils.readLongInt(st);
906 // Óáèë
907 gPlayers[a].FKills := utils.readLongInt(st);
908 // Óáèë ìîíñòðîâ
909 gPlayers[a].FMonsterKills := utils.readLongInt(st);
910 // Ôðàãîâ
911 gPlayers[a].FFrags := utils.readLongInt(st);
912 // Ôðàãîâ ïîäðÿä
913 gPlayers[a].FFragCombo := utils.readByte(st);
914 // Âðåìÿ ïîñëåäíåãî ôðàãà
915 gPlayers[a].FLastFrag := utils.readLongWord(st);
916 // Ñìåðòåé
917 gPlayers[a].FDeath := utils.readLongInt(st);
918 // Êàêîé ôëàã íåñåò
919 gPlayers[a].FFlag := utils.readByte(st);
920 // Íàøåë ñåêðåòîâ
921 gPlayers[a].FSecrets := utils.readLongInt(st);
922 // Òåêóùåå îðóæèå
923 gPlayers[a].FCurrWeap := utils.readByte(st);
924 // Ñëåäóþùåå æåëàåìîå îðóæèå
925 gPlayers[a].FNextWeap := utils.readWord(st);
926 // ...è ïàóçà
927 gPlayers[a].FNextWeapDelay := utils.readByte(st);
928 // Âðåìÿ çàðÿäêè BFG
929 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
930 // Áóôåð óðîíà
931 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
932 // Ïîñëåäíèé óäàðèâøèé
933 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
934 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
935 gPlayers[a].FLastHit := utils.readByte(st);
936 // Îáúåêò èãðîêà:
937 Obj_LoadState(@gPlayers[a].FObj, st);
938 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
939 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
940 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
941 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
942 // Íàëè÷èå îðóæèÿ
943 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
944 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
945 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
946 // Íàëè÷èå ðþêçàêà
947 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
948 // Íàëè÷èå êðàñíîãî êëþ÷à
949 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
950 // Íàëè÷èå çåëåíîãî êëþ÷à
951 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
952 // Íàëè÷èå ñèíåãî êëþ÷à
953 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
954 // Íàëè÷èå áåðñåðêà
955 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
956 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
957 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
958 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
959 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
961 // Íàçâàíèå ìîäåëè:
962 gPlayers[a].FActualModelName := utils.readStr(st);
963 // Öâåò ìîäåëè
964 gPlayers[a].FColor.R := utils.readByte(st);
965 gPlayers[a].FColor.G := utils.readByte(st);
966 gPlayers[a].FColor.B := utils.readByte(st);
967 // Îáíîâëÿåì ìîäåëü èãðîêà
968 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
970 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
971 if (gPlayers[a].FModel = nil) then
972 begin
973 gPlayers[a].Free();
974 gPlayers[a] := nil;
975 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
976 exit;
977 end;
979 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
980 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
981 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
982 else
983 gPlayers[a].FModel.Color := gPlayers[a].FColor;
985 result := gPlayers[a].FUID;
986 end;
989 procedure g_Player_ResetTeams();
990 var
991 a: Integer;
992 begin
993 if g_Game_IsClient then
994 Exit;
995 if gPlayers = nil then
996 Exit;
997 for a := Low(gPlayers) to High(gPlayers) do
998 if gPlayers[a] <> nil then
999 case gGameSettings.GameMode of
1000 GM_DM:
1001 gPlayers[a].ChangeTeam(TEAM_NONE);
1002 GM_TDM, GM_CTF:
1003 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1004 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1005 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1006 else
1007 if a mod 2 = 0 then
1008 gPlayers[a].ChangeTeam(TEAM_RED)
1009 else
1010 gPlayers[a].ChangeTeam(TEAM_BLUE);
1011 GM_SINGLE,
1012 GM_COOP:
1013 gPlayers[a].ChangeTeam(TEAM_COOP);
1014 end;
1015 end;
1017 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1018 var
1019 m: SSArray;
1020 _name, _model: String;
1021 a, tr, tb: Integer;
1022 begin
1023 if not g_Game_IsServer then Exit;
1025 // Ñïèñîê íàçâàíèé ìîäåëåé:
1026 m := g_PlayerModel_GetNames();
1027 if m = nil then
1028 Exit;
1030 // Êîìàíäà:
1031 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1032 Team := TEAM_COOP // COOP
1033 else
1034 if gGameSettings.GameMode = GM_DM then
1035 Team := TEAM_NONE // DM
1036 else
1037 if Team = TEAM_NONE then // CTF / TDM
1038 begin
1039 // Àâòîáàëàíñ êîìàíä:
1040 tr := 0;
1041 tb := 0;
1043 for a := 0 to High(gPlayers) do
1044 if gPlayers[a] <> nil then
1045 begin
1046 if gPlayers[a].Team = TEAM_RED then
1047 Inc(tr)
1048 else
1049 if gPlayers[a].Team = TEAM_BLUE then
1050 Inc(tb);
1051 end;
1053 if tr > tb then
1054 Team := TEAM_BLUE
1055 else
1056 if tb > tr then
1057 Team := TEAM_RED
1058 else // tr = tb
1059 if Random(2) = 0 then
1060 Team := TEAM_RED
1061 else
1062 Team := TEAM_BLUE;
1063 end;
1065 // Âûáèðàåì áîòó èìÿ:
1066 _name := '';
1067 if BotNames <> nil then
1068 for a := 0 to High(BotNames) do
1069 if g_Player_ValidName(BotNames[a]) then
1070 begin
1071 _name := BotNames[a];
1072 Break;
1073 end;
1075 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1076 _model := m[Random(Length(m))];
1078 // Ñîçäàåì áîòà:
1079 with g_Player_Get(g_Player_Create(_model,
1080 _RGB(Min(Random(9)*32, 255),
1081 Min(Random(9)*32, 255),
1082 Min(Random(9)*32, 255)),
1083 Team, True)) as TBot do
1084 begin
1085 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1086 if _name = '' then
1087 Name := Format('DFBOT%.5d', [UID])
1088 else
1089 Name := _name;
1091 case Difficult of
1092 1: FDifficult := DIFFICULT_EASY;
1093 2: FDifficult := DIFFICULT_MEDIUM;
1094 else FDifficult := DIFFICULT_HARD;
1095 end;
1097 for a := WP_FIRST to WP_LAST do
1098 begin
1099 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1100 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1101 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1102 end;
1104 FHandicap := Handicap;
1106 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1108 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1109 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1110 Spectate();
1111 end;
1112 end;
1114 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1115 var
1116 m: SSArray;
1117 _name, _model: String;
1118 a: Integer;
1119 begin
1120 if not g_Game_IsServer then Exit;
1122 // Ñïèñîê íàçâàíèé ìîäåëåé:
1123 m := g_PlayerModel_GetNames();
1124 if m = nil then
1125 Exit;
1127 // Êîìàíäà:
1128 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1129 Team := TEAM_COOP // COOP
1130 else
1131 if gGameSettings.GameMode = GM_DM then
1132 Team := TEAM_NONE // DM
1133 else
1134 if Team = TEAM_NONE then
1135 Team := BotList[num].team; // CTF / TDM
1137 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1138 lName := AnsiLowerCase(lName);
1139 if (num < 0) or (num > Length(BotList)-1) then
1140 num := -1;
1141 if (num = -1) and (lName <> '') and (BotList <> nil) then
1142 for a := 0 to High(BotList) do
1143 if AnsiLowerCase(BotList[a].name) = lName then
1144 begin
1145 num := a;
1146 Break;
1147 end;
1148 if num = -1 then
1149 Exit;
1151 // Èìÿ áîòà:
1152 _name := BotList[num].name;
1153 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1154 if not g_Player_ValidName(_name) then
1155 repeat
1156 _name := Format('DFBOT%.2d', [Random(100)]);
1157 until g_Player_ValidName(_name);
1159 // Ìîäåëü:
1160 _model := BotList[num].model;
1161 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1162 if not InSArray(_model, m) then
1163 _model := m[Random(Length(m))];
1165 // Ñîçäàåì áîòà:
1166 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1167 begin
1168 Name := _name;
1170 FDifficult.DiagFire := BotList[num].diag_fire;
1171 FDifficult.InvisFire := BotList[num].invis_fire;
1172 FDifficult.DiagPrecision := BotList[num].diag_precision;
1173 FDifficult.FlyPrecision := BotList[num].fly_precision;
1174 FDifficult.Cover := BotList[num].cover;
1175 FDifficult.CloseJump := BotList[num].close_jump;
1177 FHandicap := Handicap;
1179 for a := WP_FIRST to WP_LAST do
1180 begin
1181 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1182 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1183 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1184 end;
1186 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1188 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1189 end;
1190 end;
1192 procedure g_Bot_RemoveAll();
1193 var
1194 a: Integer;
1195 begin
1196 if not g_Game_IsServer then Exit;
1197 if gPlayers = nil then Exit;
1199 for a := 0 to High(gPlayers) do
1200 if gPlayers[a] <> nil then
1201 if gPlayers[a] is TBot then
1202 begin
1203 gPlayers[a].Lives := 0;
1204 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1205 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1206 g_Player_Remove(gPlayers[a].FUID);
1207 end;
1209 g_Bot_MixNames();
1210 end;
1212 procedure g_Bot_MixNames();
1213 var
1214 s: String;
1215 a, b: Integer;
1216 begin
1217 if BotNames <> nil then
1218 for a := 0 to High(BotNames) do
1219 begin
1220 b := Random(Length(BotNames));
1221 s := BotNames[a];
1222 Botnames[a] := BotNames[b];
1223 BotNames[b] := s;
1224 end;
1225 end;
1227 procedure g_Player_Remove(UID: Word);
1228 var
1229 i: Integer;
1230 begin
1231 if gPlayers = nil then Exit;
1233 if g_Game_IsServer and g_Game_IsNet then
1234 MH_SEND_PlayerDelete(UID);
1236 for i := 0 to High(gPlayers) do
1237 if gPlayers[i] <> nil then
1238 if gPlayers[i].FUID = UID then
1239 begin
1240 if gPlayers[i] is TPlayer then
1241 TPlayer(gPlayers[i]).Free()
1242 else
1243 TBot(gPlayers[i]).Free();
1244 gPlayers[i] := nil;
1245 Exit;
1246 end;
1247 end;
1249 procedure g_Player_Init();
1250 var
1251 F: TextFile;
1252 s: String;
1253 a, b: Integer;
1254 config: TConfig;
1255 sa: SSArray;
1256 path: AnsiString;
1257 begin
1258 BotNames := nil;
1260 path := BOTNAMES_FILENAME;
1261 if e_FindResource(DataDirs, path) = false then
1262 Exit;
1264 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1265 AssignFile(F, path);
1266 Reset(F);
1268 while not EOF(F) do
1269 begin
1270 ReadLn(F, s);
1272 s := Trim(s);
1273 if s = '' then
1274 Continue;
1276 SetLength(BotNames, Length(BotNames)+1);
1277 BotNames[High(BotNames)] := s;
1278 end;
1280 CloseFile(F);
1282 // Ïåðåìåøèâàåì èõ:
1283 g_Bot_MixNames();
1285 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1286 config := TConfig.CreateFile(path);
1287 BotList := nil;
1288 a := 0;
1290 while config.SectionExists(IntToStr(a)) do
1291 begin
1292 SetLength(BotList, Length(BotList)+1);
1294 with BotList[High(BotList)] do
1295 begin
1296 // Èìÿ áîòà:
1297 name := config.ReadStr(IntToStr(a), 'name', '');
1298 // Ìîäåëü:
1299 model := config.ReadStr(IntToStr(a), 'model', '');
1300 // Êîìàíäà:
1301 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1302 team := TEAM_RED
1303 else
1304 team := TEAM_BLUE;
1305 // Öâåò ìîäåëè:
1306 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1307 color.R := StrToIntDef(sa[0], 0);
1308 color.G := StrToIntDef(sa[1], 0);
1309 color.B := StrToIntDef(sa[2], 0);
1310 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1311 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1312 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1313 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1314 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1315 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1316 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1317 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1318 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1319 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1320 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1321 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1322 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1323 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1324 if Length(sa) = 10 then
1325 for b := 0 to 9 do
1326 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1327 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1328 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1329 if Length(sa) = 10 then
1330 for b := 0 to 9 do
1331 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1333 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1334 if Length(sa) = 10 then
1335 for b := 0 to 9 do
1336 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1337 end;
1339 a := a + 1;
1340 end;
1342 config.Free();
1343 end;
1345 procedure g_Player_Free();
1346 var
1347 i: Integer;
1348 begin
1349 if gPlayers <> nil then
1350 begin
1351 for i := 0 to High(gPlayers) do
1352 if gPlayers[i] <> nil then
1353 begin
1354 if gPlayers[i] is TPlayer then
1355 TPlayer(gPlayers[i]).Free()
1356 else
1357 TBot(gPlayers[i]).Free();
1358 gPlayers[i] := nil;
1359 end;
1361 gPlayers := nil;
1362 end;
1364 gPlayer1 := nil;
1365 gPlayer2 := nil;
1366 end;
1368 procedure g_Player_UpdateAll();
1369 var
1370 i: Integer;
1371 begin
1372 if gPlayers = nil then Exit;
1374 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1375 for i := 0 to High(gPlayers) do
1376 begin
1377 if gPlayers[i] <> nil then
1378 begin
1379 if gPlayers[i] is TPlayer then
1380 begin
1381 gPlayers[i].Update();
1382 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1383 end
1384 else
1385 begin
1386 // bot updates weapons in `UpdateCombat()`
1387 TBot(gPlayers[i]).Update();
1388 end;
1389 end;
1390 end;
1391 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1392 end;
1394 procedure g_Player_DrawAll();
1395 var
1396 i: Integer;
1397 begin
1398 if gPlayers = nil then Exit;
1400 for i := 0 to High(gPlayers) do
1401 if gPlayers[i] <> nil then
1402 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1403 else TBot(gPlayers[i]).Draw();
1404 end;
1406 procedure g_Player_DrawDebug(p: TPlayer);
1407 var
1408 fW, fH: Byte;
1409 begin
1410 if p = nil then Exit;
1411 if (@p.FObj) = nil then Exit;
1413 e_TextureFontGetSize(gStdFont, fW, fH);
1415 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1416 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1417 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1418 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1419 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1420 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1421 end;
1423 procedure g_Player_DrawHealth();
1424 var
1425 i: Integer;
1426 fW, fH: Byte;
1427 begin
1428 if gPlayers = nil then Exit;
1429 e_TextureFontGetSize(gStdFont, fW, fH);
1431 for i := 0 to High(gPlayers) do
1432 if gPlayers[i] <> nil then
1433 begin
1434 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1435 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1436 IntToStr(gPlayers[i].FHealth), gStdFont);
1437 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1438 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1439 IntToStr(gPlayers[i].FArmor), gStdFont);
1440 end;
1441 end;
1443 function g_Player_Get(UID: Word): TPlayer;
1444 var
1445 a: Integer;
1446 begin
1447 Result := nil;
1449 if gPlayers = nil then
1450 Exit;
1452 for a := 0 to High(gPlayers) do
1453 if gPlayers[a] <> nil then
1454 if gPlayers[a].FUID = UID then
1455 begin
1456 Result := gPlayers[a];
1457 Exit;
1458 end;
1459 end;
1461 function g_Player_GetCount(): Byte;
1462 var
1463 a: Integer;
1464 begin
1465 Result := 0;
1467 if gPlayers = nil then
1468 Exit;
1470 for a := 0 to High(gPlayers) do
1471 if gPlayers[a] <> nil then
1472 Result := Result + 1;
1473 end;
1475 function g_Player_GetStats(): TPlayerStatArray;
1476 var
1477 a: Integer;
1478 begin
1479 Result := nil;
1481 if gPlayers = nil then Exit;
1483 for a := 0 to High(gPlayers) do
1484 if gPlayers[a] <> nil then
1485 begin
1486 SetLength(Result, Length(Result)+1);
1487 with Result[High(Result)] do
1488 begin
1489 Num := a;
1490 Ping := gPlayers[a].FPing;
1491 Loss := gPlayers[a].FLoss;
1492 Name := gPlayers[a].FName;
1493 Team := gPlayers[a].FTeam;
1494 Frags := gPlayers[a].FFrags;
1495 Deaths := gPlayers[a].FDeath;
1496 Kills := gPlayers[a].FKills;
1497 Color := gPlayers[a].FModel.Color;
1498 Lives := gPlayers[a].FLives;
1499 Spectator := gPlayers[a].FSpectator;
1500 end;
1501 end;
1502 end;
1504 procedure g_Player_ResetReady();
1505 var
1506 a: Integer;
1507 begin
1508 if not g_Game_IsServer then Exit;
1509 if gPlayers = nil then Exit;
1511 for a := 0 to High(gPlayers) do
1512 if gPlayers[a] <> nil then
1513 begin
1514 gPlayers[a].FReady := False;
1515 if g_Game_IsNet then
1516 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1517 end;
1518 end;
1520 procedure g_Player_RememberAll;
1521 var
1522 i: Integer;
1523 begin
1524 for i := Low(gPlayers) to High(gPlayers) do
1525 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1526 gPlayers[i].RememberState;
1527 end;
1529 procedure g_Player_ResetAll(Force, Silent: Boolean);
1530 var
1531 i: Integer;
1532 begin
1533 gTeamStat[TEAM_RED].Goals := 0;
1534 gTeamStat[TEAM_BLUE].Goals := 0;
1536 if gPlayers <> nil then
1537 for i := 0 to High(gPlayers) do
1538 if gPlayers[i] <> nil then
1539 begin
1540 gPlayers[i].Reset(Force);
1542 if gPlayers[i] is TPlayer then
1543 begin
1544 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1545 gPlayers[i].Respawn(Silent)
1546 else
1547 gPlayers[i].Spectate();
1548 end
1549 else
1550 TBot(gPlayers[i]).Respawn(Silent);
1551 end;
1552 end;
1554 procedure g_Player_CreateCorpse(Player: TPlayer);
1555 var
1556 i: Integer;
1557 find_id: DWORD;
1558 ok: Boolean;
1559 begin
1560 if Player.alive then
1561 Exit;
1563 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1564 if gCorpses <> nil then
1565 for i := 0 to High(gCorpses) do
1566 if gCorpses[i] <> nil then
1567 if gCorpses[i].FPlayerUID = Player.FUID then
1568 gCorpses[i].FPlayerUID := 0;
1570 if Player.FObj.Y >= gMapInfo.Height+128 then
1571 Exit;
1573 with Player do
1574 begin
1575 if (FHealth >= -50) or (gGibsCount = 0) then
1576 begin
1577 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1578 Exit;
1580 ok := False;
1581 for find_id := 0 to High(gCorpses) do
1582 if gCorpses[find_id] = nil then
1583 begin
1584 ok := True;
1585 Break;
1586 end;
1588 if not ok then
1589 find_id := Random(Length(gCorpses));
1591 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1592 gCorpses[find_id].FColor := FModel.Color;
1593 gCorpses[find_id].FObj.Vel := FObj.Vel;
1594 gCorpses[find_id].FObj.Accel := FObj.Accel;
1595 gCorpses[find_id].FPlayerUID := FUID;
1596 end
1597 else
1598 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1599 FObj.Y + PLAYER_RECT_CY,
1600 FModel.Name, FModel.Color);
1601 end;
1602 end;
1604 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1605 var
1606 SID: DWORD;
1607 begin
1608 if (gShells = nil) or (Length(gShells) = 0) then
1609 Exit;
1611 with gShells[CurrentShell] do
1612 begin
1613 SpriteID := 0;
1614 g_Obj_Init(@Obj);
1615 Obj.Rect.X := 0;
1616 Obj.Rect.Y := 0;
1617 if T = SHELL_BULLET then
1618 begin
1619 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1620 SpriteID := SID;
1621 CX := 2;
1622 CY := 1;
1623 Obj.Rect.Width := 4;
1624 Obj.Rect.Height := 2;
1625 end
1626 else
1627 begin
1628 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1629 SpriteID := SID;
1630 CX := 4;
1631 CY := 2;
1632 Obj.Rect.Width := 7;
1633 Obj.Rect.Height := 3;
1634 end;
1635 SType := T;
1636 alive := True;
1637 Obj.X := fX;
1638 Obj.Y := fY;
1639 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1640 positionChanged(); // this updates spatial accelerators
1641 RAngle := Random(360);
1642 Timeout := gTime + SHELL_TIMEOUT;
1644 if CurrentShell >= High(gShells) then
1645 CurrentShell := 0
1646 else
1647 Inc(CurrentShell);
1648 end;
1649 end;
1651 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1652 var
1653 a: Integer;
1654 GibsArray: TGibsArray;
1655 Blood: TModelBlood;
1656 begin
1657 if (gGibs = nil) or (Length(gGibs) = 0) then
1658 Exit;
1659 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1660 Exit;
1661 Blood := g_PlayerModel_GetBlood(ModelName);
1663 for a := 0 to High(GibsArray) do
1664 with gGibs[CurrentGib] do
1665 begin
1666 Color := fColor;
1667 ID := GibsArray[a].ID;
1668 MaskID := GibsArray[a].MaskID;
1669 alive := True;
1670 g_Obj_Init(@Obj);
1671 Obj.Rect := GibsArray[a].Rect;
1672 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1673 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1674 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1675 positionChanged(); // this updates spatial accelerators
1676 RAngle := Random(360);
1678 if gBloodCount > 0 then
1679 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1680 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1682 if CurrentGib >= High(gGibs) then
1683 CurrentGib := 0
1684 else
1685 Inc(CurrentGib);
1686 end;
1687 end;
1689 procedure g_Player_UpdatePhysicalObjects();
1690 var
1691 i: Integer;
1692 vel: TPoint2i;
1693 mr: Word;
1695 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1696 var
1697 k: Integer;
1698 begin
1699 k := 1 + Random(2);
1700 if T = SHELL_BULLET then
1701 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1702 else
1703 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1704 end;
1706 begin
1707 // Êóñêè ìÿñà:
1708 if gGibs <> nil then
1709 for i := 0 to High(gGibs) do
1710 if gGibs[i].alive then
1711 with gGibs[i] do
1712 begin
1713 vel := Obj.Vel;
1714 mr := g_Obj_Move(@Obj, True, False, True);
1715 positionChanged(); // this updates spatial accelerators
1717 if WordBool(mr and MOVE_FALLOUT) then
1718 begin
1719 alive := False;
1720 Continue;
1721 end;
1723 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1724 if WordBool(mr and MOVE_HITWALL) then
1725 Obj.Vel.X := -(vel.X div 2);
1726 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1727 Obj.Vel.Y := -(vel.Y div 2);
1729 if (Obj.Vel.X >= 0) then
1730 begin // Clockwise
1731 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1732 if RAngle >= 360 then
1733 RAngle := RAngle mod 360;
1734 end else begin // Counter-clockwise
1735 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1736 if RAngle < 0 then
1737 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1738 end;
1740 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1741 if gTime mod (GAME_TICK*3) = 0 then
1742 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1743 end;
1745 // Òðóïû:
1746 if gCorpses <> nil then
1747 for i := 0 to High(gCorpses) do
1748 if gCorpses[i] <> nil then
1749 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1750 begin
1751 gCorpses[i].Free();
1752 gCorpses[i] := nil;
1753 end
1754 else
1755 gCorpses[i].Update();
1757 // Ãèëüçû:
1758 if gShells <> nil then
1759 for i := 0 to High(gShells) do
1760 if gShells[i].alive then
1761 with gShells[i] do
1762 begin
1763 vel := Obj.Vel;
1764 mr := g_Obj_Move(@Obj, True, False, True);
1765 positionChanged(); // this updates spatial accelerators
1767 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1768 begin
1769 alive := False;
1770 Continue;
1771 end;
1773 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1774 if WordBool(mr and MOVE_HITWALL) then
1775 begin
1776 Obj.Vel.X := -(vel.X div 2);
