DEADSOFTWARE

put network interp back in
[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 Used: 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 FSavedStateNum: Integer;
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 FIncCamOld: Integer;
190 FIncCam: Integer;
191 FSlopeOld: Integer;
192 FShellTimer: Integer;
193 FShellType: Byte;
194 FSawSound: TPlayableSound;
195 FSawSoundIdle: TPlayableSound;
196 FSawSoundHit: TPlayableSound;
197 FSawSoundSelect: TPlayableSound;
198 FFlameSoundOn: TPlayableSound;
199 FFlameSoundOff: TPlayableSound;
200 FFlameSoundWork: TPlayableSound;
201 FJetSoundOn: TPlayableSound;
202 FJetSoundOff: TPlayableSound;
203 FJetSoundFly: TPlayableSound;
204 FGodMode: Boolean;
205 FNoTarget: Boolean;
206 FNoReload: Boolean;
207 FJustTeleported: Boolean;
208 FNetTime: LongWord;
209 mEDamageType: Integer;
212 function CollideLevel(XInc, YInc: Integer): Boolean;
213 function StayOnStep(XInc, YInc: Integer): Boolean;
214 function HeadInLiquid(XInc, YInc: Integer): Boolean;
215 function BodyInLiquid(XInc, YInc: Integer): Boolean;
216 function BodyInAcid(XInc, YInc: Integer): Boolean;
217 function FullInLift(XInc, YInc: Integer): Integer;
218 {procedure CollideItem();}
219 procedure FlySmoke(Times: DWORD = 1);
220 procedure OnFireFlame(Times: DWORD = 1);
221 function GetAmmoByWeapon(Weapon: Byte): Word;
222 procedure SetAction(Action: Byte; Force: Boolean = False);
223 procedure OnDamage(Angle: SmallInt); virtual;
224 function firediry(): Integer;
225 procedure DoPunch();
227 procedure Run(Direction: TDirection);
228 procedure NextWeapon();
229 procedure PrevWeapon();
230 procedure SeeUp();
231 procedure SeeDown();
232 procedure Fire();
233 procedure Jump();
234 procedure Use();
236 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
237 procedure resetWeaponQueue ();
238 function hasAmmoForWeapon (weapon: Byte): Boolean;
240 procedure doDamage (v: Integer);
242 function followCorpse(): Boolean;
244 public
245 FDamageBuffer: Integer;
247 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
248 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
249 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
250 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
251 FBerserk: Integer;
252 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
253 FReloading: Array [WP_FIRST..WP_LAST] of Word;
254 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
255 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
256 FColor: TRGB;
257 FPreferredTeam: Byte;
258 FSpectator: Boolean;
259 FNoRespawn: Boolean;
260 FWantsInGame: Boolean;
261 FGhost: Boolean;
262 FPhysics: Boolean;
263 FFlaming: Boolean;
264 FJetpack: Boolean;
265 FActualModelName: string;
266 FClientID: SmallInt;
267 FPing: Word;
268 FLoss: Byte;
269 FReady: Boolean;
270 FDummy: Boolean;
271 FFireTime: Integer;
272 FSpawnInvul: Integer;
273 FHandicap: Integer;
274 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
276 // debug: viewport offset
277 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
279 function isValidViewPort (): Boolean; inline;
281 constructor Create(); virtual;
282 destructor Destroy(); override;
283 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
284 function GetRespawnPoint(): Byte;
285 procedure PressKey(Key: Byte; Time: Word = 1);
286 procedure ReleaseKeys();
287 procedure SetModel(ModelName: String);
288 procedure SetColor(Color: TRGB);
289 function GetColor(): TRGB;
290 procedure SetWeapon(W: Byte);
291 function IsKeyPressed(K: Byte): Boolean;
292 function GetKeys(): Byte;
293 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
294 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
295 function Collide(Panel: TPanel): Boolean; overload;
296 function Collide(X, Y: Integer): Boolean; overload;
297 procedure SetDirection(Direction: TDirection);
298 procedure GetSecret();
299 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
300 procedure Touch();
301 procedure Push(vx, vy: Integer);
302 procedure ChangeModel(ModelName: String);
303 procedure SwitchTeam;
304 procedure ChangeTeam(Team: Byte);
305 procedure BFGHit();
306 function GetFlag(Flag: Byte): Boolean;
307 procedure SetFlag(Flag: Byte);
308 function DropFlag(Silent: Boolean = True): Boolean;
309 procedure AllRulez(Health: Boolean);
310 procedure RestoreHealthArmor();
311 procedure FragCombo();
312 procedure GiveItem(ItemType: Byte);
313 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
314 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
315 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
316 procedure MakeBloodSimple(Count: Word);
317 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
318 procedure Reset(Force: Boolean);
319 procedure Spectate(NoMove: Boolean = False);
320 procedure SwitchNoClip;
321 procedure SoftReset();
322 procedure Draw(); virtual;
323 procedure DrawPain();
324 procedure DrawPickup();
325 procedure DrawRulez();
326 procedure DrawAim();
327 procedure DrawIndicator(Color: TRGB);
328 procedure DrawBubble();
329 procedure DrawGUI();
330 procedure PreUpdate();
331 procedure Update(); virtual;
332 procedure RememberState();
333 procedure RecallState();
334 procedure SaveState (st: TStream); virtual;
335 procedure LoadState (st: TStream); virtual;
336 procedure PauseSounds(Enable: Boolean);
337 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
338 procedure DoLerp(Level: Integer = 2);
339 procedure SetLerp(XTo, YTo: Integer);
340 procedure QueueWeaponSwitch(Weapon: Byte);
341 procedure RealizeCurrentWeapon();
342 procedure FlamerOn;
343 procedure FlamerOff;
344 procedure JetpackOn;
345 procedure JetpackOff;
346 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
348 //WARNING! this does nothing for now, but still call it!
349 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
351 procedure getMapBox (out x, y, w, h: Integer); inline;
352 procedure moveBy (dx, dy: Integer); inline;
354 public
355 property Vel: TPoint2i read FObj.Vel;
356 property Obj: TObj read FObj;
358 property Name: String read FName write FName;
359 property Model: TPlayerModel read FModel;
360 property Health: Integer read FHealth write FHealth;
361 property Lives: Byte read FLives write FLives;
362 property Armor: Integer read FArmor write FArmor;
363 property Air: Integer read FAir write FAir;
364 property JetFuel: Integer read FJetFuel write FJetFuel;
365 property Frags: Integer read FFrags write FFrags;
366 property Death: Integer read FDeath write FDeath;
367 property Kills: Integer read FKills write FKills;
368 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
369 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
370 property Secrets: Integer read FSecrets;
371 property GodMode: Boolean read FGodMode write FGodMode;
372 property NoTarget: Boolean read FNoTarget write FNoTarget;
373 property NoReload: Boolean read FNoReload write FNoReload;
374 property alive: Boolean read FAlive write FAlive;
375 property Flag: Byte read FFlag;
376 property Team: Byte read FTeam write FTeam;
377 property Direction: TDirection read FDirection;
378 property GameX: Integer read FObj.X write FObj.X;
379 property GameY: Integer read FObj.Y write FObj.Y;
380 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
381 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
382 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
383 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
384 property IncCam: Integer read FIncCam write FIncCam;
385 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
386 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
387 property UID: Word read FUID write FUID;
388 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
389 property NetTime: LongWord read FNetTime write FNetTime;
391 published
392 property eName: String read FName write FName;
393 property eHealth: Integer read FHealth write FHealth;
394 property eLives: Byte read FLives write FLives;
395 property eArmor: Integer read FArmor write FArmor;
396 property eAir: Integer read FAir write FAir;
397 property eJetFuel: Integer read FJetFuel write FJetFuel;
398 property eFrags: Integer read FFrags write FFrags;
399 property eDeath: Integer read FDeath write FDeath;
400 property eKills: Integer read FKills write FKills;
401 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
402 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
403 property eSecrets: Integer read FSecrets write FSecrets;
404 property eGodMode: Boolean read FGodMode write FGodMode;
405 property eNoTarget: Boolean read FNoTarget write FNoTarget;
406 property eNoReload: Boolean read FNoReload write FNoReload;
407 property eAlive: Boolean read FAlive write FAlive;
408 property eFlag: Byte read FFlag;
409 property eTeam: Byte read FTeam write FTeam;
410 property eDirection: TDirection read FDirection;
411 property eGameX: Integer read FObj.X write FObj.X;
412 property eGameY: Integer read FObj.Y write FObj.Y;
413 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
414 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
415 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
416 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
417 property eIncCam: Integer read FIncCam write FIncCam;
418 property eUID: Word read FUID;
419 property eJustTeleported: Boolean read FJustTeleported;
420 property eNetTime: LongWord read FNetTime;
422 // set this before assigning something to `eDamage`
423 property eDamageType: Integer read mEDamageType write mEDamageType;
424 property eDamage: Integer write doDamage;
425 end;
427 TDifficult = record
428 public
429 DiagFire: Byte;
430 InvisFire: Byte;
431 DiagPrecision: Byte;
432 FlyPrecision: Byte;
433 Cover: Byte;
434 CloseJump: Byte;
435 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
436 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
437 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
439 public
440 procedure save (st: TStream);
441 procedure load (st: TStream);
442 end;
444 TAIFlag = record
445 Name: String;
446 Value: String;
447 end;
449 TBot = class(TPlayer)
450 private
451 FSelectedWeapon: Byte;
452 FTargetUID: Word;
453 FLastVisible: DWORD;
454 FAIFlags: Array of TAIFlag;
455 FDifficult: TDifficult;
457 function GetRnd(a: Byte): Boolean;
458 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
459 function RunDirection(): TDirection;
460 function FullInStep(XInc, YInc: Integer): Boolean;
461 //function NeedItem(Item: Byte): Byte;
462 procedure SelectWeapon(Dist: Integer);
463 procedure SetAIFlag(aName, fValue: String20);
464 function GetAIFlag(aName: String20): String20;
465 procedure RemoveAIFlag(aName: String20);
466 function Healthy(): Byte;
467 procedure UpdateMove();
468 procedure UpdateCombat();
469 function KeyPressed(Key: Word): Boolean;
470 procedure ReleaseKey(Key: Byte);
471 function TargetOnScreen(TX, TY: Integer): Boolean;
472 procedure OnDamage(Angle: SmallInt); override;
474 public
475 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
476 constructor Create(); override;
477 destructor Destroy(); override;
478 procedure Draw(); override;
479 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
480 function Heal(value: Word; Soft: Boolean): Boolean; override;
481 procedure Update(); override;
482 procedure SaveState (st: TStream); override;
483 procedure LoadState (st: TStream); override;
484 end;
486 PGib = ^TGib;
487 TGib = record
488 alive: Boolean;
489 ID: DWORD;
490 MaskID: DWORD;
491 RAngle: Integer;
492 Color: TRGB;
493 Obj: TObj;
495 procedure getMapBox (out x, y, w, h: Integer); inline;
496 procedure moveBy (dx, dy: Integer); inline;
498 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
499 end;
502 PShell = ^TShell;
503 TShell = record
504 SpriteID: DWORD;
505 alive: Boolean;
506 SType: Byte;
507 RAngle: Integer;
508 Timeout: Cardinal;
509 CX, CY: Integer;
510 Obj: TObj;
512 procedure getMapBox (out x, y, w, h: Integer); inline;
513 procedure moveBy (dx, dy: Integer); inline;
515 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
516 end;
518 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
519 private
520 FModelName: String;
521 FMess: Boolean;
522 FState: Byte;
523 FDamage: Byte;
524 FColor: TRGB;
525 FObj: TObj;
526 FPlayerUID: Word;
527 FAnimation: TAnimation;
528 FAnimationMask: TAnimation;
530 public
531 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
532 destructor Destroy(); override;
533 procedure Damage(Value: Word; vx, vy: Integer);
534 procedure Update();
535 procedure Draw();
536 procedure SaveState (st: TStream);
537 procedure LoadState (st: TStream);
539 procedure getMapBox (out x, y, w, h: Integer); inline;
540 procedure moveBy (dx, dy: Integer); inline;
542 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
544 function ObjPtr (): PObj; inline;
546 property Obj: TObj read FObj; // copies object
547 property State: Byte read FState;
548 property Mess: Boolean read FMess;
549 end;
551 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
552 record
553 Goals: SmallInt;
554 end;
556 var
557 gPlayers: Array of TPlayer;
558 gCorpses: Array of TCorpse;
559 gGibs: Array of TGib;
560 gShells: Array of TShell;
561 gTeamStat: TTeamStat;
562 gFly: Boolean = False;
563 gAimLine: Boolean = False;
564 gChatBubble: Integer = 0;
565 gPlayerIndicator: Integer = 1;
566 gPlayerIndicatorStyle: Integer = 0;
567 gNumBots: Word = 0;
568 gSpectLatchPID1: Word = 0;
569 gSpectLatchPID2: Word = 0;
570 MAX_RUNVEL: Integer = 8;
571 VEL_JUMP: Integer = 10;
572 SHELL_TIMEOUT: Cardinal = 60000;
574 function Lerp(X, Y, Factor: Integer): Integer;
576 procedure g_Gibs_SetMax(Count: Word);
577 function g_Gibs_GetMax(): Word;
578 procedure g_Corpses_SetMax(Count: Word);
579 function g_Corpses_GetMax(): Word;
580 procedure g_Shells_SetMax(Count: Word);
581 function g_Shells_GetMax(): Word;
583 procedure g_Player_Init();
584 procedure g_Player_Free();
585 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
586 function g_Player_CreateFromState (st: TStream): Word;
587 procedure g_Player_Remove(UID: Word);
588 procedure g_Player_ResetTeams();
589 procedure g_Player_PreUpdate();
590 procedure g_Player_UpdateAll();
591 procedure g_Player_DrawAll();
592 procedure g_Player_DrawDebug(p: TPlayer);
593 procedure g_Player_DrawHealth();
594 procedure g_Player_RememberAll();
595 procedure g_Player_ResetAll(Force, Silent: Boolean);
596 function g_Player_Get(UID: Word): TPlayer;
597 function g_Player_GetCount(): Byte;
598 function g_Player_GetStats(): TPlayerStatArray;
599 function g_Player_ValidName(Name: String): Boolean;
600 procedure g_Player_CreateCorpse(Player: TPlayer);
601 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
602 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
603 procedure g_Player_UpdatePhysicalObjects();
604 procedure g_Player_DrawCorpses();
605 procedure g_Player_DrawShells();
606 procedure g_Player_RemoveAllCorpses();
607 procedure g_Player_Corpses_SaveState (st: TStream);
608 procedure g_Player_Corpses_LoadState (st: TStream);
609 procedure g_Player_ResetReady();
610 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
611 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
612 procedure g_Bot_MixNames();
613 procedure g_Bot_RemoveAll();
615 implementation
617 uses
618 {$INCLUDE ../nogl/noGLuses.inc}
619 {$IFDEF ENABLE_HOLMES}
620 g_holmes,
621 {$ENDIF}
622 e_log, g_map, g_items, g_console, g_gfx, Math,
623 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
624 wadreader, g_main, g_monsters, CONFIG, g_language,
625 g_net, g_netmsg, g_window,
626 utils, xstreams;
628 const PLR_SAVE_VERSION = 0;
630 type
631 TBotProfile = record
632 name: ShortString;
633 model: ShortString;
634 team: Byte;
635 color: TRGB;
636 diag_fire: Byte;
637 invis_fire: Byte;
638 diag_precision: Byte;
639 fly_precision: Byte;
640 cover: Byte;
641 close_jump: Byte;
642 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
643 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
644 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
645 end;
647 const
648 TIME_RESPAWN1 = 1500;
649 TIME_RESPAWN2 = 2000;
650 TIME_RESPAWN3 = 3000;
651 AIR_DEF = 360;
652 AIR_MAX = 1091;
653 JET_MAX = 540; // ~30 sec
654 PLAYER_SUIT_TIME = 30000;
655 PLAYER_INVUL_TIME = 30000;
656 PLAYER_INVIS_TIME = 35000;
657 FRAG_COMBO_TIME = 3000;
658 VEL_SW = 4;
659 VEL_FLY = 6;
660 ANGLE_RIGHTUP = 55;
661 ANGLE_RIGHTDOWN = -35;
662 ANGLE_LEFTUP = 125;
663 ANGLE_LEFTDOWN = -145;
664 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
665 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
666 BOT_MAXJUMP = 84;
667 BOT_LONGDIST = 300;
668 BOT_UNSAFEDIST = 128;
669 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
670 (R:0; G:0; B:255));
671 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
672 FlyPrecision: 32; Cover: 32; CloseJump: 32;
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 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
675 FlyPrecision: 127; Cover: 127; CloseJump: 127;
676 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
677 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
678 FlyPrecision: 255; Cover: 255; CloseJump: 255;
679 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
680 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
681 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
682 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
683 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
684 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
685 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
686 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
687 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
688 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
689 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
690 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
691 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
692 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
693 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
694 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
695 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
696 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
698 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
699 CORPSE_SIGNATURE = $50524F43; // 'CORP'
701 BOTNAMES_FILENAME = 'botnames.txt';
702 BOTLIST_FILENAME = 'botlist.txt';
704 var
705 MaxGibs: Word = 150;
706 MaxCorpses: Word = 20;
707 MaxShells: Word = 300;
708 CurrentGib: Integer = 0;
709 CurrentShell: Integer = 0;
710 BotNames: Array of String;
711 BotList: Array of TBotProfile;
712 SavedStates: Array of TPlayerSavedState;
715 function Lerp(X, Y, Factor: Integer): Integer;
716 begin
717 Result := X + ((Y - X) div Factor);
718 end;
720 function SameTeam(UID1, UID2: Word): Boolean;
721 begin
722 Result := False;
724 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
725 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
727 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
729 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
730 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
732 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
733 end;
735 procedure g_Gibs_SetMax(Count: Word);
736 begin
737 MaxGibs := Count;
738 SetLength(gGibs, Count);
740 if CurrentGib >= Count then
741 CurrentGib := 0;
742 end;
744 function g_Gibs_GetMax(): Word;
745 begin
746 Result := MaxGibs;
747 end;
749 procedure g_Shells_SetMax(Count: Word);
750 begin
751 MaxShells := Count;
752 SetLength(gShells, Count);
754 if CurrentShell >= Count then
755 CurrentShell := 0;
756 end;
758 function g_Shells_GetMax(): Word;
759 begin
760 Result := MaxShells;
761 end;
764 procedure g_Corpses_SetMax(Count: Word);
765 begin
766 MaxCorpses := Count;
767 SetLength(gCorpses, Count);
768 end;
770 function g_Corpses_GetMax(): Word;
771 begin
772 Result := MaxCorpses;
773 end;
775 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
776 var
777 a: Integer;
778 ok: Boolean;
779 begin
780 Result := 0;
782 ok := False;
783 a := 0;
785 // Åñòü ëè ìåñòî â gPlayers:
786 if gPlayers <> nil then
787 for a := 0 to High(gPlayers) do
788 if gPlayers[a] = nil then
789 begin
790 ok := True;
791 Break;
792 end;
794 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
795 if not ok then
796 begin
797 SetLength(gPlayers, Length(gPlayers)+1);
798 a := High(gPlayers);
799 end;
801 // Ñîçäàåì îáúåêò èãðîêà:
802 if Bot then
803 gPlayers[a] := TBot.Create()
804 else
805 gPlayers[a] := TPlayer.Create();
808 gPlayers[a].FActualModelName := ModelName;
809 gPlayers[a].SetModel(ModelName);
811 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
812 if gPlayers[a].FModel = nil then
813 begin
814 gPlayers[a].Free();
815 gPlayers[a] := nil;
816 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
817 Exit;
818 end;
820 if not (Team in [TEAM_RED, TEAM_BLUE]) then
821 if Random(2) = 0 then
822 Team := TEAM_RED
823 else
824 Team := TEAM_BLUE;
825 gPlayers[a].FPreferredTeam := Team;
827 case gGameSettings.GameMode of
828 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
829 GM_TDM,
830 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
831 GM_SINGLE,
832 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
833 end;
835 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
836 gPlayers[a].FColor := Color;
837 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
838 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
839 else
840 gPlayers[a].FModel.Color := Color;
842 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
843 gPlayers[a].FAlive := False;
845 Result := gPlayers[a].FUID;
846 end;
848 function g_Player_CreateFromState (st: TStream): Word;
849 var
850 a, i: Integer;
851 ok, Bot: Boolean;
852 b: Byte;
853 begin
854 result := 0;
855 if (st = nil) then exit; //???
857 // Ñèãíàòóðà èãðîêà
858 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
859 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
861 // Áîò èëè ÷åëîâåê:
862 Bot := utils.readBool(st);
864 ok := false;
865 a := 0;
867 // Åñòü ëè ìåñòî â gPlayers:
868 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
870 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
871 if not ok then
872 begin
873 SetLength(gPlayers, Length(gPlayers)+1);
874 a := High(gPlayers);
875 end;
877 // Ñîçäàåì îáúåêò èãðîêà
878 if Bot then
879 gPlayers[a] := TBot.Create()
880 else
881 gPlayers[a] := TPlayer.Create();
882 gPlayers[a].FIamBot := Bot;
883 gPlayers[a].FPhysics := True;
885 // UID èãðîêà
886 gPlayers[a].FUID := utils.readWord(st);
887 // Èìÿ èãðîêà
888 gPlayers[a].FName := utils.readStr(st);
889 // Êîìàíäà
890 gPlayers[a].FTeam := utils.readByte(st);
891 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
892 // Æèâ ëè
893 gPlayers[a].FAlive := utils.readBool(st);
894 // Èçðàñõîäîâàë ëè âñå æèçíè
895 gPlayers[a].FNoRespawn := utils.readBool(st);
896 // Íàïðàâëåíèå
897 b := utils.readByte(st);
898 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
899 // Çäîðîâüå
900 gPlayers[a].FHealth := utils.readLongInt(st);
901 // Ôîðà
902 gPlayers[a].FHandicap := utils.readLongInt(st);
903 // Æèçíè
904 gPlayers[a].FLives := utils.readByte(st);
905 // Áðîíÿ
906 gPlayers[a].FArmor := utils.readLongInt(st);
907 // Çàïàñ âîçäóõà
908 gPlayers[a].FAir := utils.readLongInt(st);
909 // Çàïàñ ãîðþ÷åãî
910 gPlayers[a].FJetFuel := utils.readLongInt(st);
911 // Áîëü
912 gPlayers[a].FPain := utils.readLongInt(st);
913 // Óáèë
914 gPlayers[a].FKills := utils.readLongInt(st);
915 // Óáèë ìîíñòðîâ
916 gPlayers[a].FMonsterKills := utils.readLongInt(st);
917 // Ôðàãîâ
918 gPlayers[a].FFrags := utils.readLongInt(st);
919 // Ôðàãîâ ïîäðÿä
920 gPlayers[a].FFragCombo := utils.readByte(st);
921 // Âðåìÿ ïîñëåäíåãî ôðàãà
922 gPlayers[a].FLastFrag := utils.readLongWord(st);
923 // Ñìåðòåé
924 gPlayers[a].FDeath := utils.readLongInt(st);
925 // Êàêîé ôëàã íåñåò
926 gPlayers[a].FFlag := utils.readByte(st);
927 // Íàøåë ñåêðåòîâ
928 gPlayers[a].FSecrets := utils.readLongInt(st);
929 // Òåêóùåå îðóæèå
930 gPlayers[a].FCurrWeap := utils.readByte(st);
931 // Ñëåäóþùåå æåëàåìîå îðóæèå
932 gPlayers[a].FNextWeap := utils.readWord(st);
933 // ...è ïàóçà
934 gPlayers[a].FNextWeapDelay := utils.readByte(st);
935 // Âðåìÿ çàðÿäêè BFG
936 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
937 // Áóôåð óðîíà
938 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
939 // Ïîñëåäíèé óäàðèâøèé
940 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
941 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
942 gPlayers[a].FLastHit := utils.readByte(st);
943 // Îáúåêò èãðîêà:
944 Obj_LoadState(@gPlayers[a].FObj, st);
945 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
946 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
947 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
948 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
949 // Íàëè÷èå îðóæèÿ
950 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
951 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
952 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
953 // Íàëè÷èå ðþêçàêà
954 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
955 // Íàëè÷èå êðàñíîãî êëþ÷à
956 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
957 // Íàëè÷èå çåëåíîãî êëþ÷à
958 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
959 // Íàëè÷èå ñèíåãî êëþ÷à
960 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
961 // Íàëè÷èå áåðñåðêà
962 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
963 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
964 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
965 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
966 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
968 // Íàçâàíèå ìîäåëè:
969 gPlayers[a].FActualModelName := utils.readStr(st);
970 // Öâåò ìîäåëè
971 gPlayers[a].FColor.R := utils.readByte(st);
972 gPlayers[a].FColor.G := utils.readByte(st);
973 gPlayers[a].FColor.B := utils.readByte(st);
974 // Îáíîâëÿåì ìîäåëü èãðîêà
975 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
977 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
978 if (gPlayers[a].FModel = nil) then
979 begin
980 gPlayers[a].Free();
981 gPlayers[a] := nil;
982 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
983 exit;
984 end;
986 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
987 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
988 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
989 else
990 gPlayers[a].FModel.Color := gPlayers[a].FColor;
992 result := gPlayers[a].FUID;
993 end;
996 procedure g_Player_ResetTeams();
997 var
998 a: Integer;
999 begin
1000 if g_Game_IsClient then
1001 Exit;
1002 if gPlayers = nil then
1003 Exit;
1004 for a := Low(gPlayers) to High(gPlayers) do
1005 if gPlayers[a] <> nil then
1006 case gGameSettings.GameMode of
1007 GM_DM:
1008 gPlayers[a].ChangeTeam(TEAM_NONE);
1009 GM_TDM, GM_CTF:
1010 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1011 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1012 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1013 else
1014 if a mod 2 = 0 then
1015 gPlayers[a].ChangeTeam(TEAM_RED)
1016 else
1017 gPlayers[a].ChangeTeam(TEAM_BLUE);
1018 GM_SINGLE,
1019 GM_COOP:
1020 gPlayers[a].ChangeTeam(TEAM_COOP);
1021 end;
1022 end;
1024 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1025 var
1026 m: SSArray;
1027 _name, _model: String;
1028 a, tr, tb: Integer;
1029 begin
1030 if not g_Game_IsServer then Exit;
1032 // Ñïèñîê íàçâàíèé ìîäåëåé:
1033 m := g_PlayerModel_GetNames();
1034 if m = nil then
1035 Exit;
1037 // Êîìàíäà:
1038 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1039 Team := TEAM_COOP // COOP
1040 else
1041 if gGameSettings.GameMode = GM_DM then
1042 Team := TEAM_NONE // DM
1043 else
1044 if Team = TEAM_NONE then // CTF / TDM
1045 begin
1046 // Àâòîáàëàíñ êîìàíä:
1047 tr := 0;
1048 tb := 0;
1050 for a := 0 to High(gPlayers) do
1051 if gPlayers[a] <> nil then
1052 begin
1053 if gPlayers[a].Team = TEAM_RED then
1054 Inc(tr)
1055 else
1056 if gPlayers[a].Team = TEAM_BLUE then
1057 Inc(tb);
1058 end;
1060 if tr > tb then
1061 Team := TEAM_BLUE
1062 else
1063 if tb > tr then
1064 Team := TEAM_RED
1065 else // tr = tb
1066 if Random(2) = 0 then
1067 Team := TEAM_RED
1068 else
1069 Team := TEAM_BLUE;
1070 end;
1072 // Âûáèðàåì áîòó èìÿ:
1073 _name := '';
1074 if BotNames <> nil then
1075 for a := 0 to High(BotNames) do
1076 if g_Player_ValidName(BotNames[a]) then
1077 begin
1078 _name := BotNames[a];
1079 Break;
1080 end;
1082 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1083 _model := m[Random(Length(m))];
1085 // Ñîçäàåì áîòà:
1086 with g_Player_Get(g_Player_Create(_model,
1087 _RGB(Min(Random(9)*32, 255),
1088 Min(Random(9)*32, 255),
1089 Min(Random(9)*32, 255)),
1090 Team, True)) as TBot do
1091 begin
1092 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1093 if _name = '' then
1094 Name := Format('DFBOT%.5d', [UID])
1095 else
1096 Name := _name;
1098 case Difficult of
1099 1: FDifficult := DIFFICULT_EASY;
1100 2: FDifficult := DIFFICULT_MEDIUM;
1101 else FDifficult := DIFFICULT_HARD;
1102 end;
1104 for a := WP_FIRST to WP_LAST do
1105 begin
1106 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1107 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1108 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1109 end;
1111 FHandicap := Handicap;
1113 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1115 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1116 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1117 Spectate();
1118 end;
1119 end;
1121 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1122 var
1123 m: SSArray;
1124 _name, _model: String;
1125 a: Integer;
1126 begin
1127 if not g_Game_IsServer then Exit;
1129 // Ñïèñîê íàçâàíèé ìîäåëåé:
1130 m := g_PlayerModel_GetNames();
1131 if m = nil then
1132 Exit;
1134 // Êîìàíäà:
1135 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1136 Team := TEAM_COOP // COOP
1137 else
1138 if gGameSettings.GameMode = GM_DM then
1139 Team := TEAM_NONE // DM
1140 else
1141 if Team = TEAM_NONE then
1142 Team := BotList[num].team; // CTF / TDM
1144 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1145 lName := AnsiLowerCase(lName);
1146 if (num < 0) or (num > Length(BotList)-1) then
1147 num := -1;
1148 if (num = -1) and (lName <> '') and (BotList <> nil) then
1149 for a := 0 to High(BotList) do
1150 if AnsiLowerCase(BotList[a].name) = lName then
1151 begin
1152 num := a;
1153 Break;
1154 end;
1155 if num = -1 then
1156 Exit;
1158 // Èìÿ áîòà:
1159 _name := BotList[num].name;
1160 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1161 if not g_Player_ValidName(_name) then
1162 repeat
1163 _name := Format('DFBOT%.2d', [Random(100)]);
1164 until g_Player_ValidName(_name);
1166 // Ìîäåëü:
1167 _model := BotList[num].model;
1168 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1169 if not InSArray(_model, m) then
1170 _model := m[Random(Length(m))];
1172 // Ñîçäàåì áîòà:
1173 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1174 begin
1175 Name := _name;
1177 FDifficult.DiagFire := BotList[num].diag_fire;
1178 FDifficult.InvisFire := BotList[num].invis_fire;
1179 FDifficult.DiagPrecision := BotList[num].diag_precision;
1180 FDifficult.FlyPrecision := BotList[num].fly_precision;
1181 FDifficult.Cover := BotList[num].cover;
1182 FDifficult.CloseJump := BotList[num].close_jump;
1184 FHandicap := Handicap;
1186 for a := WP_FIRST to WP_LAST do
1187 begin
1188 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1189 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1190 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1191 end;
1193 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1195 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1196 end;
1197 end;
1199 procedure g_Bot_RemoveAll();
1200 var
1201 a: Integer;
1202 begin
1203 if not g_Game_IsServer then Exit;
1204 if gPlayers = nil then Exit;
1206 for a := 0 to High(gPlayers) do
1207 if gPlayers[a] <> nil then
1208 if gPlayers[a] is TBot then
1209 begin
1210 gPlayers[a].Lives := 0;
1211 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1212 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1213 g_Player_Remove(gPlayers[a].FUID);
1214 end;
1216 g_Bot_MixNames();
1217 end;
1219 procedure g_Bot_MixNames();
1220 var
1221 s: String;
1222 a, b: Integer;
1223 begin
1224 if BotNames <> nil then
1225 for a := 0 to High(BotNames) do
1226 begin
1227 b := Random(Length(BotNames));
1228 s := BotNames[a];
1229 Botnames[a] := BotNames[b];
1230 BotNames[b] := s;
1231 end;
1232 end;
1234 procedure g_Player_Remove(UID: Word);
1235 var
1236 i: Integer;
1237 begin
1238 if gPlayers = nil then Exit;
1240 if g_Game_IsServer and g_Game_IsNet then
1241 MH_SEND_PlayerDelete(UID);
1243 for i := 0 to High(gPlayers) do
1244 if gPlayers[i] <> nil then
1245 if gPlayers[i].FUID = UID then
1246 begin
1247 if gPlayers[i] is TPlayer then
1248 TPlayer(gPlayers[i]).Free()
1249 else
1250 TBot(gPlayers[i]).Free();
1251 gPlayers[i] := nil;
1252 Exit;
1253 end;
1254 end;
1256 procedure g_Player_Init();
1257 var
1258 F: TextFile;
1259 s: String;
1260 a, b: Integer;
1261 config: TConfig;
1262 sa: SSArray;
1263 path: AnsiString;
1264 begin
1265 BotNames := nil;
1267 path := BOTNAMES_FILENAME;
1268 if e_FindResource(DataDirs, path) = false then
1269 Exit;
1271 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1272 AssignFile(F, path);
1273 Reset(F);
1275 while not EOF(F) do
1276 begin
1277 ReadLn(F, s);
1279 s := Trim(s);
1280 if s = '' then
1281 Continue;
1283 SetLength(BotNames, Length(BotNames)+1);
1284 BotNames[High(BotNames)] := s;
1285 end;
1287 CloseFile(F);
1289 // Ïåðåìåøèâàåì èõ:
1290 g_Bot_MixNames();
1292 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1293 config := TConfig.CreateFile(path);
1294 BotList := nil;
1295 a := 0;
1297 while config.SectionExists(IntToStr(a)) do
1298 begin
1299 SetLength(BotList, Length(BotList)+1);
1301 with BotList[High(BotList)] do
1302 begin
1303 // Èìÿ áîòà:
1304 name := config.ReadStr(IntToStr(a), 'name', '');
1305 // Ìîäåëü:
1306 model := config.ReadStr(IntToStr(a), 'model', '');
1307 // Êîìàíäà:
1308 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1309 team := TEAM_RED
1310 else
1311 team := TEAM_BLUE;
1312 // Öâåò ìîäåëè:
1313 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1314 color.R := StrToIntDef(sa[0], 0);
1315 color.G := StrToIntDef(sa[1], 0);
1316 color.B := StrToIntDef(sa[2], 0);
1317 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1318 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1319 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1320 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1321 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1322 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1323 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1324 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1325 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1326 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1327 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1328 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1329 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1330 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1331 if Length(sa) = 10 then
1332 for b := 0 to 9 do
1333 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1334 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1335 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1336 if Length(sa) = 10 then
1337 for b := 0 to 9 do
1338 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1340 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1341 if Length(sa) = 10 then
1342 for b := 0 to 9 do
1343 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1344 end;
1346 a := a + 1;
1347 end;
1349 config.Free();
1350 SetLength(SavedStates, 0);
1351 end;
1353 procedure g_Player_Free();
1354 var
1355 i: Integer;
1356 begin
1357 if gPlayers <> nil then
1358 begin
1359 for i := 0 to High(gPlayers) do
1360 if gPlayers[i] <> nil then
1361 begin
1362 if gPlayers[i] is TPlayer then
1363 TPlayer(gPlayers[i]).Free()
1364 else
1365 TBot(gPlayers[i]).Free();
1366 gPlayers[i] := nil;
1367 end;
1369 gPlayers := nil;
1370 end;
1372 gPlayer1 := nil;
1373 gPlayer2 := nil;
1374 SetLength(SavedStates, 0);
1375 end;
1377 procedure g_Player_PreUpdate();
1378 var
1379 i: Integer;
1380 begin
1381 if gPlayers = nil then Exit;
1382 for i := 0 to High(gPlayers) do
1383 if gPlayers[i] <> nil then
1384 gPlayers[i].PreUpdate();
1385 end;
1387 procedure g_Player_UpdateAll();
1388 var
1389 i: Integer;
1390 begin
1391 if gPlayers = nil then Exit;
1393 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1394 for i := 0 to High(gPlayers) do
1395 begin
1396 if gPlayers[i] <> nil then
1397 begin
1398 if gPlayers[i] is TPlayer then
1399 begin
1400 gPlayers[i].Update();
1401 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1402 end
1403 else
1404 begin
1405 // bot updates weapons in `UpdateCombat()`
1406 TBot(gPlayers[i]).Update();
1407 end;
1408 end;
1409 end;
1410 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1411 end;
1413 procedure g_Player_DrawAll();
1414 var
1415 i: Integer;
1416 begin
1417 if gPlayers = nil then Exit;
1419 for i := 0 to High(gPlayers) do
1420 if gPlayers[i] <> nil then
1421 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1422 else TBot(gPlayers[i]).Draw();
1423 end;
1425 procedure g_Player_DrawDebug(p: TPlayer);
1426 var
1427 fW, fH: Byte;
1428 begin
1429 if p = nil then Exit;
1430 if (@p.FObj) = nil then Exit;
1432 e_TextureFontGetSize(gStdFont, fW, fH);
1434 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1435 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1436 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1437 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1438 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1439 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1440 end;
1442 procedure g_Player_DrawHealth();
1443 var
1444 i: Integer;
1445 fW, fH: Byte;
1446 begin
1447 if gPlayers = nil then Exit;
1448 e_TextureFontGetSize(gStdFont, fW, fH);
1450 for i := 0 to High(gPlayers) do
1451 if gPlayers[i] <> nil then
1452 begin
1453 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1454 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1455 IntToStr(gPlayers[i].FHealth), gStdFont);
1456 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1457 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1458 IntToStr(gPlayers[i].FArmor), gStdFont);
1459 end;
1460 end;
1462 function g_Player_Get(UID: Word): TPlayer;
1463 var
1464 a: Integer;
1465 begin
1466 Result := nil;
1468 if gPlayers = nil then
1469 Exit;
1471 for a := 0 to High(gPlayers) do
1472 if gPlayers[a] <> nil then
1473 if gPlayers[a].FUID = UID then
1474 begin
1475 Result := gPlayers[a];
1476 Exit;
1477 end;
1478 end;
1480 function g_Player_GetCount(): Byte;
1481 var
1482 a: Integer;
1483 begin
1484 Result := 0;
1486 if gPlayers = nil then
1487 Exit;
1489 for a := 0 to High(gPlayers) do
1490 if gPlayers[a] <> nil then
1491 Result := Result + 1;
1492 end;
1494 function g_Player_GetStats(): TPlayerStatArray;
1495 var
1496 a: Integer;
1497 begin
1498 Result := nil;
1500 if gPlayers = nil then Exit;
1502 for a := 0 to High(gPlayers) do
1503 if gPlayers[a] <> nil then
1504 begin
1505 SetLength(Result, Length(Result)+1);
1506 with Result[High(Result)] do
1507 begin
1508 Num := a;
1509 Ping := gPlayers[a].FPing;
1510 Loss := gPlayers[a].FLoss;
1511 Name := gPlayers[a].FName;
1512 Team := gPlayers[a].FTeam;
1513 Frags := gPlayers[a].FFrags;
1514 Deaths := gPlayers[a].FDeath;
1515 Kills := gPlayers[a].FKills;
1516 Color := gPlayers[a].FModel.Color;
1517 Lives := gPlayers[a].FLives;
1518 Spectator := gPlayers[a].FSpectator;
1519 end;
1520 end;
1521 end;
1523 procedure g_Player_ResetReady();
1524 var
1525 a: Integer;
1526 begin
1527 if not g_Game_IsServer then Exit;
1528 if gPlayers = nil then Exit;
1530 for a := 0 to High(gPlayers) do
1531 if gPlayers[a] <> nil then
1532 begin
1533 gPlayers[a].FReady := False;
1534 if g_Game_IsNet then
1535 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1536 end;
1537 end;
1539 procedure g_Player_RememberAll;
1540 var
1541 i: Integer;
1542 begin
1543 for i := Low(gPlayers) to High(gPlayers) do
1544 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1545 gPlayers[i].RememberState;
1546 end;
1548 procedure g_Player_ResetAll(Force, Silent: Boolean);
1549 var
1550 i: Integer;
1551 begin
1552 gTeamStat[TEAM_RED].Goals := 0;
1553 gTeamStat[TEAM_BLUE].Goals := 0;
1555 if gPlayers <> nil then
1556 for i := 0 to High(gPlayers) do
1557 if gPlayers[i] <> nil then
1558 begin
1559 gPlayers[i].Reset(Force);
1561 if gPlayers[i] is TPlayer then
1562 begin
1563 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1564 gPlayers[i].Respawn(Silent)
1565 else
1566 gPlayers[i].Spectate();
1567 end
1568 else
1569 TBot(gPlayers[i]).Respawn(Silent);
1570 end;
1571 end;
1573 procedure g_Player_CreateCorpse(Player: TPlayer);
1574 var
1575 i: Integer;
1576 find_id: DWORD;
1577 ok: Boolean;
1578 begin
1579 if Player.alive then
1580 Exit;
1582 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1583 if gCorpses <> nil then
1584 for i := 0 to High(gCorpses) do
1585 if gCorpses[i] <> nil then
1586 if gCorpses[i].FPlayerUID = Player.FUID then
1587 gCorpses[i].FPlayerUID := 0;
1589 if Player.FObj.Y >= gMapInfo.Height+128 then
1590 Exit;
1592 with Player do
1593 begin
1594 if (FHealth >= -50) or (gGibsCount = 0) then
1595 begin
1596 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1597 Exit;
1599 ok := False;
1600 for find_id := 0 to High(gCorpses) do
1601 if gCorpses[find_id] = nil then
1602 begin
1603 ok := True;
1604 Break;
1605 end;
1607 if not ok then
1608 find_id := Random(Length(gCorpses));
1610 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1611 gCorpses[find_id].FColor := FModel.Color;
1612 gCorpses[find_id].FObj.Vel := FObj.Vel;
1613 gCorpses[find_id].FObj.Accel := FObj.Accel;
1614 gCorpses[find_id].FPlayerUID := FUID;
1615 end
1616 else
1617 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1618 FObj.Y + PLAYER_RECT_CY,
1619 FModel.Name, FModel.Color);
1620 end;
1621 end;
1623 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1624 var
1625 SID: DWORD;
1626 begin
1627 if (gShells = nil) or (Length(gShells) = 0) then
1628 Exit;
1630 with gShells[CurrentShell] do
1631 begin
1632 SpriteID := 0;
1633 g_Obj_Init(@Obj);
1634 Obj.Rect.X := 0;
1635 Obj.Rect.Y := 0;
1636 if T = SHELL_BULLET then
1637 begin
1638 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1639 SpriteID := SID;
1640 CX := 2;
1641 CY := 1;
1642 Obj.Rect.Width := 4;
1643 Obj.Rect.Height := 2;
1644 end
1645 else
1646 begin
1647 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1648 SpriteID := SID;
1649 CX := 4;
1650 CY := 2;
1651 Obj.Rect.Width := 7;
1652 Obj.Rect.Height := 3;
1653 end;
1654 SType := T;
1655 alive := True;
1656 Obj.X := fX;
1657 Obj.Y := fY;
1658 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1659 positionChanged(); // this updates spatial accelerators
1660 RAngle := Random(360);
1661 Timeout := gTime + SHELL_TIMEOUT;
1663 if CurrentShell >= High(gShells) then
1664 CurrentShell := 0
1665 else
1666 Inc(CurrentShell);
1667 end;
1668 end;
1670 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1671 var
1672 a: Integer;
1673 GibsArray: TGibsArray;
1674 Blood: TModelBlood;
1675 begin
1676 if (gGibs = nil) or (Length(gGibs) = 0) then
1677 Exit;
1678 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1679 Exit;
1680 Blood := g_PlayerModel_GetBlood(ModelName);
1682 for a := 0 to High(GibsArray) do
1683 with gGibs[CurrentGib] do
1684 begin
1685 Color := fColor;
1686 ID := GibsArray[a].ID;
1687 MaskID := GibsArray[a].MaskID;
1688 alive := True;
1689 g_Obj_Init(@Obj);
1690 Obj.Rect := GibsArray[a].Rect;
1691 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1692 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1693 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1694 positionChanged(); // this updates spatial accelerators
1695 RAngle := Random(360);
1697 if gBloodCount > 0 then
1698 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1699 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1701 if CurrentGib >= High(gGibs) then
1702 CurrentGib := 0
1703 else
1704 Inc(CurrentGib);
1705 end;
1706 end;
1708 procedure g_Player_UpdatePhysicalObjects();
1709 var
1710 i: Integer;
1711 vel: TPoint2i;
1712 mr: Word;
1714 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1715 var
1716 k: Integer;
1717 begin
1718 k := 1 + Random(2);
1719 if T = SHELL_BULLET then
1720 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1721 else
1722 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1723 end;
1725 begin
1726 // Êóñêè ìÿñà:
1727 if gGibs <> nil then
1728 for i := 0 to High(gGibs) do
1729 if gGibs[i].alive then
1730 with gGibs[i] do
1731 begin
1732 Obj.oldX := Obj.X;
1733 Obj.oldY := Obj.Y;
1735 vel := Obj.Vel;
1736 mr := g_Obj_Move(@Obj, True, False, True);
1737 positionChanged(); // this updates spatial accelerators
1739 if WordBool(mr and MOVE_FALLOUT) then
1740 begin
1741 alive := False;
1742 Continue;
1743 end;
1745 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1746 if WordBool(mr and MOVE_HITWALL) then
1747 Obj.Vel.X := -(vel.X div 2);
1748 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1749 Obj.Vel.Y := -(vel.Y div 2);
1751 if (Obj.Vel.X >= 0) then
1752 begin // Clockwise
1753 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1754 if RAngle >= 360 then
1755 RAngle := RAngle mod 360;
1756 end else begin // Counter-clockwise
1757 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1758 if RAngle < 0 then
1759 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1760 end;
1762 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1763 if gTime mod (GAME_TICK*3) = 0 then
1764 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1765 end;
1767 // Òðóïû:
1768 if gCorpses <> nil then
1769 for i := 0 to High(gCorpses) do
1770 if gCorpses[i] <> nil then
1771 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1772 begin
1773 gCorpses[i].Free();
1774 gCorpses[i] := nil;
1775 end
1776 else
1777 gCorpses[i].Update();
1779 // Ãèëüçû:
1780 if gShells <> nil then
1781 for i := 0 to High(gShells) do
1782 if gShells[i].alive then
1783 with gShells[i] do
1784 begin
1785 Obj.oldX := Obj.X;
1786 Obj.oldY := Obj.Y;
1788 vel := Obj.Vel;
1789 mr := g_Obj_Move(@Obj, True, False, True);
1790 positionChanged(); // this updates spatial accelerators
1792 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1793 begin
1794 alive := False;
1795 Continue;
1796 end;
1798 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1799 if WordBool(mr and MOVE_HITWALL) then
1800 begin
1801 Obj.Vel.X := -(vel.X div 2);
1802 if not WordBool(mr and MOVE_INWATER) then
1803 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1804 end;
1805 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1806 begin
1807 Obj.Vel.Y := -(vel.Y div 2);
1808 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1809 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1810 begin
1811 if RAngle mod 90 <> 0 then
1812 RAngle := (RAngle div 90) * 90;
1813 end
1814 else if not WordBool(mr and MOVE_INWATER) then
1815 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1816 end;
1818 if (Obj.Vel.X >= 0) then
1819 begin // Clockwise
1820 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1821 if RAngle >= 360 then
1822 RAngle := RAngle mod 360;
1823 end else begin // Counter-clockwise
1824 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1825 if RAngle < 0 then
1826 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1827 end;
1828 end;
1829 end;
1832 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1833 begin
1834 x := Obj.X+Obj.Rect.X;
1835 y := Obj.Y+Obj.Rect.Y;
1836 w := Obj.Rect.Width;
1837 h := Obj.Rect.Height;
1838 end;
1840 procedure TGib.moveBy (dx, dy: Integer); inline;
1841 begin
1842 if (dx <> 0) or (dy <> 0) then
1843 begin
1844 Obj.X += dx;
1845 Obj.Y += dy;
1846 positionChanged();
1847 end;
1848 end;
1851 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1852 begin
1853 x := Obj.X;
1854 y := Obj.Y;
1855 w := Obj.Rect.Width;
1856 h := Obj.Rect.Height;
1857 end;
1859 procedure TShell.moveBy (dx, dy: Integer); inline;
1860 begin
1861 if (dx <> 0) or (dy <> 0) then
1862 begin
1863 Obj.X += dx;
1864 Obj.Y += dy;
1865 positionChanged();
1866 end;
1867 end;
1870 procedure TGib.positionChanged (); inline; begin end;
1871 procedure TShell.positionChanged (); inline; begin end;
1874 procedure g_Player_DrawCorpses();
1875 var
1876 i, fX, fY: Integer;
1877 a: TDFPoint;
1878 begin
1879 if gGibs <> nil then
1880 for i := 0 to High(gGibs) do
1881 if gGibs[i].alive then
1882 with gGibs[i] do
1883 begin
1884 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1885 Continue;
1887 Obj.lerp(gLerpFactor, fX, fY);
1889 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1890 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1892 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1894 e_Colors := Color;
1895 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1896 e_Colors.R := 255;
1897 e_Colors.G := 255;