1777 if not WordBool(mr and MOVE_INWATER) then
1778 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1779 end;
1780 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1781 begin
1782 Obj.Vel.Y := -(vel.Y div 2);
1783 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1784 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1785 begin
1786 if RAngle mod 90 <> 0 then
1787 RAngle := (RAngle div 90) * 90;
1788 end
1789 else if not WordBool(mr and MOVE_INWATER) then
1790 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1791 end;
1793 if (Obj.Vel.X >= 0) then
1794 begin // Clockwise
1795 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1796 if RAngle >= 360 then
1797 RAngle := RAngle mod 360;
1798 end else begin // Counter-clockwise
1799 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1800 if RAngle < 0 then
1801 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1802 end;
1803 end;
1804 end;
1807 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1808 begin
1809 x := Obj.X+Obj.Rect.X;
1810 y := Obj.Y+Obj.Rect.Y;
1811 w := Obj.Rect.Width;
1812 h := Obj.Rect.Height;
1813 end;
1815 procedure TGib.moveBy (dx, dy: Integer); inline;
1816 begin
1817 if (dx <> 0) or (dy <> 0) then
1818 begin
1819 Obj.X += dx;
1820 Obj.Y += dy;
1821 positionChanged();
1822 end;
1823 end;
1826 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1827 begin
1828 x := Obj.X;
1829 y := Obj.Y;
1830 w := Obj.Rect.Width;
1831 h := Obj.Rect.Height;
1832 end;
1834 procedure TShell.moveBy (dx, dy: Integer); inline;
1835 begin
1836 if (dx <> 0) or (dy <> 0) then
1837 begin
1838 Obj.X += dx;
1839 Obj.Y += dy;
1840 positionChanged();
1841 end;
1842 end;
1845 procedure TGib.positionChanged (); inline; begin end;
1846 procedure TShell.positionChanged (); inline; begin end;
1849 procedure g_Player_DrawCorpses();
1850 var
1851 i: Integer;
1852 a: TDFPoint;
1853 begin
1854 if gGibs <> nil then
1855 for i := 0 to High(gGibs) do
1856 if gGibs[i].alive then
1857 with gGibs[i] do
1858 begin
1859 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1860 Continue;
1862 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1863 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1865 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1867 e_Colors := Color;
1868 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1869 e_Colors.R := 255;
1870 e_Colors.G := 255;
1871 e_Colors.B := 255;
1872 end;
1874 if gCorpses <> nil then
1875 for i := 0 to High(gCorpses) do
1876 if gCorpses[i] <> nil then
1877 gCorpses[i].Draw();
1878 end;
1880 procedure g_Player_DrawShells();
1881 var
1882 i: Integer;
1883 a: TDFPoint;
1884 begin
1885 if gShells <> nil then
1886 for i := 0 to High(gShells) do
1887 if gShells[i].alive then
1888 with gShells[i] do
1889 begin
1890 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1891 Continue;
1893 a.X := CX;
1894 a.Y := CY;
1896 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1897 end;
1898 end;
1900 procedure g_Player_RemoveAllCorpses();
1901 var
1902 i: Integer;
1903 begin
1904 gGibs := nil;
1905 gShells := nil;
1906 SetLength(gGibs, MaxGibs);
1907 SetLength(gShells, MaxGibs);
1908 CurrentGib := 0;
1909 CurrentShell := 0;
1911 if gCorpses <> nil then
1912 for i := 0 to High(gCorpses) do
1913 gCorpses[i].Free();
1915 gCorpses := nil;
1916 SetLength(gCorpses, MaxCorpses);
1917 end;
1919 procedure g_Player_Corpses_SaveState (st: TStream);
1920 var
1921 count, i: Integer;
1922 begin
1923 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1924 count := 0;
1925 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1927 // Êîëè÷åñòâî òðóïîâ
1928 utils.writeInt(st, LongInt(count));
1930 if (count = 0) then exit;
1932 // Ñîõðàíÿåì òðóïû
1933 for i := 0 to High(gCorpses) do
1934 begin
1935 if gCorpses[i] <> nil then
1936 begin
1937 // Íàçâàíèå ìîäåëè
1938 utils.writeStr(st, gCorpses[i].FModelName);
1939 // Òèï ñìåðòè
1940 utils.writeBool(st, gCorpses[i].Mess);
1941 // Ñîõðàíÿåì äàííûå òðóïà:
1942 gCorpses[i].SaveState(st);
1943 end;
1944 end;
1945 end;
1948 procedure g_Player_Corpses_LoadState (st: TStream);
1949 var
1950 count, i: Integer;
1951 str: String;
1952 b: Boolean;
1953 begin
1954 assert(st <> nil);
1956 g_Player_RemoveAllCorpses();
1958 // Êîëè÷åñòâî òðóïîâ:
1959 count := utils.readLongInt(st);
1960 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1962 if (count = 0) then exit;
1964 // Çàãðóæàåì òðóïû
1965 for i := 0 to count-1 do
1966 begin
1967 // Íàçâàíèå ìîäåëè:
1968 str := utils.readStr(st);
1969 // Òèï ñìåðòè
1970 b := utils.readBool(st);
1971 // Ñîçäàåì òðóï
1972 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1973 // Çàãðóæàåì äàííûå òðóïà
1974 gCorpses[i].LoadState(st);
1975 end;
1976 end;
1979 { T P l a y e r : }
1981 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1983 procedure TPlayer.BFGHit();
1984 begin
1985 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1986 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1987 if g_Game_IsServer and g_Game_IsNet then
1988 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1989 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1990 0, NET_GFX_BFGHIT);
1991 end;
1993 procedure TPlayer.ChangeModel(ModelName: string);
1994 var
1995 locModel: TPlayerModel;
1996 begin
1997 locModel := g_PlayerModel_Get(ModelName);
1998 if locModel = nil then Exit;
2000 FModel.Free();
2001 FModel := locModel;
2002 end;
2004 procedure TPlayer.SetModel(ModelName: string);
2005 var
2006 m: TPlayerModel;
2007 begin
2008 m := g_PlayerModel_Get(ModelName);
2009 if m = nil then
2010 begin
2011 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2012 m := g_PlayerModel_Get('doomer');
2013 if m = nil then
2014 begin
2015 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2016 Exit;
2017 end;
2018 end;
2020 if FModel <> nil then
2021 FModel.Free();
2023 FModel := m;
2025 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2026 FModel.Color := FColor
2027 else
2028 FModel.Color := TEAMCOLOR[FTeam];
2029 FModel.SetWeapon(FCurrWeap);
2030 FModel.SetFlag(FFlag);
2031 SetDirection(FDirection);
2032 end;
2034 procedure TPlayer.SetColor(Color: TRGB);
2035 begin
2036 FColor := Color;
2037 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2038 if FModel <> nil then FModel.Color := Color;
2039 end;
2041 function TPlayer.GetColor(): TRGB;
2042 begin
2043 result := FModel.Color;
2044 end;
2046 procedure TPlayer.SwitchTeam;
2047 begin
2048 if g_Game_IsClient then
2049 Exit;
2050 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2052 if gGameOn and FAlive then
2053 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2055 if FTeam = TEAM_RED then
2056 begin
2057 ChangeTeam(TEAM_BLUE);
2058 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2059 if g_Game_IsNet then
2060 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2061 end
2062 else
2063 begin
2064 ChangeTeam(TEAM_RED);
2065 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2066 if g_Game_IsNet then
2067 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2068 end;
2069 FPreferredTeam := FTeam;
2070 end;
2072 procedure TPlayer.ChangeTeam(Team: Byte);
2073 var
2074 OldTeam: Byte;
2075 begin
2076 OldTeam := FTeam;
2077 FTeam := Team;
2078 case Team of
2079 TEAM_RED, TEAM_BLUE:
2080 FModel.Color := TEAMCOLOR[Team];
2081 else
2082 FModel.Color := FColor;
2083 end;
2084 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2085 MH_SEND_PlayerStats(FUID);
2086 end;
2089 procedure TPlayer.CollideItem();
2090 var
2091 i: Integer;
2092 r: Boolean;
2093 begin
2094 if gItems = nil then Exit;
2095 if not FAlive then Exit;
2097 for i := 0 to High(gItems) do
2098 with gItems[i] do
2099 begin
2100 if (ItemType <> ITEM_NONE) and alive then
2101 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2102 PLAYER_RECT.Height, @Obj) then
2103 begin
2104 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2106 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2107 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2108 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2109 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2110 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2112 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2113 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2114 (gGameSettings.GameType = GT_SINGLE) and
2115 (g_Player_GetCount() > 1)) then
2116 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2117 end;
2118 end;
2119 end;
2122 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2123 begin
2124 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2125 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2126 False);
2127 end;
2129 constructor TPlayer.Create();
2130 begin
2131 viewPortX := 0;
2132 viewPortY := 0;
2133 viewPortW := 0;
2134 viewPortH := 0;
2135 mEDamageType := HIT_SOME;
2137 FIamBot := False;
2138 FDummy := False;
2139 FSpawned := False;
2141 FSawSound := TPlayableSound.Create();
2142 FSawSoundIdle := TPlayableSound.Create();
2143 FSawSoundHit := TPlayableSound.Create();
2144 FSawSoundSelect := TPlayableSound.Create();
2145 FFlameSoundOn := TPlayableSound.Create();
2146 FFlameSoundOff := TPlayableSound.Create();
2147 FFlameSoundWork := TPlayableSound.Create();
2148 FJetSoundFly := TPlayableSound.Create();
2149 FJetSoundOn := TPlayableSound.Create();
2150 FJetSoundOff := TPlayableSound.Create();
2152 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2153 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2154 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2155 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2156 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2157 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2158 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2159 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2160 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2161 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2163 FSpectatePlayer := -1;
2164 FClientID := -1;
2165 FPing := 0;
2166 FLoss := 0;
2167 FSavedState.WaitRecall := False;
2168 FShellTimer := -1;
2169 FFireTime := 0;
2170 FFirePainTime := 0;
2171 FFireAttacker := 0;
2172 FHandicap := 100;
2174 FActualModelName := 'doomer';
2176 g_Obj_Init(@FObj);
2177 FObj.Rect := PLAYER_RECT;
2179 FBFGFireCounter := -1;
2180 FJustTeleported := False;
2181 FNetTime := 0;
2183 FWaitForFirstSpawn := false;
2185 resetWeaponQueue();
2186 end;
2188 procedure TPlayer.positionChanged (); inline;
2189 begin
2190 end;
2192 procedure TPlayer.doDamage (v: Integer);
2193 begin
2194 if (v <= 0) then exit;
2195 if (v > 32767) then v := 32767;
2196 Damage(v, 0, 0, 0, mEDamageType);
2197 end;
2199 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2200 var
2201 c: Word;
2202 begin
2203 if (not g_Game_IsClient) and (not FAlive) then
2204 Exit;
2206 FLastHit := t;
2208 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2209 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2210 begin
2211 if not g_Game_IsClient then
2212 begin
2213 FArmor := 0;
2214 if t = HIT_TRAP then
2215 begin
2216 // Ëîâóøêà óáèâàåò ñðàçó:
2217 FHealth := -100;
2218 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2219 end;
2220 if t = HIT_SELF then
2221 begin
2222 // Ñàìîóáèéñòâî:
2223 FHealth := 0;
2224 Kill(K_SIMPLEKILL, SpawnerUID, t);
2225 end;
2226 end;
2227 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2228 FMegaRulez[MR_SUIT] := 0;
2229 FMegaRulez[MR_INVUL] := 0;
2230 FMegaRulez[MR_INVIS] := 0;
2231 FSpawnInvul := 0;
2232 FBerserk := 0;
2233 end;
2235 // Íî îò îñòàëüíîãî ñïàñàåò:
2236 if FMegaRulez[MR_INVUL] >= gTime then
2237 Exit;
2239 // ×èò-êîä "ÃÎÐÅÖ":
2240 if FGodMode then
2241 Exit;
2243 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2244 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2245 (SpawnerUID = FUID) or
2246 (not SameTeam(FUID, SpawnerUID)) then
2247 begin
2248 FLastSpawnerUID := SpawnerUID;
2250 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2251 if gBloodCount > 0 then
2252 begin
2253 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2254 if value div 4 <= c then
2255 c := c - (value div 4)
2256 else
2257 c := 0;
2259 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2260 MakeBloodSimple(c)
2261 else
2262 case t of
2263 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2264 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2265 end;
2267 if t = HIT_WATER then
2268 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2269 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2270 end;
2272 // Áóôåð óðîíà:
2273 if FAlive then
2274 Inc(FDamageBuffer, value);
2276 // Âñïûøêà áîëè:
2277 if gFlash <> 0 then
2278 FPain := FPain + value;
2279 end;
2281 if g_Game_IsServer and g_Game_IsNet then
2282 begin
2283 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2284 MH_SEND_PlayerStats(FUID);
2285 MH_SEND_PlayerPos(False, FUID);
2286 end;
2287 end;
2289 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2290 begin
2291 Result := False;
2292 if g_Game_IsClient then
2293 Exit;
2294 if not FAlive then
2295 Exit;
2297 if Soft and (FHealth < PLAYER_HP_SOFT) then
2298 begin
2299 IncMax(FHealth, value, PLAYER_HP_SOFT);
2300 Result := True;
2301 end;
2302 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2303 begin
2304 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2305 Result := True;
2306 end;
2308 if Result and g_Game_IsServer and g_Game_IsNet then
2309 MH_SEND_PlayerStats(FUID);
2310 end;
2312 destructor TPlayer.Destroy();
2313 begin
2314 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2315 gPlayer1 := nil;
2316 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2317 gPlayer2 := nil;
2319 FSawSound.Free();
2320 FSawSoundIdle.Free();
2321 FSawSoundHit.Free();
2322 FSawSoundSelect.Free();
2323 FFlameSoundOn.Free();
2324 FFlameSoundOff.Free();
2325 FFlameSoundWork.Free();
2326 FJetSoundFly.Free();
2327 FJetSoundOn.Free();
2328 FJetSoundOff.Free();
2329 FModel.Free();
2330 if FPunchAnim <> nil then
2331 FPunchAnim.Free();
2333 inherited;
2334 end;
2336 procedure TPlayer.DrawIndicator(Color: TRGB);
2337 var
2338 indX, indY: Integer;
2339 indW, indH: Word;
2340 indA: Single;
2341 a: TDFPoint;
2342 nW, nH: Byte;
2343 ID: DWORD;
2344 c: TRGB;
2345 begin
2346 if FAlive then
2347 case gPlayerIndicatorStyle of
2348 0:
2349 begin
2350 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2351 begin
2352 e_GetTextureSize(ID, @indW, @indH);
2353 a.X := indW div 2;
2354 a.Y := indH div 2;
2356 if (FObj.X + FObj.Rect.X) < 0 then
2357 begin
2358 indA := 90;
2359 indX := FObj.X + FObj.Rect.X + FObj.Rect.Width;
2360 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2361 end
2363 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2364 begin
2365 indA := 270;
2366 indX := FObj.X + FObj.Rect.X - indH;
2367 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2368 end
2370 else if (fObj.Y - indH) < 0 then
2371 begin
2372 indA := 180;
2373 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2374 indY := FObj.Y + FObj.Rect.Y + FObj.Rect.Height;
2375 end
2377 else
2378 begin
2379 indA := 0;
2380 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2381 indY := FObj.Y - indH;
2382 end;
2384 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2385 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2387 c := e_Colors;
2388 e_Colors := Color;
2389 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2390 e_Colors := c;
2391 end;
2392 end;
2394 1:
2395 begin
2396 e_TextureFontGetSize(gStdFont, nW, nH);
2397 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2398 indY := FObj.Y - nH;
2399 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2400 end;
2401 end;
2402 end;
2404 procedure TPlayer.DrawBubble();
2405 var
2406 bubX, bubY: Integer;
2407 ID: LongWord;
2408 Rb, Gb, Bb,
2409 Rw, Gw, Bw: SmallInt;
2410 Dot: Byte;
2411 begin
2412 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2413 bubY := FObj.Y+FObj.Rect.Y - 18;
2414 Rb := 64;
2415 Gb := 64;
2416 Bb := 64;
2417 Rw := 240;
2418 Gw := 240;
2419 Bw := 240;
2420 case gChatBubble of
2421 1: // simple textual non-bubble
2422 begin
2423 bubX := FObj.X+FObj.Rect.X - 11;
2424 bubY := FObj.Y+FObj.Rect.Y - 17;
2425 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2426 Exit;
2427 end;
2428 2: // advanced pixel-perfect bubble
2429 begin
2430 if FTeam = TEAM_RED then
2431 Rb := 255
2432 else
2433 if FTeam = TEAM_BLUE then
2434 Bb := 255;
2435 end;
2436 3: // colored bubble
2437 begin
2438 Rb := FModel.Color.R;
2439 Gb := FModel.Color.G;
2440 Bb := FModel.Color.B;
2441 Rw := Min(Rb * 2 + 64, 255);
2442 Gw := Min(Gb * 2 + 64, 255);
2443 Bw := Min(Bb * 2 + 64, 255);
2444 if (Abs(Rw - Rb) < 32)
2445 or (Abs(Gw - Gb) < 32)
2446 or (Abs(Bw - Bb) < 32) then
2447 begin
2448 Rb := Max(Rw div 2 - 16, 0);
2449 Gb := Max(Gw div 2 - 16, 0);
2450 Bb := Max(Bw div 2 - 16, 0);
2451 end;
2452 end;
2453 4: // custom textured bubble
2454 begin
2455 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2456 if FDirection = TDirection.D_RIGHT then
2457 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2458 else
2459 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2460 Exit;
2461 end;
2462 end;
2464 // Outer borders
2465 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2466 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2467 // Inner box
2468 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2470 // Tail
2471 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2472 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2473 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2474 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2475 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2476 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2478 // Dots
2479 Dot := 6;
2480 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2481 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2482 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2483 end;
2485 procedure TPlayer.Draw();
2486 var
2487 ID: DWORD;
2488 w, h: Word;
2489 dr: Boolean;
2490 Mirror: TMirrorType;
2491 begin
2492 if FAlive then
2493 begin
2494 if Direction = TDirection.D_RIGHT then
2495 Mirror := TMirrorType.None
2496 else
2497 Mirror := TMirrorType.Horizontal;
2499 if FPunchAnim <> nil then
2500 begin
2501 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2502 FObj.Y+FObj.Rect.Y-11, Mirror);
2503 if FPunchAnim.played then
2504 begin
2505 FPunchAnim.Free;
2506 FPunchAnim := nil;
2507 end;
2508 end;
2510 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2511 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2512 begin
2513 e_GetTextureSize(ID, @w, @h);
2514 if FDirection = TDirection.D_LEFT then
2515 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2516 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2517 else
2518 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2519 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2520 end;
2522 if FMegaRulez[MR_INVIS] > gTime then
2523 begin
2524 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2525 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2526 begin
2527 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2528 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2529 else
2530 dr := True;
2531 if dr then
2532 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2533 else
2534 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2535 end
2536 else
2537 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2538 end
2539 else
2540 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2541 end;
2543 if g_debug_Frames then
2544 begin
2545 e_DrawQuad(FObj.X+FObj.Rect.X,
2546 FObj.Y+FObj.Rect.Y,
2547 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2548 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2549 0, 255, 0);
2550 end;
2552 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2553 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2554 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2555 DrawBubble();
2556 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2557 if gAimLine and alive and
2558 ((Self = gPlayer1) or (Self = gPlayer2)) then
2559 DrawAim();
2560 end;
2563 procedure TPlayer.DrawAim();
2564 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2565 var
2566 ex, ey: Integer;
2567 begin
2569 {$IFDEF ENABLE_HOLMES}
2570 if isValidViewPort and (self = gPlayer1) then
2571 begin
2572 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2573 end;
2574 {$ENDIF}
2576 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2577 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2578 begin
2579 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2580 end
2581 else
2582 begin
2583 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2584 end;
2585 end;
2587 var
2588 wx, wy, xx, yy: Integer;
2589 angle: SmallInt;
2590 sz, len: Word;
2591 begin
2592 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2593 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2594 angle := FAngle;
2595 len := 1024;
2596 sz := 2;
2597 case FCurrWeap of
2598 0: begin // Punch
2599 len := 12;
2600 sz := 4;
2601 end;
2602 1: begin // Chainsaw
2603 len := 24;
2604 sz := 6;
2605 end;
2606 2: begin // Pistol
2607 len := 1024;
2608 sz := 2;
2609 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2610 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2611 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2612 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2613 end;
2614 3: begin // Shotgun
2615 len := 1024;
2616 sz := 3;
2617 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2618 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2619 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2620 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2621 end;
2622 4: begin // Double Shotgun
2623 len := 1024;
2624 sz := 4;
2625 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2626 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2627 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2628 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2629 end;
2630 5: begin // Chaingun
2631 len := 1024;
2632 sz := 3;
2633 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2634 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2635 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2636 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2637 end;
2638 6: begin // Rocket Launcher
2639 len := 1024;
2640 sz := 7;
2641 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2642 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2643 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2644 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2645 end;
2646 7: begin // Plasmagun
2647 len := 1024;
2648 sz := 5;
2649 if angle = ANGLE_RIGHTUP then Inc(angle);
2650 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2651 if angle = ANGLE_LEFTUP then Dec(angle);
2652 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2653 end;
2654 8: begin // BFG
2655 len := 1024;
2656 sz := 12;