1898 e_Colors.B := 255;
1899 end;
1901 if gCorpses <> nil then
1902 for i := 0 to High(gCorpses) do
1903 if gCorpses[i] <> nil then
1904 gCorpses[i].Draw();
1905 end;
1907 procedure g_Player_DrawShells();
1908 var
1909 i, fX, fY: Integer;
1910 a: TDFPoint;
1911 begin
1912 if gShells <> nil then
1913 for i := 0 to High(gShells) do
1914 if gShells[i].alive then
1915 with gShells[i] do
1916 begin
1917 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1918 Continue;
1920 Obj.lerp(gLerpFactor, fX, fY);
1922 a.X := CX;
1923 a.Y := CY;
1925 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1926 end;
1927 end;
1929 procedure g_Player_RemoveAllCorpses();
1930 var
1931 i: Integer;
1932 begin
1933 gGibs := nil;
1934 gShells := nil;
1935 SetLength(gGibs, MaxGibs);
1936 SetLength(gShells, MaxGibs);
1937 CurrentGib := 0;
1938 CurrentShell := 0;
1940 if gCorpses <> nil then
1941 for i := 0 to High(gCorpses) do
1942 gCorpses[i].Free();
1944 gCorpses := nil;
1945 SetLength(gCorpses, MaxCorpses);
1946 end;
1948 procedure g_Player_Corpses_SaveState (st: TStream);
1949 var
1950 count, i: Integer;
1951 begin
1952 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1953 count := 0;
1954 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1956 // Êîëè÷åñòâî òðóïîâ
1957 utils.writeInt(st, LongInt(count));
1959 if (count = 0) then exit;
1961 // Ñîõðàíÿåì òðóïû
1962 for i := 0 to High(gCorpses) do
1963 begin
1964 if gCorpses[i] <> nil then
1965 begin
1966 // Íàçâàíèå ìîäåëè
1967 utils.writeStr(st, gCorpses[i].FModelName);
1968 // Òèï ñìåðòè
1969 utils.writeBool(st, gCorpses[i].Mess);
1970 // Ñîõðàíÿåì äàííûå òðóïà:
1971 gCorpses[i].SaveState(st);
1972 end;
1973 end;
1974 end;
1977 procedure g_Player_Corpses_LoadState (st: TStream);
1978 var
1979 count, i: Integer;
1980 str: String;
1981 b: Boolean;
1982 begin
1983 assert(st <> nil);
1985 g_Player_RemoveAllCorpses();
1987 // Êîëè÷åñòâî òðóïîâ:
1988 count := utils.readLongInt(st);
1989 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1991 if (count = 0) then exit;
1993 // Çàãðóæàåì òðóïû
1994 for i := 0 to count-1 do
1995 begin
1996 // Íàçâàíèå ìîäåëè:
1997 str := utils.readStr(st);
1998 // Òèï ñìåðòè
1999 b := utils.readBool(st);
2000 // Ñîçäàåì òðóï
2001 gCorpses[i] := TCorpse.Create(0, 0, str, b);
2002 // Çàãðóæàåì äàííûå òðóïà
2003 gCorpses[i].LoadState(st);
2004 end;
2005 end;
2008 { T P l a y e r : }
2010 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
2012 procedure TPlayer.BFGHit();
2013 begin
2014 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2015 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2016 if g_Game_IsServer and g_Game_IsNet then
2017 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2018 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2019 0, NET_GFX_BFGHIT);
2020 end;
2022 procedure TPlayer.ChangeModel(ModelName: string);
2023 var
2024 locModel: TPlayerModel;
2025 begin
2026 locModel := g_PlayerModel_Get(ModelName);
2027 if locModel = nil then Exit;
2029 FModel.Free();
2030 FModel := locModel;
2031 end;
2033 procedure TPlayer.SetModel(ModelName: string);
2034 var
2035 m: TPlayerModel;
2036 begin
2037 m := g_PlayerModel_Get(ModelName);
2038 if m = nil then
2039 begin
2040 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2041 m := g_PlayerModel_Get('doomer');
2042 if m = nil then
2043 begin
2044 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2045 Exit;
2046 end;
2047 end;
2049 if FModel <> nil then
2050 FModel.Free();
2052 FModel := m;
2054 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2055 FModel.Color := FColor
2056 else
2057 FModel.Color := TEAMCOLOR[FTeam];
2058 FModel.SetWeapon(FCurrWeap);
2059 FModel.SetFlag(FFlag);
2060 SetDirection(FDirection);
2061 end;
2063 procedure TPlayer.SetColor(Color: TRGB);
2064 begin
2065 FColor := Color;
2066 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2067 if FModel <> nil then FModel.Color := Color;
2068 end;
2070 function TPlayer.GetColor(): TRGB;
2071 begin
2072 result := FModel.Color;
2073 end;
2075 procedure TPlayer.SwitchTeam;
2076 begin
2077 if g_Game_IsClient then
2078 Exit;
2079 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2081 if gGameOn and FAlive then
2082 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2084 if FTeam = TEAM_RED then
2085 begin
2086 ChangeTeam(TEAM_BLUE);
2087 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2088 if g_Game_IsNet then
2089 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2090 end
2091 else
2092 begin
2093 ChangeTeam(TEAM_RED);
2094 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2095 if g_Game_IsNet then
2096 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2097 end;
2098 FPreferredTeam := FTeam;
2099 end;
2101 procedure TPlayer.ChangeTeam(Team: Byte);
2102 var
2103 OldTeam: Byte;
2104 begin
2105 OldTeam := FTeam;
2106 FTeam := Team;
2107 case Team of
2108 TEAM_RED, TEAM_BLUE:
2109 FModel.Color := TEAMCOLOR[Team];
2110 else
2111 FModel.Color := FColor;
2112 end;
2113 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2114 MH_SEND_PlayerStats(FUID);
2115 end;
2118 procedure TPlayer.CollideItem();
2119 var
2120 i: Integer;
2121 r: Boolean;
2122 begin
2123 if gItems = nil then Exit;
2124 if not FAlive then Exit;
2126 for i := 0 to High(gItems) do
2127 with gItems[i] do
2128 begin
2129 if (ItemType <> ITEM_NONE) and alive then
2130 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2131 PLAYER_RECT.Height, @Obj) then
2132 begin
2133 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2135 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2136 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2137 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2138 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2139 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2141 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2142 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2143 (gGameSettings.GameType = GT_SINGLE) and
2144 (g_Player_GetCount() > 1)) then
2145 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2146 end;
2147 end;
2148 end;
2151 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2152 begin
2153 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2154 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2155 False);
2156 end;
2158 constructor TPlayer.Create();
2159 begin
2160 viewPortX := 0;
2161 viewPortY := 0;
2162 viewPortW := 0;
2163 viewPortH := 0;
2164 mEDamageType := HIT_SOME;
2166 FIamBot := False;
2167 FDummy := False;
2168 FSpawned := False;
2170 FSawSound := TPlayableSound.Create();
2171 FSawSoundIdle := TPlayableSound.Create();
2172 FSawSoundHit := TPlayableSound.Create();
2173 FSawSoundSelect := TPlayableSound.Create();
2174 FFlameSoundOn := TPlayableSound.Create();
2175 FFlameSoundOff := TPlayableSound.Create();
2176 FFlameSoundWork := TPlayableSound.Create();
2177 FJetSoundFly := TPlayableSound.Create();
2178 FJetSoundOn := TPlayableSound.Create();
2179 FJetSoundOff := TPlayableSound.Create();
2181 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2182 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2183 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2184 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2185 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2186 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2187 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2188 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2189 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2190 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2192 FSpectatePlayer := -1;
2193 FClientID := -1;
2194 FPing := 0;
2195 FLoss := 0;
2196 FSavedStateNum := -1;
2197 FShellTimer := -1;
2198 FFireTime := 0;
2199 FFirePainTime := 0;
2200 FFireAttacker := 0;
2201 FHandicap := 100;
2203 FActualModelName := 'doomer';
2205 g_Obj_Init(@FObj);
2206 FObj.Rect := PLAYER_RECT;
2208 FBFGFireCounter := -1;
2209 FJustTeleported := False;
2210 FNetTime := 0;
2212 FWaitForFirstSpawn := false;
2214 resetWeaponQueue();
2215 end;
2217 procedure TPlayer.positionChanged (); inline;
2218 begin
2219 end;
2221 procedure TPlayer.doDamage (v: Integer);
2222 begin
2223 if (v <= 0) then exit;
2224 if (v > 32767) then v := 32767;
2225 Damage(v, 0, 0, 0, mEDamageType);
2226 end;
2228 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2229 var
2230 c: Word;
2231 begin
2232 if (not g_Game_IsClient) and (not FAlive) then
2233 Exit;
2235 FLastHit := t;
2237 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2238 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2239 begin
2240 if not g_Game_IsClient then
2241 begin
2242 FArmor := 0;
2243 if t = HIT_TRAP then
2244 begin
2245 // Ëîâóøêà óáèâàåò ñðàçó:
2246 FHealth := -100;
2247 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2248 end;
2249 if t = HIT_SELF then
2250 begin
2251 // Ñàìîóáèéñòâî:
2252 FHealth := 0;
2253 Kill(K_SIMPLEKILL, SpawnerUID, t);
2254 end;
2255 end;
2256 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2257 FMegaRulez[MR_SUIT] := 0;
2258 FMegaRulez[MR_INVUL] := 0;
2259 FMegaRulez[MR_INVIS] := 0;
2260 FSpawnInvul := 0;
2261 FBerserk := 0;
2262 end;
2264 // Íî îò îñòàëüíîãî ñïàñàåò:
2265 if FMegaRulez[MR_INVUL] >= gTime then
2266 Exit;
2268 // ×èò-êîä "ÃÎÐÅÖ":
2269 if FGodMode then
2270 Exit;
2272 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2273 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2274 (SpawnerUID = FUID) or
2275 (not SameTeam(FUID, SpawnerUID)) then
2276 begin
2277 FLastSpawnerUID := SpawnerUID;
2279 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2280 if gBloodCount > 0 then
2281 begin
2282 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2283 if value div 4 <= c then
2284 c := c - (value div 4)
2285 else
2286 c := 0;
2288 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2289 MakeBloodSimple(c)
2290 else
2291 case t of
2292 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2293 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2294 end;
2296 if t = HIT_WATER then
2297 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2298 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2299 end;
2301 // Áóôåð óðîíà:
2302 if FAlive then
2303 Inc(FDamageBuffer, value);
2305 // Âñïûøêà áîëè:
2306 if gFlash <> 0 then
2307 FPain := FPain + value;
2308 end;
2310 if g_Game_IsServer and g_Game_IsNet then
2311 begin
2312 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2313 MH_SEND_PlayerStats(FUID);
2314 MH_SEND_PlayerPos(False, FUID);
2315 end;
2316 end;
2318 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2319 begin
2320 Result := False;
2321 if g_Game_IsClient then
2322 Exit;
2323 if not FAlive then
2324 Exit;
2326 if Soft and (FHealth < PLAYER_HP_SOFT) then
2327 begin
2328 IncMax(FHealth, value, PLAYER_HP_SOFT);
2329 Result := True;
2330 end;
2331 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2332 begin
2333 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2334 Result := True;
2335 end;
2337 if Result and g_Game_IsServer and g_Game_IsNet then
2338 MH_SEND_PlayerStats(FUID);
2339 end;
2341 destructor TPlayer.Destroy();
2342 begin
2343 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2344 gPlayer1 := nil;
2345 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2346 gPlayer2 := nil;
2348 FSawSound.Free();
2349 FSawSoundIdle.Free();
2350 FSawSoundHit.Free();
2351 FSawSoundSelect.Free();
2352 FFlameSoundOn.Free();
2353 FFlameSoundOff.Free();
2354 FFlameSoundWork.Free();
2355 FJetSoundFly.Free();
2356 FJetSoundOn.Free();
2357 FJetSoundOff.Free();
2358 FModel.Free();
2359 if FPunchAnim <> nil then
2360 FPunchAnim.Free();
2362 inherited;
2363 end;
2365 procedure TPlayer.DrawIndicator(Color: TRGB);
2366 var
2367 indX, indY, fX, fY, fSlope: Integer;
2368 indW, indH: Word;
2369 indA: Single;
2370 a: TDFPoint;
2371 nW, nH: Byte;
2372 ID: DWORD;
2373 c: TRGB;
2374 begin
2375 if FAlive then
2376 begin
2377 FObj.lerp(gLerpFactor, fX, fY);
2378 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2380 case gPlayerIndicatorStyle of
2381 0:
2382 begin
2383 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2384 begin
2385 e_GetTextureSize(ID, @indW, @indH);
2386 a.X := indW div 2;
2387 a.Y := indH div 2;
2389 if (FObj.X + FObj.Rect.X) < 0 then
2390 begin
2391 indA := 90;
2392 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2393 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2394 end
2396 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2397 begin
2398 indA := 270;
2399 indX := fX + FObj.Rect.X - indH;
2400 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2401 end
2403 else if (FObj.Y - indH) < 0 then
2404 begin
2405 indA := 180;
2406 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2407 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2408 end
2410 else
2411 begin
2412 indA := 0;
2413 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2414 indY := fY - indH;
2415 end;
2417 indY := indY + fSlope;
2418 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2419 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2421 c := e_Colors;
2422 e_Colors := Color;
2423 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2424 e_Colors := c;
2425 end;
2426 end;
2428 1:
2429 begin
2430 e_TextureFontGetSize(gStdFont, nW, nH);
2431 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2432 indY := fY - nH + fSlope;
2433 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2434 end;
2435 end;
2436 end;
2437 end;
2439 procedure TPlayer.DrawBubble();
2440 var
2441 bubX, bubY, fX, fY: Integer;
2442 ID: LongWord;
2443 Rb, Gb, Bb,
2444 Rw, Gw, Bw: SmallInt;
2445 Dot: Byte;
2446 begin
2447 FObj.lerp(gLerpFactor, fX, fY);
2448 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2449 bubY := fY+FObj.Rect.Y - 18;
2450 Rb := 64;
2451 Gb := 64;
2452 Bb := 64;
2453 Rw := 240;
2454 Gw := 240;
2455 Bw := 240;
2456 case gChatBubble of
2457 1: // simple textual non-bubble
2458 begin
2459 bubX := fX+FObj.Rect.X - 11;
2460 bubY := fY+FObj.Rect.Y - 17;
2461 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2462 Exit;
2463 end;
2464 2: // advanced pixel-perfect bubble
2465 begin
2466 if FTeam = TEAM_RED then
2467 Rb := 255
2468 else
2469 if FTeam = TEAM_BLUE then
2470 Bb := 255;
2471 end;
2472 3: // colored bubble
2473 begin
2474 Rb := FModel.Color.R;
2475 Gb := FModel.Color.G;
2476 Bb := FModel.Color.B;
2477 Rw := Min(Rb * 2 + 64, 255);
2478 Gw := Min(Gb * 2 + 64, 255);
2479 Bw := Min(Bb * 2 + 64, 255);
2480 if (Abs(Rw - Rb) < 32)
2481 or (Abs(Gw - Gb) < 32)
2482 or (Abs(Bw - Bb) < 32) then
2483 begin
2484 Rb := Max(Rw div 2 - 16, 0);
2485 Gb := Max(Gw div 2 - 16, 0);
2486 Bb := Max(Bw div 2 - 16, 0);
2487 end;
2488 end;
2489 4: // custom textured bubble
2490 begin
2491 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2492 if FDirection = TDirection.D_RIGHT then
2493 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2494 else
2495 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2496 Exit;
2497 end;
2498 end;
2500 // Outer borders
2501 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2502 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2503 // Inner box
2504 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2506 // Tail
2507 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2508 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2509 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);
2510 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);
2511 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);
2512 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);
2514 // Dots
2515 Dot := 6;
2516 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2517 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2518 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2519 end;
2521 procedure TPlayer.Draw();
2522 var
2523 ID: DWORD;
2524 w, h: Word;
2525 dr: Boolean;
2526 Mirror: TMirrorType;
2527 fX, fY, fSlope: Integer;
2528 begin
2529 FObj.lerp(gLerpFactor, fX, fY);
2530 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2532 if FAlive then
2533 begin
2534 if Direction = TDirection.D_RIGHT then
2535 Mirror := TMirrorType.None
2536 else
2537 Mirror := TMirrorType.Horizontal;
2539 if FPunchAnim <> nil then
2540 begin
2541 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2542 fY+fSlope+FObj.Rect.Y-11, Mirror);
2543 if FPunchAnim.played then
2544 begin
2545 FPunchAnim.Free;
2546 FPunchAnim := nil;
2547 end;
2548 end;
2550 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2551 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2552 begin
2553 e_GetTextureSize(ID, @w, @h);
2554 if FDirection = TDirection.D_LEFT then
2555 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2556 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2557 else
2558 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2559 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2560 end;
2562 if FMegaRulez[MR_INVIS] > gTime then
2563 begin
2564 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2565 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2566 begin
2567 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2568 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2569 else
2570 dr := True;
2571 if dr then
2572 FModel.Draw(fX, fY+fSlope, 200)
2573 else
2574 FModel.Draw(fX, fY+fSlope);
2575 end
2576 else
2577 FModel.Draw(fX, fY+fSlope, 254);
2578 end
2579 else
2580 FModel.Draw(fX, fY+fSlope);
2581 end;
2583 if g_debug_Frames then
2584 begin
2585 e_DrawQuad(FObj.X+FObj.Rect.X,
2586 FObj.Y+FObj.Rect.Y,
2587 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2588 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2589 0, 255, 0);
2590 end;
2592 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2593 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2594 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2595 DrawBubble();
2596 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2597 if gAimLine and alive and
2598 ((Self = gPlayer1) or (Self = gPlayer2)) then
2599 DrawAim();
2600 end;
2603 procedure TPlayer.DrawAim();
2604 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2605 var
2606 ex, ey: Integer;
2607 begin
2609 {$IFDEF ENABLE_HOLMES}
2610 if isValidViewPort and (self = gPlayer1) then
2611 begin
2612 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2613 end;
2614 {$ENDIF}
2616 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2617 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2618 begin
2619 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2620 end
2621 else
2622 begin
2623 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2624 end;
2625 end;
2627 var
2628 wx, wy, xx, yy: Integer;
2629 angle: SmallInt;
2630 sz, len: Word;
2631 begin
2632 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2633 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2634 angle := FAngle;
2635 len := 1024;
2636 sz := 2;
2637 case FCurrWeap of
2638 0: begin // Punch
2639 len := 12;
2640 sz := 4;
2641 end;
2642 1: begin // Chainsaw
2643 len := 24;
2644 sz := 6;
2645 end;
2646 2: begin // Pistol
2647 len := 1024;
2648 sz := 2;
2649 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2650 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2651 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2652 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2653 end;
2654 3: begin // Shotgun
2655 len := 1024;
2656 sz := 3;
2657 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2658 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2659 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2660 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2661 end;
2662 4: begin // Double Shotgun
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 5: begin // Chaingun
2671 len := 1024;
2672 sz := 3;
2673 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2674 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2675 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2676 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2677 end;
2678 6: begin // Rocket Launcher
2679 len := 1024;
2680 sz := 7;
2681 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2682 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2683 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2684 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2685 end;
2686 7: begin // Plasmagun
2687 len := 1024;
2688 sz := 5;
2689 if angle = ANGLE_RIGHTUP then Inc(angle);
2690 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2691 if angle = ANGLE_LEFTUP then Dec(angle);
2692 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2693 end;
2694 8: begin // BFG
2695 len := 1024;
2696 sz := 12;
2697 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2698 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2699 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2700 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2701 end;
2702 9: begin // Super Chaingun
2703 len := 1024;
2704 sz := 4;
2705 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2706 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2707 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2708 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2709 end;
2710 end;
2711 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2712 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2713 {$IF DEFINED(D2F_DEBUG)}
2714 drawCast(sz, wx, wy, xx, yy);
2715 {$ELSE}
2716 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2717 {$ENDIF}
2718 end;
2720 procedure TPlayer.DrawGUI();
2721 var
2722 ID: DWORD;
2723 X, Y, SY, a, p, m: Integer;
2724 tw, th: Word;
2725 cw, ch: Byte;
2726 s: string;
2727 stat: TPlayerStatArray;
2728 begin
2729 X := gPlayerScreenSize.X;
2730 SY := gPlayerScreenSize.Y;
2731 Y := 0;
2733 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2734 begin
2735 if gGameSettings.GameMode = GM_CTF then
2736 a := 32 + 8
2737 else
2738 a := 0;
2739 if gGameSettings.GameMode = GM_CTF then
2740 begin
2741 s := 'TEXTURE_PLAYER_REDFLAG';
2742 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2743 s := 'TEXTURE_PLAYER_REDFLAG_S';
2744 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2745 s := 'TEXTURE_PLAYER_REDFLAG_D';
2746 if g_Texture_Get(s, ID) then
2747 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2748 end;
2750 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2751 e_CharFont_GetSize(gMenuFont, s, tw, th);
2752 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2754 if gGameSettings.GameMode = GM_CTF then
2755 begin
2756 s := 'TEXTURE_PLAYER_BLUEFLAG';
2757 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2758 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2759 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2760 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2761 if g_Texture_Get(s, ID) then
2762 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2763 end;
2765 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2766 e_CharFont_GetSize(gMenuFont, s, tw, th);
2767 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2768 end;
2770 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2771 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2772 0, False, False);
2774 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2775 e_Draw(ID, X+2, Y, 0, True, False);
2777 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2778 begin
2779 if gShowStat then
2780 begin
2781 s := IntToStr(Frags);
2782 e_CharFont_GetSize(gMenuFont, s, tw, th);
2783 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2785 s := '';
2786 p := 1;
2787 m := 0;
2788 stat := g_Player_GetStats();
2789 if stat <> nil then
2790 begin
2791 p := 1;
2793 for a := 0 to High(stat) do
2794 if stat[a].Name <> Name then
2795 begin
2796 if stat[a].Frags > m then m := stat[a].Frags;
2797 if stat[a].Frags > Frags then p := p+1;
2798 end;
2799 end;
2801 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2802 if Frags >= m then s := s+'+' else s := s+'-';
2803 s := s+IntToStr(Abs(Frags-m));
2805 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2806 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2807 end;
2809 if gLMSRespawn > LMS_RESPAWN_NONE then
2810 begin
2811 s := _lc[I_GAME_WARMUP];
2812 e_CharFont_GetSize(gMenuFont, s, tw, th);
2813 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2814 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2815 end
2816 else if gShowLives and (gGameSettings.MaxLives > 0) then
2817 begin
2818 s := IntToStr(Lives);
2819 e_CharFont_GetSize(gMenuFont, s, tw, th);
2820 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2821 end;
2822 end;
2824 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2825 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2827 if R_BERSERK in FRulez then
2828 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2829 else
2830 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2832 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2833 e_Draw(ID, X+36, Y+77, 0, True, False);
2835 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2836 e_CharFont_GetSize(gMenuFont, s, tw, th);
2837 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2839 s := IntToStr(FArmor);
2840 e_CharFont_GetSize(gMenuFont, s, tw, th);
2841 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2843 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2845 case FCurrWeap of
2846 WEAPON_KASTET:
2847 begin
2848 s := '--';
2849 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2850 end;
2851 WEAPON_SAW:
2852 begin
2853 s := '--';
2854 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2855 end;
2856 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2857 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2858 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2859 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2860 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2861 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2862 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2863 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2864 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2865 end;
2867 e_CharFont_GetSize(gMenuFont, s, tw, th);
2868 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2869 e_Draw(ID, X+20, Y+160, 0, True, False);
2871 if R_KEY_RED in FRulez then
2872 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2874 if R_KEY_GREEN in FRulez then
2875 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2877 if R_KEY_BLUE in FRulez then
2878 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2880 if FJetFuel > 0 then
2881 begin
2882 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2883 e_Draw(ID, X+2, Y+116, 0, True, False);
2884 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2885 e_Draw(ID, X+2, Y+126, 0, True, False);
2886 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2887 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2888 end
2889 else
2890 begin
2891 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2892 e_Draw(ID, X+2, Y+124, 0, True, False);
2893 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2894 end;
2896 if gShowPing and g_Game_IsClient then
2897 begin
2898 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2899 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2900 Y := Y + 16;
2901 end;
2903 if FSpectator then
2904 begin
2905 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2906 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2907 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2908 if FNoRespawn then
2909 begin
2910 e_TextureFontGetSize(gStdFont, cw, ch);
2911 s := _lc[I_PLAYER_SPECT4];
2912 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2913 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2914 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2915 end;
2917 end;
2918 end;
2920 procedure TPlayer.DrawRulez();
2921 var
2922 dr: Boolean;
2923 begin
2924 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2925 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2926 begin
2927 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2928 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2929 else
2930 dr := True;
2932 if dr then
2933 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2934 191, 191, 191, 0, TBlending.Invert);
2935 end;
2937 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2938 if FMegaRulez[MR_SUIT] >= gTime then
2939 begin
2940 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2941 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2942 else
2943 dr := True;
2945 if dr then
2946 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2947 0, 96, 0, 200, TBlending.None);
2948 end;
2950 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2951 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2952 begin
2953 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2954 255, 0, 0, 200, TBlending.None);
2955 end;
2956 end;
2958 procedure TPlayer.DrawPain();
2959 var
2960 a, h: Integer;
2961 begin
2962 if FPain = 0 then Exit;
2964 a := FPain;
2966 if a < 15 then h := 0
2967 else if a < 35 then h := 1
2968 else if a < 55 then h := 2
2969 else if a < 75 then h := 3
2970 else if a < 95 then h := 4
2971 else h := 5;
2973 //if a > 255 then a := 255;
2975 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2976 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2977 end;
2979 procedure TPlayer.DrawPickup();
2980 var
2981 a, h: Integer;
2982 begin
2983 if FPickup = 0 then Exit;
2985 a := FPickup;
2987 if a < 15 then h := 1
2988 else if a < 35 then h := 2
2989 else if a < 55 then h := 3
2990 else if a < 75 then h := 4
2991 else h := 5;
2993 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2994 end;
2996 procedure TPlayer.DoPunch();
2997 var
2998 id: DWORD;
2999 st: String;
3000 begin
3001 if FPunchAnim <> nil then begin
3002 FPunchAnim.reset();
3003 FPunchAnim.Free;
3004 FPunchAnim := nil;
3005 end;
3006 st := 'FRAMES_PUNCH';
3007 if R_BERSERK in FRulez then
3008 st := st + '_BERSERK';
3009 if FKeys[KEY_UP].Pressed then
3010 st := st + '_UP'
3011 else if FKeys[KEY_DOWN].Pressed then
3012 st := st + '_DN';
3013 g_Frames_Get(id, st);
3014 FPunchAnim := TAnimation.Create(id, False, 1);
3015 end;
3017 procedure TPlayer.Fire();
3018 var
3019 f, DidFire: Boolean;
3020 wx, wy, xd, yd: Integer;
3021 locobj: TObj;
3022 begin
3023 if g_Game_IsClient then Exit;
3024 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3025 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3027 if FSpectator then
3028 begin
3029 Respawn(False);
3030 Exit;
3031 end;
3033 if FReloading[FCurrWeap] <> 0 then Exit;
3035 DidFire := False;
3037 f := False;
3038 wx := FObj.X+WEAPONPOINT[FDirection].X;
3039 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3040 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3041 yd := wy+firediry();
3043 case FCurrWeap of
3044 WEAPON_KASTET:
3045 begin
3046 DoPunch();
3047 if R_BERSERK in FRulez then
3048 begin
3049 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3050 locobj.X := FObj.X+FObj.Rect.X;
3051 locobj.Y := FObj.Y+FObj.Rect.Y;
3052 locobj.rect.X := 0;
3053 locobj.rect.Y := 0;
3054 locobj.rect.Width := 39;
3055 locobj.rect.Height := 52;
3056 locobj.Vel.X := (xd-wx) div 2;
3057 locobj.Vel.Y := (yd-wy) div 2;
3058 locobj.Accel.X := xd-wx;
3059 locobj.Accel.y := yd-wy;
3061 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3062 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3063 else
3064 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3066 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3067 end
3068 else
3069 begin
3070 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3071 end;
3073 DidFire := True;
3074 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3075 end;
3077 WEAPON_SAW:
3078 begin
3079 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3080 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3081 begin
3082 FSawSoundSelect.Stop();
3083 FSawSound.Stop();
3084 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3085 end
3086 else if not FSawSoundHit.IsPlaying() then
3087 begin
3088 FSawSoundSelect.Stop();
3089 FSawSound.PlayAt(FObj.X, FObj.Y);
3090 end;
3092 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3093 DidFire := True;
3094 f := True;
3095 end;
3097 WEAPON_PISTOL:
3098 if FAmmo[A_BULLETS] > 0 then
3099 begin
3100 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3101 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3102 Dec(FAmmo[A_BULLETS]);
3103 FFireAngle := FAngle;
3104 f := True;
3105 DidFire := True;
3106 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3107 GameVelX, GameVelY-2, SHELL_BULLET);
3108 end;
3110 WEAPON_SHOTGUN1:
3111 if FAmmo[A_SHELLS] > 0 then
3112 begin
3113 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3114 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3115 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3116 Dec(FAmmo[A_SHELLS]);
3117 FFireAngle := FAngle;
3118 f := True;
3119 DidFire := True;
3120 FShellTimer := 10;
3121 FShellType := SHELL_SHELL;
3122 end;
3124 WEAPON_SHOTGUN2:
3125 if FAmmo[A_SHELLS] >= 2 then
3126 begin
3127 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3128 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3129 Dec(FAmmo[A_SHELLS], 2);
3130 FFireAngle := FAngle;
3131 f := True;
3132 DidFire := True;
3133 FShellTimer := 13;
3134 FShellType := SHELL_DBLSHELL;
3135 end;
3137 WEAPON_CHAINGUN:
3138 if FAmmo[A_BULLETS] > 0 then
3139 begin
3140 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3141 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3142 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3143 Dec(FAmmo[A_BULLETS]);
3144 FFireAngle := FAngle;
3145 f := True;
3146 DidFire := True;
3147 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3148 GameVelX, GameVelY-2, SHELL_BULLET);
3149 end;
3151 WEAPON_ROCKETLAUNCHER:
3152 if FAmmo[A_ROCKETS] > 0 then
3153 begin
3154 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3155 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3156 Dec(FAmmo[A_ROCKETS]);
3157 FFireAngle := FAngle;
3158 f := True;
3159 DidFire := True;
3160 end;
3162 WEAPON_PLASMA:
3163 if FAmmo[A_CELLS] > 0 then
3164 begin
3165 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3166 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3167 Dec(FAmmo[A_CELLS]);
3168 FFireAngle := FAngle;
3169 f := True;
3170 DidFire := True;
3171 end;
3173 WEAPON_BFG:
3174 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3175 begin
3176 FBFGFireCounter := 17;
3177 if not FNoReload then
3178 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3179 Dec(FAmmo[A_CELLS], 40);
3180 DidFire := True;
3181 end;
3183 WEAPON_SUPERPULEMET:
3184 if FAmmo[A_SHELLS] > 0 then
3185 begin
3186 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3187 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3188 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3189 Dec(FAmmo[A_SHELLS]);
3190 FFireAngle := FAngle;
3191 f := True;
3192 DidFire := True;
3193 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3194 GameVelX, GameVelY-2, SHELL_SHELL);
3195 end;
3197 WEAPON_FLAMETHROWER:
3198 if FAmmo[A_FUEL] > 0 then
3199 begin
3200 g_Weapon_flame(wx, wy, xd, yd, FUID);
3201 FlamerOn;
3202 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3203 Dec(FAmmo[A_FUEL]);
3204 FFireAngle := FAngle;
3205 f := True;
3206 DidFire := True;
3207 end
3208 else
3209 begin
3210 FlamerOff;
3211 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3212 end;
3213 end;
3215 if g_Game_IsNet then
3216 begin
3217 if DidFire then
3218 begin
3219 if FCurrWeap <> WEAPON_BFG then
3220 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3221 else
3222 if not FNoReload then
3223 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3224 end;
3226 MH_SEND_PlayerStats(FUID);
3227 end;
3229 if not f then Exit;
3231 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3232 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3233 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3234 end;
3236 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3237 begin
3238 case Weapon of
3239 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3240 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3241 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3242 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3243 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3244 else Result := 0;
3245 end;
3246 end;
3248 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3249 begin
3250 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3251 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3252 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3253 end;
3255 procedure TPlayer.FlamerOn;
3256 begin
3257 FFlameSoundOff.Stop();
3258 FFlameSoundOff.SetPosition(0);
3259 if FFlaming then
3260 begin
3261 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3262 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3263 end
3264 else
3265 begin
3266 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3267 FFlaming := True;
3268 end;
3269 end;
3271 procedure TPlayer.FlamerOff;
3272 begin
3273 if FFlaming then
3274 begin
3275 FFlameSoundOn.Stop();
3276 FFlameSoundOn.SetPosition(0);
3277 FFlameSoundWork.Stop();
3278 FFlameSoundWork.SetPosition(0);
3279 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3280 FFlaming := False;
3281 end;
3282 end;
3284 procedure TPlayer.JetpackOn;
3285 begin
3286 FJetSoundFly.Stop;
3287 FJetSoundOff.Stop;
3288 FJetSoundOn.SetPosition(0);
3289 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3290 FlySmoke(8);
3291 end;
3293 procedure TPlayer.JetpackOff;
3294 begin
3295 FJetSoundFly.Stop;
3296 FJetSoundOn.Stop;
3297 FJetSoundOff.SetPosition(0);
3298 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3299 end;
3301 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3302 begin
3303 if Timeout <= 0 then
3304 exit;
3305 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3306 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3307 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3308 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3309 if FFireTime <= 0 then
3310 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3311 FFireTime := Timeout;
3312 FFireAttacker := Attacker;
3313 if g_Game_IsNet and g_Game_IsServer then
3314 MH_SEND_PlayerStats(FUID);
3315 end;
3317 procedure TPlayer.Jump();
3318 begin
3319 if gFly or FJetpack then
3320 begin
3321 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3322 if FObj.Vel.Y > -VEL_FLY then
3323 FObj.Vel.Y := FObj.Vel.Y - 3;
3324 if FJetpack then
3325 begin
3326 if FJetFuel > 0 then
3327 Dec(FJetFuel);
3328 if (FJetFuel < 1) and g_Game_IsServer then
3329 begin
3330 FJetpack := False;
3331 JetpackOff;
3332 if g_Game_IsNet then
3333 MH_SEND_PlayerStats(FUID);
3334 end;
3335 end;
3336 Exit;
3337 end;
3339 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3340 if FGhost then
3341 FCanJetpack := False;
3343 // Ïðûãàåì èëè âñïëûâàåì:
3344 if (CollideLevel(0, 1) or
3345 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3346 PLAYER_RECT.Height-33, PANEL_STEP, False)
3347 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3348 begin
3349 FObj.Vel.Y := -VEL_JUMP;
3350 FCanJetpack := False;
3351 end
3352 else
3353 begin
3354 if BodyInLiquid(0, 0) then
3355 FObj.Vel.Y := -VEL_SW
3356 else if (FJetFuel > 0) and FCanJetpack and
3357 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3358 begin
3359 FJetpack := True;
3360 JetpackOn;
3361 if g_Game_IsNet then
3362 MH_SEND_PlayerStats(FUID);
3363 end;
3364 end;
3365 end;
3367 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3368 var
3369 a, i, k, ab, ar: Byte;
3370 s: String;
3371 mon: TMonster;
3372 plr: TPlayer;
3373 srv, netsrv: Boolean;
3374 DoFrags: Boolean;
3375 OldLR: Byte;
3376 KP: TPlayer;
3377 it: PItem;
3379 procedure PushItem(t: Byte);
3380 var
3381 id: DWORD;
3382 begin
3383 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3384 it := g_Items_ByIdx(id);
3385 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3386 begin
3387 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3388 (FObj.Vel.Y div 2)-Random(9));
3389 it.positionChanged(); // this updates spatial accelerators
3390 end
3391 else
3392 begin
3393 if KillType = K_HARDKILL then // -5..+5; -5..0
3394 begin
3395 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3396 (FObj.Vel.Y div 2)-Random(6));
3397 end
3398 else // -3..+3; -3..0
3399 begin
3400 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3401 (FObj.Vel.Y div 2)-Random(4));
3402 end;
3403 it.positionChanged(); // this updates spatial accelerators
3404 end;
3406 if g_Game_IsNet and g_Game_IsServer then
3407 MH_SEND_ItemSpawn(True, id);
3408 end;
3410 begin
3411 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3412 Srv := g_Game_IsServer;
3413 Netsrv := g_Game_IsServer and g_Game_IsNet;
3414 if Srv then FDeath := FDeath + 1;
3415 if FAlive then
3416 begin
3417 if FGhost then
3418 FGhost := False;
3419 if not FPhysics then
3420 FPhysics := True;
3421 FAlive := False;
3422 end;
3423 FShellTimer := -1;
3425 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3426 begin
3427 if FLives > 0 then FLives := FLives - 1;
3428 if FLives = 0 then FNoRespawn := True;
3429 end;
3431 // Íîìåð òèïà ñìåðòè:
3432 a := 1;
3433 case KillType of
3434 K_SIMPLEKILL: a := 1;
3435 K_HARDKILL: a := 2;
3436 K_EXTRAHARDKILL: a := 3;
3437 K_FALLKILL: a := 4;
3438 end;
3440 // Çâóê ñìåðòè:
3441 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3442 for i := 1 to 3 do
3443 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3444 Break;
3446 // Âðåìÿ ðåñïàóíà:
3447 if Srv then
3448 case KillType of
3449 K_SIMPLEKILL:
3450 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3451 K_HARDKILL:
3452 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3453 K_EXTRAHARDKILL, K_FALLKILL:
3454 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3455 end;
3457 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3458 case KillType of
3459 K_SIMPLEKILL:
3460 SetAction(A_DIE1);
3461 K_HARDKILL, K_EXTRAHARDKILL:
3462 SetAction(A_DIE2);
3463 end;
3465 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3466 if (KillType <> K_FALLKILL) and (Srv) then
3467 g_Monsters_killedp();
3469 if SpawnerUID = FUID then
3470 begin // Ñàìîóáèëñÿ
3471 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3472 begin
3473 Dec(FFrags);
3474 FLastFrag := 0;
3475 end;
3476 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3477 end
3478 else
3479 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3480 begin // Óáèò äðóãèì èãðîêîì
3481 KP := g_Player_Get(SpawnerUID);
3482 if (KP <> nil) and Srv then
3483 begin
3484 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3485 if SameTeam(FUID, SpawnerUID) then
3486 begin
3487 Dec(KP.FFrags);
3488 KP.FLastFrag := 0;
3489 end else
3490 begin
3491 Inc(KP.FFrags);
3492 KP.FragCombo();
3493 end;
3495 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3496 Inc(gTeamStat[KP.Team].Goals,
3497 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3499 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3500 end;
3502 plr := g_Player_Get(SpawnerUID);
3503 if plr = nil then
3504 s := '?'
3505 else
3506 s := plr.FName;
3508 case KillType of
3509 K_HARDKILL:
3510 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3511 [FName, s]),
3512 gShowKillMsg);
3513 K_EXTRAHARDKILL:
3514 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3515 [FName, s]),
3516 gShowKillMsg);
3517 else
3518 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3519 [FName, s]),
3520 gShowKillMsg);
3521 end;
3522 end
3523 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3524 begin // Óáèò ìîíñòðîì
3525 mon := g_Monsters_ByUID(SpawnerUID);
3526 if mon = nil then
3527 s := '?'
3528 else
3529 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3531 case KillType of
3532 K_HARDKILL:
3533 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3534 [FName, s]),
3535 gShowKillMsg);
3536 K_EXTRAHARDKILL:
3537 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3538 [FName, s]),
3539 gShowKillMsg);
3540 else
3541 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3542 [FName, s]),
3543 gShowKillMsg);
3544 end;
3545 end
3546 else // Îñîáûå òèïû ñìåðòè
3547 case t of
3548 HIT_DISCON: ;
3549 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3550 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3551 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3552 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3553 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3554 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3555 end;
3557 if Srv then
3558 begin
3559 // Âûáðîñ îðóæèÿ:
3560 for a := WP_FIRST to WP_LAST do
3561 if FWeapon[a] then
3562 begin
3563 case a of
3564 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3565 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3566 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3567 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3568 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3569 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3570 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3571 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3572 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3573 else i := 0;
3574 end;
3576 if i <> 0 then
3577 PushItem(i);
3578 end;
3580 // Âûáðîñ ðþêçàêà:
3581 if R_ITEM_BACKPACK in FRulez then
3582 PushItem(ITEM_AMMO_BACKPACK);
3584 // Âûáðîñ ðàêåòíîãî ðàíöà:
3585 if FJetFuel > 0 then
3586 PushItem(ITEM_JETPACK);
3588 // Âûáðîñ êëþ÷åé:
3589 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3590 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3591 begin
3592 if R_KEY_RED in FRulez then
3593 PushItem(ITEM_KEY_RED);
3595 if R_KEY_GREEN in FRulez then
3596 PushItem(ITEM_KEY_GREEN);
3598 if R_KEY_BLUE in FRulez then
3599 PushItem(ITEM_KEY_BLUE);
3600 end;
3602 // Âûáðîñ ôëàãà:
3603 DropFlag(KillType = K_FALLKILL);
3604 end;
3606 g_Player_CreateCorpse(Self);
3608 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3609 (gLMSRespawn = LMS_RESPAWN_NONE) then
3610 begin
3611 a := 0;
3612 k := 0;
3613 ar := 0;
3614 ab := 0;
3615 for i := Low(gPlayers) to High(gPlayers) do
3616 begin
3617 if gPlayers[i] = nil then continue;
3618 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3619 begin
3620 Inc(a);
3621 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3622 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3623 k := i;
3624 end;
3625 end;
3627 OldLR := gLMSRespawn;
3628 if (gGameSettings.GameMode = GM_COOP) then
3629 begin
3630 if (a = 0) then
3631 begin
3632 // everyone is dead, restart the map
3633 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3634 if Netsrv then
3635 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3636 gLMSRespawn := LMS_RESPAWN_FINAL;
3637 gLMSRespawnTime := gTime + 5000;
3638 end
3639 else if (a = 1) then
3640 begin
3641 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3642 if (gPlayers[k] = gPlayer1) or
3643 (gPlayers[k] = gPlayer2) then
3644 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3645 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3646 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3647 end;
3648 end
3649 else if (gGameSettings.GameMode = GM_TDM) then
3650 begin
3651 if (ab = 0) and (ar <> 0) then
3652 begin
3653 // blu team ded
3654 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3655 if Netsrv then
3656 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3657 Inc(gTeamStat[TEAM_RED].Goals);
3658 gLMSRespawn := LMS_RESPAWN_FINAL;
3659 gLMSRespawnTime := gTime + 5000;
3660 end
3661 else if (ar = 0) and (ab <> 0) then
3662 begin
3663 // red team ded
3664 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3665 if Netsrv then
3666 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3667 Inc(gTeamStat[TEAM_BLUE].Goals);
3668 gLMSRespawn := LMS_RESPAWN_FINAL;
3669 gLMSRespawnTime := gTime + 5000;
3670 end
3671 else if (ar = 0) and (ab = 0) then
3672 begin
3673 // everyone ded
3674 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3675 if Netsrv then
3676 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3677 gLMSRespawn := LMS_RESPAWN_FINAL;
3678 gLMSRespawnTime := gTime + 5000;
3679 end;
3680 end
3681 else if (gGameSettings.GameMode = GM_DM) then
3682 begin
3683 if (a = 1) then
3684 begin
3685 if gPlayers[k] <> nil then
3686 with gPlayers[k] do
3687 begin
3688 // survivor is the winner
3689 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3690 if Netsrv then
3691 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3692 Inc(FFrags);
3693 end;
3694 gLMSRespawn := LMS_RESPAWN_FINAL;
3695 gLMSRespawnTime := gTime + 5000;
3696 end
3697 else if (a = 0) then
3698 begin
3699 // everyone is dead, restart the map
3700 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3701 if Netsrv then
3702 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3703 gLMSRespawn := LMS_RESPAWN_FINAL;
3704 gLMSRespawnTime := gTime + 5000;
3705 end;
3706 end;
3707 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3708 begin
3709 if NetMode = NET_SERVER then
3710 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3711 else
3712 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3713 end;
3714 end;
3716 if Netsrv then
3717 begin
3718 MH_SEND_PlayerStats(FUID);
3719 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3720 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3721 end;
3723 if srv and FNoRespawn then Spectate(True);
3724 FWantsInGame := True;
3725 end;
3727 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3728 begin
3729 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3730 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3731 end;
3733 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3734 begin
3735 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3736 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3737 end;
3739 procedure TPlayer.MakeBloodSimple(Count: Word);
3740 begin
3741 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3742 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3743 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3744 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3745 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3746 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3747 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3748 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3749 end;
3751 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3752 begin
3753 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3754 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3755 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3756 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3757 end;
3759 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3760 begin
3761 if g_Game_IsClient then Exit;
3762 if Weapon > High(FWeapon) then Exit;
3763 FNextWeap := FNextWeap or (1 shl Weapon);
3764 end;
3766 procedure TPlayer.resetWeaponQueue ();
3767 begin
3768 FNextWeap := 0;
3769 FNextWeapDelay := 0;
3770 end;
3772 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3773 begin
3774 result := false;
3775 case weapon of
3776 WEAPON_KASTET, WEAPON_SAW: result := true;
3777 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3778 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3779 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3780 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3781 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3782 else result := (weapon < length(FWeapon));
3783 end;
3784 end;
3786 // return 255 for "no switch"
3787 function TPlayer.getNextWeaponIndex (): Byte;
3788 var
3789 i: Word;
3790 wantThisWeapon: array[0..64] of Boolean;
3791 wwc: Integer = 0; //HACK!
3792 dir, cwi: Integer;
3793 begin
3794 result := 255; // default result: "no switch"
3795 // had weapon cycling on previous frame? remove that flag
3796 if (FNextWeap and $2000) <> 0 then
3797 begin
3798 FNextWeap := FNextWeap and $1FFF;
3799 FNextWeapDelay := 0;
3800 end;
3801 // cycling has priority
3802 if (FNextWeap and $C000) <> 0 then
3803 begin
3804 if (FNextWeap and $8000) <> 0 then
3805 dir := 1
3806 else
3807 dir := -1;
3808 FNextWeap := FNextWeap or $2000; // we need this
3809 if FNextWeapDelay > 0 then
3810 exit; // cooldown time
3811 cwi := FCurrWeap;
3812 for i := 0 to High(FWeapon) do
3813 begin
3814 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3815 if FWeapon[cwi] then
3816 begin
3817 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3818 result := Byte(cwi);
3819 FNextWeapDelay := WEAPON_DELAY;
3820 exit;
3821 end;
3822 end;
3823 resetWeaponQueue();
3824 exit;
3825 end;
3826 // no cycling
3827 for i := 0 to High(wantThisWeapon) do
3828 wantThisWeapon[i] := false;
3829 for i := 0 to High(FWeapon) do
3830 if (FNextWeap and (1 shl i)) <> 0 then
3831 begin
3832 wantThisWeapon[i] := true;
3833 Inc(wwc);
3834 end;
3835 // exclude currently selected weapon from the set
3836 wantThisWeapon[FCurrWeap] := false;
3837 // slow down alterations a little
3838 if wwc > 1 then
3839 begin
3840 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3841 // more than one weapon requested, assume "alteration" and check alteration delay
3842 if FNextWeapDelay > 0 then
3843 begin
3844 FNextWeap := 0;
3845 exit;
3846 end; // yeah
3847 end;
3848 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3849 // but clear all counters if no weapon should be switched
3850 if wwc < 1 then
3851 begin
3852 resetWeaponQueue();
3853 exit;
3854 end;
3855 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3856 // try weapons in descending order
3857 for i := High(FWeapon) downto 0 do
3858 begin
3859 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3860 begin
3861 // i found her!
3862 result := Byte(i);
3863 resetWeaponQueue();
3864 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3865 exit;
3866 end;
3867 end;
3868 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3869 resetWeaponQueue();
3870 end;
3872 procedure TPlayer.RealizeCurrentWeapon();
3873 function switchAllowed (): Boolean;
3874 var
3875 i: Byte;
3876 begin
3877 result := false;
3878 if FBFGFireCounter <> -1 then
3879 exit;
3880 if FTime[T_SWITCH] > gTime then
3881 exit;
3882 for i := WP_FIRST to WP_LAST do
3883 if FReloading[i] > 0 then
3884 exit;
3885 result := true;
3886 end;
3888 var
3889 nw: Byte;
3890 begin
3891 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3892 //FNextWeap := FNextWeap and $1FFF;
3893 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3895 if not switchAllowed then
3896 begin
3897 //HACK for weapon cycling
3898 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3899 exit;
3900 end;
3902 nw := getNextWeaponIndex();
3903 if nw = 255 then exit; // don't reset anything here
3904 if nw > High(FWeapon) then
3905 begin
3906 // don't forget to reset queue here!