2657 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2658 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2659 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2660 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2661 end;
2662 9: begin // Super Chaingun
2663 len := 1024;
2664 sz := 4;
2665 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2666 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2667 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2668 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2669 end;
2670 end;
2671 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2672 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2673 {$IF DEFINED(D2F_DEBUG)}
2674 drawCast(sz, wx, wy, xx, yy);
2675 {$ELSE}
2676 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2677 {$ENDIF}
2678 end;
2680 procedure TPlayer.DrawGUI();
2681 var
2682 ID: DWORD;
2683 X, Y, SY, a, p, m: Integer;
2684 tw, th: Word;
2685 cw, ch: Byte;
2686 s: string;
2687 stat: TPlayerStatArray;
2688 begin
2689 X := gPlayerScreenSize.X;
2690 SY := gPlayerScreenSize.Y;
2691 Y := 0;
2693 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2694 begin
2695 if gGameSettings.GameMode = GM_CTF then
2696 a := 32 + 8
2697 else
2698 a := 0;
2699 if gGameSettings.GameMode = GM_CTF then
2700 begin
2701 s := 'TEXTURE_PLAYER_REDFLAG';
2702 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2703 s := 'TEXTURE_PLAYER_REDFLAG_S';
2704 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2705 s := 'TEXTURE_PLAYER_REDFLAG_D';
2706 if g_Texture_Get(s, ID) then
2707 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2708 end;
2710 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2711 e_CharFont_GetSize(gMenuFont, s, tw, th);
2712 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2714 if gGameSettings.GameMode = GM_CTF then
2715 begin
2716 s := 'TEXTURE_PLAYER_BLUEFLAG';
2717 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2718 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2719 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2720 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2721 if g_Texture_Get(s, ID) then
2722 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2723 end;
2725 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2726 e_CharFont_GetSize(gMenuFont, s, tw, th);
2727 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2728 end;
2730 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2731 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2732 0, False, False);
2734 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2735 e_Draw(ID, X+2, Y, 0, True, False);
2737 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2738 begin
2739 if gShowStat then
2740 begin
2741 s := IntToStr(Frags);
2742 e_CharFont_GetSize(gMenuFont, s, tw, th);
2743 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2745 s := '';
2746 p := 1;
2747 m := 0;
2748 stat := g_Player_GetStats();
2749 if stat <> nil then
2750 begin
2751 p := 1;
2753 for a := 0 to High(stat) do
2754 if stat[a].Name <> Name then
2755 begin
2756 if stat[a].Frags > m then m := stat[a].Frags;
2757 if stat[a].Frags > Frags then p := p+1;
2758 end;
2759 end;
2761 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2762 if Frags >= m then s := s+'+' else s := s+'-';
2763 s := s+IntToStr(Abs(Frags-m));
2765 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2766 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2767 end;
2769 if gLMSRespawn > LMS_RESPAWN_NONE then
2770 begin
2771 s := _lc[I_GAME_WARMUP];
2772 e_CharFont_GetSize(gMenuFont, s, tw, th);
2773 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2774 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2775 end
2776 else if gShowLives and (gGameSettings.MaxLives > 0) then
2777 begin
2778 s := IntToStr(Lives);
2779 e_CharFont_GetSize(gMenuFont, s, tw, th);
2780 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2781 end;
2782 end;
2784 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2785 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2787 if R_BERSERK in FRulez then
2788 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2789 else
2790 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2792 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2793 e_Draw(ID, X+36, Y+77, 0, True, False);
2795 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2796 e_CharFont_GetSize(gMenuFont, s, tw, th);
2797 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2799 s := IntToStr(FArmor);
2800 e_CharFont_GetSize(gMenuFont, s, tw, th);
2801 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2803 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2805 case FCurrWeap of
2806 WEAPON_KASTET:
2807 begin
2808 s := '--';
2809 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2810 end;
2811 WEAPON_SAW:
2812 begin
2813 s := '--';
2814 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2815 end;
2816 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2817 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2818 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2819 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2820 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2821 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2822 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2823 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2824 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2825 end;
2827 e_CharFont_GetSize(gMenuFont, s, tw, th);
2828 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2829 e_Draw(ID, X+20, Y+160, 0, True, False);
2831 if R_KEY_RED in FRulez then
2832 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2834 if R_KEY_GREEN in FRulez then
2835 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2837 if R_KEY_BLUE in FRulez then
2838 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2840 if FJetFuel > 0 then
2841 begin
2842 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2843 e_Draw(ID, X+2, Y+116, 0, True, False);
2844 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2845 e_Draw(ID, X+2, Y+126, 0, True, False);
2846 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2847 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2848 end
2849 else
2850 begin
2851 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2852 e_Draw(ID, X+2, Y+124, 0, True, False);
2853 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2854 end;
2856 if gShowPing and g_Game_IsClient then
2857 begin
2858 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2859 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2860 Y := Y + 16;
2861 end;
2863 if FSpectator then
2864 begin
2865 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2866 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2867 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2868 if FNoRespawn then
2869 begin
2870 e_TextureFontGetSize(gStdFont, cw, ch);
2871 s := _lc[I_PLAYER_SPECT4];
2872 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2873 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2874 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2875 end;
2877 end;
2878 end;
2880 procedure TPlayer.DrawRulez();
2881 var
2882 dr: Boolean;
2883 begin
2884 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2885 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2886 begin
2887 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2888 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2889 else
2890 dr := True;
2892 if dr then
2893 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2894 191, 191, 191, 0, TBlending.Invert);
2895 end;
2897 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2898 if FMegaRulez[MR_SUIT] >= gTime then
2899 begin
2900 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2901 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2902 else
2903 dr := True;
2905 if dr then
2906 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2907 0, 96, 0, 200, TBlending.None);
2908 end;
2910 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2911 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2912 begin
2913 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2914 255, 0, 0, 200, TBlending.None);
2915 end;
2916 end;
2918 procedure TPlayer.DrawPain();
2919 var
2920 a, h: Integer;
2921 begin
2922 if FPain = 0 then Exit;
2924 a := FPain;
2926 if a < 15 then h := 0
2927 else if a < 35 then h := 1
2928 else if a < 55 then h := 2
2929 else if a < 75 then h := 3
2930 else if a < 95 then h := 4
2931 else h := 5;
2933 //if a > 255 then a := 255;
2935 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2936 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2937 end;
2939 procedure TPlayer.DrawPickup();
2940 var
2941 a, h: Integer;
2942 begin
2943 if FPickup = 0 then Exit;
2945 a := FPickup;
2947 if a < 15 then h := 1
2948 else if a < 35 then h := 2
2949 else if a < 55 then h := 3
2950 else if a < 75 then h := 4
2951 else h := 5;
2953 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2954 end;
2956 procedure TPlayer.DoPunch();
2957 var
2958 id: DWORD;
2959 st: String;
2960 begin
2961 if FPunchAnim <> nil then begin
2962 FPunchAnim.reset();
2963 FPunchAnim.Free;
2964 FPunchAnim := nil;
2965 end;
2966 st := 'FRAMES_PUNCH';
2967 if R_BERSERK in FRulez then
2968 st := st + '_BERSERK';
2969 if FKeys[KEY_UP].Pressed then
2970 st := st + '_UP'
2971 else if FKeys[KEY_DOWN].Pressed then
2972 st := st + '_DN';
2973 g_Frames_Get(id, st);
2974 FPunchAnim := TAnimation.Create(id, False, 1);
2975 end;
2977 procedure TPlayer.Fire();
2978 var
2979 f, DidFire: Boolean;
2980 wx, wy, xd, yd: Integer;
2981 locobj: TObj;
2982 begin
2983 if g_Game_IsClient then Exit;
2984 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2985 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2987 if FSpectator then
2988 begin
2989 Respawn(False);
2990 Exit;
2991 end;
2993 if FReloading[FCurrWeap] <> 0 then Exit;
2995 DidFire := False;
2997 f := False;
2998 wx := FObj.X+WEAPONPOINT[FDirection].X;
2999 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3000 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3001 yd := wy+firediry();
3003 case FCurrWeap of
3004 WEAPON_KASTET:
3005 begin
3006 DoPunch();
3007 if R_BERSERK in FRulez then
3008 begin
3009 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3010 locobj.X := FObj.X+FObj.Rect.X;
3011 locobj.Y := FObj.Y+FObj.Rect.Y;
3012 locobj.rect.X := 0;
3013 locobj.rect.Y := 0;
3014 locobj.rect.Width := 39;
3015 locobj.rect.Height := 52;
3016 locobj.Vel.X := (xd-wx) div 2;
3017 locobj.Vel.Y := (yd-wy) div 2;
3018 locobj.Accel.X := xd-wx;
3019 locobj.Accel.y := yd-wy;
3021 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3022 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3023 else
3024 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3026 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3027 end
3028 else
3029 begin
3030 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3031 end;
3033 DidFire := True;
3034 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3035 end;
3037 WEAPON_SAW:
3038 begin
3039 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3040 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3041 begin
3042 FSawSoundSelect.Stop();
3043 FSawSound.Stop();
3044 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3045 end
3046 else if not FSawSoundHit.IsPlaying() then
3047 begin
3048 FSawSoundSelect.Stop();
3049 FSawSound.PlayAt(FObj.X, FObj.Y);
3050 end;
3052 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3053 DidFire := True;
3054 f := True;
3055 end;
3057 WEAPON_PISTOL:
3058 if FAmmo[A_BULLETS] > 0 then
3059 begin
3060 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3061 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3062 Dec(FAmmo[A_BULLETS]);
3063 FFireAngle := FAngle;
3064 f := True;
3065 DidFire := True;
3066 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3067 GameVelX, GameVelY-2, SHELL_BULLET);
3068 end;
3070 WEAPON_SHOTGUN1:
3071 if FAmmo[A_SHELLS] > 0 then
3072 begin
3073 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3074 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3075 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3076 Dec(FAmmo[A_SHELLS]);
3077 FFireAngle := FAngle;
3078 f := True;
3079 DidFire := True;
3080 FShellTimer := 10;
3081 FShellType := SHELL_SHELL;
3082 end;
3084 WEAPON_SHOTGUN2:
3085 if FAmmo[A_SHELLS] >= 2 then
3086 begin
3087 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3088 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3089 Dec(FAmmo[A_SHELLS], 2);
3090 FFireAngle := FAngle;
3091 f := True;
3092 DidFire := True;
3093 FShellTimer := 13;
3094 FShellType := SHELL_DBLSHELL;
3095 end;
3097 WEAPON_CHAINGUN:
3098 if FAmmo[A_BULLETS] > 0 then
3099 begin
3100 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3101 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3102 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3103 Dec(FAmmo[A_BULLETS]);
3104 FFireAngle := FAngle;
3105 f := True;
3106 DidFire := True;
3107 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3108 GameVelX, GameVelY-2, SHELL_BULLET);
3109 end;
3111 WEAPON_ROCKETLAUNCHER:
3112 if FAmmo[A_ROCKETS] > 0 then
3113 begin
3114 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3115 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3116 Dec(FAmmo[A_ROCKETS]);
3117 FFireAngle := FAngle;
3118 f := True;
3119 DidFire := True;
3120 end;
3122 WEAPON_PLASMA:
3123 if FAmmo[A_CELLS] > 0 then
3124 begin
3125 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3126 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3127 Dec(FAmmo[A_CELLS]);
3128 FFireAngle := FAngle;
3129 f := True;
3130 DidFire := True;
3131 end;
3133 WEAPON_BFG:
3134 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3135 begin
3136 FBFGFireCounter := 17;
3137 if not FNoReload then
3138 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3139 Dec(FAmmo[A_CELLS], 40);
3140 DidFire := True;
3141 end;
3143 WEAPON_SUPERPULEMET:
3144 if FAmmo[A_SHELLS] > 0 then
3145 begin
3146 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3147 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3148 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3149 Dec(FAmmo[A_SHELLS]);
3150 FFireAngle := FAngle;
3151 f := True;
3152 DidFire := True;
3153 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3154 GameVelX, GameVelY-2, SHELL_SHELL);
3155 end;
3157 WEAPON_FLAMETHROWER:
3158 if FAmmo[A_FUEL] > 0 then
3159 begin
3160 g_Weapon_flame(wx, wy, xd, yd, FUID);
3161 FlamerOn;
3162 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3163 Dec(FAmmo[A_FUEL]);
3164 FFireAngle := FAngle;
3165 f := True;
3166 DidFire := True;
3167 end
3168 else
3169 begin
3170 FlamerOff;
3171 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3172 end;
3173 end;
3175 if g_Game_IsNet then
3176 begin
3177 if DidFire then
3178 begin
3179 if FCurrWeap <> WEAPON_BFG then
3180 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3181 else
3182 if not FNoReload then
3183 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3184 end;
3186 MH_SEND_PlayerStats(FUID);
3187 end;
3189 if not f then Exit;
3191 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3192 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3193 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3194 end;
3196 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3197 begin
3198 case Weapon of
3199 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3200 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3201 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3202 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3203 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3204 else Result := 0;
3205 end;
3206 end;
3208 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3209 begin
3210 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3211 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3212 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3213 end;
3215 procedure TPlayer.FlamerOn;
3216 begin
3217 FFlameSoundOff.Stop();
3218 FFlameSoundOff.SetPosition(0);
3219 if FFlaming then
3220 begin
3221 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3222 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3223 end
3224 else
3225 begin
3226 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3227 FFlaming := True;
3228 end;
3229 end;
3231 procedure TPlayer.FlamerOff;
3232 begin
3233 if FFlaming then
3234 begin
3235 FFlameSoundOn.Stop();
3236 FFlameSoundOn.SetPosition(0);
3237 FFlameSoundWork.Stop();
3238 FFlameSoundWork.SetPosition(0);
3239 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3240 FFlaming := False;
3241 end;
3242 end;
3244 procedure TPlayer.JetpackOn;
3245 begin
3246 FJetSoundFly.Stop;
3247 FJetSoundOff.Stop;
3248 FJetSoundOn.SetPosition(0);
3249 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3250 FlySmoke(8);
3251 end;
3253 procedure TPlayer.JetpackOff;
3254 begin
3255 FJetSoundFly.Stop;
3256 FJetSoundOn.Stop;
3257 FJetSoundOff.SetPosition(0);
3258 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3259 end;
3261 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3262 begin
3263 if Timeout <= 0 then
3264 exit;
3265 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3266 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3267 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3268 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3269 if FFireTime <= 0 then
3270 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3271 FFireTime := Timeout;
3272 FFireAttacker := Attacker;
3273 if g_Game_IsNet and g_Game_IsServer then
3274 MH_SEND_PlayerStats(FUID);
3275 end;
3277 procedure TPlayer.Jump();
3278 begin
3279 if gFly or FJetpack then
3280 begin
3281 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3282 if FObj.Vel.Y > -VEL_FLY then
3283 FObj.Vel.Y := FObj.Vel.Y - 3;
3284 if FJetpack then
3285 begin
3286 if FJetFuel > 0 then
3287 Dec(FJetFuel);
3288 if (FJetFuel < 1) and g_Game_IsServer then
3289 begin
3290 FJetpack := False;
3291 JetpackOff;
3292 if g_Game_IsNet then
3293 MH_SEND_PlayerStats(FUID);
3294 end;
3295 end;
3296 Exit;
3297 end;
3299 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3300 if FGhost then
3301 FCanJetpack := False;
3303 // Ïðûãàåì èëè âñïëûâàåì:
3304 if (CollideLevel(0, 1) or
3305 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3306 PLAYER_RECT.Height-33, PANEL_STEP, False)
3307 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3308 begin
3309 FObj.Vel.Y := -VEL_JUMP;
3310 FCanJetpack := False;
3311 end
3312 else
3313 begin
3314 if BodyInLiquid(0, 0) then
3315 FObj.Vel.Y := -VEL_SW
3316 else if (FJetFuel > 0) and FCanJetpack and
3317 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3318 begin
3319 FJetpack := True;
3320 JetpackOn;
3321 if g_Game_IsNet then
3322 MH_SEND_PlayerStats(FUID);
3323 end;
3324 end;
3325 end;
3327 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3328 var
3329 a, i, k, ab, ar: Byte;
3330 s: String;
3331 mon: TMonster;
3332 plr: TPlayer;
3333 srv, netsrv: Boolean;
3334 DoFrags: Boolean;
3335 OldLR: Byte;
3336 KP: TPlayer;
3337 it: PItem;
3339 procedure PushItem(t: Byte);
3340 var
3341 id: DWORD;
3342 begin
3343 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3344 it := g_Items_ByIdx(id);
3345 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3346 begin
3347 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3348 (FObj.Vel.Y div 2)-Random(9));
3349 it.positionChanged(); // this updates spatial accelerators
3350 end
3351 else
3352 begin
3353 if KillType = K_HARDKILL then // -5..+5; -5..0
3354 begin
3355 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3356 (FObj.Vel.Y div 2)-Random(6));
3357 end
3358 else // -3..+3; -3..0
3359 begin
3360 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3361 (FObj.Vel.Y div 2)-Random(4));
3362 end;
3363 it.positionChanged(); // this updates spatial accelerators
3364 end;
3366 if g_Game_IsNet and g_Game_IsServer then
3367 MH_SEND_ItemSpawn(True, id);
3368 end;
3370 begin
3371 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3372 Srv := g_Game_IsServer;
3373 Netsrv := g_Game_IsServer and g_Game_IsNet;
3374 if Srv then FDeath := FDeath + 1;
3375 if FAlive then
3376 begin
3377 if FGhost then
3378 FGhost := False;
3379 if not FPhysics then
3380 FPhysics := True;
3381 FAlive := False;
3382 end;
3383 FShellTimer := -1;
3385 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3386 begin
3387 if FLives > 0 then FLives := FLives - 1;
3388 if FLives = 0 then FNoRespawn := True;
3389 end;
3391 // Íîìåð òèïà ñìåðòè:
3392 a := 1;
3393 case KillType of
3394 K_SIMPLEKILL: a := 1;
3395 K_HARDKILL: a := 2;
3396 K_EXTRAHARDKILL: a := 3;
3397 K_FALLKILL: a := 4;
3398 end;
3400 // Çâóê ñìåðòè:
3401 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3402 for i := 1 to 3 do
3403 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3404 Break;
3406 // Âðåìÿ ðåñïàóíà:
3407 if Srv then
3408 case KillType of
3409 K_SIMPLEKILL:
3410 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3411 K_HARDKILL:
3412 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3413 K_EXTRAHARDKILL, K_FALLKILL:
3414 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3415 end;
3417 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3418 case KillType of
3419 K_SIMPLEKILL:
3420 SetAction(A_DIE1);
3421 K_HARDKILL, K_EXTRAHARDKILL:
3422 SetAction(A_DIE2);
3423 end;
3425 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3426 if (KillType <> K_FALLKILL) and (Srv) then
3427 g_Monsters_killedp();
3429 if SpawnerUID = FUID then
3430 begin // Ñàìîóáèëñÿ
3431 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3432 begin
3433 Dec(FFrags);
3434 FLastFrag := 0;
3435 end;
3436 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3437 end
3438 else
3439 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3440 begin // Óáèò äðóãèì èãðîêîì
3441 KP := g_Player_Get(SpawnerUID);
3442 if (KP <> nil) and Srv then
3443 begin
3444 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3445 if SameTeam(FUID, SpawnerUID) then
3446 begin
3447 Dec(KP.FFrags);
3448 KP.FLastFrag := 0;
3449 end else
3450 begin
3451 Inc(KP.FFrags);
3452 KP.FragCombo();
3453 end;
3455 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3456 Inc(gTeamStat[KP.Team].Goals,
3457 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3459 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3460 end;
3462 plr := g_Player_Get(SpawnerUID);
3463 if plr = nil then
3464 s := '?'
3465 else
3466 s := plr.FName;
3468 case KillType of
3469 K_HARDKILL:
3470 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3471 [FName, s]),
3472 gShowKillMsg);
3473 K_EXTRAHARDKILL:
3474 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3475 [FName, s]),
3476 gShowKillMsg);
3477 else
3478 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3479 [FName, s]),
3480 gShowKillMsg);
3481 end;
3482 end
3483 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3484 begin // Óáèò ìîíñòðîì
3485 mon := g_Monsters_ByUID(SpawnerUID);
3486 if mon = nil then
3487 s := '?'