3907 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3908 resetWeaponQueue();
3909 exit;
3910 end;
3912 if FWeapon[nw] then
3913 begin
3914 FCurrWeap := nw;
3915 FTime[T_SWITCH] := gTime+156;
3916 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3917 FModel.SetWeapon(FCurrWeap);
3918 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3919 end;
3920 end;
3922 procedure TPlayer.NextWeapon();
3923 begin
3924 if g_Game_IsClient then Exit;
3925 FNextWeap := $8000;
3926 end;
3928 procedure TPlayer.PrevWeapon();
3929 begin
3930 if g_Game_IsClient then Exit;
3931 FNextWeap := $4000;
3932 end;
3934 procedure TPlayer.SetWeapon(W: Byte);
3935 begin
3936 if FCurrWeap <> W then
3937 if W = WEAPON_SAW then
3938 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3940 FCurrWeap := W;
3941 FModel.SetWeapon(CurrWeap);
3942 resetWeaponQueue();
3943 end;
3945 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3947 function allowBerserkSwitching (): Boolean;
3948 begin
3949 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3950 result := true;
3951 if gBerserkAutoswitch then exit;
3952 if not conIsCheatsEnabled then exit;
3953 result := false;
3954 end;
3956 var
3957 a: Boolean;
3958 begin
3959 Result := False;
3960 if g_Game_IsClient then Exit;
3962 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3963 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3964 remove := not a;
3966 case ItemType of
3967 ITEM_MEDKIT_SMALL:
3968 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3969 begin
3970 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3971 Result := True;
3972 remove := True;
3973 FFireTime := 0;
3974 if gFlash = 2 then Inc(FPickup, 5);
3975 end;
3977 ITEM_MEDKIT_LARGE:
3978 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3979 begin
3980 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3981 Result := True;
3982 remove := True;
3983 FFireTime := 0;
3984 if gFlash = 2 then Inc(FPickup, 5);
3985 end;
3987 ITEM_ARMOR_GREEN:
3988 if FArmor < PLAYER_AP_SOFT then
3989 begin
3990 FArmor := PLAYER_AP_SOFT;
3991 Result := True;
3992 remove := True;
3993 if gFlash = 2 then Inc(FPickup, 5);
3994 end;
3996 ITEM_ARMOR_BLUE:
3997 if FArmor < PLAYER_AP_LIMIT then
3998 begin
3999 FArmor := PLAYER_AP_LIMIT;
4000 Result := True;
4001 remove := True;
4002 if gFlash = 2 then Inc(FPickup, 5);
4003 end;
4005 ITEM_SPHERE_BLUE:
4006 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4007 begin
4008 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4009 Result := True;
4010 remove := True;
4011 FFireTime := 0;
4012 if gFlash = 2 then Inc(FPickup, 5);
4013 end;
4015 ITEM_SPHERE_WHITE:
4016 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4017 begin
4018 if FHealth < PLAYER_HP_LIMIT then
4019 FHealth := PLAYER_HP_LIMIT;
4020 if FArmor < PLAYER_AP_LIMIT then
4021 FArmor := PLAYER_AP_LIMIT;
4022 Result := True;
4023 remove := True;
4024 FFireTime := 0;
4025 if gFlash = 2 then Inc(FPickup, 5);
4026 end;
4028 ITEM_WEAPON_SAW:
4029 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4030 begin
4031 FWeapon[WEAPON_SAW] := True;
4032 Result := True;
4033 if gFlash = 2 then Inc(FPickup, 5);
4034 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4035 end;
4037 ITEM_WEAPON_SHOTGUN1:
4038 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4039 begin
4040 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4041 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4043 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4044 FWeapon[WEAPON_SHOTGUN1] := True;
4045 Result := True;
4046 if gFlash = 2 then Inc(FPickup, 5);
4047 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4048 end;
4050 ITEM_WEAPON_SHOTGUN2:
4051 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4052 begin
4053 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4055 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4056 FWeapon[WEAPON_SHOTGUN2] := True;
4057 Result := True;
4058 if gFlash = 2 then Inc(FPickup, 5);
4059 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4060 end;
4062 ITEM_WEAPON_CHAINGUN:
4063 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4064 begin
4065 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4067 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4068 FWeapon[WEAPON_CHAINGUN] := True;
4069 Result := True;
4070 if gFlash = 2 then Inc(FPickup, 5);
4071 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4072 end;
4074 ITEM_WEAPON_ROCKETLAUNCHER:
4075 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4076 begin
4077 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4079 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4080 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4081 Result := True;
4082 if gFlash = 2 then Inc(FPickup, 5);
4083 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4084 end;
4086 ITEM_WEAPON_PLASMA:
4087 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4088 begin
4089 if a and FWeapon[WEAPON_PLASMA] then Exit;
4091 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4092 FWeapon[WEAPON_PLASMA] := True;
4093 Result := True;
4094 if gFlash = 2 then Inc(FPickup, 5);
4095 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4096 end;
4098 ITEM_WEAPON_BFG:
4099 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4100 begin
4101 if a and FWeapon[WEAPON_BFG] then Exit;
4103 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4104 FWeapon[WEAPON_BFG] := True;
4105 Result := True;
4106 if gFlash = 2 then Inc(FPickup, 5);
4107 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4108 end;
4110 ITEM_WEAPON_SUPERPULEMET:
4111 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4112 begin
4113 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4115 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4116 FWeapon[WEAPON_SUPERPULEMET] := True;
4117 Result := True;
4118 if gFlash = 2 then Inc(FPickup, 5);
4119 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4120 end;
4122 ITEM_WEAPON_FLAMETHROWER:
4123 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4124 begin
4125 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4127 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4128 FWeapon[WEAPON_FLAMETHROWER] := True;
4129 Result := True;
4130 if gFlash = 2 then Inc(FPickup, 5);
4131 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4132 end;
4134 ITEM_AMMO_BULLETS:
4135 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4136 begin
4137 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4138 Result := True;
4139 remove := True;
4140 if gFlash = 2 then Inc(FPickup, 5);
4141 end;
4143 ITEM_AMMO_BULLETS_BOX:
4144 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4145 begin
4146 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4147 Result := True;
4148 remove := True;
4149 if gFlash = 2 then Inc(FPickup, 5);
4150 end;
4152 ITEM_AMMO_SHELLS:
4153 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4154 begin
4155 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4156 Result := True;
4157 remove := True;
4158 if gFlash = 2 then Inc(FPickup, 5);
4159 end;
4161 ITEM_AMMO_SHELLS_BOX:
4162 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4163 begin
4164 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4165 Result := True;
4166 remove := True;
4167 if gFlash = 2 then Inc(FPickup, 5);
4168 end;
4170 ITEM_AMMO_ROCKET:
4171 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4172 begin
4173 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4174 Result := True;
4175 remove := True;
4176 if gFlash = 2 then Inc(FPickup, 5);
4177 end;
4179 ITEM_AMMO_ROCKET_BOX:
4180 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4181 begin
4182 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4183 Result := True;
4184 remove := True;
4185 if gFlash = 2 then Inc(FPickup, 5);
4186 end;
4188 ITEM_AMMO_CELL:
4189 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4190 begin
4191 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4192 Result := True;
4193 remove := True;
4194 if gFlash = 2 then Inc(FPickup, 5);
4195 end;
4197 ITEM_AMMO_CELL_BIG:
4198 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4199 begin
4200 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4201 Result := True;
4202 remove := True;
4203 if gFlash = 2 then Inc(FPickup, 5);
4204 end;
4206 ITEM_AMMO_FUELCAN:
4207 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4208 begin
4209 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4210 Result := True;
4211 remove := True;
4212 if gFlash = 2 then Inc(FPickup, 5);
4213 end;
4215 ITEM_AMMO_BACKPACK:
4216 if not(R_ITEM_BACKPACK in FRulez) or
4217 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4218 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4219 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4220 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4221 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4222 begin
4223 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4224 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4225 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4226 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4227 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4229 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4230 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4231 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4232 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4233 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4234 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4235 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4236 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4237 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4238 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4240 FRulez := FRulez + [R_ITEM_BACKPACK];
4241 Result := True;
4242 remove := True;
4243 if gFlash = 2 then Inc(FPickup, 5);
4244 end;
4246 ITEM_KEY_RED:
4247 if not(R_KEY_RED in FRulez) then
4248 begin
4249 Include(FRulez, R_KEY_RED);
4250 Result := True;
4251 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4252 if gFlash = 2 then Inc(FPickup, 5);
4253 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4254 end;
4256 ITEM_KEY_GREEN:
4257 if not(R_KEY_GREEN in FRulez) then
4258 begin
4259 Include(FRulez, R_KEY_GREEN);
4260 Result := True;
4261 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4262 if gFlash = 2 then Inc(FPickup, 5);
4263 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4264 end;
4266 ITEM_KEY_BLUE:
4267 if not(R_KEY_BLUE in FRulez) then
4268 begin
4269 Include(FRulez, R_KEY_BLUE);
4270 Result := True;
4271 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4272 if gFlash = 2 then Inc(FPickup, 5);
4273 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4274 end;
4276 ITEM_SUIT:
4277 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4278 begin
4279 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4280 Result := True;
4281 remove := True;
4282 FFireTime := 0;
4283 if gFlash = 2 then Inc(FPickup, 5);
4284 end;
4286 ITEM_OXYGEN:
4287 if FAir < AIR_MAX then
4288 begin
4289 FAir := AIR_MAX;
4290 Result := True;
4291 remove := True;
4292 if gFlash = 2 then Inc(FPickup, 5);
4293 end;
4295 ITEM_MEDKIT_BLACK:
4296 begin
4297 if not (R_BERSERK in FRulez) then
4298 begin
4299 Include(FRulez, R_BERSERK);
4300 if allowBerserkSwitching then
4301 begin
4302 FCurrWeap := WEAPON_KASTET;
4303 resetWeaponQueue();
4304 FModel.SetWeapon(WEAPON_KASTET);
4305 end;
4306 if gFlash <> 0 then
4307 begin
4308 Inc(FPain, 100);
4309 if gFlash = 2 then Inc(FPickup, 5);
4310 end;
4311 FBerserk := gTime+30000;
4312 Result := True;
4313 remove := True;
4314 FFireTime := 0;
4315 end;
4316 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4317 begin
4318 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4319 FBerserk := gTime+30000;
4320 Result := True;
4321 remove := True;
4322 FFireTime := 0;
4323 end;
4324 end;
4326 ITEM_INVUL:
4327 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4328 begin
4329 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4330 FSpawnInvul := 0;
4331 Result := True;
4332 remove := True;
4333 if gFlash = 2 then Inc(FPickup, 5);
4334 end;
4336 ITEM_BOTTLE:
4337 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4338 begin
4339 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4340 Result := True;
4341 remove := True;
4342 FFireTime := 0;
4343 if gFlash = 2 then Inc(FPickup, 5);
4344 end;
4346 ITEM_HELMET:
4347 if FArmor < PLAYER_AP_LIMIT then
4348 begin
4349 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4350 Result := True;
4351 remove := True;
4352 if gFlash = 2 then Inc(FPickup, 5);
4353 end;
4355 ITEM_JETPACK:
4356 if FJetFuel < JET_MAX then
4357 begin
4358 FJetFuel := JET_MAX;
4359 Result := True;
4360 remove := True;
4361 if gFlash = 2 then Inc(FPickup, 5);
4362 end;
4364 ITEM_INVIS:
4365 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4366 begin
4367 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4368 Result := True;
4369 remove := True;
4370 if gFlash = 2 then Inc(FPickup, 5);
4371 end;
4372 end;
4373 end;
4375 procedure TPlayer.Touch();
4376 begin
4377 if not FAlive then
4378 Exit;
4379 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4380 if FIamBot then
4381 begin
4382 // Áðîñèòü ôëàã òîâàðèùó:
4383 if gGameSettings.GameMode = GM_CTF then
4384 DropFlag();
4385 end;
4386 end;
4388 procedure TPlayer.Push(vx, vy: Integer);
4389 begin
4390 if (not FPhysics) and FGhost then
4391 Exit;
4392 FObj.Accel.X := FObj.Accel.X + vx;
4393 FObj.Accel.Y := FObj.Accel.Y + vy;
4394 if g_Game_IsNet and g_Game_IsServer then
4395 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4396 end;
4398 procedure TPlayer.Reset(Force: Boolean);
4399 begin
4400 if Force then
4401 FAlive := False;
4403 FSpawned := False;
4404 FTime[T_RESPAWN] := 0;
4405 FTime[T_FLAGCAP] := 0;
4406 FGodMode := False;
4407 FNoTarget := False;
4408 FNoReload := False;
4409 FFrags := 0;
4410 FLastFrag := 0;
4411 FComboEvnt := -1;
4412 FKills := 0;
4413 FMonsterKills := 0;
4414 FDeath := 0;
4415 FSecrets := 0;
4416 FSpawnInvul := 0;
4417 FReady := False;
4418 if FNoRespawn then
4419 begin
4420 FSpectator := False;
4421 FGhost := False;
4422 FPhysics := True;
4423 FSpectatePlayer := -1;
4424 FNoRespawn := False;
4425 end;
4426 FLives := gGameSettings.MaxLives;
4428 SetFlag(FLAG_NONE);
4429 end;
4431 procedure TPlayer.SoftReset();
4432 begin
4433 ReleaseKeys();
4435 FDamageBuffer := 0;
4436 FSlopeOld := 0;
4437 FIncCamOld := 0;
4438 FIncCam := 0;
4439 FBFGFireCounter := -1;
4440 FShellTimer := -1;
4441 FPain := 0;
4442 FLastHit := 0;
4443 FLastFrag := 0;
4444 FComboEvnt := -1;
4446 SetFlag(FLAG_NONE);
4447 SetAction(A_STAND, True);
4448 end;
4450 function TPlayer.GetRespawnPoint(): Byte;
4451 var
4452 c: Byte;
4453 begin
4454 Result := 255;
4455 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4457 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4458 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4459 begin
4460 if (Self = gPlayer1) or (Self = gPlayer2) then
4461 begin
4462 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4463 if Self = gPlayer1 then
4464 c := RESPAWNPOINT_PLAYER1
4465 else
4466 c := RESPAWNPOINT_PLAYER2;
4467 if g_Map_GetPointCount(c) > 0 then
4468 begin
4469 Result := c;
4470 Exit;
4471 end;
4473 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4474 if Self = gPlayer1 then
4475 c := RESPAWNPOINT_PLAYER2
4476 else
4477 c := RESPAWNPOINT_PLAYER1;
4478 if g_Map_GetPointCount(c) > 0 then
4479 begin
4480 Result := c;
4481 Exit;
4482 end;
4483 end else
4484 begin
4485 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4486 if Random(2) = 0 then
4487 c := RESPAWNPOINT_PLAYER1
4488 else
4489 c := RESPAWNPOINT_PLAYER2;
4490 if g_Map_GetPointCount(c) > 0 then
4491 begin
4492 Result := c;
4493 Exit;
4494 end;
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;
4508 // Òî÷êà DM
4509 c := RESPAWNPOINT_DM;
4510 if g_Map_GetPointCount(c) > 0 then
4511 begin
4512 Result := c;
4513 Exit;
4514 end;
4515 end;
4517 // Ìÿñîïîâàë
4518 if gGameSettings.GameMode = GM_DM then
4519 begin
4520 // Òî÷êà DM
4521 c := RESPAWNPOINT_DM;
4522 if g_Map_GetPointCount(c) > 0 then
4523 begin
4524 Result := c;
4525 Exit;
4526 end;
4528 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4529 if Random(2) = 0 then
4530 c := RESPAWNPOINT_PLAYER1
4531 else
4532 c := RESPAWNPOINT_PLAYER2;
4533 if g_Map_GetPointCount(c) > 0 then
4534 begin
4535 Result := c;
4536 Exit;
4537 end;
4539 // Òî÷êà ëþáîé èç êîìàíä
4540 if Random(2) = 0 then
4541 c := RESPAWNPOINT_RED
4542 else
4543 c := RESPAWNPOINT_BLUE;
4544 if g_Map_GetPointCount(c) > 0 then
4545 begin
4546 Result := c;
4547 Exit;
4548 end;
4549 end;
4551 // Êîìàíäíûå
4552 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4553 begin
4554 // Òî÷êà ñâîåé êîìàíäû
4555 c := RESPAWNPOINT_DM;
4556 if FTeam = TEAM_RED then
4557 c := RESPAWNPOINT_RED;
4558 if FTeam = TEAM_BLUE then
4559 c := RESPAWNPOINT_BLUE;
4560 if g_Map_GetPointCount(c) > 0 then
4561 begin
4562 Result := c;
4563 Exit;
4564 end;
4566 // Òî÷êà DM
4567 c := RESPAWNPOINT_DM;
4568 if g_Map_GetPointCount(c) > 0 then
4569 begin
4570 Result := c;
4571 Exit;
4572 end;
4574 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4575 if Random(2) = 0 then
4576 c := RESPAWNPOINT_PLAYER1
4577 else
4578 c := RESPAWNPOINT_PLAYER2;
4579 if g_Map_GetPointCount(c) > 0 then
4580 begin
4581 Result := c;
4582 Exit;
4583 end;
4585 // Òî÷êà äðóãîé êîìàíäû
4586 c := RESPAWNPOINT_DM;
4587 if FTeam = TEAM_RED then
4588 c := RESPAWNPOINT_BLUE;
4589 if FTeam = TEAM_BLUE then
4590 c := RESPAWNPOINT_RED;
4591 if g_Map_GetPointCount(c) > 0 then
4592 begin
4593 Result := c;
4594 Exit;
4595 end;
4596 end;
4597 end;
4599 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4600 var
4601 RespawnPoint: TRespawnPoint;
4602 a, b, c: Byte;
4603 Anim: TAnimation;
4604 ID: DWORD;
4605 begin
4606 FSlopeOld := 0;
4607 FIncCamOld := 0;
4608 FIncCam := 0;
4609 FBFGFireCounter := -1;
4610 FShellTimer := -1;
4611 FPain := 0;
4612 FLastHit := 0;
4613 FSpawnInvul := 0;
4615 if not g_Game_IsServer then
4616 Exit;
4617 if FDummy then
4618 Exit;
4619 FWantsInGame := True;
4620 FJustTeleported := True;
4621 if Force then
4622 begin
4623 FTime[T_RESPAWN] := 0;
4624 FAlive := False;
4625 end;
4626 FNetTime := 0;
4627 // if server changes MaxLives we gotta be ready
4628 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4630 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4631 if FTime[T_RESPAWN] > gTime then
4632 Exit;
4634 // Ïðîñðàë âñå æèçíè:
4635 if FNoRespawn then
4636 begin
4637 if not FSpectator then Spectate(True);
4638 FWantsInGame := True;
4639 Exit;
4640 end;
4642 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4643 begin // "Ñâîÿ èãðà"
4644 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4645 FRulez := FRulez-[R_BERSERK];
4646 end
4647 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4648 begin
4649 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4650 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4651 end;
4653 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4654 c := GetRespawnPoint();
4656 ReleaseKeys();
4657 SetFlag(FLAG_NONE);
4659 // Âîñêðåøåíèå áåç îðóæèÿ:
4660 if not FAlive then
4661 begin
4662 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4663 FArmor := 0;
4664 FAlive := True;
4665 FAir := AIR_DEF;
4666 FJetFuel := 0;
4668 for a := WP_FIRST to WP_LAST do
4669 begin
4670 FWeapon[a] := False;
4671 FReloading[a] := 0;
4672 end;
4674 FWeapon[WEAPON_PISTOL] := True;
4675 FWeapon[WEAPON_KASTET] := True;
4676 FCurrWeap := WEAPON_PISTOL;
4677 resetWeaponQueue();
4679 FModel.SetWeapon(FCurrWeap);
4681 for b := A_BULLETS to A_HIGH do
4682 FAmmo[b] := 0;
4684 FAmmo[A_BULLETS] := 50;
4686 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4687 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4688 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4689 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4690 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4692 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4693 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4694 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4695 else
4696 FRulez := [];
4697 end;
4699 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4700 if not g_Map_GetPoint(c, RespawnPoint) then
4701 begin
4702 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4703 Exit;
4704 end;
4706 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4707 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4708 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4709 FObj.oldX := FObj.X; // don't interpolate after respawn
4710 FObj.oldY := FObj.Y;
4711 FObj.Vel.X := 0;
4712 FObj.Vel.Y := 0;
4713 FObj.Accel.X := 0;
4714 FObj.Accel.Y := 0;
4716 FDirection := RespawnPoint.Direction;
4717 if FDirection = TDirection.D_LEFT then
4718 FAngle := 180
4719 else
4720 FAngle := 0;
4722 SetAction(A_STAND, True);
4723 FModel.Direction := FDirection;
4725 for a := Low(FTime) to High(FTime) do
4726 FTime[a] := 0;
4728 for a := Low(FMegaRulez) to High(FMegaRulez) do
4729 FMegaRulez[a] := 0;
4731 // Respawn invulnerability
4732 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4733 begin
4734 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4735 FSpawnInvul := FMegaRulez[MR_INVUL];
4736 end;
4738 FDamageBuffer := 0;
4739 FJetpack := False;
4740 FCanJetpack := False;
4741 FFlaming := False;
4742 FFireTime := 0;
4743 FFirePainTime := 0;
4744 FFireAttacker := 0;
4746 // Àíèìàöèÿ âîçðîæäåíèÿ:
4747 if (not gLoadGameMode) and (not Silent) then
4748 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4749 begin
4750 Anim := TAnimation.Create(ID, False, 3);
4751 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4752 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4753 Anim.Free();
4754 end;
4756 FSpectator := False;
4757 FGhost := False;
4758 FPhysics := True;
4759 FSpectatePlayer := -1;
4760 FSpawned := True;
4762 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4763 gPlayer1 := self;
4764 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4765 gPlayer2 := self;
4767 if g_Game_IsNet then
4768 begin
4769 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4770 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4771 if not Silent then
4772 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4773 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4774 0, NET_GFX_TELE);
4775 end;
4776 end;
4778 procedure TPlayer.Spectate(NoMove: Boolean = False);
4779 begin
4780 if FAlive then
4781 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4782 else if (not NoMove) then
4783 begin
4784 GameX := gMapInfo.Width div 2;
4785 GameY := gMapInfo.Height div 2;
4786 end;
4787 FXTo := GameX;
4788 FYTo := GameY;
4790 FAlive := False;
4791 FSpectator := True;
4792 FGhost := True;
4793 FPhysics := False;
4794 FWantsInGame := False;
4795 FSpawned := False;
4797 if FNoRespawn then
4798 begin
4799 if Self = gPlayer1 then
4800 begin
4801 gSpectLatchPID1 := FUID;
4802 gPlayer1 := nil;
4803 end
4804 else if Self = gPlayer2 then
4805 begin
4806 gSpectLatchPID2 := FUID;
4807 gPlayer2 := nil;
4808 end;
4809 end;
4811 if g_Game_IsNet then
4812 MH_SEND_PlayerStats(FUID);
4813 end;
4815 procedure TPlayer.SwitchNoClip;
4816 begin
4817 if not FAlive then
4818 Exit;
4819 FGhost := not FGhost;
4820 FPhysics := not FGhost;
4821 if FGhost then
4822 begin
4823 FXTo := FObj.X;
4824 FYTo := FObj.Y;
4825 end else
4826 begin
4827 FObj.Accel.X := 0;
4828 FObj.Accel.Y := 0;
4829 end;
4830 end;
4832 procedure TPlayer.Run(Direction: TDirection);
4833 var
4834 a, b: Integer;
4835 begin
4836 if MAX_RUNVEL > 8 then
4837 FlySmoke();
4839 // Áåæèì:
4840 if Direction = TDirection.D_LEFT then
4841 begin
4842 if FObj.Vel.X > -MAX_RUNVEL then
4843 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4844 end
4845 else
4846 if FObj.Vel.X < MAX_RUNVEL then
4847 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4849 // Âîçìîæíî, ïèíàåì êóñêè:
4850 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4851 begin
4852 b := Abs(FObj.Vel.X);
4853 if b > 1 then b := b * (Random(8 div b) + 1);
4854 for a := 0 to High(gGibs) do
4855 begin
4856 if gGibs[a].alive and
4857 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4858 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4859 begin
4860 // Ïèíàåì êóñêè
4861 if FObj.Vel.X < 0 then
4862 begin
4863 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4864 end
4865 else
4866 begin
4867 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4868 end;
4869 gGibs[a].positionChanged(); // this updates spatial accelerators
4870 end;
4871 end;
4872 end;
4874 SetAction(A_WALK);
4875 end;
4877 procedure TPlayer.SeeDown();
4878 begin
4879 SetAction(A_SEEDOWN);
4881 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4883 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4884 end;
4886 procedure TPlayer.SeeUp();
4887 begin
4888 SetAction(A_SEEUP);
4890 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4892 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4893 end;
4895 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4896 var
4897 Prior: Byte;
4898 begin
4899 case Action of
4900 A_WALK: Prior := 3;
4901 A_DIE1: Prior := 5;
4902 A_DIE2: Prior := 5;
4903 A_ATTACK: Prior := 2;
4904 A_SEEUP: Prior := 1;
4905 A_SEEDOWN: Prior := 1;
4906 A_ATTACKUP: Prior := 2;
4907 A_ATTACKDOWN: Prior := 2;
4908 A_PAIN: Prior := 4;
4909 else Prior := 0;
4910 end;
4912 if (Prior > FActionPrior) or Force then
4913 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4914 begin
4915 FActionPrior := Prior;
4916 FActionAnim := Action;
4917 FActionForce := Force;
4918 FActionChanged := True;
4919 end;
4921 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4922 end;
4924 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4925 begin
4926 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4927 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4928 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4929 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4930 end;
4932 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4933 var
4934 Anim: TAnimation;
4935 ID: DWORD;
4936 begin
4937 Result := False;
4939 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4940 begin
4941 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4942 if g_Game_IsServer and g_Game_IsNet then
4943 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4944 Exit;
4945 end;
4947 FJustTeleported := True;
4949 Anim := nil;
4950 if not silent then
4951 begin
4952 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4953 begin
4954 Anim := TAnimation.Create(ID, False, 3);
4955 end;
4957 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4958 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4959 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4960 if g_Game_IsServer and g_Game_IsNet then
4961 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4962 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4963 NET_GFX_TELE);
4964 end;
4966 FObj.X := X-PLAYER_RECT.X;
4967 FObj.Y := Y-PLAYER_RECT.Y;
4968 FObj.oldX := FObj.X; // don't interpolate after respawn
4969 FObj.oldY := FObj.Y;
4970 if FAlive and FGhost then
4971 begin
4972 FXTo := FObj.X;
4973 FYTo := FObj.Y;
4974 end;
4976 if not g_Game_IsNet then
4977 begin
4978 if dir = 1 then
4979 begin
4980 SetDirection(TDirection.D_LEFT);
4981 FAngle := 180;
4982 end
4983 else
4984 if dir = 2 then
4985 begin
4986 SetDirection(TDirection.D_RIGHT);
4987 FAngle := 0;
4988 end
4989 else
4990 if dir = 3 then
4991 begin // îáðàòíîå
4992 if FDirection = TDirection.D_RIGHT then
4993 begin
4994 SetDirection(TDirection.D_LEFT);
4995 FAngle := 180;
4996 end
4997 else
4998 begin
4999 SetDirection(TDirection.D_RIGHT);
5000 FAngle := 0;
5001 end;
5002 end;
5003 end;
5005 if not silent and (Anim <> nil) then
5006 begin
5007 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5008 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
5009 Anim.Free();
5011 if g_Game_IsServer and g_Game_IsNet then
5012 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5013 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
5014 NET_GFX_TELE);
5015 end;
5017 Result := True;
5018 end;
5020 function nonz(a: Single): Single;
5021 begin
5022 if a <> 0 then
5023 Result := a
5024 else
5025 Result := 1;
5026 end;
5028 function TPlayer.followCorpse(): Boolean;
5029 var
5030 i: Integer;
5031 begin
5032 Result := False;
5033 if FAlive or FSpectator then
5034 Exit;
5035 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5036 Exit;
5037 for i := 0 to High(gCorpses) do
5038 if gCorpses[i] <> nil then
5039 if gCorpses[i].FPlayerUID = FUID then
5040 begin
5041 Result := True;
5042 FObj.X := gCorpses[i].FObj.X;
5043 FObj.Y := gCorpses[i].FObj.Y;
5044 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
5045 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
5046 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
5047 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
5048 break;
5049 end;
5050 end;
5052 procedure TPlayer.PreUpdate();
5053 begin
5054 FSlopeOld := FObj.slopeUpLeft;
5055 FIncCamOld := FIncCam;
5056 FObj.oldX := FObj.X;
5057 FObj.oldY := FObj.Y;
5058 end;
5060 procedure TPlayer.Update();
5061 var
5062 b: Byte;
5063 i, ii, wx, wy, xd, yd, k: Integer;
5064 blockmon, headwater, dospawn: Boolean;
5065 NetServer: Boolean;
5066 AnyServer: Boolean;
5067 SetSpect: Boolean;
5068 begin
5069 NetServer := g_Game_IsNet and g_Game_IsServer;
5070 AnyServer := g_Game_IsServer;
5072 if g_Game_IsClient and (NetInterpLevel > 0) then
5073 DoLerp(NetInterpLevel + 1)
5074 else
5075 if FGhost then
5076 DoLerp(4);
5078 if NetServer then
5079 if FClientID >= 0 then
5080 begin
5081 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5082 if NetClients[FClientID].Peer^.packetsSent > 0 then
5083 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5084 else
5085 FLoss := 0;
5086 end else
5087 begin
5088 FPing := 0;
5089 FLoss := 0;
5090 end;
5092 if FAlive and (FPunchAnim <> nil) then
5093 FPunchAnim.Update();
5095 if FAlive and (gFly or FJetpack) then
5096 FlySmoke();
5098 if FDirection = TDirection.D_LEFT then
5099 FAngle := 180
5100 else
5101 FAngle := 0;
5103 if FAlive and (not FGhost) then
5104 begin
5105 if FKeys[KEY_UP].Pressed then
5106 SeeUp();
5107 if FKeys[KEY_DOWN].Pressed then
5108 SeeDown();
5109 end;
5111 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5112 (FIncCam <> 0) then
5113 begin
5114 i := g_basic.Sign(FIncCam);
5115 FIncCam := Abs(FIncCam);
5116 DecMin(FIncCam, 5, 0);
5117 FIncCam := FIncCam*i;
5118 end;
5120 // no need to do that each second frame, weapon queue will take care of it
5121 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5122 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5124 if gTime mod (GAME_TICK*2) <> 0 then
5125 begin
5126 if (FObj.Vel.X = 0) and FAlive then
5127 begin
5128 if FKeys[KEY_LEFT].Pressed then
5129 Run(TDirection.D_LEFT);
5130 if FKeys[KEY_RIGHT].Pressed then
5131 Run(TDirection.D_RIGHT);
5132 end;
5134 if FPhysics then
5135 begin
5136 if not followCorpse() then
5137 g_Obj_Move(@FObj, True, True, True);
5138 positionChanged(); // this updates spatial accelerators
5139 end;
5141 Exit;
5142 end;
5144 FActionChanged := False;
5146 if FAlive then
5147 begin
5148 // Let alive player do some actions
5149 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5150 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5151 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5152 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5153 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5154 else
5155 begin
5156 if AnyServer then
5157 begin
5158 FlamerOff;
5159 if NetServer then MH_SEND_PlayerStats(FUID);
5160 end;
5161 end;
5162 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5163 if FKeys[KEY_JUMP].Pressed then Jump()
5164 else
5165 begin
5166 if AnyServer and FJetpack then
5167 begin
5168 FJetpack := False;
5169 JetpackOff;
5170 if NetServer then MH_SEND_PlayerStats(FUID);
5171 end;
5172 FCanJetpack := True;
5173 end;
5174 end
5175 else // Dead
5176 begin
5177 dospawn := False;
5178 if not FGhost then
5179 for k := Low(FKeys) to KEY_CHAT-1 do
5180 begin
5181 if FKeys[k].Pressed then
5182 begin
5183 dospawn := True;
5184 break;
5185 end;
5186 end;
5187 if dospawn then
5188 begin
5189 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5190 Respawn(False)
5191 else // Single
5192 if (FTime[T_RESPAWN] <= gTime) and
5193 gGameOn and (not FAlive) then
5194 begin
5195 if (g_Player_GetCount() > 1) then
5196 Respawn(False)
5197 else
5198 begin
5199 gExit := EXIT_RESTART;
5200 Exit;
5201 end;
5202 end;
5203 end;
5204 // Dead spectator actions
5205 if FGhost then
5206 begin
5207 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5208 if FKeys[KEY_FIRE].Pressed and AnyServer then
5209 begin
5210 if FSpectator then
5211 begin
5212 if (FSpectatePlayer >= High(gPlayers)) then
5213 FSpectatePlayer := -1
5214 else
5215 begin
5216 SetSpect := False;
5217 for I := FSpectatePlayer + 1 to High(gPlayers) do
5218 if gPlayers[I] <> nil then
5219 if gPlayers[I].alive then
5220 if gPlayers[I].UID <> FUID then
5221 begin
5222 FSpectatePlayer := I;
5223 SetSpect := True;
5224 break;
5225 end;
5227 if not SetSpect then FSpectatePlayer := -1;
5228 end;
5230 ReleaseKeys;
5231 end;
5232 end;
5233 end;
5234 end;
5235 // No clipping
5236 if FGhost then
5237 begin
5238 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5239 begin
5240 FYTo := FObj.Y - 32;
5241 FSpectatePlayer := -1;
5242 end;
5243 if FKeys[KEY_DOWN].Pressed then
5244 begin
5245 FYTo := FObj.Y + 32;
5246 FSpectatePlayer := -1;
5247 end;
5248 if FKeys[KEY_LEFT].Pressed then
5249 begin
5250 FXTo := FObj.X - 32;
5251 FSpectatePlayer := -1;
5252 end;
5253 if FKeys[KEY_RIGHT].Pressed then
5254 begin
5255 FXTo := FObj.X + 32;
5256 FSpectatePlayer := -1;
5257 end;
5259 if (FXTo < -64) then
5260 FXTo := -64
5261 else if (FXTo > gMapInfo.Width + 32) then
5262 FXTo := gMapInfo.Width + 32;
5263 if (FYTo < -72) then
5264 FYTo := -72
5265 else if (FYTo > gMapInfo.Height + 32) then
5266 FYTo := gMapInfo.Height + 32;
5267 end;
5269 if FPhysics then
5270 begin
5271 if not followCorpse() then
5272 g_Obj_Move(@FObj, True, True, True);
5273 positionChanged(); // this updates spatial accelerators
5274 end
5275 else
5276 begin
5277 FObj.Vel.X := 0;
5278 FObj.Vel.Y := 0;
5279 if FSpectator then
5280 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5281 if gPlayers[FSpectatePlayer] <> nil then
5282 if gPlayers[FSpectatePlayer].alive then
5283 begin
5284 FXTo := gPlayers[FSpectatePlayer].GameX;
5285 FYTo := gPlayers[FSpectatePlayer].GameY;
5286 end;
5287 end;
5289 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5290 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5291 PANEL_BLOCKMON, True);
5292 headwater := HeadInLiquid(0, 0);
5294 // Ñîïðîòèâëåíèå âîçäóõà:
5295 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5296 if FObj.Vel.X <> 0 then
5297 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5299 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5300 DecMin(FPain, 5, 0);
5301 DecMin(FPickup, 1, 0);
5303 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5304 begin
5305 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5306 FMegaRulez[MR_SUIT] := 0;
5307 FMegaRulez[MR_INVUL] := 0;
5308 FMegaRulez[MR_INVIS] := 0;
5309 Kill(K_FALLKILL, 0, HIT_FALL);
5310 end;
5312 i := 9;
5314 if FAlive then
5315 begin
5316 if FCurrWeap = WEAPON_SAW then
5317 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5318 FSawSoundSelect.IsPlaying()) then
5319 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5321 if FJetpack then
5322 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5323 (not FJetSoundOff.IsPlaying()) then
5324 begin
5325 FJetSoundFly.SetPosition(0);
5326 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5327 end;
5329 for b := WP_FIRST to WP_LAST do
5330 if FReloading[b] > 0 then
5331 if FNoReload then
5332 FReloading[b] := 0
5333 else
5334 Dec(FReloading[b]);
5336 if FShellTimer > -1 then
5337 if FShellTimer = 0 then
5338 begin
5339 if FShellType = SHELL_SHELL then
5340 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5341 GameVelX, GameVelY-2, SHELL_SHELL)
5342 else if FShellType = SHELL_DBLSHELL then
5343 begin
5344 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5345 GameVelX+1, GameVelY-2, SHELL_SHELL);
5346 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5347 GameVelX-1, GameVelY-2, SHELL_SHELL);
5348 end;
5349 FShellTimer := -1;
5350 end else Dec(FShellTimer);
5352 if (FBFGFireCounter > -1) then
5353 if FBFGFireCounter = 0 then
5354 begin
5355 if AnyServer then
5356 begin
5357 wx := FObj.X+WEAPONPOINT[FDirection].X;
5358 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5359 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5360 yd := wy+firediry();
5361 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5362 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5363 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5364 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5365 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5366 end;
5368 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5369 FBFGFireCounter := -1;
5370 end else
5371 if FNoReload then
5372 FBFGFireCounter := 0
5373 else
5374 Dec(FBFGFireCounter);
5376 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5377 begin
5378 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5380 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5381 end;
5383 if (headwater or blockmon) then
5384 begin
5385 Dec(FAir);
5387 if FAir < -9 then
5388 begin
5389 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5390 FAir := 0;
5391 end
5392 else if (FAir mod 31 = 0) and not blockmon then
5393 begin
5394 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5395 if Random(2) = 0 then
5396 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5397 else
5398 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5399 end;
5400 end else if FAir < AIR_DEF then
5401 FAir := AIR_DEF;
5403 if FFireTime > 0 then
5404 begin
5405 if BodyInLiquid(0, 0) then
5406 begin
5407 FFireTime := 0;
5408 FFirePainTime := 0;
5409 end
5410 else if FMegaRulez[MR_SUIT] >= gTime then
5411 begin
5412 if FMegaRulez[MR_SUIT] = gTime then
5413 FFireTime := 1;
5414 FFirePainTime := 0;
5415 end
5416 else
5417 begin
5418 OnFireFlame(1);
5419 if FFirePainTime <= 0 then
5420 begin
5421 if g_Game_IsServer then
5422 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5423 FFirePainTime := 12 - FFireTime div 12;
5424 end;
5425 FFirePainTime := FFirePainTime - 1;
5426 FFireTime := FFireTime - 1;
5427 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5428 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5429 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5430 MH_SEND_PlayerStats(FUID);
5431 end;
5432 end;
5434 if FDamageBuffer > 0 then
5435 begin
5436 if FDamageBuffer >= 9 then
5437 begin
5438 SetAction(A_PAIN);
5440 if FDamageBuffer < 30 then i := 9
5441 else if FDamageBuffer < 100 then i := 18
5442 else i := 27;
5443 end;
5445 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5446 FArmor := FArmor-(FDamageBuffer-ii);
5447 FHealth := FHealth-ii;
5448 if FArmor < 0 then
5449 begin
5450 FHealth := FHealth+FArmor;
5451 FArmor := 0;
5452 end;
5454 if AnyServer then
5455 if FHealth <= 0 then
5456 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5457 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5458 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5460 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5461 begin
5462 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5463 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5464 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5465 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5466 end;
5468 FDamageBuffer := 0;
5469 end;
5471 {CollideItem();}
5472 end; // if FAlive then ...
5474 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5475 begin
5476 FModel.ChangeAnimation(FActionAnim, FActionForce);
5477 FModel.GetCurrentAnimation.MinLength := i;
5478 FModel.GetCurrentAnimationMask.MinLength := i;
5479 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5481 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5482 then SetAction(A_STAND, True);
5484 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5486 for b := Low(FKeys) to High(FKeys) do
5487 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5488 end;
5491 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5492 begin
5493 x := FObj.X+PLAYER_RECT.X;
5494 y := FObj.Y+PLAYER_RECT.Y;
5495 w := PLAYER_RECT.Width;
5496 h := PLAYER_RECT.Height;
5497 end;
5500 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5501 begin
5502 if (dx <> 0) or (dy <> 0) then
5503 begin
5504 FObj.X += dx;
5505 FObj.Y += dy;
5506 positionChanged();
5507 end;
5508 end;
5511 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5512 begin
5513 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5514 FObj.Y+PLAYER_RECT.Y,
5515 PLAYER_RECT.Width,
5516 PLAYER_RECT.Height,
5517 X, Y,
5518 Width, Height);
5519 end;
5521 function TPlayer.Collide(Panel: TPanel): Boolean;
5522 begin
5523 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5524 FObj.Y+PLAYER_RECT.Y,
5525 PLAYER_RECT.Width,
5526 PLAYER_RECT.Height,
5527 Panel.X, Panel.Y,
5528 Panel.Width, Panel.Height);
5529 end;
5531 function TPlayer.Collide(X, Y: Integer): Boolean;
5532 begin
5533 X := X-FObj.X-PLAYER_RECT.X;
5534 Y := Y-FObj.Y-PLAYER_RECT.Y;
5535 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5536 (y >= 0) and (y <= PLAYER_RECT.Height);
5537 end;
5539 function g_Player_ValidName(Name: string): Boolean;
5540 var
5541 a: Integer;
5542 begin
5543 Result := True;
5545 if gPlayers = nil then Exit;
5547 for a := 0 to High(gPlayers) do
5548 if gPlayers[a] <> nil then
5549 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5550 begin
5551 Result := False;
5552 Exit;
5553 end;
5554 end;
5556 procedure TPlayer.SetDirection(Direction: TDirection);
5557 var
5558 d: TDirection;
5559 begin
5560 d := FModel.Direction;
5562 FModel.Direction := Direction;
5563 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5565 FDirection := Direction;
5566 end;
5568 function TPlayer.GetKeys(): Byte;
5569 begin
5570 Result := 0;
5572 if R_KEY_RED in FRulez then Result := KEY_RED;
5573 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5574 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5576 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5577 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5578 end;
5580 procedure TPlayer.Use();
5581 var
5582 a: Integer;
5583 begin
5584 if FTime[T_USE] > gTime then Exit;
5586 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5587 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5589 for a := 0 to High(gPlayers) do
5590 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5591 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5592 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5593 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5594 begin
5595 gPlayers[a].Touch();
5596 if g_Game_IsNet and g_Game_IsServer then
5597 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5598 end;
5600 FTime[T_USE] := gTime+120;
5601 end;
5603 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5604 var
5605 locObj: TObj;
5606 F: Boolean;
5607 WX, WY, XD, YD: Integer;
5608 begin
5609 F := False;
5610 WX := X;
5611 WY := Y;
5612 XD := AX;
5613 YD := AY;
5615 case FCurrWeap of
5616 WEAPON_KASTET:
5617 begin
5618 DoPunch();
5619 if R_BERSERK in FRulez then
5620 begin
5621 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5622 locobj.X := FObj.X+FObj.Rect.X;
5623 locobj.Y := FObj.Y+FObj.Rect.Y;
5624 locobj.rect.X := 0;
5625 locobj.rect.Y := 0;
5626 locobj.rect.Width := 39;
5627 locobj.rect.Height := 52;
5628 locobj.Vel.X := (xd-wx) div 2;
5629 locobj.Vel.Y := (yd-wy) div 2;
5630 locobj.Accel.X := xd-wx;
5631 locobj.Accel.y := yd-wy;
5633 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5634 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5635 else
5636 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5638 if gFlash = 1 then
5639 if FPain < 50 then
5640 FPain := min(FPain + 25, 50);
5641 end else
5642 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5643 end;
5645 WEAPON_SAW:
5646 begin
5647 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5648 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5649 begin
5650 FSawSoundSelect.Stop();
5651 FSawSound.Stop();
5652 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5653 end
5654 else if not FSawSoundHit.IsPlaying() then
5655 begin
5656 FSawSoundSelect.Stop();
5657 FSawSound.PlayAt(FObj.X, FObj.Y);
5658 end;
5659 f := True;
5660 end;
5662 WEAPON_PISTOL:
5663 begin
5664 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5665 FFireAngle := FAngle;
5666 f := True;
5667 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5668 GameVelX, GameVelY-2, SHELL_BULLET);
5669 end;
5671 WEAPON_SHOTGUN1:
5672 begin
5673 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5674 FFireAngle := FAngle;
5675 f := True;
5676 FShellTimer := 10;
5677 FShellType := SHELL_SHELL;
5678 end;
5680 WEAPON_SHOTGUN2:
5681 begin
5682 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5683 FFireAngle := FAngle;
5684 f := True;
5685 FShellTimer := 13;
5686 FShellType := SHELL_DBLSHELL;
5687 end;
5689 WEAPON_CHAINGUN:
5690 begin
5691 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5692 FFireAngle := FAngle;
5693 f := True;
5694 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5695 GameVelX, GameVelY-2, SHELL_BULLET);
5696 end;
5698 WEAPON_ROCKETLAUNCHER:
5699 begin
5700 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5701 FFireAngle := FAngle;
5702 f := True;
5703 end;
5705 WEAPON_PLASMA:
5706 begin
5707 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5708 FFireAngle := FAngle;
5709 f := True;
5710 end;
5712 WEAPON_BFG:
5713 begin
5714 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5715 FFireAngle := FAngle;
5716 f := True;
5717 end;
5719 WEAPON_SUPERPULEMET:
5720 begin
5721 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5722 FFireAngle := FAngle;
5723 f := True;
5724 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5725 GameVelX, GameVelY-2, SHELL_SHELL);
5726 end;
5728 WEAPON_FLAMETHROWER:
5729 begin
5730 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5731 FlamerOn;
5732 FFireAngle := FAngle;
5733 f := True;
5734 end;
5735 end;
5737 if not f then Exit;
5739 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5740 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5741 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5742 end;
5744 procedure TPlayer.DoLerp(Level: Integer = 2);
5745 begin
5746 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5747 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5748 end;
5750 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5751 var
5752 AX, AY: Integer;
5753 begin
5754 if NetInterpLevel < 1 then
5755 begin
5756 FObj.X := XTo;
5757 FObj.Y := YTo;
5758 end
5759 else
5760 begin
5761 FXTo := XTo;
5762 FYTo := YTo;
5764 AX := Abs(FXTo - FObj.X);
5765 AY := Abs(FYTo - FObj.Y);
5766 if (AX > 32) or (AX <= NetInterpLevel) then
5767 FObj.X := FXTo;
5768 if (AY > 32) or (AY <= NetInterpLevel) then
5769 FObj.Y := FYTo;
5770 end;
5771 end;
5773 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5774 begin
5775 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5776 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5777 PANEL_LIFTUP, False) then Result := -1
5778 else
5779 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5780 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5781 PANEL_LIFTDOWN, False) then Result := 1
5782 else Result := 0;
5783 end;
5785 function TPlayer.GetFlag(Flag: Byte): Boolean;
5786 var
5787 s, ts: String;
5788 evtype, a: Byte;
5789 begin
5790 Result := False;
5792 if Flag = FLAG_NONE then
5793 Exit;
5795 if not g_Game_IsServer then Exit;
5797 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5798 if (Flag = FTeam) and
5799 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5800 (FFlag <> FLAG_NONE) then
5801 begin
5802 if FFlag = FLAG_RED then
5803 s := _lc[I_PLAYER_FLAG_RED]
5804 else
5805 s := _lc[I_PLAYER_FLAG_BLUE];
5807 evtype := FLAG_STATE_SCORED;
5809 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5810 Insert('.', ts, Length(ts) + 1 - 3);
5811 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5813 g_Map_ResetFlag(FFlag);
5814 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5816 if ((Self = gPlayer1) or (Self = gPlayer2)
5817 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5818 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5819 a := 0
5820 else
5821 a := 1;
5823 if not sound_cap_flag[a].IsPlaying() then
5824 sound_cap_flag[a].Play();
5826 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5828 Result := True;
5829 if g_Game_IsNet then
5830 begin
5831 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5832 MH_SEND_GameStats;
5833 end;
5835 gFlags[FFlag].CaptureTime := 0;
5836 SetFlag(FLAG_NONE);
5837 Exit;
5838 end;
5840 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5841 if (Flag = FTeam) and
5842 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5843 begin
5844 if Flag = FLAG_RED then
5845 s := _lc[I_PLAYER_FLAG_RED]
5846 else
5847 s := _lc[I_PLAYER_FLAG_BLUE];
5849 evtype := FLAG_STATE_RETURNED;
5850 gFlags[Flag].CaptureTime := 0;
5852 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5854 g_Map_ResetFlag(Flag);
5855 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5857 if ((Self = gPlayer1) or (Self = gPlayer2)
5858 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5859 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5860 a := 0
5861 else
5862 a := 1;
5864 if not sound_ret_flag[a].IsPlaying() then
5865 sound_ret_flag[a].Play();
5867 Result := True;
5868 if g_Game_IsNet then
5869 begin
5870 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5871 MH_SEND_GameStats;
5872 end;
5873 Exit;
5874 end;
5876 // Ïîäîáðàë ÷óæîé ôëàã:
5877 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5878 begin
5879 SetFlag(Flag);
5881 if Flag = FLAG_RED then
5882 s := _lc[I_PLAYER_FLAG_RED]
5883 else
5884 s := _lc[I_PLAYER_FLAG_BLUE];
5886 evtype := FLAG_STATE_CAPTURED;
5888 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5890 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5892 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5894 if ((Self = gPlayer1) or (Self = gPlayer2)
5895 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5896 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5897 a := 0
5898 else
5899 a := 1;
5901 if not sound_get_flag[a].IsPlaying() then
5902 sound_get_flag[a].Play();
5904 Result := True;
5905 if g_Game_IsNet then
5906 begin
5907 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5908 MH_SEND_GameStats;
5909 end;
5910 end;
5911 end;
5913 procedure TPlayer.SetFlag(Flag: Byte);
5914 begin
5915 FFlag := Flag;
5916 if FModel <> nil then
5917 FModel.SetFlag(FFlag);
5918 end;
5920 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5921 var
5922 s: String;
5923 a: Byte;
5924 begin
5925 Result := False;
5926 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5927 Exit;
5928 FTime[T_FLAGCAP] := gTime + 2000;
5929 with gFlags[FFlag] do
5930 begin
5931 Obj.X := FObj.X;
5932 Obj.Y := FObj.Y;
5933 Direction := FDirection;
5934 State := FLAG_STATE_DROPPED;
5935 Count := FLAG_TIME;
5936 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5937 (FObj.Vel.Y div 2)-2+Random(5));
5938 positionChanged(); // this updates spatial accelerators
5940 if FFlag = FLAG_RED then
5941 s := _lc[I_PLAYER_FLAG_RED]
5942 else
5943 s := _lc[I_PLAYER_FLAG_BLUE];
5945 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5946 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5948 if ((Self = gPlayer1) or (Self = gPlayer2)
5949 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5950 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5951 a := 0
5952 else
5953 a := 1;
5955 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5956 sound_lost_flag[a].Play();
5958 if g_Game_IsNet then
5959 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5960 end;
5961 SetFlag(FLAG_NONE);
5962 Result := True;
5963 end;
5965 procedure TPlayer.GetSecret();
5966 begin
5967 if (self = gPlayer1) or (self = gPlayer2) then
5968 begin
5969 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5970 g_Sound_PlayEx('SOUND_GAME_SECRET');
5971 end;
5972 Inc(FSecrets);
5973 end;
5975 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5976 begin
5977 Assert(Key <= High(FKeys));
5979 FKeys[Key].Pressed := True;
5980 FKeys[Key].Time := Time;
5981 end;
5983 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5984 begin
5985 Result := FKeys[K].Pressed;
5986 end;
5988 procedure TPlayer.ReleaseKeys();
5989 var
5990 a: Integer;
5991 begin
5992 for a := Low(FKeys) to High(FKeys) do
5993 begin
5994 FKeys[a].Pressed := False;
5995 FKeys[a].Time := 0;
5996 end;
5997 end;
5999 procedure TPlayer.OnDamage(Angle: SmallInt);
6000 begin
6001 end;
6003 function TPlayer.firediry(): Integer;
6004 begin
6005 if FKeys[KEY_UP].Pressed then Result := -42
6006 else if FKeys[KEY_DOWN].Pressed then Result := 19
6007 else Result := 0;
6008 end;
6010 procedure TPlayer.RememberState();
6011 var
6012 i: Integer;
6013 SavedState: TPlayerSavedState;
6014 begin
6015 SavedState.Health := FHealth;
6016 SavedState.Armor := FArmor;
6017 SavedState.Air := FAir;
6018 SavedState.JetFuel := FJetFuel;
6019 SavedState.CurrWeap := FCurrWeap;
6020 SavedState.NextWeap := FNextWeap;
6021 SavedState.NextWeapDelay := FNextWeapDelay;
6022 for i := Low(FWeapon) to High(FWeapon) do
6023 SavedState.Weapon[i] := FWeapon[i];
6024 for i := Low(FAmmo) to High(FAmmo) do
6025 SavedState.Ammo[i] := FAmmo[i];
6026 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6027 SavedState.MaxAmmo[i] := FMaxAmmo[i];
6028 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6030 FSavedStateNum := -1;
6031 for i := Low(SavedStates) to High(SavedStates) do
6032 if not SavedStates[i].Used then
6033 begin
6034 FSavedStateNum := i;
6035 break;
6036 end;
6037 if FSavedStateNum < 0 then
6038 begin
6039 SetLength(SavedStates, Length(SavedStates) + 1);
6040 FSavedStateNum := High(SavedStates);
6041 end;
6043 SavedState.Used := True;
6044 SavedStates[FSavedStateNum] := SavedState;
6045 end;
6047 procedure TPlayer.RecallState();
6048 var
6049 i: Integer;
6050 SavedState: TPlayerSavedState;
6051 begin
6052 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6053 Exit;
6055 SavedState := SavedStates[FSavedStateNum];
6056 SavedStates[FSavedStateNum].Used := False;
6057 FSavedStateNum := -1;
6059 FHealth := SavedState.Health;
6060 FArmor := SavedState.Armor;
6061 FAir := SavedState.Air;
6062 FJetFuel := SavedState.JetFuel;
6063 FCurrWeap := SavedState.CurrWeap;
6064 FNextWeap := SavedState.NextWeap;
6065 FNextWeapDelay := SavedState.NextWeapDelay;
6066 for i := Low(FWeapon) to High(FWeapon) do
6067 FWeapon[i] := SavedState.Weapon[i];
6068 for i := Low(FAmmo) to High(FAmmo) do
6069 FAmmo[i] := SavedState.Ammo[i];
6070 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6071 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6072 FRulez := SavedState.Rulez;
6074 if gGameSettings.GameType = GT_SERVER then
6075 MH_SEND_PlayerStats(FUID);
6076 end;
6078 procedure TPlayer.SaveState (st: TStream);
6079 var
6080 i: Integer;
6081 b: Byte;
6082 begin
6083 // Ñèãíàòóðà èãðîêà
6084 utils.writeSign(st, 'PLYR');
6085 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6086 // Áîò èëè ÷åëîâåê
6087 utils.writeBool(st, FIamBot);
6088 // UID èãðîêà
6089 utils.writeInt(st, Word(FUID));
6090 // Èìÿ èãðîêà
6091 utils.writeStr(st, FName);
6092 // Êîìàíäà
6093 utils.writeInt(st, Byte(FTeam));
6094 // Æèâ ëè
6095 utils.writeBool(st, FAlive);
6096 // Èçðàñõîäîâàë ëè âñå æèçíè
6097 utils.writeBool(st, FNoRespawn);
6098 // Íàïðàâëåíèå
6099 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6100 utils.writeInt(st, Byte(b));
6101 // Çäîðîâüå
6102 utils.writeInt(st, LongInt(FHealth));
6103 // Êîýôôèöèåíò èíâàëèäíîñòè
6104 utils.writeInt(st, LongInt(FHandicap));
6105 // Æèçíè
6106 utils.writeInt(st, Byte(FLives));
6107 // Áðîíÿ
6108 utils.writeInt(st, LongInt(FArmor));
6109 // Çàïàñ âîçäóõà
6110 utils.writeInt(st, LongInt(FAir));
6111 // Çàïàñ ãîðþ÷åãî
6112 utils.writeInt(st, LongInt(FJetFuel));
6113 // Áîëü
6114 utils.writeInt(st, LongInt(FPain));
6115 // Óáèë
6116 utils.writeInt(st, LongInt(FKills));
6117 // Óáèë ìîíñòðîâ
6118 utils.writeInt(st, LongInt(FMonsterKills));
6119 // Ôðàãîâ
6120 utils.writeInt(st, LongInt(FFrags));
6121 // Ôðàãîâ ïîäðÿä
6122 utils.writeInt(st, Byte(FFragCombo));
6123 // Âðåìÿ ïîñëåäíåãî ôðàãà
6124 utils.writeInt(st, LongWord(FLastFrag));
6125 // Ñìåðòåé
6126 utils.writeInt(st, LongInt(FDeath));
6127 // Êàêîé ôëàã íåñåò
6128 utils.writeInt(st, Byte(FFlag));
6129 // Íàøåë ñåêðåòîâ
6130 utils.writeInt(st, LongInt(FSecrets));
6131 // Òåêóùåå îðóæèå
6132 utils.writeInt(st, Byte(FCurrWeap));
6133 // Æåëàåìîå îðóæèå
6134 utils.writeInt(st, Word(FNextWeap));
6135 // ...è ïàóçà
6136 utils.writeInt(st, Byte(FNextWeapDelay));
6137 // Âðåìÿ çàðÿäêè BFG
6138 utils.writeInt(st, SmallInt(FBFGFireCounter));
6139 // Áóôåð óðîíà
6140 utils.writeInt(st, LongInt(FDamageBuffer));
6141 // Ïîñëåäíèé óäàðèâøèé
6142 utils.writeInt(st, Word(FLastSpawnerUID));
6143 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6144 utils.writeInt(st, Byte(FLastHit));
6145 // Îáúåêò èãðîêà
6146 Obj_SaveState(st, @FObj);
6147 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6148 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6149 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6150 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6151 // Íàëè÷èå îðóæèÿ
6152 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6153 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6154 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6155 // Íàëè÷èå ðþêçàêà
6156 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6157 // Íàëè÷èå êðàñíîãî êëþ÷à
6158 utils.writeBool(st, (R_KEY_RED in FRulez));
6159 // Íàëè÷èå çåëåíîãî êëþ÷à
6160 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6161 // Íàëè÷èå ñèíåãî êëþ÷à
6162 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6163 // Íàëè÷èå áåðñåðêà
6164 utils.writeBool(st, (R_BERSERK in FRulez));
6165 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6166 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6167 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6168 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6169 // Íàçâàíèå ìîäåëè
6170 utils.writeStr(st, FModel.Name);
6171 // Öâåò ìîäåëè
6172 utils.writeInt(st, Byte(FColor.R));
6173 utils.writeInt(st, Byte(FColor.G));
6174 utils.writeInt(st, Byte(FColor.B));
6175 end;
6178 procedure TPlayer.LoadState (st: TStream);
6179 var
6180 i: Integer;
6181 str: String;
6182 b: Byte;
6183 begin
6184 assert(st <> nil);
6186 // Ñèãíàòóðà èãðîêà
6187 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6188 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6189 // Áîò èëè ÷åëîâåê:
6190 FIamBot := utils.readBool(st);
6191 // UID èãðîêà
6192 FUID := utils.readWord(st);
6193 // Èìÿ èãðîêà
6194 str := utils.readStr(st);
6195 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6196 // Êîìàíäà
6197 FTeam := utils.readByte(st);
6198 // Æèâ ëè
6199 FAlive := utils.readBool(st);
6200 // Èçðàñõîäîâàë ëè âñå æèçíè
6201 FNoRespawn := utils.readBool(st);
6202 // Íàïðàâëåíèå
6203 b := utils.readByte(st);
6204 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6205 // Çäîðîâüå
6206 FHealth := utils.readLongInt(st);