3488 else
3489 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3491 case KillType of
3492 K_HARDKILL:
3493 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3494 [FName, s]),
3495 gShowKillMsg);
3496 K_EXTRAHARDKILL:
3497 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3498 [FName, s]),
3499 gShowKillMsg);
3500 else
3501 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3502 [FName, s]),
3503 gShowKillMsg);
3504 end;
3505 end
3506 else // Îñîáûå òèïû ñìåðòè
3507 case t of
3508 HIT_DISCON: ;
3509 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3510 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3511 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3512 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3513 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3514 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3515 end;
3517 if Srv then
3518 begin
3519 // Âûáðîñ îðóæèÿ:
3520 for a := WP_FIRST to WP_LAST do
3521 if FWeapon[a] then
3522 begin
3523 case a of
3524 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3525 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3526 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3527 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3528 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3529 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3530 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3531 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3532 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3533 else i := 0;
3534 end;
3536 if i <> 0 then
3537 PushItem(i);
3538 end;
3540 // Âûáðîñ ðþêçàêà:
3541 if R_ITEM_BACKPACK in FRulez then
3542 PushItem(ITEM_AMMO_BACKPACK);
3544 // Âûáðîñ ðàêåòíîãî ðàíöà:
3545 if FJetFuel > 0 then
3546 PushItem(ITEM_JETPACK);
3548 // Âûáðîñ êëþ÷åé:
3549 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3550 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3551 begin
3552 if R_KEY_RED in FRulez then
3553 PushItem(ITEM_KEY_RED);
3555 if R_KEY_GREEN in FRulez then
3556 PushItem(ITEM_KEY_GREEN);
3558 if R_KEY_BLUE in FRulez then
3559 PushItem(ITEM_KEY_BLUE);
3560 end;
3562 // Âûáðîñ ôëàãà:
3563 DropFlag(KillType = K_FALLKILL);
3564 end;
3566 g_Player_CreateCorpse(Self);
3568 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3569 (gLMSRespawn = LMS_RESPAWN_NONE) then
3570 begin
3571 a := 0;
3572 k := 0;
3573 ar := 0;
3574 ab := 0;
3575 for i := Low(gPlayers) to High(gPlayers) do
3576 begin
3577 if gPlayers[i] = nil then continue;
3578 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3579 begin
3580 Inc(a);
3581 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3582 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3583 k := i;
3584 end;
3585 end;
3587 OldLR := gLMSRespawn;
3588 if (gGameSettings.GameMode = GM_COOP) then
3589 begin
3590 if (a = 0) then
3591 begin
3592 // everyone is dead, restart the map
3593 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3594 if Netsrv then
3595 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3596 gLMSRespawn := LMS_RESPAWN_FINAL;
3597 gLMSRespawnTime := gTime + 5000;
3598 end
3599 else if (a = 1) then
3600 begin
3601 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3602 if (gPlayers[k] = gPlayer1) or
3603 (gPlayers[k] = gPlayer2) then
3604 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3605 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3606 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3607 end;
3608 end
3609 else if (gGameSettings.GameMode = GM_TDM) then
3610 begin
3611 if (ab = 0) and (ar <> 0) then
3612 begin
3613 // blu team ded
3614 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3615 if Netsrv then
3616 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3617 Inc(gTeamStat[TEAM_RED].Goals);
3618 gLMSRespawn := LMS_RESPAWN_FINAL;
3619 gLMSRespawnTime := gTime + 5000;
3620 end
3621 else if (ar = 0) and (ab <> 0) then
3622 begin
3623 // red team ded
3624 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3625 if Netsrv then
3626 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3627 Inc(gTeamStat[TEAM_BLUE].Goals);
3628 gLMSRespawn := LMS_RESPAWN_FINAL;
3629 gLMSRespawnTime := gTime + 5000;
3630 end
3631 else if (ar = 0) and (ab = 0) then
3632 begin
3633 // everyone ded
3634 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3635 if Netsrv then
3636 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3637 gLMSRespawn := LMS_RESPAWN_FINAL;
3638 gLMSRespawnTime := gTime + 5000;
3639 end;
3640 end
3641 else if (gGameSettings.GameMode = GM_DM) then
3642 begin
3643 if (a = 1) then
3644 begin
3645 if gPlayers[k] <> nil then
3646 with gPlayers[k] do
3647 begin
3648 // survivor is the winner
3649 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3650 if Netsrv then
3651 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3652 Inc(FFrags);
3653 end;
3654 gLMSRespawn := LMS_RESPAWN_FINAL;
3655 gLMSRespawnTime := gTime + 5000;
3656 end
3657 else if (a = 0) then
3658 begin
3659 // everyone is dead, restart the map
3660 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3661 if Netsrv then
3662 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3663 gLMSRespawn := LMS_RESPAWN_FINAL;
3664 gLMSRespawnTime := gTime + 5000;
3665 end;
3666 end;
3667 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3668 begin
3669 if NetMode = NET_SERVER then
3670 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3671 else
3672 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3673 end;
3674 end;
3676 if Netsrv then
3677 begin
3678 MH_SEND_PlayerStats(FUID);
3679 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3680 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3681 end;
3683 if srv and FNoRespawn then Spectate(True);
3684 FWantsInGame := True;
3685 end;
3687 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3688 begin
3689 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3690 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3691 end;
3693 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3694 begin
3695 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3696 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3697 end;
3699 procedure TPlayer.MakeBloodSimple(Count: Word);
3700 begin
3701 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3702 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3703 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3704 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3705 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3706 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3707 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3708 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3709 end;
3711 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3712 begin
3713 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3714 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3715 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3716 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3717 end;
3719 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3720 begin
3721 if g_Game_IsClient then Exit;
3722 if Weapon > High(FWeapon) then Exit;
3723 FNextWeap := FNextWeap or (1 shl Weapon);
3724 end;
3726 procedure TPlayer.resetWeaponQueue ();
3727 begin
3728 FNextWeap := 0;
3729 FNextWeapDelay := 0;
3730 end;
3732 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3733 begin
3734 result := false;
3735 case weapon of
3736 WEAPON_KASTET, WEAPON_SAW: result := true;
3737 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3738 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3739 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3740 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3741 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3742 else result := (weapon < length(FWeapon));
3743 end;
3744 end;
3746 // return 255 for "no switch"
3747 function TPlayer.getNextWeaponIndex (): Byte;
3748 var
3749 i: Word;
3750 wantThisWeapon: array[0..64] of Boolean;
3751 wwc: Integer = 0; //HACK!
3752 dir, cwi: Integer;
3753 begin
3754 result := 255; // default result: "no switch"
3755 // had weapon cycling on previous frame? remove that flag
3756 if (FNextWeap and $2000) <> 0 then
3757 begin
3758 FNextWeap := FNextWeap and $1FFF;
3759 FNextWeapDelay := 0;
3760 end;
3761 // cycling has priority
3762 if (FNextWeap and $C000) <> 0 then
3763 begin
3764 if (FNextWeap and $8000) <> 0 then
3765 dir := 1
3766 else
3767 dir := -1;
3768 FNextWeap := FNextWeap or $2000; // we need this
3769 if FNextWeapDelay > 0 then
3770 exit; // cooldown time
3771 cwi := FCurrWeap;
3772 for i := 0 to High(FWeapon) do
3773 begin
3774 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3775 if FWeapon[cwi] then
3776 begin
3777 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3778 result := Byte(cwi);
3779 FNextWeapDelay := WEAPON_DELAY;
3780 exit;
3781 end;
3782 end;
3783 resetWeaponQueue();
3784 exit;
3785 end;
3786 // no cycling
3787 for i := 0 to High(wantThisWeapon) do
3788 wantThisWeapon[i] := false;
3789 for i := 0 to High(FWeapon) do
3790 if (FNextWeap and (1 shl i)) <> 0 then
3791 begin
3792 wantThisWeapon[i] := true;
3793 Inc(wwc);
3794 end;
3795 // exclude currently selected weapon from the set
3796 wantThisWeapon[FCurrWeap] := false;
3797 // slow down alterations a little
3798 if wwc > 1 then
3799 begin
3800 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3801 // more than one weapon requested, assume "alteration" and check alteration delay
3802 if FNextWeapDelay > 0 then
3803 begin
3804 FNextWeap := 0;
3805 exit;
3806 end; // yeah
3807 end;
3808 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3809 // but clear all counters if no weapon should be switched
3810 if wwc < 1 then
3811 begin
3812 resetWeaponQueue();
3813 exit;
3814 end;
3815 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3816 // try weapons in descending order
3817 for i := High(FWeapon) downto 0 do
3818 begin
3819 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3820 begin
3821 // i found her!
3822 result := Byte(i);
3823 resetWeaponQueue();
3824 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3825 exit;
3826 end;
3827 end;
3828 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3829 resetWeaponQueue();
3830 end;
3832 procedure TPlayer.RealizeCurrentWeapon();
3833 function switchAllowed (): Boolean;
3834 var
3835 i: Byte;
3836 begin
3837 result := false;
3838 if FBFGFireCounter <> -1 then
3839 exit;
3840 if FTime[T_SWITCH] > gTime then
3841 exit;
3842 for i := WP_FIRST to WP_LAST do
3843 if FReloading[i] > 0 then
3844 exit;
3845 result := true;
3846 end;
3848 var
3849 nw: Byte;
3850 begin
3851 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3852 //FNextWeap := FNextWeap and $1FFF;
3853 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3855 if not switchAllowed then
3856 begin
3857 //HACK for weapon cycling
3858 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3859 exit;
3860 end;
3862 nw := getNextWeaponIndex();
3863 if nw = 255 then exit; // don't reset anything here
3864 if nw > High(FWeapon) then
3865 begin
3866 // don't forget to reset queue here!
3867 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3868 resetWeaponQueue();
3869 exit;
3870 end;
3872 if FWeapon[nw] then
3873 begin
3874 FCurrWeap := nw;
3875 FTime[T_SWITCH] := gTime+156;
3876 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3877 FModel.SetWeapon(FCurrWeap);
3878 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3879 end;
3880 end;
3882 procedure TPlayer.NextWeapon();
3883 begin
3884 if g_Game_IsClient then Exit;
3885 FNextWeap := $8000;
3886 end;
3888 procedure TPlayer.PrevWeapon();
3889 begin
3890 if g_Game_IsClient then Exit;
3891 FNextWeap := $4000;
3892 end;
3894 procedure TPlayer.SetWeapon(W: Byte);
3895 begin
3896 if FCurrWeap <> W then
3897 if W = WEAPON_SAW then
3898 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3900 FCurrWeap := W;
3901 FModel.SetWeapon(CurrWeap);
3902 resetWeaponQueue();
3903 end;
3905 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3907 function allowBerserkSwitching (): Boolean;
3908 begin
3909 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3910 result := true;
3911 if gBerserkAutoswitch then exit;
3912 if not conIsCheatsEnabled then exit;
3913 result := false;
3914 end;
3916 var
3917 a: Boolean;
3918 begin
3919 Result := False;
3920 if g_Game_IsClient then Exit;
3922 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3923 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3924 remove := not a;
3926 case ItemType of
3927 ITEM_MEDKIT_SMALL:
3928 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3929 begin
3930 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3931 Result := True;
3932 remove := True;
3933 FFireTime := 0;
3934 if gFlash = 2 then Inc(FPickup, 5);
3935 end;
3937 ITEM_MEDKIT_LARGE:
3938 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3939 begin
3940 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3941 Result := True;
3942 remove := True;
3943 FFireTime := 0;
3944 if gFlash = 2 then Inc(FPickup, 5);
3945 end;
3947 ITEM_ARMOR_GREEN:
3948 if FArmor < PLAYER_AP_SOFT then
3949 begin
3950 FArmor := PLAYER_AP_SOFT;
3951 Result := True;
3952 remove := True;
3953 if gFlash = 2 then Inc(FPickup, 5);
3954 end;
3956 ITEM_ARMOR_BLUE:
3957 if FArmor < PLAYER_AP_LIMIT then
3958 begin
3959 FArmor := PLAYER_AP_LIMIT;
3960 Result := True;
3961 remove := True;
3962 if gFlash = 2 then Inc(FPickup, 5);
3963 end;
3965 ITEM_SPHERE_BLUE:
3966 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3967 begin
3968 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3969 Result := True;
3970 remove := True;
3971 FFireTime := 0;
3972 if gFlash = 2 then Inc(FPickup, 5);
3973 end;
3975 ITEM_SPHERE_WHITE:
3976 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3977 begin
3978 if FHealth < PLAYER_HP_LIMIT then
3979 FHealth := PLAYER_HP_LIMIT;
3980 if FArmor < PLAYER_AP_LIMIT then
3981 FArmor := PLAYER_AP_LIMIT;
3982 Result := True;
3983 remove := True;
3984 FFireTime := 0;
3985 if gFlash = 2 then Inc(FPickup, 5);
3986 end;
3988 ITEM_WEAPON_SAW:
3989 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3990 begin
3991 FWeapon[WEAPON_SAW] := True;
3992 Result := True;
3993 if gFlash = 2 then Inc(FPickup, 5);
3994 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3995 end;
3997 ITEM_WEAPON_SHOTGUN1:
3998 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3999 begin
4000 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4001 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4003 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4004 FWeapon[WEAPON_SHOTGUN1] := True;
4005 Result := True;
4006 if gFlash = 2 then Inc(FPickup, 5);
4007 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4008 end;
4010 ITEM_WEAPON_SHOTGUN2:
4011 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4012 begin
4013 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4015 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4016 FWeapon[WEAPON_SHOTGUN2] := True;
4017 Result := True;
4018 if gFlash = 2 then Inc(FPickup, 5);
4019 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4020 end;
4022 ITEM_WEAPON_CHAINGUN:
4023 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4024 begin
4025 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4027 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4028 FWeapon[WEAPON_CHAINGUN] := True;
4029 Result := True;
4030 if gFlash = 2 then Inc(FPickup, 5);
4031 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4032 end;
4034 ITEM_WEAPON_ROCKETLAUNCHER:
4035 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4036 begin
4037 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4039 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4040 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4041 Result := True;
4042 if gFlash = 2 then Inc(FPickup, 5);
4043 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4044 end;
4046 ITEM_WEAPON_PLASMA:
4047 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4048 begin
4049 if a and FWeapon[WEAPON_PLASMA] then Exit;
4051 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4052 FWeapon[WEAPON_PLASMA] := True;
4053 Result := True;
4054 if gFlash = 2 then Inc(FPickup, 5);
4055 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4056 end;
4058 ITEM_WEAPON_BFG:
4059 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4060 begin
4061 if a and FWeapon[WEAPON_BFG] then Exit;
4063 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4064 FWeapon[WEAPON_BFG] := True;
4065 Result := True;
4066 if gFlash = 2 then Inc(FPickup, 5);
4067 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4068 end;
4070 ITEM_WEAPON_SUPERPULEMET:
4071 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4072 begin
4073 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4075 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4076 FWeapon[WEAPON_SUPERPULEMET] := True;
4077 Result := True;
4078 if gFlash = 2 then Inc(FPickup, 5);
4079 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4080 end;
4082 ITEM_WEAPON_FLAMETHROWER:
4083 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4084 begin
4085 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4087 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4088 FWeapon[WEAPON_FLAMETHROWER] := True;
4089 Result := True;
4090 if gFlash = 2 then Inc(FPickup, 5);
4091 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4092 end;
4094 ITEM_AMMO_BULLETS:
4095 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4096 begin
4097 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4098 Result := True;
4099 remove := True;
4100 if gFlash = 2 then Inc(FPickup, 5);
4101 end;
4103 ITEM_AMMO_BULLETS_BOX:
4104 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4105 begin
4106 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4107 Result := True;
4108 remove := True;
4109 if gFlash = 2 then Inc(FPickup, 5);
4110 end;
4112 ITEM_AMMO_SHELLS:
4113 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4114 begin
4115 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4116 Result := True;
4117 remove := True;
4118 if gFlash = 2 then Inc(FPickup, 5);
4119 end;
4121 ITEM_AMMO_SHELLS_BOX:
4122 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4123 begin
4124 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4125 Result := True;
4126 remove := True;
4127 if gFlash = 2 then Inc(FPickup, 5);
4128 end;
4130 ITEM_AMMO_ROCKET:
4131 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4132 begin
4133 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4134 Result := True;
4135 remove := True;
4136 if gFlash = 2 then Inc(FPickup, 5);
4137 end;
4139 ITEM_AMMO_ROCKET_BOX:
4140 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4141 begin
4142 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4143 Result := True;
4144 remove := True;
4145 if gFlash = 2 then Inc(FPickup, 5);
4146 end;
4148 ITEM_AMMO_CELL:
4149 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4150 begin
4151 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4152 Result := True;
4153 remove := True;
4154 if gFlash = 2 then Inc(FPickup, 5);
4155 end;
4157 ITEM_AMMO_CELL_BIG:
4158 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4159 begin
4160 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4161 Result := True;
4162 remove := True;
4163 if gFlash = 2 then Inc(FPickup, 5);
4164 end;
4166 ITEM_AMMO_FUELCAN:
4167 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4168 begin
4169 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4170 Result := True;
4171 remove := True;
4172 if gFlash = 2 then Inc(FPickup, 5);
4173 end;
4175 ITEM_AMMO_BACKPACK:
4176 if not(R_ITEM_BACKPACK in FRulez) or
4177 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4178 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4179 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4180 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4181 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4182 begin
4183 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4184 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4185 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4186 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4187 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4189 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4190 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4191 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4192 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4193 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4194 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4195 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4196 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4197 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4198 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4200 FRulez := FRulez + [R_ITEM_BACKPACK];
4201 Result := True;
4202 remove := True;
4203 if gFlash = 2 then Inc(FPickup, 5);
4204 end;
4206 ITEM_KEY_RED:
4207 if not(R_KEY_RED in FRulez) then
4208 begin
4209 Include(FRulez, R_KEY_RED);
4210 Result := True;
4211 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4212 if gFlash = 2 then Inc(FPickup, 5);
4213 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4214 end;
4216 ITEM_KEY_GREEN:
4217 if not(R_KEY_GREEN in FRulez) then
4218 begin
4219 Include(FRulez, R_KEY_GREEN);
4220 Result := True;
4221 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4222 if gFlash = 2 then Inc(FPickup, 5);
4223 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4224 end;
4226 ITEM_KEY_BLUE:
4227 if not(R_KEY_BLUE in FRulez) then
4228 begin
4229 Include(FRulez, R_KEY_BLUE);
4230 Result := True;
4231 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4232 if gFlash = 2 then Inc(FPickup, 5);
4233 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4234 end;
4236 ITEM_SUIT:
4237 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4238 begin
4239 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4240 Result := True;
4241 remove := True;
4242 FFireTime := 0;
4243 if gFlash = 2 then Inc(FPickup, 5);
4244 end;
4246 ITEM_OXYGEN:
4247 if FAir < AIR_MAX then
4248 begin
4249 FAir := AIR_MAX;
4250 Result := True;
4251 remove := True;
4252 if gFlash = 2 then Inc(FPickup, 5);
4253 end;
4255 ITEM_MEDKIT_BLACK:
4256 begin
4257 if not (R_BERSERK in FRulez) then
4258 begin
4259 Include(FRulez, R_BERSERK);
4260 if allowBerserkSwitching then
4261 begin
4262 FCurrWeap := WEAPON_KASTET;
4263 resetWeaponQueue();
4264 FModel.SetWeapon(WEAPON_KASTET);
4265 end;
4266 if gFlash <> 0 then
4267 begin
4268 Inc(FPain, 100);
4269 if gFlash = 2 then Inc(FPickup, 5);
4270 end;
4271 FBerserk := gTime+30000;
4272 Result := True;
4273 remove := True;
4274 FFireTime := 0;
4275 end;
4276 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4277 begin
4278 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4279 FBerserk := gTime+30000;
4280 Result := True;
4281 remove := True;
4282 FFireTime := 0;
4283 end;
4284 end;
4286 ITEM_INVUL:
4287 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4288 begin
4289 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4290 FSpawnInvul := 0;
4291 Result := True;
4292 remove := True;
4293 if gFlash = 2 then Inc(FPickup, 5);
4294 end;
4296 ITEM_BOTTLE:
4297 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4298 begin
4299 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4300 Result := True;
4301 remove := True;
4302 FFireTime := 0;
4303 if gFlash = 2 then Inc(FPickup, 5);
4304 end;
4306 ITEM_HELMET:
4307 if FArmor < PLAYER_AP_LIMIT then
4308 begin
4309 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4310 Result := True;
4311 remove := True;
4312 if gFlash = 2 then Inc(FPickup, 5);
4313 end;
4315 ITEM_JETPACK:
4316 if FJetFuel < JET_MAX then
4317 begin
4318 FJetFuel := JET_MAX;
4319 Result := True;
4320 remove := True;
4321 if gFlash = 2 then Inc(FPickup, 5);
4322 end;
4324 ITEM_INVIS:
4325 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4326 begin
4327 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4328 Result := True;
4329 remove := True;
4330 if gFlash = 2 then Inc(FPickup, 5);
4331 end;
4332 end;
4333 end;
4335 procedure TPlayer.Touch();
4336 begin
4337 if not FAlive then
4338 Exit;
4339 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4340 if FIamBot then
4341 begin
4342 // Áðîñèòü ôëàã òîâàðèùó:
4343 if gGameSettings.GameMode = GM_CTF then
4344 DropFlag();
4345 end;
4346 end;
4348 procedure TPlayer.Push(vx, vy: Integer);
4349 begin
4350 if (not FPhysics) and FGhost then
4351 Exit;
4352 FObj.Accel.X := FObj.Accel.X + vx;
4353 FObj.Accel.Y := FObj.Accel.Y + vy;
4354 if g_Game_IsNet and g_Game_IsServer then
4355 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4356 end;
4358 procedure TPlayer.Reset(Force: Boolean);
4359 begin
4360 if Force then
4361 FAlive := False;
4363 FSpawned := False;
4364 FTime[T_RESPAWN] := 0;
4365 FTime[T_FLAGCAP] := 0;
4366 FGodMode := False;
4367 FNoTarget := False;
4368 FNoReload := False;
4369 FFrags := 0;
4370 FLastFrag := 0;
4371 FComboEvnt := -1;
4372 FKills := 0;
4373 FMonsterKills := 0;
4374 FDeath := 0;
4375 FSecrets := 0;
4376 FSpawnInvul := 0;
4377 FReady := False;
4378 if FNoRespawn then
4379 begin
4380 FSpectator := False;
4381 FGhost := False;
4382 FPhysics := True;
4383 FSpectatePlayer := -1;
4384 FNoRespawn := False;
4385 end;
4386 FLives := gGameSettings.MaxLives;
4388 SetFlag(FLAG_NONE);
4389 end;
4391 procedure TPlayer.SoftReset();
4392 begin
4393 ReleaseKeys();
4395 FDamageBuffer := 0;
4396 FIncCam := 0;
4397 FBFGFireCounter := -1;
4398 FShellTimer := -1;
4399 FPain := 0;
4400 FLastHit := 0;
4401 FLastFrag := 0;
4402 FComboEvnt := -1;
4404 SetFlag(FLAG_NONE);
4405 SetAction(A_STAND, True);
4406 end;
4408 function TPlayer.GetRespawnPoint(): Byte;
4409 var
4410 c: Byte;
4411 begin
4412 Result := 255;
4413 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4415 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4416 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4417 begin
4418 if (Self = gPlayer1) or (Self = gPlayer2) then
4419 begin
4420 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4421 if Self = gPlayer1 then
4422 c := RESPAWNPOINT_PLAYER1
4423 else
4424 c := RESPAWNPOINT_PLAYER2;
4425 if g_Map_GetPointCount(c) > 0 then
4426 begin
4427 Result := c;
4428 Exit;
4429 end;
4431 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4432 if Self = gPlayer1 then
4433 c := RESPAWNPOINT_PLAYER2
4434 else
4435 c := RESPAWNPOINT_PLAYER1;
4436 if g_Map_GetPointCount(c) > 0 then
4437 begin
4438 Result := c;
4439 Exit;
4440 end;
4441 end else
4442 begin
4443 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4444 if Random(2) = 0 then
4445 c := RESPAWNPOINT_PLAYER1
4446 else
4447 c := RESPAWNPOINT_PLAYER2;
4448 if g_Map_GetPointCount(c) > 0 then
4449 begin
4450 Result := c;
4451 Exit;
4452 end;
4453 end;
4455 // Òî÷êà ëþáîé èç êîìàíä
4456 if Random(2) = 0 then
4457 c := RESPAWNPOINT_RED
4458 else
4459 c := RESPAWNPOINT_BLUE;
4460 if g_Map_GetPointCount(c) > 0 then
4461 begin
4462 Result := c;
4463 Exit;
4464 end;
4466 // Òî÷êà DM
4467 c := RESPAWNPOINT_DM;
4468 if g_Map_GetPointCount(c) > 0 then
4469 begin
4470 Result := c;
4471 Exit;
4472 end;
4473 end;
4475 // Ìÿñîïîâàë
4476 if gGameSettings.GameMode = GM_DM then
4477 begin
4478 // Òî÷êà DM
4479 c := RESPAWNPOINT_DM;
4480 if g_Map_GetPointCount(c) > 0 then
4481 begin
4482 Result := c;
4483 Exit;
4484 end;
4486 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4487 if Random(2) = 0 then
4488 c := RESPAWNPOINT_PLAYER1
4489 else
4490 c := RESPAWNPOINT_PLAYER2;
4491 if g_Map_GetPointCount(c) > 0 then
4492 begin
4493 Result := c;
4494 Exit;
4495 end;
4497 // Òî÷êà ëþáîé èç êîìàíä
4498 if Random(2) = 0 then
4499 c := RESPAWNPOINT_RED
4500 else
4501 c := RESPAWNPOINT_BLUE;
4502 if g_Map_GetPointCount(c) > 0 then
4503 begin
4504 Result := c;
4505 Exit;
4506 end;
4507 end;
4509 // Êîìàíäíûå
4510 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4511 begin
4512 // Òî÷êà ñâîåé êîìàíäû
4513 c := RESPAWNPOINT_DM;
4514 if FTeam = TEAM_RED then
4515 c := RESPAWNPOINT_RED;
4516 if FTeam = TEAM_BLUE then
4517 c := RESPAWNPOINT_BLUE;
4518 if g_Map_GetPointCount(c) > 0 then
4519 begin
4520 Result := c;
4521 Exit;
4522 end;
4524 // Òî÷êà DM
4525 c := RESPAWNPOINT_DM;
4526 if g_Map_GetPointCount(c) > 0 then
4527 begin
4528 Result := c;
4529 Exit;
4530 end;
4532 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4533 if Random(2) = 0 then
4534 c := RESPAWNPOINT_PLAYER1
4535 else
4536 c := RESPAWNPOINT_PLAYER2;
4537 if g_Map_GetPointCount(c) > 0 then
4538 begin
4539 Result := c;
4540 Exit;
4541 end;
4543 // Òî÷êà äðóãîé êîìàíäû
4544 c := RESPAWNPOINT_DM;
4545 if FTeam = TEAM_RED then
4546 c := RESPAWNPOINT_BLUE;
4547 if FTeam = TEAM_BLUE then
4548 c := RESPAWNPOINT_RED;
4549 if g_Map_GetPointCount(c) > 0 then
4550 begin
4551 Result := c;
4552 Exit;
4553 end;
4554 end;
4555 end;
4557 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4558 var
4559 RespawnPoint: TRespawnPoint;
4560 a, b, c: Byte;
4561 Anim: TAnimation;
4562 ID: DWORD;
4563 begin
4564 FIncCam := 0;
4565 FBFGFireCounter := -1;
4566 FShellTimer := -1;
4567 FPain := 0;
4568 FLastHit := 0;
4569 FSpawnInvul := 0;
4571 if not g_Game_IsServer then
4572 Exit;
4573 if FDummy then
4574 Exit;
4575 FWantsInGame := True;
4576 FJustTeleported := True;
4577 if Force then
4578 begin
4579 FTime[T_RESPAWN] := 0;
4580 FAlive := False;
4581 end;
4582 FNetTime := 0;
4583 // if server changes MaxLives we gotta be ready
4584 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4586 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4587 if FTime[T_RESPAWN] > gTime then
4588 Exit;
4590 // Ïðîñðàë âñå æèçíè:
4591 if FNoRespawn then
4592 begin
4593 if not FSpectator then Spectate(True);
4594 FWantsInGame := True;
4595 Exit;
4596 end;
4598 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4599 begin // "Ñâîÿ èãðà"
4600 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4601 FRulez := FRulez-[R_BERSERK];
4602 end
4603 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4604 begin
4605 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4606 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4607 end;
4609 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4610 c := GetRespawnPoint();
4612 ReleaseKeys();
4613 SetFlag(FLAG_NONE);
4615 // Âîñêðåøåíèå áåç îðóæèÿ:
4616 if not FAlive then
4617 begin
4618 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4619 FArmor := 0;
4620 FAlive := True;
4621 FAir := AIR_DEF;
4622 FJetFuel := 0;
4624 for a := WP_FIRST to WP_LAST do
4625 begin
4626 FWeapon[a] := False;
4627 FReloading[a] := 0;
4628 end;
4630 FWeapon[WEAPON_PISTOL] := True;
4631 FWeapon[WEAPON_KASTET] := True;
4632 FCurrWeap := WEAPON_PISTOL;
4633 resetWeaponQueue();
4635 FModel.SetWeapon(FCurrWeap);
4637 for b := A_BULLETS to A_HIGH do
4638 FAmmo[b] := 0;
4640 FAmmo[A_BULLETS] := 50;
4642 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4643 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4644 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4645 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4646 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4648 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4649 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4650 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4651 else
4652 FRulez := [];
4653 end;
4655 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4656 if not g_Map_GetPoint(c, RespawnPoint) then
4657 begin
4658 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4659 Exit;
4660 end;
4662 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4663 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4664 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4665 FObj.Vel.X := 0;
4666 FObj.Vel.Y := 0;
4667 FObj.Accel.X := 0;
4668 FObj.Accel.Y := 0;
4670 FDirection := RespawnPoint.Direction;
4671 if FDirection = TDirection.D_LEFT then
4672 FAngle := 180
4673 else
4674 FAngle := 0;
4676 SetAction(A_STAND, True);
4677 FModel.Direction := FDirection;
4679 for a := Low(FTime) to High(FTime) do
4680 FTime[a] := 0;
4682 for a := Low(FMegaRulez) to High(FMegaRulez) do
4683 FMegaRulez[a] := 0;
4685 // Respawn invulnerability
4686 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4687 begin
4688 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4689 FSpawnInvul := FMegaRulez[MR_INVUL];
4690 end;
4692 FDamageBuffer := 0;
4693 FJetpack := False;
4694 FCanJetpack := False;
4695 FFlaming := False;
4696 FFireTime := 0;
4697 FFirePainTime := 0;
4698 FFireAttacker := 0;
4700 // Àíèìàöèÿ âîçðîæäåíèÿ:
4701 if (not gLoadGameMode) and (not Silent) then
4702 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4703 begin
4704 Anim := TAnimation.Create(ID, False, 3);
4705 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4706 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4707 Anim.Free();
4708 end;
4710 FSpectator := False;
4711 FGhost := False;
4712 FPhysics := True;
4713 FSpectatePlayer := -1;
4714 FSpawned := True;
4716 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4717 gPlayer1 := self;
4718 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4719 gPlayer2 := self;
4721 if g_Game_IsNet then
4722 begin
4723 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4724 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4725 if not Silent then
4726 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4727 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4728 0, NET_GFX_TELE);
4729 end;
4730 end;
4732 procedure TPlayer.Spectate(NoMove: Boolean = False);
4733 begin
4734 if FAlive then
4735 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4736 else if (not NoMove) then
4737 begin
4738 GameX := gMapInfo.Width div 2;
4739 GameY := gMapInfo.Height div 2;
4740 end;
4741 FXTo := GameX;
4742 FYTo := GameY;
4744 FAlive := False;
4745 FSpectator := True;
4746 FGhost := True;
4747 FPhysics := False;
4748 FWantsInGame := False;
4749 FSpawned := False;
4751 if FNoRespawn then
4752 begin
4753 if Self = gPlayer1 then
4754 begin
4755 gSpectLatchPID1 := FUID;
4756 gPlayer1 := nil;
4757 end
4758 else if Self = gPlayer2 then
4759 begin
4760 gSpectLatchPID2 := FUID;
4761 gPlayer2 := nil;
4762 end;
4763 end;
4765 if g_Game_IsNet then
4766 MH_SEND_PlayerStats(FUID);
4767 end;
4769 procedure TPlayer.SwitchNoClip;
4770 begin
4771 if not FAlive then
4772 Exit;
4773 FGhost := not FGhost;
4774 FPhysics := not FGhost;
4775 if FGhost then
4776 begin
4777 FXTo := FObj.X;
4778 FYTo := FObj.Y;
4779 end else
4780 begin
4781 FObj.Accel.X := 0;
4782 FObj.Accel.Y := 0;
4783 end;
4784 end;
4786 procedure TPlayer.Run(Direction: TDirection);
4787 var
4788 a, b: Integer;
4789 begin
4790 if MAX_RUNVEL > 8 then
4791 FlySmoke();
4793 // Áåæèì:
4794 if Direction = TDirection.D_LEFT then
4795 begin
4796 if FObj.Vel.X > -MAX_RUNVEL then
4797 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4798 end
4799 else
4800 if FObj.Vel.X < MAX_RUNVEL then
4801 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4803 // Âîçìîæíî, ïèíàåì êóñêè:
4804 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4805 begin
4806 b := Abs(FObj.Vel.X);
4807 if b > 1 then b := b * (Random(8 div b) + 1);
4808 for a := 0 to High(gGibs) do
4809 begin
4810 if gGibs[a].alive and
4811 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4812 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4813 begin
4814 // Ïèíàåì êóñêè
4815 if FObj.Vel.X < 0 then
4816 begin
4817 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4818 end
4819 else
4820 begin
4821 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4822 end;
4823 gGibs[a].positionChanged(); // this updates spatial accelerators
4824 end;
4825 end;
4826 end;
4828 SetAction(A_WALK);
4829 end;
4831 procedure TPlayer.SeeDown();
4832 begin
4833 SetAction(A_SEEDOWN);
4835 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4837 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4838 end;
4840 procedure TPlayer.SeeUp();
4841 begin
4842 SetAction(A_SEEUP);
4844 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4846 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4847 end;
4849 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4850 var
4851 Prior: Byte;
4852 begin
4853 case Action of
4854 A_WALK: Prior := 3;
4855 A_DIE1: Prior := 5;
4856 A_DIE2: Prior := 5;
4857 A_ATTACK: Prior := 2;
4858 A_SEEUP: Prior := 1;
4859 A_SEEDOWN: Prior := 1;
4860 A_ATTACKUP: Prior := 2;
4861 A_ATTACKDOWN: Prior := 2;
4862 A_PAIN: Prior := 4;
4863 else Prior := 0;
4864 end;
4866 if (Prior > FActionPrior) or Force then
4867 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4868 begin
4869 FActionPrior := Prior;
4870 FActionAnim := Action;
4871 FActionForce := Force;
4872 FActionChanged := True;
4873 end;
4875 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4876 end;
4878 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4879 begin
4880 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4881 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4882 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4883 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4884 end;
4886 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4887 var
4888 Anim: TAnimation;
4889 ID: DWORD;
4890 begin
4891 Result := False;
4893 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4894 begin
4895 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4896 if g_Game_IsServer and g_Game_IsNet then
4897 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4898 Exit;
4899 end;
4901 FJustTeleported := True;
4903 Anim := nil;
4904 if not silent then
4905 begin
4906 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4907 begin
4908 Anim := TAnimation.Create(ID, False, 3);
4909 end;
4911 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4912 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4913 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4914 if g_Game_IsServer and g_Game_IsNet then
4915 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4916 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4917 NET_GFX_TELE);
4918 end;
4920 FObj.X := X-PLAYER_RECT.X;
4921 FObj.Y := Y-PLAYER_RECT.Y;
4922 if FAlive and FGhost then
4923 begin
4924 FXTo := FObj.X;
4925 FYTo := FObj.Y;
4926 end;
4928 if not g_Game_IsNet then
4929 begin
4930 if dir = 1 then
4931 begin
4932 SetDirection(TDirection.D_LEFT);
4933 FAngle := 180;
4934 end
4935 else
4936 if dir = 2 then
4937 begin
4938 SetDirection(TDirection.D_RIGHT);
4939 FAngle := 0;
4940 end
4941 else
4942 if dir = 3 then
4943 begin // îáðàòíîå
4944 if FDirection = TDirection.D_RIGHT then
4945 begin
4946 SetDirection(TDirection.D_LEFT);
4947 FAngle := 180;
4948 end
4949 else
4950 begin
4951 SetDirection(TDirection.D_RIGHT);
4952 FAngle := 0;
4953 end;
4954 end;
4955 end;
4957 if not silent and (Anim <> nil) then
4958 begin
4959 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4960 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4961 Anim.Free();
4963 if g_Game_IsServer and g_Game_IsNet then
4964 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4965 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4966 NET_GFX_TELE);
4967 end;
4969 Result := True;
4970 end;
4972 function nonz(a: Single): Single;
4973 begin
4974 if a <> 0 then
4975 Result := a
4976 else
4977 Result := 1;
4978 end;
4980 function TPlayer.followCorpse(): Boolean;
4981 var
4982 i: Integer;
4983 begin
4984 Result := False;
4985 if FAlive or FSpectator then
4986 Exit;
4987 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4988 Exit;
4989 for i := 0 to High(gCorpses) do
4990 if gCorpses[i] <> nil then
4991 if gCorpses[i].FPlayerUID = FUID then
4992 begin
4993 Result := True;
4994 FObj.X := gCorpses[i].FObj.X;
4995 FObj.Y := gCorpses[i].FObj.Y;
4996 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4997 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4998 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4999 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
5000 break;
5001 end;
5002 end;
5004 procedure TPlayer.Update();
5005 var
5006 b: Byte;
5007 i, ii, wx, wy, xd, yd, k: Integer;
5008 blockmon, headwater, dospawn: Boolean;
5009 NetServer: Boolean;
5010 AnyServer: Boolean;
5011 SetSpect: Boolean;
5012 begin
5013 NetServer := g_Game_IsNet and g_Game_IsServer;
5014 AnyServer := g_Game_IsServer;
5016 if g_Game_IsClient and (NetInterpLevel > 0) then
5017 DoLerp(NetInterpLevel + 1)
5018 else
5019 if FGhost then
5020 DoLerp(4);
5022 if NetServer then
5023 if FClientID >= 0 then
5024 begin
5025 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5026 if NetClients[FClientID].Peer^.packetsSent > 0 then
5027 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5028 else
5029 FLoss := 0;
5030 end else
5031 begin
5032 FPing := 0;
5033 FLoss := 0;
5034 end;
5036 if FAlive and (FPunchAnim <> nil) then
5037 FPunchAnim.Update();
5039 if FAlive and (gFly or FJetpack) then
5040 FlySmoke();
5042 if FDirection = TDirection.D_LEFT then
5043 FAngle := 180
5044 else
5045 FAngle := 0;
5047 if FAlive and (not FGhost) then
5048 begin
5049 if FKeys[KEY_UP].Pressed then
5050 SeeUp();
5051 if FKeys[KEY_DOWN].Pressed then
5052 SeeDown();
5053 end;
5055 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5056 (FIncCam <> 0) then
5057 begin
5058 i := g_basic.Sign(FIncCam);
5059 FIncCam := Abs(FIncCam);
5060 DecMin(FIncCam, 5, 0);
5061 FIncCam := FIncCam*i;
5062 end;
5064 // no need to do that each second frame, weapon queue will take care of it
5065 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5066 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5068 if gTime mod (GAME_TICK*2) <> 0 then
5069 begin
5070 if (FObj.Vel.X = 0) and FAlive then
5071 begin
5072 if FKeys[KEY_LEFT].Pressed then
5073 Run(TDirection.D_LEFT);
5074 if FKeys[KEY_RIGHT].Pressed then
5075 Run(TDirection.D_RIGHT);
5076 end;
5078 if FPhysics then
5079 begin
5080 if not followCorpse() then
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 if not followCorpse() then
5216 g_Obj_Move(@FObj, True, True, True);
5217 positionChanged(); // this updates spatial accelerators
5218 end
5219 else
5220 begin
5221 FObj.Vel.X := 0;
5222 FObj.Vel.Y := 0;
5223 if FSpectator then
5224 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5225 if gPlayers[FSpectatePlayer] <> nil then
5226 if gPlayers[FSpectatePlayer].alive then
5227 begin
5228 FXTo := gPlayers[FSpectatePlayer].GameX;
5229 FYTo := gPlayers[FSpectatePlayer].GameY;
5230 end;
5231 end;
5233 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5234 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5235 PANEL_BLOCKMON, True);
5236 headwater := HeadInLiquid(0, 0);
5238 // Ñîïðîòèâëåíèå âîçäóõà:
5239 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5240 if FObj.Vel.X <> 0 then
5241 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5243 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5244 DecMin(FPain, 5, 0);
5245 DecMin(FPickup, 1, 0);
5247 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5248 begin
5249 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5250 FMegaRulez[MR_SUIT] := 0;
5251 FMegaRulez[MR_INVUL] := 0;
5252 FMegaRulez[MR_INVIS] := 0;
5253 Kill(K_FALLKILL, 0, HIT_FALL);
5254 end;
5256 i := 9;
5258 if FAlive then
5259 begin
5260 if FCurrWeap = WEAPON_SAW then
5261 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5262 FSawSoundSelect.IsPlaying()) then
5263 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5265 if FJetpack then
5266 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5267 (not FJetSoundOff.IsPlaying()) then
5268 begin
5269 FJetSoundFly.SetPosition(0);
5270 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5271 end;
5273 for b := WP_FIRST to WP_LAST do
5274 if FReloading[b] > 0 then
5275 if FNoReload then
5276 FReloading[b] := 0
5277 else
5278 Dec(FReloading[b]);
5280 if FShellTimer > -1 then
5281 if FShellTimer = 0 then
5282 begin
5283 if FShellType = SHELL_SHELL then
5284 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5285 GameVelX, GameVelY-2, SHELL_SHELL)
5286 else if FShellType = SHELL_DBLSHELL then
5287 begin
5288 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5289 GameVelX+1, GameVelY-2, SHELL_SHELL);
5290 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5291 GameVelX-1, GameVelY-2, SHELL_SHELL);
5292 end;
5293 FShellTimer := -1;
5294 end else Dec(FShellTimer);
5296 if (FBFGFireCounter > -1) then
5297 if FBFGFireCounter = 0 then
5298 begin
5299 if AnyServer then
5300 begin
5301 wx := FObj.X+WEAPONPOINT[FDirection].X;
5302 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5303 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5304 yd := wy+firediry();
5305 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5306 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5307 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5308 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5309 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5310 end;
5312 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5313 FBFGFireCounter := -1;
5314 end else
5315 if FNoReload then
5316 FBFGFireCounter := 0
5317 else
5318 Dec(FBFGFireCounter);
5320 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5321 begin
5322 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5324 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5325 end;
5327 if (headwater or blockmon) then
5328 begin
5329 Dec(FAir);
5331 if FAir < -9 then
5332 begin
5333 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5334 FAir := 0;
5335 end
5336 else if (FAir mod 31 = 0) and not blockmon then
5337 begin
5338 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5339 if Random(2) = 0 then
5340 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5341 else
5342 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5343 end;
5344 end else if FAir < AIR_DEF then
5345 FAir := AIR_DEF;
5347 if FFireTime > 0 then
5348 begin
5349 if BodyInLiquid(0, 0) then
5350 begin
5351 FFireTime := 0;
5352 FFirePainTime := 0;
5353 end
5354 else if FMegaRulez[MR_SUIT] >= gTime then
5355 begin
5356 if FMegaRulez[MR_SUIT] = gTime then
5357 FFireTime := 1;
5358 FFirePainTime := 0;
5359 end
5360 else
5361 begin
5362 OnFireFlame(1);
5363 if FFirePainTime <= 0 then
5364 begin
5365 if g_Game_IsServer then
5366 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5367 FFirePainTime := 12 - FFireTime div 12;
5368 end;
5369 FFirePainTime := FFirePainTime - 1;
5370 FFireTime := FFireTime - 1;
5371 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5372 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5373 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5374 MH_SEND_PlayerStats(FUID);
5375 end;
5376 end;
5378 if FDamageBuffer > 0 then
5379 begin
5380 if FDamageBuffer >= 9 then
5381 begin
5382 SetAction(A_PAIN);
5384 if FDamageBuffer < 30 then i := 9
5385 else if FDamageBuffer < 100 then i := 18
5386 else i := 27;
5387 end;
5389 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5390 FArmor := FArmor-(FDamageBuffer-ii);
5391 FHealth := FHealth-ii;
5392 if FArmor < 0 then
5393 begin
5394 FHealth := FHealth+FArmor;
5395 FArmor := 0;
5396 end;
5398 if AnyServer then
5399 if FHealth <= 0 then
5400 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5401 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5402 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5404 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5405 begin
5406 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5407 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5408 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5409 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5410 end;
5412 FDamageBuffer := 0;
5413 end;
5415 {CollideItem();}
5416 end; // if FAlive then ...