6207 // Êîýôôèöèåíò èíâàëèäíîñòè
6208 FHandicap := utils.readLongInt(st);
6209 // Æèçíè
6210 FLives := utils.readByte(st);
6211 // Áðîíÿ
6212 FArmor := utils.readLongInt(st);
6213 // Çàïàñ âîçäóõà
6214 FAir := utils.readLongInt(st);
6215 // Çàïàñ ãîðþ÷åãî
6216 FJetFuel := utils.readLongInt(st);
6217 // Áîëü
6218 FPain := utils.readLongInt(st);
6219 // Óáèë
6220 FKills := utils.readLongInt(st);
6221 // Óáèë ìîíñòðîâ
6222 FMonsterKills := utils.readLongInt(st);
6223 // Ôðàãîâ
6224 FFrags := utils.readLongInt(st);
6225 // Ôðàãîâ ïîäðÿä
6226 FFragCombo := utils.readByte(st);
6227 // Âðåìÿ ïîñëåäíåãî ôðàãà
6228 FLastFrag := utils.readLongWord(st);
6229 // Ñìåðòåé
6230 FDeath := utils.readLongInt(st);
6231 // Êàêîé ôëàã íåñåò
6232 FFlag := utils.readByte(st);
6233 // Íàøåë ñåêðåòîâ
6234 FSecrets := utils.readLongInt(st);
6235 // Òåêóùåå îðóæèå
6236 FCurrWeap := utils.readByte(st);
6237 // Æåëàåìîå îðóæèå
6238 FNextWeap := utils.readWord(st);
6239 // ...è ïàóçà
6240 FNextWeapDelay := utils.readByte(st);
6241 // Âðåìÿ çàðÿäêè BFG
6242 FBFGFireCounter := utils.readSmallInt(st);
6243 // Áóôåð óðîíà
6244 FDamageBuffer := utils.readLongInt(st);
6245 // Ïîñëåäíèé óäàðèâøèé
6246 FLastSpawnerUID := utils.readWord(st);
6247 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6248 FLastHit := utils.readByte(st);
6249 // Îáúåêò èãðîêà
6250 Obj_LoadState(@FObj, st);
6251 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6252 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6253 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6254 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6255 // Íàëè÷èå îðóæèÿ
6256 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6257 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6258 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6259 // Íàëè÷èå ðþêçàêà
6260 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6261 // Íàëè÷èå êðàñíîãî êëþ÷à
6262 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6263 // Íàëè÷èå çåëåíîãî êëþ÷à
6264 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6265 // Íàëè÷èå ñèíåãî êëþ÷à
6266 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6267 // Íàëè÷èå áåðñåðêà
6268 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6269 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6270 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6271 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6272 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6273 // Íàçâàíèå ìîäåëè
6274 str := utils.readStr(st);
6275 // Öâåò ìîäåëè
6276 FColor.R := utils.readByte(st);
6277 FColor.G := utils.readByte(st);
6278 FColor.B := utils.readByte(st);
6279 if (self = gPlayer1) then
6280 begin
6281 str := gPlayer1Settings.Model;
6282 FColor := gPlayer1Settings.Color;
6283 end
6284 else if (self = gPlayer2) then
6285 begin
6286 str := gPlayer2Settings.Model;
6287 FColor := gPlayer2Settings.Color;
6288 end;
6289 // Îáíîâëÿåì ìîäåëü èãðîêà
6290 SetModel(str);
6291 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6292 FModel.Color := TEAMCOLOR[FTeam]
6293 else
6294 FModel.Color := FColor;
6295 end;
6298 procedure TPlayer.AllRulez(Health: Boolean);
6299 var
6300 a: Integer;
6301 begin
6302 if Health then
6303 begin
6304 FHealth := PLAYER_HP_LIMIT;
6305 FArmor := PLAYER_AP_LIMIT;
6306 Exit;
6307 end;
6309 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6310 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6311 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6312 end;
6314 procedure TPlayer.RestoreHealthArmor();
6315 begin
6316 FHealth := PLAYER_HP_LIMIT;
6317 FArmor := PLAYER_AP_LIMIT;
6318 end;
6320 procedure TPlayer.FragCombo();
6321 var
6322 Param: Integer;
6323 begin
6324 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6325 Exit;
6326 if gTime - FLastFrag < FRAG_COMBO_TIME then
6327 begin
6328 if FFragCombo < 5 then
6329 Inc(FFragCombo);
6330 Param := FUID or (FFragCombo shl 16);
6331 if (FComboEvnt >= Low(gDelayedEvents)) and
6332 (FComboEvnt <= High(gDelayedEvents)) and
6333 gDelayedEvents[FComboEvnt].Pending and
6334 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6335 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6336 begin
6337 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6338 gDelayedEvents[FComboEvnt].DENum := Param;
6339 end
6340 else
6341 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6342 end
6343 else
6344 FFragCombo := 1;
6346 FLastFrag := gTime;
6347 end;
6349 procedure TPlayer.GiveItem(ItemType: Byte);
6350 begin
6351 case ItemType of
6352 ITEM_SUIT:
6353 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6354 begin
6355 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6356 end;
6358 ITEM_OXYGEN:
6359 if FAir < AIR_MAX then
6360 begin
6361 FAir := AIR_MAX;
6362 end;
6364 ITEM_MEDKIT_BLACK:
6365 begin
6366 if not (R_BERSERK in FRulez) then
6367 begin
6368 Include(FRulez, R_BERSERK);
6369 if FBFGFireCounter < 1 then
6370 begin
6371 FCurrWeap := WEAPON_KASTET;
6372 resetWeaponQueue();
6373 FModel.SetWeapon(WEAPON_KASTET);
6374 end;
6375 if gFlash <> 0 then
6376 Inc(FPain, 100);
6377 FBerserk := gTime+30000;
6378 end;
6379 if FHealth < PLAYER_HP_SOFT then
6380 begin
6381 FHealth := PLAYER_HP_SOFT;
6382 FBerserk := gTime+30000;
6383 end;
6384 end;
6386 ITEM_INVUL:
6387 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6388 begin
6389 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6390 FSpawnInvul := 0;
6391 end;
6393 ITEM_INVIS:
6394 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6395 begin
6396 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6397 end;
6399 ITEM_JETPACK:
6400 if FJetFuel < JET_MAX then
6401 begin
6402 FJetFuel := JET_MAX;
6403 end;
6405 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6406 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6408 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6409 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6411 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6412 ITEM_SPHERE_WHITE:
6413 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6414 begin
6415 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6416 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6417 end;
6419 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6420 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6421 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6422 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6423 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6424 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6425 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6426 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6427 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6429 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6430 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6431 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6432 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6433 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6434 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6435 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6436 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6437 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6439 ITEM_AMMO_BACKPACK:
6440 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6441 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6442 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6443 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6444 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6445 begin
6446 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6447 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6448 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6449 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6450 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6452 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6453 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6454 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6455 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6457 FRulez := FRulez + [R_ITEM_BACKPACK];
6458 end;
6460 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6461 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6462 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6464 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6465 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6467 else
6468 Exit;
6469 end;
6470 if g_Game_IsNet and g_Game_IsServer then
6471 MH_SEND_PlayerStats(FUID);
6472 end;
6474 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6475 var
6476 id, i: DWORD;
6477 Anim: TAnimation;
6478 begin
6479 if (Random(5) = 1) and (Times = 1) then
6480 Exit;
6482 if BodyInLiquid(0, 0) then
6483 begin
6484 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6485 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6486 if Random(2) = 0 then
6487 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6488 else
6489 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6490 Exit;
6491 end;
6493 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6494 begin
6495 for i := 1 to Times do
6496 begin
6497 Anim := TAnimation.Create(id, False, 3);
6498 Anim.Alpha := 150;
6499 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6500 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6501 Anim.Free();
6502 end;
6503 end;
6504 end;
6506 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6507 var
6508 id, i: DWORD;
6509 Anim: TAnimation;
6510 begin
6511 if (Random(10) = 1) and (Times = 1) then
6512 Exit;
6514 if g_Frames_Get(id, 'FRAMES_FLAME') then
6515 begin
6516 for i := 1 to Times do
6517 begin
6518 Anim := TAnimation.Create(id, False, 3);
6519 Anim.Alpha := 0;
6520 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6521 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6522 Anim.Free();
6523 end;
6524 end;
6525 end;
6527 procedure TPlayer.PauseSounds(Enable: Boolean);
6528 begin
6529 FSawSound.Pause(Enable);
6530 FSawSoundIdle.Pause(Enable);
6531 FSawSoundHit.Pause(Enable);
6532 FSawSoundSelect.Pause(Enable);
6533 FFlameSoundOn.Pause(Enable);
6534 FFlameSoundOff.Pause(Enable);
6535 FFlameSoundWork.Pause(Enable);
6536 FJetSoundFly.Pause(Enable);
6537 FJetSoundOn.Pause(Enable);
6538 FJetSoundOff.Pause(Enable);
6539 end;
6541 { T C o r p s e : }
6543 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6544 begin
6545 g_Obj_Init(@FObj);
6546 FObj.X := X;
6547 FObj.Y := Y;
6548 FObj.Rect := PLAYER_CORPSERECT;
6549 FModelName := ModelName;
6550 FMess := aMess;
6552 if FMess then
6553 begin
6554 FState := CORPSE_STATE_MESS;
6555 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6556 end
6557 else
6558 begin
6559 FState := CORPSE_STATE_NORMAL;
6560 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6561 end;
6562 end;
6564 destructor TCorpse.Destroy();
6565 begin
6566 FAnimation.Free();
6568 inherited;
6569 end;
6571 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6573 procedure TCorpse.positionChanged (); inline; begin end;
6575 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6576 begin
6577 if (dx <> 0) or (dy <> 0) then
6578 begin
6579 FObj.X += dx;
6580 FObj.Y += dy;
6581 positionChanged();
6582 end;
6583 end;
6586 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6587 begin
6588 x := FObj.X+PLAYER_CORPSERECT.X;
6589 y := FObj.Y+PLAYER_CORPSERECT.Y;
6590 w := PLAYER_CORPSERECT.Width;
6591 h := PLAYER_CORPSERECT.Height;
6592 end;
6595 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6596 var
6597 pm: TPlayerModel;
6598 Blood: TModelBlood;
6599 begin
6600 if FState = CORPSE_STATE_REMOVEME then
6601 Exit;
6603 FDamage := FDamage + Value;
6605 if FDamage > 150 then
6606 begin
6607 if FAnimation <> nil then
6608 begin
6609 FAnimation.Free();
6610 FAnimation := nil;
6612 FState := CORPSE_STATE_REMOVEME;
6614 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6615 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6616 FModelName, FColor);
6617 // Çâóê ìÿñà îò òðóïà:
6618 pm := g_PlayerModel_Get(FModelName);
6619 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6620 pm.Free;
6622 // Çëîâåùèé ñìåõ:
6623 if (gBodyKillEvent <> -1)
6624 and gDelayedEvents[gBodyKillEvent].Pending then
6625 gDelayedEvents[gBodyKillEvent].Pending := False;
6626 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6627 end;
6628 end
6629 else
6630 begin
6631 Blood := g_PlayerModel_GetBlood(FModelName);
6632 FObj.Vel.X := FObj.Vel.X + vx;
6633 FObj.Vel.Y := FObj.Vel.Y + vy;
6634 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6635 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6636 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6637 Blood.R, Blood.G, Blood.B, Blood.Kind);
6638 end;
6639 end;
6641 procedure TCorpse.Draw();
6642 var
6643 fX, fY: Integer;
6644 begin
6645 if FState = CORPSE_STATE_REMOVEME then
6646 Exit;
6648 FObj.lerp(gLerpFactor, fX, fY);
6650 if FAnimation <> nil then
6651 FAnimation.Draw(fX, fY, TMirrorType.None);
6653 if FAnimationMask <> nil then
6654 begin
6655 e_Colors := FColor;
6656 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6657 e_Colors.R := 255;
6658 e_Colors.G := 255;
6659 e_Colors.B := 255;
6660 end;
6661 end;
6663 procedure TCorpse.Update();
6664 var
6665 st: Word;
6666 begin
6667 if FState = CORPSE_STATE_REMOVEME then
6668 Exit;
6670 FObj.oldX := FObj.X;
6671 FObj.oldY := FObj.Y;
6673 if gTime mod (GAME_TICK*2) <> 0 then
6674 begin
6675 g_Obj_Move(@FObj, True, True, True);
6676 positionChanged(); // this updates spatial accelerators
6677 Exit;
6678 end;
6680 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6681 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6683 st := g_Obj_Move(@FObj, True, True, True);
6684 positionChanged(); // this updates spatial accelerators
6686 if WordBool(st and MOVE_FALLOUT) then
6687 begin
6688 FState := CORPSE_STATE_REMOVEME;
6689 Exit;
6690 end;
6692 if FAnimation <> nil then
6693 FAnimation.Update();
6694 if FAnimationMask <> nil then
6695 FAnimationMask.Update();
6696 end;
6699 procedure TCorpse.SaveState (st: TStream);
6700 var
6701 anim: Boolean;
6702 begin
6703 assert(st <> nil);
6705 // Ñèãíàòóðà òðóïà
6706 utils.writeSign(st, 'CORP');
6707 utils.writeInt(st, Byte(0));
6708 // Ñîñòîÿíèå
6709 utils.writeInt(st, Byte(FState));
6710 // Íàêîïëåííûé óðîí
6711 utils.writeInt(st, Byte(FDamage));
6712 // Öâåò
6713 utils.writeInt(st, Byte(FColor.R));
6714 utils.writeInt(st, Byte(FColor.G));
6715 utils.writeInt(st, Byte(FColor.B));
6716 // Îáúåêò òðóïà
6717 Obj_SaveState(st, @FObj);
6718 utils.writeInt(st, Word(FPlayerUID));
6719 // Åñòü ëè àíèìàöèÿ
6720 anim := (FAnimation <> nil);
6721 utils.writeBool(st, anim);
6722 // Åñëè åñòü - ñîõðàíÿåì
6723 if anim then FAnimation.SaveState(st);
6724 // Åñòü ëè ìàñêà àíèìàöèè
6725 anim := (FAnimationMask <> nil);
6726 utils.writeBool(st, anim);
6727 // Åñëè åñòü - ñîõðàíÿåì
6728 if anim then FAnimationMask.SaveState(st);
6729 end;
6732 procedure TCorpse.LoadState (st: TStream);
6733 var
6734 anim: Boolean;
6735 begin
6736 assert(st <> nil);
6738 // Ñèãíàòóðà òðóïà
6739 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6740 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6741 // Ñîñòîÿíèå
6742 FState := utils.readByte(st);
6743 // Íàêîïëåííûé óðîí
6744 FDamage := utils.readByte(st);
6745 // Öâåò
6746 FColor.R := utils.readByte(st);
6747 FColor.G := utils.readByte(st);
6748 FColor.B := utils.readByte(st);
6749 // Îáúåêò òðóïà
6750 Obj_LoadState(@FObj, st);
6751 FPlayerUID := utils.readWord(st);
6752 // Åñòü ëè àíèìàöèÿ
6753 anim := utils.readBool(st);
6754 // Åñëè åñòü - çàãðóæàåì
6755 if anim then
6756 begin
6757 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6758 FAnimation.LoadState(st);
6759 end;
6760 // Åñòü ëè ìàñêà àíèìàöèè
6761 anim := utils.readBool(st);
6762 // Åñëè åñòü - çàãðóæàåì
6763 if anim then
6764 begin
6765 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6766 FAnimationMask.LoadState(st);
6767 end;
6768 end;
6770 { T B o t : }
6772 constructor TBot.Create();
6773 var
6774 a: Integer;
6775 begin
6776 inherited Create();
6778 FPhysics := True;
6779 FSpectator := False;
6780 FGhost := False;
6782 FIamBot := True;
6784 Inc(gNumBots);
6786 for a := WP_FIRST to WP_LAST do
6787 begin
6788 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6789 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6790 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6791 end;
6792 end;
6794 destructor TBot.Destroy();
6795 begin
6796 Dec(gNumBots);
6797 inherited Destroy();
6798 end;
6800 procedure TBot.Draw();
6801 begin
6802 inherited Draw();
6804 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6805 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6806 end;
6808 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6809 begin
6810 inherited Respawn(Silent, Force);
6812 FAIFlags := nil;
6813 FSelectedWeapon := FCurrWeap;
6814 resetWeaponQueue();
6815 FTargetUID := 0;
6816 end;
6818 procedure TBot.UpdateCombat();
6819 type
6820 TTarget = record
6821 UID: Word;
6822 X, Y: Integer;
6823 Rect: TRectWH;
6824 cX, cY: Integer;
6825 Dist: Word;
6826 Line: Boolean;
6827 Visible: Boolean;
6828 IsPlayer: Boolean;
6829 end;
6831 TTargetRecord = array of TTarget;
6833 function Compare(a, b: TTarget): Integer;
6834 begin
6835 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6836 Result := -1
6837 else
6838 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6839 Result := 1
6840 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6841 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6842 begin
6843 if a.Dist > b.Dist then // B áëèæå
6844 Result := 1
6845 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6846 Result := -1;
6847 end
6848 else // Ñòðàííî -> A
6849 Result := -1;
6850 end;
6852 var
6853 a, x1, y1, x2, y2: Integer;
6854 targets: TTargetRecord;
6855 ammo: Word;
6856 Target, BestTarget: TTarget;
6857 firew, fireh: Integer;
6858 angle: SmallInt;
6859 mon: TMonster;
6860 pla, tpla: TPlayer;
6861 vsPlayer, vsMonster, ok: Boolean;
6864 function monsUpdate (mon: TMonster): Boolean;
6865 begin
6866 result := false; // don't stop
6867 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6868 begin
6869 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6871 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6872 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6874 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6875 if g_TraceVector(x1, y1, x2, y2) then
6876 begin
6877 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6878 SetLength(targets, Length(targets)+1);
6879 with targets[High(targets)] do
6880 begin
6881 UID := mon.UID;
6882 X := mon.Obj.X;
6883 Y := mon.Obj.Y;
6884 cX := x2;
6885 cY := y2;
6886 Rect := mon.Obj.Rect;
6887 Dist := g_PatchLength(x1, y1, x2, y2);
6888 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6889 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6890 Visible := True;
6891 IsPlayer := False;
6892 end;
6893 end;
6894 end;
6895 end;
6897 begin
6898 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6899 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6901 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6902 if FCurrWeap <> FSelectedWeapon then
6903 NextWeapon();
6905 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6906 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6907 begin
6908 RemoveAIFlag('NEEDFIRE');
6910 case FCurrWeap of
6911 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6912 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6913 else PressKey(KEY_FIRE);
6914 end;
6915 end;
6917 // Êîîðäèíàòû ñòâîëà:
6918 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6919 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6921 Target.UID := FTargetUID;
6923 ok := False;
6924 if Target.UID <> 0 then
6925 begin // Öåëü åñòü - íàñòðàèâàåì
6926 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6927 vsPlayer then
6928 begin // Èãðîê
6929 tpla := g_Player_Get(Target.UID);
6930 if tpla <> nil then
6931 with tpla do
6932 begin
6933 if (@FObj) <> nil then
6934 begin
6935 Target.X := FObj.X;
6936 Target.Y := FObj.Y;
6937 end;
6938 end;
6940 Target.cX := Target.X + PLAYER_RECT_CX;
6941 Target.cY := Target.Y + PLAYER_RECT_CY;
6942 Target.Rect := PLAYER_RECT;
6943 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6944 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6945 (y1-4 > Target.Y+PLAYER_RECT.Y);
6946 Target.IsPlayer := True;
6947 ok := True;
6948 end
6949 else
6950 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6951 vsMonster then
6952 begin // Ìîíñòð
6953 mon := g_Monsters_ByUID(Target.UID);
6954 if mon <> nil then
6955 begin
6956 Target.X := mon.Obj.X;
6957 Target.Y := mon.Obj.Y;
6959 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6960 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6961 Target.Rect := mon.Obj.Rect;
6962 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6963 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6964 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6965 Target.IsPlayer := False;
6966 ok := True;
6967 end;
6968 end;
6969 end;
6971 if not ok then
6972 begin // Öåëè íåò - îáíóëÿåì
6973 Target.X := 0;
6974 Target.Y := 0;
6975 Target.cX := 0;
6976 Target.cY := 0;
6977 Target.Visible := False;
6978 Target.Line := False;
6979 Target.IsPlayer := False;
6980 end;
6982 targets := nil;
6984 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6985 if (not Target.Line) or (not Target.Visible) then
6986 begin
6987 // Èãðîêè:
6988 if vsPlayer then
6989 for a := 0 to High(gPlayers) do
6990 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6991 (gPlayers[a].FUID <> FUID) and
6992 (not SameTeam(FUID, gPlayers[a].FUID)) and
6993 (not gPlayers[a].NoTarget) and
6994 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6995 begin
6996 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6997 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6998 Continue;
7000 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
7001 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
7003 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7004 if g_TraceVector(x1, y1, x2, y2) then
7005 begin
7006 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7007 SetLength(targets, Length(targets)+1);
7008 with targets[High(targets)] do
7009 begin
7010 UID := gPlayers[a].FUID;
7011 X := gPlayers[a].FObj.X;
7012 Y := gPlayers[a].FObj.Y;
7013 cX := x2;
7014 cY := y2;
7015 Rect := PLAYER_RECT;
7016 Dist := g_PatchLength(x1, y1, x2, y2);
7017 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
7018 (y1-4 > Target.Y+PLAYER_RECT.Y);
7019 Visible := True;
7020 IsPlayer := True;
7021 end;
7022 end;
7023 end;
7025 // Ìîíñòðû:
7026 if vsMonster then g_Mons_ForEach(monsUpdate);
7027 end;
7029 // Åñëè åñòü âîçìîæíûå öåëè:
7030 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7031 if targets <> nil then
7032 begin
7033 // Âûáèðàåì íàèëó÷øóþ öåëü:
7034 BestTarget := targets[0];
7035 if Length(targets) > 1 then
7036 for a := 1 to High(targets) do
7037 if Compare(BestTarget, targets[a]) = 1 then
7038 BestTarget := targets[a];
7040 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7041 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
7042 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
7043 begin
7044 Target := BestTarget;
7046 if (Healthy() = 3) or ((Healthy() = 2)) then
7047 begin // Åñëè çäîðîâû - äîãîíÿåì
7048 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7049 SetAIFlag('GORIGHT', '1');
7050 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7051 SetAIFlag('GOLEFT', '1');
7052 end
7053 else
7054 begin // Åñëè ïîáèòû - óáåãàåì
7055 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7056 SetAIFlag('GORIGHT', '1');
7057 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7058 SetAIFlag('GOLEFT', '1');
7059 end;
7061 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7062 SelectWeapon(Abs(x1-Target.cX));
7063 end;
7064 end;
7066 // Åñëè åñòü öåëü:
7067 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7068 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7069 if Target.UID <> 0 then
7070 begin
7071 if not TargetOnScreen(Target.X + Target.Rect.X,
7072 Target.Y + Target.Rect.Y) then
7073 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7074 if (Healthy() = 3) or ((Healthy() = 2)) then
7075 begin // Åñëè çäîðîâû - äîãîíÿåì
7076 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7077 SetAIFlag('GORIGHT', '1');
7078 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7079 SetAIFlag('GOLEFT', '1');
7080 end
7081 else
7082 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7083 Target.UID := 0;
7084 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7085 SetAIFlag('GORIGHT', '1');
7086 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7087 SetAIFlag('GOLEFT', '1');
7088 end;
7089 end
7090 else
7091 begin // Öåëü ïîêà íà "ýêðàíå"
7092 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7093 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7094 FLastVisible := gTime;
7095 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7096 if (Abs(FObj.Y-Target.Y) <= 128) then
7097 begin
7098 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7099 SetAIFlag('GORIGHT', '1');
7100 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7101 SetAIFlag('GOLEFT', '1');
7102 end;
7103 end;
7105 // Âûáèðàåì óãîë ââåðõ:
7106 if FDirection = TDirection.D_LEFT then
7107 angle := ANGLE_LEFTUP
7108 else
7109 angle := ANGLE_RIGHTUP;
7111 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7112 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7114 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7115 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7116 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7117 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7118 Target.Rect.Width, Target.Rect.Height) and
7119 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7120 begin // òî íóæíî ñòðåëÿòü ââåðõ
7121 SetAIFlag('NEEDFIRE', '1');
7122 SetAIFlag('NEEDSEEUP', '1');
7123 end;
7125 // Âûáèðàåì óãîë âíèç:
7126 if FDirection = TDirection.D_LEFT then
7127 angle := ANGLE_LEFTDOWN
7128 else
7129 angle := ANGLE_RIGHTDOWN;
7131 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7132 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7134 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7135 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7136 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7137 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7138 Target.Rect.Width, Target.Rect.Height) and
7139 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7140 begin // òî íóæíî ñòðåëÿòü âíèç
7141 SetAIFlag('NEEDFIRE', '1');
7142 SetAIFlag('NEEDSEEDOWN', '1');
7143 end;
7145 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7146 if Target.Visible and
7147 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7148 (y1-4 > Target.Y+Target.Rect.Y) then
7149 begin
7150 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7151 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7152 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7153 begin // òî íóæíî ñòðåëÿòü âïåðåä
7154 SetAIFlag('NEEDFIRE', '1');
7155 SetAIFlag('NEEDSEEDOWN', '');
7156 SetAIFlag('NEEDSEEUP', '');
7157 end;
7158 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7159 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7160 if GetRnd(FDifficult.CloseJump) then
7161 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7162 if Abs(FObj.X-Target.X) < 128 then
7163 a := 4
7164 else
7165 a := 30;
7166 if Random(a) = 0 then
7167 SetAIFlag('NEEDJUMP', '1');
7168 end;
7169 end;
7171 // Åñëè öåëü âñå åùå åñòü:
7172 if Target.UID <> 0 then
7173 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7174 Target.UID := 0 // òî çàáûòü öåëü
7175 else // Åñëè âèäåëè íåäàâíî
7176 begin // íî öåëü óáèëè
7177 if Target.IsPlayer then
7178 begin // Öåëü - èãðîê
7179 pla := g_Player_Get(Target.UID);
7180 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7181 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7182 Target.UID := 0; // òî çàáûòü öåëü
7183 end
7184 else
7185 begin // Öåëü - ìîíñòð
7186 mon := g_Monsters_ByUID(Target.UID);
7187 if (mon = nil) or (not mon.alive) then
7188 Target.UID := 0; // òî çàáûòü öåëü
7189 end;
7190 end;
7191 end; // if Target.UID <> 0
7193 FTargetUID := Target.UID;
7195 // Åñëè âîçìîæíûõ öåëåé íåò:
7196 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7197 if targets = nil then
7198 if GetAIFlag('ATTACKLEFT') <> '' then
7199 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7200 RemoveAIFlag('ATTACKLEFT');
7202 SetAIFlag('NEEDJUMP', '1');
7204 if RunDirection() = TDirection.D_RIGHT then
7205 begin // Èäåì íå â òó ñòîðîíó
7206 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7207 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7208 SetAIFlag('NEEDFIRE', '1');
7209 SetAIFlag('GOLEFT', '1');
7210 end;
7211 end
7212 else
7213 begin // Èäåì â íóæíóþ ñòîðîíó
7214 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7215 SetAIFlag('NEEDFIRE', '1');
7216 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7217 SetAIFlag('GORIGHT', '1');
7218 end;
7219 end
7220 else
7221 if GetAIFlag('ATTACKRIGHT') <> '' then
7222 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7223 RemoveAIFlag('ATTACKRIGHT');
7225 SetAIFlag('NEEDJUMP', '1');
7227 if RunDirection() = TDirection.D_LEFT then
7228 begin // Èäåì íå â òó ñòîðîíó
7229 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7230 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7231 SetAIFlag('NEEDFIRE', '1');
7232 SetAIFlag('GORIGHT', '1');
7233 end;
7234 end
7235 else
7236 begin
7237 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7238 SetAIFlag('NEEDFIRE', '1');
7239 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7240 SetAIFlag('GOLEFT', '1');
7241 end;
7242 end;
7244 //HACK! (does it belongs there?)
7245 RealizeCurrentWeapon();
7247 // Åñëè åñòü âîçìîæíûå öåëè:
7248 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7249 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7250 for a := 0 to High(targets) do
7251 begin
7252 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7253 if GetRnd(FDifficult.DiagFire) then
7254 begin
7255 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7256 if FDirection = TDirection.D_LEFT then
7257 angle := ANGLE_LEFTUP
7258 else
7259 angle := ANGLE_RIGHTUP;
7261 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7262 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7264 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7265 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7266 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7267 targets[a].Rect.Width, targets[a].Rect.Height) and
7268 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7269 begin
7270 SetAIFlag('NEEDFIRE', '1');
7271 SetAIFlag('NEEDSEEUP', '1');
7272 end;
7274 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7275 if FDirection = TDirection.D_LEFT then
7276 angle := ANGLE_LEFTDOWN
7277 else
7278 angle := ANGLE_RIGHTDOWN;
7280 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7281 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7283 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7284 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7285 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7286 targets[a].Rect.Width, targets[a].Rect.Height) and
7287 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7288 begin
7289 SetAIFlag('NEEDFIRE', '1');
7290 SetAIFlag('NEEDSEEDOWN', '1');
7291 end;
7292 end;
7294 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7295 if targets[a].Line and targets[a].Visible and
7296 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7297 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7298 begin
7299 SetAIFlag('NEEDFIRE', '1');
7300 Break;
7301 end;
7302 end;
7304 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7305 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7306 PLAYER_RECT.Width, PLAYER_RECT.Height,
7307 40+GetInterval(FDifficult.Cover, 40)) then
7308 SetAIFlag('NEEDJUMP', '1');
7310 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7311 ammo := GetAmmoByWeapon(FCurrWeap);
7312 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7313 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7314 (ammo = 0) then
7315 SetAIFlag('SELECTWEAPON', '1');
7317 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7318 if GetAIFlag('SELECTWEAPON') = '1' then
7319 begin
7320 SelectWeapon(-1);
7321 RemoveAIFlag('SELECTWEAPON');
7322 end;
7323 end;
7325 procedure TBot.Update();
7326 var
7327 EnableAI: Boolean;
7328 begin
7329 if not FAlive then
7330 begin // Respawn
7331 ReleaseKeys();
7332 PressKey(KEY_UP);
7333 end
7334 else
7335 begin
7336 EnableAI := True;
7338 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7339 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7340 EnableAI := False;
7341 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7342 EnableAI := False;
7343 if g_debug_BotAIOff = 3 then
7344 EnableAI := False;
7346 if EnableAI then
7347 begin
7348 UpdateMove();
7349 UpdateCombat();
7350 end
7351 else
7352 begin
7353 RealizeCurrentWeapon();
7354 end;
7355 end;
7357 inherited Update();
7358 end;
7360 procedure TBot.ReleaseKey(Key: Byte);
7361 begin
7362 with FKeys[Key] do
7363 begin
7364 Pressed := False;
7365 Time := 0;
7366 end;
7367 end;
7369 function TBot.KeyPressed(Key: Word): Boolean;
7370 begin
7371 Result := FKeys[Key].Pressed;
7372 end;
7374 function TBot.GetAIFlag(aName: String20): String20;
7375 var
7376 a: Integer;
7377 begin
7378 Result := '';
7380 aName := LowerCase(aName);
7382 if FAIFlags <> nil then
7383 for a := 0 to High(FAIFlags) do
7384 if LowerCase(FAIFlags[a].Name) = aName then
7385 begin
7386 Result := FAIFlags[a].Value;
7387 Break;
7388 end;
7389 end;
7391 procedure TBot.RemoveAIFlag(aName: String20);
7392 var
7393 a, b: Integer;
7394 begin
7395 if FAIFlags = nil then Exit;
7397 aName := LowerCase(aName);
7399 for a := 0 to High(FAIFlags) do
7400 if LowerCase(FAIFlags[a].Name) = aName then
7401 begin
7402 if a <> High(FAIFlags) then
7403 for b := a to High(FAIFlags)-1 do
7404 FAIFlags[b] := FAIFlags[b+1];
7406 SetLength(FAIFlags, Length(FAIFlags)-1);
7407 Break;
7408 end;
7409 end;
7411 procedure TBot.SetAIFlag(aName, fValue: String20);
7412 var
7413 a: Integer;
7414 ok: Boolean;
7415 begin
7416 a := 0;
7417 ok := False;
7419 aName := LowerCase(aName);
7421 if FAIFlags <> nil then
7422 for a := 0 to High(FAIFlags) do
7423 if LowerCase(FAIFlags[a].Name) = aName then
7424 begin
7425 ok := True;
7426 Break;
7427 end;
7429 if ok then FAIFlags[a].Value := fValue
7430 else
7431 begin
7432 SetLength(FAIFlags, Length(FAIFlags)+1);
7433 with FAIFlags[High(FAIFlags)] do
7434 begin
7435 Name := aName;
7436 Value := fValue;
7437 end;
7438 end;
7439 end;
7441 procedure TBot.UpdateMove;
7443 procedure GoLeft(Time: Word = 1);
7444 begin
7445 ReleaseKey(KEY_LEFT);
7446 ReleaseKey(KEY_RIGHT);
7447 PressKey(KEY_LEFT, Time);
7448 SetDirection(TDirection.D_LEFT);
7449 end;
7451 procedure GoRight(Time: Word = 1);
7452 begin
7453 ReleaseKey(KEY_LEFT);
7454 ReleaseKey(KEY_RIGHT);
7455 PressKey(KEY_RIGHT, Time);
7456 SetDirection(TDirection.D_RIGHT);
7457 end;
7459 function Rnd(a: Word): Boolean;
7460 begin
7461 Result := Random(a) = 0;
7462 end;
7464 procedure Turn(Time: Word = 1200);
7465 begin
7466 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7467 end;
7469 procedure Stop();
7470 begin
7471 ReleaseKey(KEY_LEFT);
7472 ReleaseKey(KEY_RIGHT);
7473 end;
7475 function CanRunLeft(): Boolean;
7476 begin
7477 Result := not CollideLevel(-1, 0);
7478 end;
7480 function CanRunRight(): Boolean;
7481 begin
7482 Result := not CollideLevel(1, 0);
7483 end;
7485 function CanRun(): Boolean;
7486 begin
7487 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7488 end;
7490 procedure Jump(Time: Word = 30);
7491 begin
7492 PressKey(KEY_JUMP, Time);
7493 end;
7495 function NearHole(): Boolean;
7496 var
7497 x, sx: Integer;
7498 begin
7499 { TODO 5 : Ëåñòíèöû }
7500 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7501 for x := 1 to PLAYER_RECT.Width do
7502 if (not StayOnStep(x*sx, 0)) and
7503 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7504 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7505 begin
7506 Result := True;
7507 Exit;
7508 end;
7510 Result := False;
7511 end;
7513 function BorderHole(): Boolean;
7514 var
7515 x, sx, xx: Integer;
7516 begin
7517 { TODO 5 : Ëåñòíèöû }
7518 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7519 for x := 1 to PLAYER_RECT.Width do
7520 if (not StayOnStep(x*sx, 0)) and
7521 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7522 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7523 begin
7524 for xx := x to x+32 do
7525 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7526 begin
7527 Result := True;
7528 Exit;
7529 end;
7530 end;
7532 Result := False;
7533 end;
7535 function NearDeepHole(): Boolean;
7536 var
7537 x, sx, y: Integer;
7538 begin
7539 Result := False;
7541 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7542 y := 3;
7544 for x := 1 to PLAYER_RECT.Width do
7545 if (not StayOnStep(x*sx, 0)) and
7546 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7547 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7548 begin
7549 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7550 begin
7551 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7552 y := y+1;
7553 end;
7555 Result := True;
7556 end else Result := False;
7557 end;
7559 function OverDeepHole(): Boolean;
7560 var
7561 y: Integer;
7562 begin
7563 Result := False;
7565 y := 1;
7566 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7567 begin
7568 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7569 y := y+1;
7570 end;
7572 Result := True;
7573 end;
7575 function OnGround(): Boolean;
7576 begin
7577 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7578 end;
7580 function OnLadder(): Boolean;
7581 begin
7582 Result := FullInStep(0, 0);
7583 end;
7585 function BelowLadder(): Boolean;
7586 begin
7587 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7588 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7589 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7590 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7591 end;
7593 function BelowLiftUp(): Boolean;
7594 begin
7595 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7596 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7597 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7598 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7599 end;
7601 function OnTopLift(): Boolean;
7602 begin
7603 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7604 end;
7606 function CanJumpOver(): Boolean;
7607 var
7608 sx, y: Integer;
7609 begin
7610 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7612 Result := False;
7614 if not CollideLevel(sx, 0) then Exit;
7616 for y := 1 to BOT_MAXJUMP do
7617 if CollideLevel(0, -y) then Exit else
7618 if not CollideLevel(sx, -y) then
7619 begin
7620 Result := True;
7621 Exit;
7622 end;
7623 end;
7625 function CanJumpUp(Dist: ShortInt): Boolean;
7626 var
7627 y, yy: Integer;
7628 c: Boolean;
7629 begin
7630 Result := False;
7632 if CollideLevel(Dist, 0) then Exit;
7634 c := False;
7635 for y := 0 to BOT_MAXJUMP do
7636 if CollideLevel(Dist, -y) then
7637 begin
7638 c := True;
7639 Break;
7640 end;
7642 if not c then Exit;
7644 c := False;
7645 for yy := y+1 to BOT_MAXJUMP do
7646 if not CollideLevel(Dist, -yy) then
7647 begin
7648 c := True;
7649 Break;
7650 end;
7652 if not c then Exit;
7654 c := False;
7655 for y := 0 to BOT_MAXJUMP do
7656 if CollideLevel(0, -y) then
7657 begin
7658 c := True;
7659 Break;
7660 end;
7662 if c then Exit;
7664 if y < yy then Exit;
7666 Result := True;
7667 end;
7669 function IsSafeTrigger(): Boolean;
7670 var
7671 a: Integer;
7672 begin
7673 Result := True;
7674 if gTriggers = nil then
7675 Exit;
7676 for a := 0 to High(gTriggers) do
7677 if Collide(gTriggers[a].X,
7678 gTriggers[a].Y,
7679 gTriggers[a].Width,
7680 gTriggers[a].Height) and
7681 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7682 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7683 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7684 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7685 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7686 Result := False;
7687 end;
7689 begin
7690 // Âîçìîæíî, íàæèìàåì êíîïêó:
7691 if Rnd(16) and IsSafeTrigger() then
7692 PressKey(KEY_OPEN);
7694 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7695 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7696 begin
7697 ReleaseKey(KEY_LEFT);
7698 ReleaseKey(KEY_RIGHT);
7699 Jump();
7700 end;
7702 // Èäåì âëåâî, åñëè íàäî áûëî:
7703 if GetAIFlag('GOLEFT') <> '' then
7704 begin
7705 RemoveAIFlag('GOLEFT');
7706 if CanRunLeft() then
7707 GoLeft(360);
7708 end;
7710 // Èäåì âïðàâî, åñëè íàäî áûëî:
7711 if GetAIFlag('GORIGHT') <> '' then
7712 begin
7713 RemoveAIFlag('GORIGHT');
7714 if CanRunRight() then
7715 GoRight(360);
7716 end;
7718 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7719 if FObj.X < -32 then
7720 GoRight(360)
7721 else
7722 if FObj.X+32 > gMapInfo.Width then
7723 GoLeft(360);
7725 // Ïðûãàåì, åñëè íàäî áûëî:
7726 if GetAIFlag('NEEDJUMP') <> '' then
7727 begin
7728 Jump(0);
7729 RemoveAIFlag('NEEDJUMP');
7730 end;
7732 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7733 if GetAIFlag('NEEDSEEUP') <> '' then
7734 begin
7735 ReleaseKey(KEY_UP);
7736 ReleaseKey(KEY_DOWN);
7737 PressKey(KEY_UP, 20);
7738 RemoveAIFlag('NEEDSEEUP');
7739 end;
7741 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7742 if GetAIFlag('NEEDSEEDOWN') <> '' then
7743 begin
7744 ReleaseKey(KEY_UP);
7745 ReleaseKey(KEY_DOWN);
7746 PressKey(KEY_DOWN, 20);
7747 RemoveAIFlag('NEEDSEEDOWN');
7748 end;
7750 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7751 if GetAIFlag('GOINHOLE') <> '' then
7752 if not OnGround() then
7753 begin
7754 ReleaseKey(KEY_LEFT);
7755 ReleaseKey(KEY_RIGHT);
7756 RemoveAIFlag('GOINHOLE');
7757 SetAIFlag('FALLINHOLE', '1');
7758 end;
7760 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7761 if GetAIFlag('FALLINHOLE') <> '' then
7762 if OnGround() then
7763 RemoveAIFlag('FALLINHOLE');
7765 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7766 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7767 if GetAIFlag('FALLINHOLE') = '' then
7768 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7769 if Rnd(2) then
7770 GoLeft(360)
7771 else
7772 GoRight(360);
7774 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7775 if OnGround() and
7776 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7777 Rnd(8) then
7778 Jump();
7780 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7781 if OnGround() and NearHole() then
7782 if NearDeepHole() then // Åñëè ýòî áåçäíà
7783 case Random(6) of
7784 0..3: Turn(); // Áåæèì îáðàòíî
7785 4: Jump(); // Ïðûãàåì
7786 5: begin // Ïðûãàåì îáðàòíî
7787 Turn();
7788 Jump();
7789 end;
7790 end
7791 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7792 if GetAIFlag('GOINHOLE') = '' then
7793 case Random(6) of
7794 0: Turn(); // Íå íóæíî òóäà
7795 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7796 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7797 if BorderHole() then
7798 SetAIFlag('GOINHOLE', '1');
7799 end;
7801 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7802 if (not CanRun()) and OnGround() then
7803 begin
7804 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7805 if CanJumpOver() or OnLadder() then
7806 Jump()
7807 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7808 if Random(2) = 0 then
7809 begin
7810 if IsSafeTrigger() then
7811 PressKey(KEY_OPEN);
7812 end else
7813 Turn();
7814 end;
7816 // Îñòàëîñü ìàëî âîçäóõà:
7817 if FAir < 36 * 2 then
7818 Jump(20);
7820 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7821 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7822 if BodyInAcid(0, 0) then
7823 Jump();
7824 end;
7826 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7827 begin
7828 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7829 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7830 end;
7832 {function TBot.NeedItem(Item: Byte): Byte;
7833 begin
7834 Result := 4;
7835 end;}
7837 procedure TBot.SelectWeapon(Dist: Integer);
7838 var
7839 a: Integer;
7841 function HaveAmmo(weapon: Byte): Boolean;
7842 begin
7843 case weapon of
7844 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7845 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7846 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7847 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7848 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7849 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7850 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7851 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7852 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7853 else Result := True;
7854 end;
7855 end;
7857 begin
7858 if Dist = -1 then Dist := BOT_LONGDIST;
7860 if Dist > BOT_LONGDIST then
7861 begin // Äàëüíèé áîé
7862 for a := 0 to 9 do
7863 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7864 begin
7865 FSelectedWeapon := FDifficult.WeaponPrior[a];
7866 Break;
7867 end;
7868 end
7869 else //if Dist > BOT_UNSAFEDIST then
7870 begin // Áëèæíèé áîé
7871 for a := 0 to 9 do
7872 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7873 begin
7874 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7875 Break;
7876 end;
7877 end;
7878 { else
7879 begin
7880 for a := 0 to 9 do
7881 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7882 begin
7883 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7884 Break;
7885 end;
7886 end;}
7887 end;
7889 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7890 begin
7891 Result := inherited PickItem(ItemType, force, remove);
7893 if Result then SetAIFlag('SELECTWEAPON', '1');
7894 end;
7896 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7897 begin
7898 Result := inherited Heal(value, Soft);
7899 end;
7901 function TBot.Healthy(): Byte;
7902 begin
7903 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7904 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7905 else if (FHealth > 50) then Result := 2
7906 else if (FHealth > 20) then Result := 1
7907 else Result := 0;
7908 end;
7910 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7911 begin
7912 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7913 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7914 end;
7916 procedure TBot.OnDamage(Angle: SmallInt);
7917 var
7918 pla: TPlayer;
7919 mon: TMonster;
7920 ok: Boolean;
7921 begin
7922 inherited;
7924 if (Angle = 0) or (Angle = 180) then
7925 begin
7926 ok := False;
7927 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7928 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7929 begin // Èãðîê
7930 pla := g_Player_Get(FLastSpawnerUID);
7931 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7932 pla.FObj.Y + PLAYER_RECT.Y);
7933 end
7934 else
7935 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7936 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7937 begin // Ìîíñòð
7938 mon := g_Monsters_ByUID(FLastSpawnerUID);
7939 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7940 mon.Obj.Y + mon.Obj.Rect.Y);
7941 end;
7943 if ok then
7944 if Angle = 0 then
7945 SetAIFlag('ATTACKLEFT', '1')
7946 else
7947 SetAIFlag('ATTACKRIGHT', '1');
7948 end;
7949 end;
7951 function TBot.RunDirection(): TDirection;
7952 begin
7953 if Abs(Vel.X) >= 1 then
7954 begin
7955 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7956 end else
7957 Result := FDirection;
7958 end;
7960 function TBot.GetRnd(a: Byte): Boolean;
7961 begin
7962 if a = 0 then Result := False
7963 else if a = 255 then Result := True
7964 else Result := Random(256) > 255-a;
7965 end;
7967 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7968 begin
7969 Result := Round((255-a)/255*radius*(Random(2)-1));
7970 end;
7973 procedure TDifficult.save (st: TStream);
7974 begin
7975 utils.writeInt(st, Byte(DiagFire));
7976 utils.writeInt(st, Byte(InvisFire));
7977 utils.writeInt(st, Byte(DiagPrecision));
7978 utils.writeInt(st, Byte(FlyPrecision));
7979 utils.writeInt(st, Byte(Cover));
7980 utils.writeInt(st, Byte(CloseJump));
7981 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7982 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7983 end;
7985 procedure TDifficult.load (st: TStream);
7986 begin
7987 DiagFire := utils.readByte(st);
7988 InvisFire := utils.readByte(st);
7989 DiagPrecision := utils.readByte(st);
7990 FlyPrecision := utils.readByte(st);
7991 Cover := utils.readByte(st);
7992 CloseJump := utils.readByte(st);
7993 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7994 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7995 end;
7998 procedure TBot.SaveState (st: TStream);
7999 var
8000 i: Integer;
8001 dw: Integer;
8002 begin
8003 inherited SaveState(st);
8004 utils.writeSign(st, 'BOT0');
8005 // Âûáðàííîå îðóæèå
8006 utils.writeInt(st, Byte(FSelectedWeapon));
8007 // UID öåëè
8008 utils.writeInt(st, Word(FTargetUID));
8009 // Âðåìÿ ïîòåðè öåëè
8010 utils.writeInt(st, LongWord(FLastVisible));
8011 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8012 dw := Length(FAIFlags);
8013 utils.writeInt(st, LongInt(dw));
8014 // Ôëàãè ÈÈ
8015 for i := 0 to dw-1 do
8016 begin
8017 utils.writeStr(st, FAIFlags[i].Name, 20);
8018 utils.writeStr(st, FAIFlags[i].Value, 20);
8019 end;
8020 // Íàñòðîéêè ñëîæíîñòè
8021 FDifficult.save(st);
8022 end;
8025 procedure TBot.LoadState (st: TStream);
8026 var
8027 i: Integer;
8028 dw: Integer;
8029 begin
8030 inherited LoadState(st);
8031 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
8032 // Âûáðàííîå îðóæèå
8033 FSelectedWeapon := utils.readByte(st);
8034 // UID öåëè
8035 FTargetUID := utils.readWord(st);
8036 // Âðåìÿ ïîòåðè öåëè
8037 FLastVisible := utils.readLongWord(st);
8038 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8039 dw := utils.readLongInt(st);
8040 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
8041 SetLength(FAIFlags, dw);
8042 // Ôëàãè ÈÈ
8043 for i := 0 to dw-1 do
8044 begin
8045 FAIFlags[i].Name := utils.readStr(st, 20);
8046 FAIFlags[i].Value := utils.readStr(st, 20);
8047 end;
8048 // Íàñòðîéêè ñëîæíîñòè
8049 FDifficult.load(st);
8050 end;
8053 begin
8054 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
8055 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');
8056 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8057 end.