5418 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5419 begin
5420 FModel.ChangeAnimation(FActionAnim, FActionForce);
5421 FModel.GetCurrentAnimation.MinLength := i;
5422 FModel.GetCurrentAnimationMask.MinLength := i;
5423 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5425 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5426 then SetAction(A_STAND, True);
5428 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5430 for b := Low(FKeys) to High(FKeys) do
5431 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5432 end;
5435 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5436 begin
5437 x := FObj.X+PLAYER_RECT.X;
5438 y := FObj.Y+PLAYER_RECT.Y;
5439 w := PLAYER_RECT.Width;
5440 h := PLAYER_RECT.Height;
5441 end;
5444 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5445 begin
5446 if (dx <> 0) or (dy <> 0) then
5447 begin
5448 FObj.X += dx;
5449 FObj.Y += dy;
5450 positionChanged();
5451 end;
5452 end;
5455 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5456 begin
5457 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5458 FObj.Y+PLAYER_RECT.Y,
5459 PLAYER_RECT.Width,
5460 PLAYER_RECT.Height,
5461 X, Y,
5462 Width, Height);
5463 end;
5465 function TPlayer.Collide(Panel: TPanel): Boolean;
5466 begin
5467 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5468 FObj.Y+PLAYER_RECT.Y,
5469 PLAYER_RECT.Width,
5470 PLAYER_RECT.Height,
5471 Panel.X, Panel.Y,
5472 Panel.Width, Panel.Height);
5473 end;
5475 function TPlayer.Collide(X, Y: Integer): Boolean;
5476 begin
5477 X := X-FObj.X-PLAYER_RECT.X;
5478 Y := Y-FObj.Y-PLAYER_RECT.Y;
5479 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5480 (y >= 0) and (y <= PLAYER_RECT.Height);
5481 end;
5483 function g_Player_ValidName(Name: string): Boolean;
5484 var
5485 a: Integer;
5486 begin
5487 Result := True;
5489 if gPlayers = nil then Exit;
5491 for a := 0 to High(gPlayers) do
5492 if gPlayers[a] <> nil then
5493 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5494 begin
5495 Result := False;
5496 Exit;
5497 end;
5498 end;
5500 procedure TPlayer.SetDirection(Direction: TDirection);
5501 var
5502 d: TDirection;
5503 begin
5504 d := FModel.Direction;
5506 FModel.Direction := Direction;
5507 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5509 FDirection := Direction;
5510 end;
5512 function TPlayer.GetKeys(): Byte;
5513 begin
5514 Result := 0;
5516 if R_KEY_RED in FRulez then Result := KEY_RED;
5517 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5518 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5520 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5521 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5522 end;
5524 procedure TPlayer.Use();
5525 var
5526 a: Integer;
5527 begin
5528 if FTime[T_USE] > gTime then Exit;
5530 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5531 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5533 for a := 0 to High(gPlayers) do
5534 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5535 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5536 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5537 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5538 begin
5539 gPlayers[a].Touch();
5540 if g_Game_IsNet and g_Game_IsServer then
5541 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5542 end;
5544 FTime[T_USE] := gTime+120;
5545 end;
5547 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5548 var
5549 locObj: TObj;
5550 F: Boolean;
5551 WX, WY, XD, YD: Integer;
5552 begin
5553 F := False;
5554 WX := X;
5555 WY := Y;
5556 XD := AX;
5557 YD := AY;
5559 case FCurrWeap of
5560 WEAPON_KASTET:
5561 begin
5562 DoPunch();
5563 if R_BERSERK in FRulez then
5564 begin
5565 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5566 locobj.X := FObj.X+FObj.Rect.X;
5567 locobj.Y := FObj.Y+FObj.Rect.Y;
5568 locobj.rect.X := 0;
5569 locobj.rect.Y := 0;
5570 locobj.rect.Width := 39;
5571 locobj.rect.Height := 52;
5572 locobj.Vel.X := (xd-wx) div 2;
5573 locobj.Vel.Y := (yd-wy) div 2;
5574 locobj.Accel.X := xd-wx;
5575 locobj.Accel.y := yd-wy;
5577 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5578 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5579 else
5580 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5582 if gFlash = 1 then
5583 if FPain < 50 then
5584 FPain := min(FPain + 25, 50);
5585 end else
5586 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5587 end;
5589 WEAPON_SAW:
5590 begin
5591 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5592 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5593 begin
5594 FSawSoundSelect.Stop();
5595 FSawSound.Stop();
5596 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5597 end
5598 else if not FSawSoundHit.IsPlaying() then
5599 begin
5600 FSawSoundSelect.Stop();
5601 FSawSound.PlayAt(FObj.X, FObj.Y);
5602 end;
5603 f := True;
5604 end;
5606 WEAPON_PISTOL:
5607 begin
5608 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5609 FFireAngle := FAngle;
5610 f := True;
5611 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5612 GameVelX, GameVelY-2, SHELL_BULLET);
5613 end;
5615 WEAPON_SHOTGUN1:
5616 begin
5617 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5618 FFireAngle := FAngle;
5619 f := True;
5620 FShellTimer := 10;
5621 FShellType := SHELL_SHELL;
5622 end;
5624 WEAPON_SHOTGUN2:
5625 begin
5626 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5627 FFireAngle := FAngle;
5628 f := True;
5629 FShellTimer := 13;
5630 FShellType := SHELL_DBLSHELL;
5631 end;
5633 WEAPON_CHAINGUN:
5634 begin
5635 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5636 FFireAngle := FAngle;
5637 f := True;
5638 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5639 GameVelX, GameVelY-2, SHELL_BULLET);
5640 end;
5642 WEAPON_ROCKETLAUNCHER:
5643 begin
5644 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5645 FFireAngle := FAngle;
5646 f := True;
5647 end;
5649 WEAPON_PLASMA:
5650 begin
5651 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5652 FFireAngle := FAngle;
5653 f := True;
5654 end;
5656 WEAPON_BFG:
5657 begin
5658 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5659 FFireAngle := FAngle;
5660 f := True;
5661 end;
5663 WEAPON_SUPERPULEMET:
5664 begin
5665 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5666 FFireAngle := FAngle;
5667 f := True;
5668 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5669 GameVelX, GameVelY-2, SHELL_SHELL);
5670 end;
5672 WEAPON_FLAMETHROWER:
5673 begin
5674 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5675 FlamerOn;
5676 FFireAngle := FAngle;
5677 f := True;
5678 end;
5679 end;
5681 if not f then Exit;
5683 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5684 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5685 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5686 end;
5688 procedure TPlayer.DoLerp(Level: Integer = 2);
5689 begin
5690 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5691 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5692 end;
5694 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5695 var
5696 AX, AY: Integer;
5697 begin
5698 if NetInterpLevel < 1 then
5699 begin
5700 FObj.X := XTo;
5701 FObj.Y := YTo;
5702 end
5703 else
5704 begin
5705 FXTo := XTo;
5706 FYTo := YTo;
5708 AX := Abs(FXTo - FObj.X);
5709 AY := Abs(FYTo - FObj.Y);
5710 if (AX > 32) or (AX <= NetInterpLevel) then
5711 FObj.X := FXTo;
5712 if (AY > 32) or (AY <= NetInterpLevel) then
5713 FObj.Y := FYTo;
5714 end;
5715 end;
5717 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5718 begin
5719 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5720 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5721 PANEL_LIFTUP, False) then Result := -1
5722 else
5723 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5724 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5725 PANEL_LIFTDOWN, False) then Result := 1
5726 else Result := 0;
5727 end;
5729 function TPlayer.GetFlag(Flag: Byte): Boolean;
5730 var
5731 s, ts: String;
5732 evtype, a: Byte;
5733 begin
5734 Result := False;
5736 if Flag = FLAG_NONE then
5737 Exit;
5739 if not g_Game_IsServer then Exit;
5741 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5742 if (Flag = FTeam) and
5743 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5744 (FFlag <> FLAG_NONE) then
5745 begin
5746 if FFlag = FLAG_RED then
5747 s := _lc[I_PLAYER_FLAG_RED]
5748 else
5749 s := _lc[I_PLAYER_FLAG_BLUE];
5751 evtype := FLAG_STATE_SCORED;
5753 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5754 Insert('.', ts, Length(ts) + 1 - 3);
5755 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5757 g_Map_ResetFlag(FFlag);
5758 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5760 if ((Self = gPlayer1) or (Self = gPlayer2)
5761 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5762 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5763 a := 0
5764 else
5765 a := 1;
5767 if not sound_cap_flag[a].IsPlaying() then
5768 sound_cap_flag[a].Play();
5770 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5772 Result := True;
5773 if g_Game_IsNet then
5774 begin
5775 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5776 MH_SEND_GameStats;
5777 end;
5779 gFlags[FFlag].CaptureTime := 0;
5780 SetFlag(FLAG_NONE);
5781 Exit;
5782 end;
5784 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5785 if (Flag = FTeam) and
5786 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5787 begin
5788 if Flag = FLAG_RED then
5789 s := _lc[I_PLAYER_FLAG_RED]
5790 else
5791 s := _lc[I_PLAYER_FLAG_BLUE];
5793 evtype := FLAG_STATE_RETURNED;
5794 gFlags[Flag].CaptureTime := 0;
5796 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5798 g_Map_ResetFlag(Flag);
5799 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5801 if ((Self = gPlayer1) or (Self = gPlayer2)
5802 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5803 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5804 a := 0
5805 else
5806 a := 1;
5808 if not sound_ret_flag[a].IsPlaying() then
5809 sound_ret_flag[a].Play();
5811 Result := True;
5812 if g_Game_IsNet then
5813 begin
5814 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5815 MH_SEND_GameStats;
5816 end;
5817 Exit;
5818 end;
5820 // Ïîäîáðàë ÷óæîé ôëàã:
5821 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5822 begin
5823 SetFlag(Flag);
5825 if Flag = FLAG_RED then
5826 s := _lc[I_PLAYER_FLAG_RED]
5827 else
5828 s := _lc[I_PLAYER_FLAG_BLUE];
5830 evtype := FLAG_STATE_CAPTURED;
5832 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5834 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5836 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5838 if ((Self = gPlayer1) or (Self = gPlayer2)
5839 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5840 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5841 a := 0
5842 else
5843 a := 1;
5845 if not sound_get_flag[a].IsPlaying() then
5846 sound_get_flag[a].Play();
5848 Result := True;
5849 if g_Game_IsNet then
5850 begin
5851 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5852 MH_SEND_GameStats;
5853 end;
5854 end;
5855 end;
5857 procedure TPlayer.SetFlag(Flag: Byte);
5858 begin
5859 FFlag := Flag;
5860 if FModel <> nil then
5861 FModel.SetFlag(FFlag);
5862 end;
5864 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5865 var
5866 s: String;
5867 a: Byte;
5868 begin
5869 Result := False;
5870 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5871 Exit;
5872 FTime[T_FLAGCAP] := gTime + 2000;
5873 with gFlags[FFlag] do
5874 begin
5875 Obj.X := FObj.X;
5876 Obj.Y := FObj.Y;
5877 Direction := FDirection;
5878 State := FLAG_STATE_DROPPED;
5879 Count := FLAG_TIME;
5880 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5881 (FObj.Vel.Y div 2)-2+Random(5));
5882 positionChanged(); // this updates spatial accelerators
5884 if FFlag = FLAG_RED then
5885 s := _lc[I_PLAYER_FLAG_RED]
5886 else
5887 s := _lc[I_PLAYER_FLAG_BLUE];
5889 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5890 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5892 if ((Self = gPlayer1) or (Self = gPlayer2)
5893 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5894 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5895 a := 0
5896 else
5897 a := 1;
5899 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5900 sound_lost_flag[a].Play();
5902 if g_Game_IsNet then
5903 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5904 end;
5905 SetFlag(FLAG_NONE);
5906 Result := True;
5907 end;
5909 procedure TPlayer.GetSecret();
5910 begin
5911 if (self = gPlayer1) or (self = gPlayer2) then
5912 begin
5913 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5914 g_Sound_PlayEx('SOUND_GAME_SECRET');
5915 end;
5916 Inc(FSecrets);
5917 end;
5919 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5920 begin
5921 Assert(Key <= High(FKeys));
5923 FKeys[Key].Pressed := True;
5924 FKeys[Key].Time := Time;
5925 end;
5927 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5928 begin
5929 Result := FKeys[K].Pressed;
5930 end;
5932 procedure TPlayer.ReleaseKeys();
5933 var
5934 a: Integer;
5935 begin
5936 for a := Low(FKeys) to High(FKeys) do
5937 begin
5938 FKeys[a].Pressed := False;
5939 FKeys[a].Time := 0;
5940 end;
5941 end;
5943 procedure TPlayer.OnDamage(Angle: SmallInt);
5944 begin
5945 end;
5947 function TPlayer.firediry(): Integer;
5948 begin
5949 if FKeys[KEY_UP].Pressed then Result := -42
5950 else if FKeys[KEY_DOWN].Pressed then Result := 19
5951 else Result := 0;
5952 end;
5954 procedure TPlayer.RememberState();
5955 var
5956 i: Integer;
5957 begin
5958 FSavedState.Health := FHealth;
5959 FSavedState.Armor := FArmor;
5960 FSavedState.Air := FAir;
5961 FSavedState.JetFuel := FJetFuel;
5962 FSavedState.CurrWeap := FCurrWeap;
5963 FSavedState.NextWeap := FNextWeap;
5964 FSavedState.NextWeapDelay := FNextWeapDelay;
5966 for i := 0 to 3 do
5967 FSavedState.Ammo[i] := FAmmo[i];
5968 for i := 0 to 3 do
5969 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5971 FSavedState.Rulez := FRulez;
5972 FSavedState.WaitRecall := True;
5973 end;
5975 procedure TPlayer.RecallState();
5976 var
5977 i: Integer;
5978 begin
5979 if not FSavedState.WaitRecall then Exit;
5981 FHealth := FSavedState.Health;
5982 FArmor := FSavedState.Armor;
5983 FAir := FSavedState.Air;
5984 FJetFuel := FSavedState.JetFuel;
5985 FCurrWeap := FSavedState.CurrWeap;
5986 FNextWeap := FSavedState.NextWeap;
5987 FNextWeapDelay := FSavedState.NextWeapDelay;
5989 for i := 0 to 3 do
5990 FAmmo[i] := FSavedState.Ammo[i];
5991 for i := 0 to 3 do
5992 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5994 FRulez := FSavedState.Rulez;
5995 FSavedState.WaitRecall := False;
5997 if gGameSettings.GameType = GT_SERVER then
5998 MH_SEND_PlayerStats(FUID);
5999 end;
6001 procedure TPlayer.SaveState (st: TStream);
6002 var
6003 i: Integer;
6004 b: Byte;
6005 begin
6006 // Ñèãíàòóðà èãðîêà
6007 utils.writeSign(st, 'PLYR');
6008 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6009 // Áîò èëè ÷åëîâåê
6010 utils.writeBool(st, FIamBot);
6011 // UID èãðîêà
6012 utils.writeInt(st, Word(FUID));
6013 // Èìÿ èãðîêà
6014 utils.writeStr(st, FName);
6015 // Êîìàíäà
6016 utils.writeInt(st, Byte(FTeam));
6017 // Æèâ ëè
6018 utils.writeBool(st, FAlive);
6019 // Èçðàñõîäîâàë ëè âñå æèçíè
6020 utils.writeBool(st, FNoRespawn);
6021 // Íàïðàâëåíèå
6022 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6023 utils.writeInt(st, Byte(b));
6024 // Çäîðîâüå
6025 utils.writeInt(st, LongInt(FHealth));
6026 // Êîýôôèöèåíò èíâàëèäíîñòè
6027 utils.writeInt(st, LongInt(FHandicap));
6028 // Æèçíè
6029 utils.writeInt(st, Byte(FLives));
6030 // Áðîíÿ
6031 utils.writeInt(st, LongInt(FArmor));
6032 // Çàïàñ âîçäóõà
6033 utils.writeInt(st, LongInt(FAir));
6034 // Çàïàñ ãîðþ÷åãî
6035 utils.writeInt(st, LongInt(FJetFuel));
6036 // Áîëü
6037 utils.writeInt(st, LongInt(FPain));
6038 // Óáèë
6039 utils.writeInt(st, LongInt(FKills));
6040 // Óáèë ìîíñòðîâ
6041 utils.writeInt(st, LongInt(FMonsterKills));
6042 // Ôðàãîâ
6043 utils.writeInt(st, LongInt(FFrags));
6044 // Ôðàãîâ ïîäðÿä
6045 utils.writeInt(st, Byte(FFragCombo));
6046 // Âðåìÿ ïîñëåäíåãî ôðàãà
6047 utils.writeInt(st, LongWord(FLastFrag));
6048 // Ñìåðòåé
6049 utils.writeInt(st, LongInt(FDeath));
6050 // Êàêîé ôëàã íåñåò
6051 utils.writeInt(st, Byte(FFlag));
6052 // Íàøåë ñåêðåòîâ
6053 utils.writeInt(st, LongInt(FSecrets));
6054 // Òåêóùåå îðóæèå
6055 utils.writeInt(st, Byte(FCurrWeap));
6056 // Æåëàåìîå îðóæèå
6057 utils.writeInt(st, Word(FNextWeap));
6058 // ...è ïàóçà
6059 utils.writeInt(st, Byte(FNextWeapDelay));
6060 // Âðåìÿ çàðÿäêè BFG
6061 utils.writeInt(st, SmallInt(FBFGFireCounter));
6062 // Áóôåð óðîíà
6063 utils.writeInt(st, LongInt(FDamageBuffer));
6064 // Ïîñëåäíèé óäàðèâøèé
6065 utils.writeInt(st, Word(FLastSpawnerUID));
6066 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6067 utils.writeInt(st, Byte(FLastHit));
6068 // Îáúåêò èãðîêà
6069 Obj_SaveState(st, @FObj);
6070 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6071 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6072 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6073 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6074 // Íàëè÷èå îðóæèÿ
6075 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6076 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6077 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6078 // Íàëè÷èå ðþêçàêà
6079 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6080 // Íàëè÷èå êðàñíîãî êëþ÷à
6081 utils.writeBool(st, (R_KEY_RED in FRulez));
6082 // Íàëè÷èå çåëåíîãî êëþ÷à
6083 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6084 // Íàëè÷èå ñèíåãî êëþ÷à
6085 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6086 // Íàëè÷èå áåðñåðêà
6087 utils.writeBool(st, (R_BERSERK in FRulez));
6088 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6089 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6090 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6091 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6092 // Íàçâàíèå ìîäåëè
6093 utils.writeStr(st, FModel.Name);
6094 // Öâåò ìîäåëè
6095 utils.writeInt(st, Byte(FColor.R));
6096 utils.writeInt(st, Byte(FColor.G));
6097 utils.writeInt(st, Byte(FColor.B));
6098 end;
6101 procedure TPlayer.LoadState (st: TStream);
6102 var
6103 i: Integer;
6104 str: String;
6105 b: Byte;
6106 begin
6107 assert(st <> nil);
6109 // Ñèãíàòóðà èãðîêà
6110 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6111 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6112 // Áîò èëè ÷åëîâåê:
6113 FIamBot := utils.readBool(st);
6114 // UID èãðîêà
6115 FUID := utils.readWord(st);
6116 // Èìÿ èãðîêà
6117 str := utils.readStr(st);
6118 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6119 // Êîìàíäà
6120 FTeam := utils.readByte(st);
6121 // Æèâ ëè
6122 FAlive := utils.readBool(st);
6123 // Èçðàñõîäîâàë ëè âñå æèçíè
6124 FNoRespawn := utils.readBool(st);
6125 // Íàïðàâëåíèå
6126 b := utils.readByte(st);
6127 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6128 // Çäîðîâüå
6129 FHealth := utils.readLongInt(st);
6130 // Êîýôôèöèåíò èíâàëèäíîñòè
6131 FHandicap := utils.readLongInt(st);
6132 // Æèçíè
6133 FLives := utils.readByte(st);
6134 // Áðîíÿ
6135 FArmor := utils.readLongInt(st);
6136 // Çàïàñ âîçäóõà
6137 FAir := utils.readLongInt(st);
6138 // Çàïàñ ãîðþ÷åãî
6139 FJetFuel := utils.readLongInt(st);
6140 // Áîëü
6141 FPain := utils.readLongInt(st);
6142 // Óáèë
6143 FKills := utils.readLongInt(st);
6144 // Óáèë ìîíñòðîâ
6145 FMonsterKills := utils.readLongInt(st);
6146 // Ôðàãîâ
6147 FFrags := utils.readLongInt(st);
6148 // Ôðàãîâ ïîäðÿä
6149 FFragCombo := utils.readByte(st);
6150 // Âðåìÿ ïîñëåäíåãî ôðàãà
6151 FLastFrag := utils.readLongWord(st);
6152 // Ñìåðòåé
6153 FDeath := utils.readLongInt(st);
6154 // Êàêîé ôëàã íåñåò
6155 FFlag := utils.readByte(st);
6156 // Íàøåë ñåêðåòîâ
6157 FSecrets := utils.readLongInt(st);
6158 // Òåêóùåå îðóæèå
6159 FCurrWeap := utils.readByte(st);
6160 // Æåëàåìîå îðóæèå
6161 FNextWeap := utils.readWord(st);
6162 // ...è ïàóçà
6163 FNextWeapDelay := utils.readByte(st);
6164 // Âðåìÿ çàðÿäêè BFG
6165 FBFGFireCounter := utils.readSmallInt(st);
6166 // Áóôåð óðîíà
6167 FDamageBuffer := utils.readLongInt(st);
6168 // Ïîñëåäíèé óäàðèâøèé
6169 FLastSpawnerUID := utils.readWord(st);
6170 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6171 FLastHit := utils.readByte(st);
6172 // Îáúåêò èãðîêà
6173 Obj_LoadState(@FObj, st);
6174 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6175 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6176 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6177 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6178 // Íàëè÷èå îðóæèÿ
6179 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6180 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6181 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6182 // Íàëè÷èå ðþêçàêà
6183 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6184 // Íàëè÷èå êðàñíîãî êëþ÷à
6185 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6186 // Íàëè÷èå çåëåíîãî êëþ÷à
6187 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6188 // Íàëè÷èå ñèíåãî êëþ÷à
6189 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6190 // Íàëè÷èå áåðñåðêà
6191 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6192 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6193 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6194 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6195 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6196 // Íàçâàíèå ìîäåëè
6197 str := utils.readStr(st);
6198 // Öâåò ìîäåëè
6199 FColor.R := utils.readByte(st);
6200 FColor.G := utils.readByte(st);
6201 FColor.B := utils.readByte(st);
6202 if (self = gPlayer1) then
6203 begin
6204 str := gPlayer1Settings.Model;
6205 FColor := gPlayer1Settings.Color;
6206 end
6207 else if (self = gPlayer2) then
6208 begin
6209 str := gPlayer2Settings.Model;
6210 FColor := gPlayer2Settings.Color;
6211 end;
6212 // Îáíîâëÿåì ìîäåëü èãðîêà
6213 SetModel(str);
6214 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6215 FModel.Color := TEAMCOLOR[FTeam]
6216 else
6217 FModel.Color := FColor;
6218 end;
6221 procedure TPlayer.AllRulez(Health: Boolean);
6222 var
6223 a: Integer;
6224 begin
6225 if Health then
6226 begin
6227 FHealth := PLAYER_HP_LIMIT;
6228 FArmor := PLAYER_AP_LIMIT;
6229 Exit;
6230 end;
6232 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6233 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6234 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6235 end;
6237 procedure TPlayer.RestoreHealthArmor();
6238 begin
6239 FHealth := PLAYER_HP_LIMIT;
6240 FArmor := PLAYER_AP_LIMIT;
6241 end;
6243 procedure TPlayer.FragCombo();
6244 var
6245 Param: Integer;
6246 begin
6247 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6248 Exit;
6249 if gTime - FLastFrag < FRAG_COMBO_TIME then
6250 begin
6251 if FFragCombo < 5 then
6252 Inc(FFragCombo);
6253 Param := FUID or (FFragCombo shl 16);
6254 if (FComboEvnt >= Low(gDelayedEvents)) and
6255 (FComboEvnt <= High(gDelayedEvents)) and
6256 gDelayedEvents[FComboEvnt].Pending and
6257 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6258 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6259 begin
6260 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6261 gDelayedEvents[FComboEvnt].DENum := Param;
6262 end
6263 else
6264 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6265 end
6266 else
6267 FFragCombo := 1;
6269 FLastFrag := gTime;
6270 end;
6272 procedure TPlayer.GiveItem(ItemType: Byte);
6273 begin
6274 case ItemType of
6275 ITEM_SUIT:
6276 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6277 begin
6278 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6279 end;
6281 ITEM_OXYGEN:
6282 if FAir < AIR_MAX then
6283 begin
6284 FAir := AIR_MAX;
6285 end;
6287 ITEM_MEDKIT_BLACK:
6288 begin
6289 if not (R_BERSERK in FRulez) then
6290 begin
6291 Include(FRulez, R_BERSERK);
6292 if FBFGFireCounter < 1 then
6293 begin
6294 FCurrWeap := WEAPON_KASTET;
6295 resetWeaponQueue();
6296 FModel.SetWeapon(WEAPON_KASTET);
6297 end;
6298 if gFlash <> 0 then
6299 Inc(FPain, 100);
6300 FBerserk := gTime+30000;
6301 end;
6302 if FHealth < PLAYER_HP_SOFT then
6303 begin
6304 FHealth := PLAYER_HP_SOFT;
6305 FBerserk := gTime+30000;
6306 end;
6307 end;
6309 ITEM_INVUL:
6310 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6311 begin
6312 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6313 FSpawnInvul := 0;
6314 end;
6316 ITEM_INVIS:
6317 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6318 begin
6319 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6320 end;
6322 ITEM_JETPACK:
6323 if FJetFuel < JET_MAX then
6324 begin
6325 FJetFuel := JET_MAX;
6326 end;
6328 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6329 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6331 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6332 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6334 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6335 ITEM_SPHERE_WHITE:
6336 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6337 begin
6338 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6339 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6340 end;
6342 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6343 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6344 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6345 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6346 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6347 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6348 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6349 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6350 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6352 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6353 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6354 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6355 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6356 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6357 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6358 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6359 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6360 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6362 ITEM_AMMO_BACKPACK:
6363 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6364 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6365 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6366 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6367 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6368 begin
6369 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6370 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6371 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6372 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6373 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6375 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6376 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6377 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6378 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6380 FRulez := FRulez + [R_ITEM_BACKPACK];
6381 end;
6383 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6384 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6385 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6387 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6388 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6390 else
6391 Exit;
6392 end;
6393 if g_Game_IsNet and g_Game_IsServer then
6394 MH_SEND_PlayerStats(FUID);
6395 end;
6397 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6398 var
6399 id, i: DWORD;
6400 Anim: TAnimation;
6401 begin
6402 if (Random(5) = 1) and (Times = 1) then
6403 Exit;
6405 if BodyInLiquid(0, 0) then
6406 begin
6407 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6408 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6409 if Random(2) = 0 then
6410 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6411 else
6412 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6413 Exit;
6414 end;
6416 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6417 begin
6418 for i := 1 to Times do
6419 begin
6420 Anim := TAnimation.Create(id, False, 3);
6421 Anim.Alpha := 150;
6422 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6423 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6424 Anim.Free();
6425 end;
6426 end;
6427 end;
6429 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6430 var
6431 id, i: DWORD;
6432 Anim: TAnimation;
6433 begin
6434 if (Random(10) = 1) and (Times = 1) then
6435 Exit;
6437 if g_Frames_Get(id, 'FRAMES_FLAME') then
6438 begin
6439 for i := 1 to Times do
6440 begin
6441 Anim := TAnimation.Create(id, False, 3);
6442 Anim.Alpha := 0;
6443 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6444 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6445 Anim.Free();
6446 end;
6447 end;
6448 end;
6450 procedure TPlayer.PauseSounds(Enable: Boolean);
6451 begin
6452 FSawSound.Pause(Enable);
6453 FSawSoundIdle.Pause(Enable);
6454 FSawSoundHit.Pause(Enable);
6455 FSawSoundSelect.Pause(Enable);
6456 FFlameSoundOn.Pause(Enable);
6457 FFlameSoundOff.Pause(Enable);
6458 FFlameSoundWork.Pause(Enable);
6459 FJetSoundFly.Pause(Enable);
6460 FJetSoundOn.Pause(Enable);
6461 FJetSoundOff.Pause(Enable);
6462 end;
6464 { T C o r p s e : }
6466 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6467 begin
6468 g_Obj_Init(@FObj);
6469 FObj.X := X;
6470 FObj.Y := Y;
6471 FObj.Rect := PLAYER_CORPSERECT;
6472 FModelName := ModelName;
6473 FMess := aMess;
6475 if FMess then
6476 begin
6477 FState := CORPSE_STATE_MESS;
6478 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6479 end
6480 else
6481 begin
6482 FState := CORPSE_STATE_NORMAL;
6483 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6484 end;
6485 end;
6487 destructor TCorpse.Destroy();
6488 begin
6489 FAnimation.Free();
6491 inherited;
6492 end;
6494 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6496 procedure TCorpse.positionChanged (); inline; begin end;
6498 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6499 begin
6500 if (dx <> 0) or (dy <> 0) then
6501 begin
6502 FObj.X += dx;
6503 FObj.Y += dy;
6504 positionChanged();
6505 end;
6506 end;
6509 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6510 begin
6511 x := FObj.X+PLAYER_CORPSERECT.X;
6512 y := FObj.Y+PLAYER_CORPSERECT.Y;
6513 w := PLAYER_CORPSERECT.Width;
6514 h := PLAYER_CORPSERECT.Height;
6515 end;
6518 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6519 var
6520 pm: TPlayerModel;
6521 Blood: TModelBlood;
6522 begin
6523 if FState = CORPSE_STATE_REMOVEME then
6524 Exit;
6526 FDamage := FDamage + Value;
6528 if FDamage > 150 then
6529 begin
6530 if FAnimation <> nil then
6531 begin
6532 FAnimation.Free();
6533 FAnimation := nil;
6535 FState := CORPSE_STATE_REMOVEME;
6537 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6538 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6539 FModelName, FColor);
6540 // Çâóê ìÿñà îò òðóïà:
6541 pm := g_PlayerModel_Get(FModelName);
6542 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6543 pm.Free;
6545 // Çëîâåùèé ñìåõ:
6546 if (gBodyKillEvent <> -1)
6547 and gDelayedEvents[gBodyKillEvent].Pending then
6548 gDelayedEvents[gBodyKillEvent].Pending := False;
6549 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6550 end;
6551 end
6552 else
6553 begin
6554 Blood := g_PlayerModel_GetBlood(FModelName);
6555 FObj.Vel.X := FObj.Vel.X + vx;
6556 FObj.Vel.Y := FObj.Vel.Y + vy;
6557 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6558 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6559 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6560 Blood.R, Blood.G, Blood.B, Blood.Kind);
6561 end;
6562 end;
6564 procedure TCorpse.Draw();
6565 begin
6566 if FState = CORPSE_STATE_REMOVEME then
6567 Exit;
6569 if FAnimation <> nil then
6570 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6572 if FAnimationMask <> nil then
6573 begin
6574 e_Colors := FColor;
6575 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6576 e_Colors.R := 255;
6577 e_Colors.G := 255;
6578 e_Colors.B := 255;
6579 end;
6580 end;
6582 procedure TCorpse.Update();
6583 var
6584 st: Word;
6585 begin
6586 if FState = CORPSE_STATE_REMOVEME then
6587 Exit;
6589 if gTime mod (GAME_TICK*2) <> 0 then
6590 begin
6591 g_Obj_Move(@FObj, True, True, True);
6592 positionChanged(); // this updates spatial accelerators
6593 Exit;
6594 end;
6596 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6597 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6599 st := g_Obj_Move(@FObj, True, True, True);
6600 positionChanged(); // this updates spatial accelerators
6602 if WordBool(st and MOVE_FALLOUT) then
6603 begin
6604 FState := CORPSE_STATE_REMOVEME;
6605 Exit;
6606 end;
6608 if FAnimation <> nil then
6609 FAnimation.Update();
6610 if FAnimationMask <> nil then
6611 FAnimationMask.Update();
6612 end;
6615 procedure TCorpse.SaveState (st: TStream);
6616 var
6617 anim: Boolean;
6618 begin
6619 assert(st <> nil);
6621 // Ñèãíàòóðà òðóïà
6622 utils.writeSign(st, 'CORP');
6623 utils.writeInt(st, Byte(0));
6624 // Ñîñòîÿíèå
6625 utils.writeInt(st, Byte(FState));
6626 // Íàêîïëåííûé óðîí
6627 utils.writeInt(st, Byte(FDamage));
6628 // Öâåò
6629 utils.writeInt(st, Byte(FColor.R));
6630 utils.writeInt(st, Byte(FColor.G));
6631 utils.writeInt(st, Byte(FColor.B));
6632 // Îáúåêò òðóïà
6633 Obj_SaveState(st, @FObj);
6634 utils.writeInt(st, Word(FPlayerUID));
6635 // Åñòü ëè àíèìàöèÿ
6636 anim := (FAnimation <> nil);
6637 utils.writeBool(st, anim);
6638 // Åñëè åñòü - ñîõðàíÿåì
6639 if anim then FAnimation.SaveState(st);
6640 // Åñòü ëè ìàñêà àíèìàöèè
6641 anim := (FAnimationMask <> nil);
6642 utils.writeBool(st, anim);
6643 // Åñëè åñòü - ñîõðàíÿåì
6644 if anim then FAnimationMask.SaveState(st);
6645 end;
6648 procedure TCorpse.LoadState (st: TStream);
6649 var
6650 anim: Boolean;
6651 begin
6652 assert(st <> nil);
6654 // Ñèãíàòóðà òðóïà
6655 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6656 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6657 // Ñîñòîÿíèå
6658 FState := utils.readByte(st);
6659 // Íàêîïëåííûé óðîí
6660 FDamage := utils.readByte(st);
6661 // Öâåò
6662 FColor.R := utils.readByte(st);
6663 FColor.G := utils.readByte(st);
6664 FColor.B := utils.readByte(st);
6665 // Îáúåêò òðóïà
6666 Obj_LoadState(@FObj, st);
6667 FPlayerUID := utils.readWord(st);
6668 // Åñòü ëè àíèìàöèÿ
6669 anim := utils.readBool(st);
6670 // Åñëè åñòü - çàãðóæàåì
6671 if anim then
6672 begin
6673 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6674 FAnimation.LoadState(st);
6675 end;
6676 // Åñòü ëè ìàñêà àíèìàöèè
6677 anim := utils.readBool(st);
6678 // Åñëè åñòü - çàãðóæàåì
6679 if anim then
6680 begin
6681 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6682 FAnimationMask.LoadState(st);
6683 end;
6684 end;
6686 { T B o t : }
6688 constructor TBot.Create();
6689 var
6690 a: Integer;
6691 begin
6692 inherited Create();
6694 FPhysics := True;
6695 FSpectator := False;
6696 FGhost := False;
6698 FIamBot := True;
6700 Inc(gNumBots);
6702 for a := WP_FIRST to WP_LAST do
6703 begin
6704 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6705 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6706 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6707 end;
6708 end;
6710 destructor TBot.Destroy();
6711 begin
6712 Dec(gNumBots);
6713 inherited Destroy();
6714 end;
6716 procedure TBot.Draw();
6717 begin
6718 inherited Draw();
6720 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6721 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6722 end;
6724 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6725 begin
6726 inherited Respawn(Silent, Force);
6728 FAIFlags := nil;
6729 FSelectedWeapon := FCurrWeap;
6730 resetWeaponQueue();
6731 FTargetUID := 0;
6732 end;
6734 procedure TBot.UpdateCombat();
6735 type
6736 TTarget = record
6737 UID: Word;
6738 X, Y: Integer;
6739 Rect: TRectWH;
6740 cX, cY: Integer;
6741 Dist: Word;
6742 Line: Boolean;
6743 Visible: Boolean;
6744 IsPlayer: Boolean;
6745 end;
6747 TTargetRecord = array of TTarget;
6749 function Compare(a, b: TTarget): Integer;
6750 begin
6751 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6752 Result := -1
6753 else
6754 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6755 Result := 1
6756 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6757 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6758 begin
6759 if a.Dist > b.Dist then // B áëèæå
6760 Result := 1
6761 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6762 Result := -1;
6763 end
6764 else // Ñòðàííî -> A
6765 Result := -1;
6766 end;
6768 var
6769 a, x1, y1, x2, y2: Integer;
6770 targets: TTargetRecord;
6771 ammo: Word;
6772 Target, BestTarget: TTarget;
6773 firew, fireh: Integer;
6774 angle: SmallInt;
6775 mon: TMonster;
6776 pla, tpla: TPlayer;
6777 vsPlayer, vsMonster, ok: Boolean;
6780 function monsUpdate (mon: TMonster): Boolean;
6781 begin
6782 result := false; // don't stop
6783 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6784 begin
6785 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6787 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6788 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6790 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6791 if g_TraceVector(x1, y1, x2, y2) then
6792 begin
6793 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6794 SetLength(targets, Length(targets)+1);
6795 with targets[High(targets)] do
6796 begin
6797 UID := mon.UID;
6798 X := mon.Obj.X;
6799 Y := mon.Obj.Y;
6800 cX := x2;
6801 cY := y2;
6802 Rect := mon.Obj.Rect;
6803 Dist := g_PatchLength(x1, y1, x2, y2);
6804 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6805 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6806 Visible := True;
6807 IsPlayer := False;
6808 end;
6809 end;
6810 end;
6811 end;
6813 begin
6814 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6815 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6817 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6818 if FCurrWeap <> FSelectedWeapon then
6819 NextWeapon();
6821 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6822 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6823 begin
6824 RemoveAIFlag('NEEDFIRE');
6826 case FCurrWeap of
6827 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6828 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6829 else PressKey(KEY_FIRE);
6830 end;
6831 end;
6833 // Êîîðäèíàòû ñòâîëà:
6834 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6835 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6837 Target.UID := FTargetUID;
6839 ok := False;
6840 if Target.UID <> 0 then
6841 begin // Öåëü åñòü - íàñòðàèâàåì
6842 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6843 vsPlayer then
6844 begin // Èãðîê
6845 tpla := g_Player_Get(Target.UID);
6846 if tpla <> nil then
6847 with tpla do
6848 begin
6849 if (@FObj) <> nil then
6850 begin
6851 Target.X := FObj.X;
6852 Target.Y := FObj.Y;
6853 end;
6854 end;
6856 Target.cX := Target.X + PLAYER_RECT_CX;
6857 Target.cY := Target.Y + PLAYER_RECT_CY;
6858 Target.Rect := PLAYER_RECT;
6859 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6860 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6861 (y1-4 > Target.Y+PLAYER_RECT.Y);
6862 Target.IsPlayer := True;
6863 ok := True;
6864 end
6865 else
6866 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6867 vsMonster then
6868 begin // Ìîíñòð
6869 mon := g_Monsters_ByUID(Target.UID);
6870 if mon <> nil then
6871 begin
6872 Target.X := mon.Obj.X;
6873 Target.Y := mon.Obj.Y;
6875 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6876 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6877 Target.Rect := mon.Obj.Rect;
6878 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6879 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6880 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6881 Target.IsPlayer := False;
6882 ok := True;
6883 end;
6884 end;
6885 end;
6887 if not ok then
6888 begin // Öåëè íåò - îáíóëÿåì
6889 Target.X := 0;
6890 Target.Y := 0;
6891 Target.cX := 0;
6892 Target.cY := 0;
6893 Target.Visible := False;
6894 Target.Line := False;
6895 Target.IsPlayer := False;
6896 end;
6898 targets := nil;
6900 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6901 if (not Target.Line) or (not Target.Visible) then
6902 begin
6903 // Èãðîêè:
6904 if vsPlayer then
6905 for a := 0 to High(gPlayers) do
6906 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6907 (gPlayers[a].FUID <> FUID) and
6908 (not SameTeam(FUID, gPlayers[a].FUID)) and
6909 (not gPlayers[a].NoTarget) and
6910 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6911 begin
6912 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6913 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6914 Continue;
6916 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6917 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6919 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6920 if g_TraceVector(x1, y1, x2, y2) then
6921 begin
6922 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6923 SetLength(targets, Length(targets)+1);
6924 with targets[High(targets)] do
6925 begin
6926 UID := gPlayers[a].FUID;
6927 X := gPlayers[a].FObj.X;
6928 Y := gPlayers[a].FObj.Y;
6929 cX := x2;
6930 cY := y2;
6931 Rect := PLAYER_RECT;
6932 Dist := g_PatchLength(x1, y1, x2, y2);
6933 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6934 (y1-4 > Target.Y+PLAYER_RECT.Y);
6935 Visible := True;
6936 IsPlayer := True;
6937 end;
6938 end;
6939 end;
6941 // Ìîíñòðû:
6942 if vsMonster then g_Mons_ForEach(monsUpdate);
6943 end;
6945 // Åñëè åñòü âîçìîæíûå öåëè:
6946 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6947 if targets <> nil then
6948 begin
6949 // Âûáèðàåì íàèëó÷øóþ öåëü:
6950 BestTarget := targets[0];
6951 if Length(targets) > 1 then
6952 for a := 1 to High(targets) do
6953 if Compare(BestTarget, targets[a]) = 1 then
6954 BestTarget := targets[a];
6956 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6957 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6958 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6959 begin
6960 Target := BestTarget;
6962 if (Healthy() = 3) or ((Healthy() = 2)) then
6963 begin // Åñëè çäîðîâû - äîãîíÿåì
6964 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6965 SetAIFlag('GORIGHT', '1');
6966 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6967 SetAIFlag('GOLEFT', '1');
6968 end
6969 else
6970 begin // Åñëè ïîáèòû - óáåãàåì
6971 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6972 SetAIFlag('GORIGHT', '1');
6973 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6974 SetAIFlag('GOLEFT', '1');
6975 end;
6977 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6978 SelectWeapon(Abs(x1-Target.cX));
6979 end;
6980 end;
6982 // Åñëè åñòü öåëü:
6983 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6984 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6985 if Target.UID <> 0 then
6986 begin
6987 if not TargetOnScreen(Target.X + Target.Rect.X,
6988 Target.Y + Target.Rect.Y) then
6989 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6990 if (Healthy() = 3) or ((Healthy() = 2)) then
6991 begin // Åñëè çäîðîâû - äîãîíÿåì
6992 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6993 SetAIFlag('GORIGHT', '1');
6994 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6995 SetAIFlag('GOLEFT', '1');
6996 end
6997 else
6998 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6999 Target.UID := 0;
7000 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7001 SetAIFlag('GORIGHT', '1');
7002 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7003 SetAIFlag('GOLEFT', '1');
7004 end;
7005 end
7006 else
7007 begin // Öåëü ïîêà íà "ýêðàíå"
7008 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7009 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7010 FLastVisible := gTime;
7011 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7012 if (Abs(FObj.Y-Target.Y) <= 128) then
7013 begin
7014 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7015 SetAIFlag('GORIGHT', '1');
7016 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7017 SetAIFlag('GOLEFT', '1');
7018 end;
7019 end;
7021 // Âûáèðàåì óãîë ââåðõ:
7022 if FDirection = TDirection.D_LEFT then
7023 angle := ANGLE_LEFTUP
7024 else
7025 angle := ANGLE_RIGHTUP;
7027 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7028 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7030 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7031 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7032 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7033 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7034 Target.Rect.Width, Target.Rect.Height) and
7035 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7036 begin // òî íóæíî ñòðåëÿòü ââåðõ
7037 SetAIFlag('NEEDFIRE', '1');
7038 SetAIFlag('NEEDSEEUP', '1');
7039 end;
7041 // Âûáèðàåì óãîë âíèç:
7042 if FDirection = TDirection.D_LEFT then
7043 angle := ANGLE_LEFTDOWN
7044 else
7045 angle := ANGLE_RIGHTDOWN;
7047 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7048 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7050 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7051 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7052 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7053 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7054 Target.Rect.Width, Target.Rect.Height) and
7055 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7056 begin // òî íóæíî ñòðåëÿòü âíèç
7057 SetAIFlag('NEEDFIRE', '1');
7058 SetAIFlag('NEEDSEEDOWN', '1');
7059 end;
7061 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7062 if Target.Visible and
7063 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7064 (y1-4 > Target.Y+Target.Rect.Y) then
7065 begin
7066 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7067 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7068 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7069 begin // òî íóæíî ñòðåëÿòü âïåðåä
7070 SetAIFlag('NEEDFIRE', '1');
7071 SetAIFlag('NEEDSEEDOWN', '');
7072 SetAIFlag('NEEDSEEUP', '');
7073 end;
7074 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7075 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7076 if GetRnd(FDifficult.CloseJump) then
7077 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7078 if Abs(FObj.X-Target.X) < 128 then
7079 a := 4
7080 else
7081 a := 30;
7082 if Random(a) = 0 then
7083 SetAIFlag('NEEDJUMP', '1');
7084 end;
7085 end;
7087 // Åñëè öåëü âñå åùå åñòü:
7088 if Target.UID <> 0 then
7089 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7090 Target.UID := 0 // òî çàáûòü öåëü
7091 else // Åñëè âèäåëè íåäàâíî
7092 begin // íî öåëü óáèëè
7093 if Target.IsPlayer then
7094 begin // Öåëü - èãðîê
7095 pla := g_Player_Get(Target.UID);
7096 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7097 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7098 Target.UID := 0; // òî çàáûòü öåëü
7099 end
7100 else
7101 begin // Öåëü - ìîíñòð
7102 mon := g_Monsters_ByUID(Target.UID);
7103 if (mon = nil) or (not mon.alive) then
7104 Target.UID := 0; // òî çàáûòü öåëü
7105 end;
7106 end;
7107 end; // if Target.UID <> 0
7109 FTargetUID := Target.UID;
7111 // Åñëè âîçìîæíûõ öåëåé íåò:
7112 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7113 if targets = nil then
7114 if GetAIFlag('ATTACKLEFT') <> '' then
7115 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7116 RemoveAIFlag('ATTACKLEFT');
7118 SetAIFlag('NEEDJUMP', '1');
7120 if RunDirection() = TDirection.D_RIGHT then
7121 begin // Èäåì íå â òó ñòîðîíó
7122 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7123 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7124 SetAIFlag('NEEDFIRE', '1');
7125 SetAIFlag('GOLEFT', '1');
7126 end;
7127 end
7128 else
7129 begin // Èäåì â íóæíóþ ñòîðîíó
7130 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7131 SetAIFlag('NEEDFIRE', '1');
7132 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7133 SetAIFlag('GORIGHT', '1');
7134 end;
7135 end
7136 else
7137 if GetAIFlag('ATTACKRIGHT') <> '' then
7138 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7139 RemoveAIFlag('ATTACKRIGHT');
7141 SetAIFlag('NEEDJUMP', '1');
7143 if RunDirection() = TDirection.D_LEFT then
7144 begin // Èäåì íå â òó ñòîðîíó
7145 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7146 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7147 SetAIFlag('NEEDFIRE', '1');
7148 SetAIFlag('GORIGHT', '1');
7149 end;
7150 end
7151 else
7152 begin
7153 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7154 SetAIFlag('NEEDFIRE', '1');
7155 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7156 SetAIFlag('GOLEFT', '1');
7157 end;
7158 end;
7160 //HACK! (does it belongs there?)
7161 RealizeCurrentWeapon();
7163 // Åñëè åñòü âîçìîæíûå öåëè:
7164 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7165 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7166 for a := 0 to High(targets) do
7167 begin
7168 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7169 if GetRnd(FDifficult.DiagFire) then
7170 begin
7171 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7172 if FDirection = TDirection.D_LEFT then
7173 angle := ANGLE_LEFTUP
7174 else
7175 angle := ANGLE_RIGHTUP;
7177 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7178 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7180 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7181 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7182 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7183 targets[a].Rect.Width, targets[a].Rect.Height) and
7184 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7185 begin
7186 SetAIFlag('NEEDFIRE', '1');
7187 SetAIFlag('NEEDSEEUP', '1');
7188 end;
7190 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7191 if FDirection = TDirection.D_LEFT then
7192 angle := ANGLE_LEFTDOWN
7193 else
7194 angle := ANGLE_RIGHTDOWN;
7196 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7197 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7199 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7200 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7201 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7202 targets[a].Rect.Width, targets[a].Rect.Height) and
7203 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7204 begin
7205 SetAIFlag('NEEDFIRE', '1');
7206 SetAIFlag('NEEDSEEDOWN', '1');
7207 end;
7208 end;
7210 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7211 if targets[a].Line and targets[a].Visible and
7212 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7213 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7214 begin
7215 SetAIFlag('NEEDFIRE', '1');
7216 Break;
7217 end;
7218 end;
7220 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7221 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7222 PLAYER_RECT.Width, PLAYER_RECT.Height,
7223 40+GetInterval(FDifficult.Cover, 40)) then
7224 SetAIFlag('NEEDJUMP', '1');
7226 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7227 ammo := GetAmmoByWeapon(FCurrWeap);
7228 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7229 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7230 (ammo = 0) then
7231 SetAIFlag('SELECTWEAPON', '1');
7233 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7234 if GetAIFlag('SELECTWEAPON') = '1' then
7235 begin
7236 SelectWeapon(-1);
7237 RemoveAIFlag('SELECTWEAPON');
7238 end;
7239 end;
7241 procedure TBot.Update();
7242 var
7243 EnableAI: Boolean;
7244 begin
7245 if not FAlive then
7246 begin // Respawn
7247 ReleaseKeys();
7248 PressKey(KEY_UP);
7249 end
7250 else
7251 begin
7252 EnableAI := True;
7254 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7255 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7256 EnableAI := False;
7257 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7258 EnableAI := False;
7259 if g_debug_BotAIOff = 3 then
7260 EnableAI := False;
7262 if EnableAI then
7263 begin
7264 UpdateMove();
7265 UpdateCombat();
7266 end
7267 else
7268 begin
7269 RealizeCurrentWeapon();
7270 end;
7271 end;
7273 inherited Update();
7274 end;
7276 procedure TBot.ReleaseKey(Key: Byte);
7277 begin
7278 with FKeys[Key] do
7279 begin
7280 Pressed := False;
7281 Time := 0;
7282 end;
7283 end;
7285 function TBot.KeyPressed(Key: Word): Boolean;
7286 begin
7287 Result := FKeys[Key].Pressed;
7288 end;
7290 function TBot.GetAIFlag(aName: String20): String20;
7291 var
7292 a: Integer;
7293 begin
7294 Result := '';
7296 aName := LowerCase(aName);
7298 if FAIFlags <> nil then
7299 for a := 0 to High(FAIFlags) do
7300 if LowerCase(FAIFlags[a].Name) = aName then
7301 begin
7302 Result := FAIFlags[a].Value;
7303 Break;
7304 end;
7305 end;
7307 procedure TBot.RemoveAIFlag(aName: String20);
7308 var
7309 a, b: Integer;
7310 begin
7311 if FAIFlags = nil then Exit;
7313 aName := LowerCase(aName);
7315 for a := 0 to High(FAIFlags) do
7316 if LowerCase(FAIFlags[a].Name) = aName then
7317 begin
7318 if a <> High(FAIFlags) then
7319 for b := a to High(FAIFlags)-1 do
7320 FAIFlags[b] := FAIFlags[b+1];
7322 SetLength(FAIFlags, Length(FAIFlags)-1);
7323 Break;
7324 end;
7325 end;
7327 procedure TBot.SetAIFlag(aName, fValue: String20);
7328 var
7329 a: Integer;
7330 ok: Boolean;
7331 begin
7332 a := 0;
7333 ok := False;
7335 aName := LowerCase(aName);
7337 if FAIFlags <> nil then
7338 for a := 0 to High(FAIFlags) do
7339 if LowerCase(FAIFlags[a].Name) = aName then
7340 begin
7341 ok := True;
7342 Break;
7343 end;
7345 if ok then FAIFlags[a].Value := fValue
7346 else
7347 begin
7348 SetLength(FAIFlags, Length(FAIFlags)+1);
7349 with FAIFlags[High(FAIFlags)] do
7350 begin
7351 Name := aName;
7352 Value := fValue;
7353 end;
7354 end;
7355 end;
7357 procedure TBot.UpdateMove;
7359 procedure GoLeft(Time: Word = 1);
7360 begin
7361 ReleaseKey(KEY_LEFT);
7362 ReleaseKey(KEY_RIGHT);
7363 PressKey(KEY_LEFT, Time);
7364 SetDirection(TDirection.D_LEFT);
7365 end;
7367 procedure GoRight(Time: Word = 1);
7368 begin
7369 ReleaseKey(KEY_LEFT);
7370 ReleaseKey(KEY_RIGHT);
7371 PressKey(KEY_RIGHT, Time);
7372 SetDirection(TDirection.D_RIGHT);
7373 end;
7375 function Rnd(a: Word): Boolean;
7376 begin
7377 Result := Random(a) = 0;
7378 end;
7380 procedure Turn(Time: Word = 1200);
7381 begin
7382 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7383 end;
7385 procedure Stop();
7386 begin
7387 ReleaseKey(KEY_LEFT);
7388 ReleaseKey(KEY_RIGHT);
7389 end;
7391 function CanRunLeft(): Boolean;
7392 begin
7393 Result := not CollideLevel(-1, 0);
7394 end;
7396 function CanRunRight(): Boolean;
7397 begin
7398 Result := not CollideLevel(1, 0);
7399 end;
7401 function CanRun(): Boolean;
7402 begin
7403 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7404 end;
7406 procedure Jump(Time: Word = 30);
7407 begin
7408 PressKey(KEY_JUMP, Time);
7409 end;
7411 function NearHole(): Boolean;
7412 var
7413 x, sx: Integer;
7414 begin
7415 { TODO 5 : Ëåñòíèöû }
7416 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7417 for x := 1 to PLAYER_RECT.Width do
7418 if (not StayOnStep(x*sx, 0)) and
7419 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7420 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7421 begin
7422 Result := True;
7423 Exit;
7424 end;
7426 Result := False;
7427 end;
7429 function BorderHole(): Boolean;
7430 var
7431 x, sx, xx: Integer;
7432 begin
7433 { TODO 5 : Ëåñòíèöû }
7434 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7435 for x := 1 to PLAYER_RECT.Width do
7436 if (not StayOnStep(x*sx, 0)) and
7437 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7438 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7439 begin
7440 for xx := x to x+32 do
7441 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7442 begin
7443 Result := True;
7444 Exit;
7445 end;
7446 end;
7448 Result := False;
7449 end;
7451 function NearDeepHole(): Boolean;
7452 var
7453 x, sx, y: Integer;
7454 begin
7455 Result := False;
7457 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7458 y := 3;
7460 for x := 1 to PLAYER_RECT.Width do
7461 if (not StayOnStep(x*sx, 0)) and
7462 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7463 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7464 begin
7465 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7466 begin
7467 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7468 y := y+1;
7469 end;
7471 Result := True;
7472 end else Result := False;
7473 end;
7475 function OverDeepHole(): Boolean;
7476 var
7477 y: Integer;
7478 begin
7479 Result := False;
7481 y := 1;
7482 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7483 begin
7484 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7485 y := y+1;
7486 end;
7488 Result := True;
7489 end;
7491 function OnGround(): Boolean;
7492 begin
7493 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7494 end;
7496 function OnLadder(): Boolean;
7497 begin
7498 Result := FullInStep(0, 0);
7499 end;
7501 function BelowLadder(): Boolean;
7502 begin
7503 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7504 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7505 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7506 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7507 end;
7509 function BelowLiftUp(): Boolean;
7510 begin
7511 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7512 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7513 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7514 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7515 end;
7517 function OnTopLift(): Boolean;
7518 begin
7519 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7520 end;
7522 function CanJumpOver(): Boolean;
7523 var
7524 sx, y: Integer;
7525 begin
7526 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7528 Result := False;
7530 if not CollideLevel(sx, 0) then Exit;
7532 for y := 1 to BOT_MAXJUMP do
7533 if CollideLevel(0, -y) then Exit else
7534 if not CollideLevel(sx, -y) then
7535 begin
7536 Result := True;
7537 Exit;
7538 end;
7539 end;
7541 function CanJumpUp(Dist: ShortInt): Boolean;
7542 var
7543 y, yy: Integer;
7544 c: Boolean;
7545 begin
7546 Result := False;
7548 if CollideLevel(Dist, 0) then Exit;
7550 c := False;
7551 for y := 0 to BOT_MAXJUMP do
7552 if CollideLevel(Dist, -y) then
7553 begin
7554 c := True;
7555 Break;
7556 end;
7558 if not c then Exit;
7560 c := False;
7561 for yy := y+1 to BOT_MAXJUMP do
7562 if not CollideLevel(Dist, -yy) then
7563 begin
7564 c := True;
7565 Break;
7566 end;
7568 if not c then Exit;
7570 c := False;
7571 for y := 0 to BOT_MAXJUMP do
7572 if CollideLevel(0, -y) then
7573 begin
7574 c := True;
7575 Break;
7576 end;
7578 if c then Exit;
7580 if y < yy then Exit;
7582 Result := True;
7583 end;
7585 function IsSafeTrigger(): Boolean;
7586 var
7587 a: Integer;
7588 begin
7589 Result := True;
7590 if gTriggers = nil then
7591 Exit;
7592 for a := 0 to High(gTriggers) do
7593 if Collide(gTriggers[a].X,
7594 gTriggers[a].Y,
7595 gTriggers[a].Width,
7596 gTriggers[a].Height) and
7597 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7598 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7599 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7600 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7601 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7602 Result := False;
7603 end;
7605 begin
7606 // Âîçìîæíî, íàæèìàåì êíîïêó:
7607 if Rnd(16) and IsSafeTrigger() then
7608 PressKey(KEY_OPEN);
7610 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7611 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7612 begin
7613 ReleaseKey(KEY_LEFT);
7614 ReleaseKey(KEY_RIGHT);
7615 Jump();
7616 end;
7618 // Èäåì âëåâî, åñëè íàäî áûëî:
7619 if GetAIFlag('GOLEFT') <> '' then
7620 begin
7621 RemoveAIFlag('GOLEFT');
7622 if CanRunLeft() then
7623 GoLeft(360);
7624 end;
7626 // Èäåì âïðàâî, åñëè íàäî áûëî:
7627 if GetAIFlag('GORIGHT') <> '' then
7628 begin
7629 RemoveAIFlag('GORIGHT');
7630 if CanRunRight() then
7631 GoRight(360);
7632 end;
7634 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7635 if FObj.X < -32 then
7636 GoRight(360)
7637 else
7638 if FObj.X+32 > gMapInfo.Width then
7639 GoLeft(360);
7641 // Ïðûãàåì, åñëè íàäî áûëî:
7642 if GetAIFlag('NEEDJUMP') <> '' then
7643 begin
7644 Jump(0);
7645 RemoveAIFlag('NEEDJUMP');
7646 end;
7648 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7649 if GetAIFlag('NEEDSEEUP') <> '' then
7650 begin
7651 ReleaseKey(KEY_UP);
7652 ReleaseKey(KEY_DOWN);
7653 PressKey(KEY_UP, 20);
7654 RemoveAIFlag('NEEDSEEUP');
7655 end;
7657 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7658 if GetAIFlag('NEEDSEEDOWN') <> '' then
7659 begin
7660 ReleaseKey(KEY_UP);
7661 ReleaseKey(KEY_DOWN);
7662 PressKey(KEY_DOWN, 20);
7663 RemoveAIFlag('NEEDSEEDOWN');
7664 end;
7666 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7667 if GetAIFlag('GOINHOLE') <> '' then
7668 if not OnGround() then
7669 begin
7670 ReleaseKey(KEY_LEFT);
7671 ReleaseKey(KEY_RIGHT);
7672 RemoveAIFlag('GOINHOLE');
7673 SetAIFlag('FALLINHOLE', '1');
7674 end;
7676 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7677 if GetAIFlag('FALLINHOLE') <> '' then
7678 if OnGround() then
7679 RemoveAIFlag('FALLINHOLE');
7681 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7682 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7683 if GetAIFlag('FALLINHOLE') = '' then
7684 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7685 if Rnd(2) then
7686 GoLeft(360)
7687 else
7688 GoRight(360);
7690 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7691 if OnGround() and
7692 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7693 Rnd(8) then
7694 Jump();
7696 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7697 if OnGround() and NearHole() then
7698 if NearDeepHole() then // Åñëè ýòî áåçäíà
7699 case Random(6) of
7700 0..3: Turn(); // Áåæèì îáðàòíî
7701 4: Jump(); // Ïðûãàåì
7702 5: begin // Ïðûãàåì îáðàòíî
7703 Turn();
7704 Jump();
7705 end;
7706 end
7707 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7708 if GetAIFlag('GOINHOLE') = '' then
7709 case Random(6) of
7710 0: Turn(); // Íå íóæíî òóäà
7711 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7712 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7713 if BorderHole() then
7714 SetAIFlag('GOINHOLE', '1');
7715 end;
7717 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7718 if (not CanRun()) and OnGround() then
7719 begin
7720 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7721 if CanJumpOver() or OnLadder() then
7722 Jump()
7723 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7724 if Random(2) = 0 then
7725 begin
7726 if IsSafeTrigger() then
7727 PressKey(KEY_OPEN);
7728 end else
7729 Turn();
7730 end;
7732 // Îñòàëîñü ìàëî âîçäóõà:
7733 if FAir < 36 * 2 then
7734 Jump(20);
7736 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7737 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7738 if BodyInAcid(0, 0) then
7739 Jump();
7740 end;
7742 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7743 begin
7744 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7745 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7746 end;
7748 {function TBot.NeedItem(Item: Byte): Byte;
7749 begin
7750 Result := 4;
7751 end;}
7753 procedure TBot.SelectWeapon(Dist: Integer);
7754 var
7755 a: Integer;
7757 function HaveAmmo(weapon: Byte): Boolean;
7758 begin
7759 case weapon of
7760 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7761 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7762 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7763 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7764 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7765 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7766 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7767 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7768 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7769 else Result := True;
7770 end;
7771 end;
7773 begin
7774 if Dist = -1 then Dist := BOT_LONGDIST;
7776 if Dist > BOT_LONGDIST then
7777 begin // Äàëüíèé áîé
7778 for a := 0 to 9 do
7779 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7780 begin
7781 FSelectedWeapon := FDifficult.WeaponPrior[a];
7782 Break;
7783 end;
7784 end
7785 else //if Dist > BOT_UNSAFEDIST then
7786 begin // Áëèæíèé áîé
7787 for a := 0 to 9 do
7788 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7789 begin
7790 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7791 Break;
7792 end;
7793 end;
7794 { else
7795 begin
7796 for a := 0 to 9 do
7797 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7798 begin
7799 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7800 Break;
7801 end;
7802 end;}
7803 end;
7805 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7806 begin
7807 Result := inherited PickItem(ItemType, force, remove);
7809 if Result then SetAIFlag('SELECTWEAPON', '1');
7810 end;
7812 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7813 begin
7814 Result := inherited Heal(value, Soft);
7815 end;
7817 function TBot.Healthy(): Byte;
7818 begin
7819 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7820 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7821 else if (FHealth > 50) then Result := 2
7822 else if (FHealth > 20) then Result := 1
7823 else Result := 0;
7824 end;
7826 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7827 begin
7828 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7829 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7830 end;
7832 procedure TBot.OnDamage(Angle: SmallInt);
7833 var
7834 pla: TPlayer;
7835 mon: TMonster;
7836 ok: Boolean;
7837 begin
7838 inherited;
7840 if (Angle = 0) or (Angle = 180) then
7841 begin
7842 ok := False;
7843 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7844 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7845 begin // Èãðîê
7846 pla := g_Player_Get(FLastSpawnerUID);
7847 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7848 pla.FObj.Y + PLAYER_RECT.Y);
7849 end
7850 else
7851 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7852 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7853 begin // Ìîíñòð
7854 mon := g_Monsters_ByUID(FLastSpawnerUID);
7855 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7856 mon.Obj.Y + mon.Obj.Rect.Y);
7857 end;
7859 if ok then
7860 if Angle = 0 then
7861 SetAIFlag('ATTACKLEFT', '1')
7862 else
7863 SetAIFlag('ATTACKRIGHT', '1');
7864 end;
7865 end;
7867 function TBot.RunDirection(): TDirection;
7868 begin
7869 if Abs(Vel.X) >= 1 then
7870 begin
7871 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7872 end else
7873 Result := FDirection;
7874 end;
7876 function TBot.GetRnd(a: Byte): Boolean;
7877 begin
7878 if a = 0 then Result := False
7879 else if a = 255 then Result := True
7880 else Result := Random(256) > 255-a;
7881 end;
7883 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7884 begin
7885 Result := Round((255-a)/255*radius*(Random(2)-1));
7886 end;
7889 procedure TDifficult.save (st: TStream);
7890 begin
7891 utils.writeInt(st, Byte(DiagFire));
7892 utils.writeInt(st, Byte(InvisFire));
7893 utils.writeInt(st, Byte(DiagPrecision));
7894 utils.writeInt(st, Byte(FlyPrecision));
7895 utils.writeInt(st, Byte(Cover));
7896 utils.writeInt(st, Byte(CloseJump));
7897 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7898 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7899 end;
7901 procedure TDifficult.load (st: TStream);
7902 begin
7903 DiagFire := utils.readByte(st);
7904 InvisFire := utils.readByte(st);
7905 DiagPrecision := utils.readByte(st);
7906 FlyPrecision := utils.readByte(st);
7907 Cover := utils.readByte(st);
7908 CloseJump := utils.readByte(st);
7909 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7910 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7911 end;
7914 procedure TBot.SaveState (st: TStream);
7915 var
7916 i: Integer;
7917 dw: Integer;
7918 begin
7919 inherited SaveState(st);
7920 utils.writeSign(st, 'BOT0');
7921 // Âûáðàííîå îðóæèå
7922 utils.writeInt(st, Byte(FSelectedWeapon));
7923 // UID öåëè
7924 utils.writeInt(st, Word(FTargetUID));
7925 // Âðåìÿ ïîòåðè öåëè
7926 utils.writeInt(st, LongWord(FLastVisible));
7927 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7928 dw := Length(FAIFlags);
7929 utils.writeInt(st, LongInt(dw));
7930 // Ôëàãè ÈÈ
7931 for i := 0 to dw-1 do
7932 begin
7933 utils.writeStr(st, FAIFlags[i].Name, 20);
7934 utils.writeStr(st, FAIFlags[i].Value, 20);
7935 end;
7936 // Íàñòðîéêè ñëîæíîñòè
7937 FDifficult.save(st);
7938 end;
7941 procedure TBot.LoadState (st: TStream);
7942 var
7943 i: Integer;
7944 dw: Integer;
7945 begin
7946 inherited LoadState(st);
7947 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7948 // Âûáðàííîå îðóæèå
7949 FSelectedWeapon := utils.readByte(st);
7950 // UID öåëè
7951 FTargetUID := utils.readWord(st);
7952 // Âðåìÿ ïîòåðè öåëè
7953 FLastVisible := utils.readLongWord(st);
7954 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7955 dw := utils.readLongInt(st);
7956 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7957 SetLength(FAIFlags, dw);
7958 // Ôëàãè ÈÈ
7959 for i := 0 to dw-1 do
7960 begin
7961 FAIFlags[i].Name := utils.readStr(st, 20);
7962 FAIFlags[i].Value := utils.readStr(st, 20);
7963 end;
7964 // Íàñòðîéêè ñëîæíîñòè
7965 FDifficult.load(st);
7966 end;
7969 begin
7970 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7971 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');
7972 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
7973 end.