DEADSOFTWARE

8c626569dfe2dd1e25476321c64567ea7333f5ff
[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, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 public
235 FDamageBuffer: Integer;
237 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
238 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
239 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
240 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
241 FBerserk: Integer;
242 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
243 FReloading: Array [WP_FIRST..WP_LAST] of Word;
244 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
245 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
246 FColor: TRGB;
247 FPreferredTeam: Byte;
248 FSpectator: Boolean;
249 FNoRespawn: Boolean;
250 FWantsInGame: Boolean;
251 FGhost: Boolean;
252 FPhysics: Boolean;
253 FJetpack: Boolean;
254 FActualModelName: string;
255 FClientID: SmallInt;
256 FPing: Word;
257 FLoss: Byte;
258 FDummy: Boolean;
259 FFireTime: Integer;
261 // debug: viewport offset
262 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
264 function isValidViewPort (): Boolean; inline;
266 constructor Create(); virtual;
267 destructor Destroy(); override;
268 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
269 function GetRespawnPoint(): Byte;
270 procedure PressKey(Key: Byte; Time: Word = 1);
271 procedure ReleaseKeys();
272 procedure SetModel(ModelName: String);
273 procedure SetColor(Color: TRGB);
274 procedure SetWeapon(W: Byte);
275 function IsKeyPressed(K: Byte): Boolean;
276 function GetKeys(): Byte;
277 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
278 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
279 function Collide(Panel: TPanel): Boolean; overload;
280 function Collide(X, Y: Integer): Boolean; overload;
281 procedure SetDirection(Direction: TDirection);
282 procedure GetSecret();
283 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
284 procedure Touch();
285 procedure Push(vx, vy: Integer);
286 procedure ChangeModel(ModelName: String);
287 procedure SwitchTeam;
288 procedure ChangeTeam(Team: Byte);
289 procedure BFGHit();
290 function GetFlag(Flag: Byte): Boolean;
291 procedure SetFlag(Flag: Byte);
292 function DropFlag(): Boolean;
293 procedure AllRulez(Health: Boolean);
294 procedure RestoreHealthArmor();
295 procedure FragCombo();
296 procedure GiveItem(ItemType: Byte);
297 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
298 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
299 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
300 procedure MakeBloodSimple(Count: Word);
301 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
302 procedure Reset(Force: Boolean);
303 procedure Spectate(NoMove: Boolean = False);
304 procedure SwitchNoClip;
305 procedure SoftReset();
306 procedure Draw(); virtual;
307 procedure DrawPain();
308 procedure DrawPickup();
309 procedure DrawRulez();
310 procedure DrawAim();
311 procedure DrawBubble();
312 procedure DrawGUI();
313 procedure Update(); virtual;
314 procedure RememberState();
315 procedure RecallState();
316 procedure SaveState (st: TStream); virtual;
317 procedure LoadState (st: TStream); virtual;
318 procedure PauseSounds(Enable: Boolean);
319 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
320 procedure DoLerp(Level: Integer = 2);
321 procedure SetLerp(XTo, YTo: Integer);
322 procedure QueueWeaponSwitch(Weapon: Byte);
323 procedure RealizeCurrentWeapon();
324 procedure JetpackOn;
325 procedure JetpackOff;
326 procedure CatchFire(Attacker: Word);
328 //WARNING! this does nothing for now, but still call it!
329 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
331 procedure getMapBox (out x, y, w, h: Integer); inline;
332 procedure moveBy (dx, dy: Integer); inline;
334 public
335 property Vel: TPoint2i read FObj.Vel;
336 property Obj: TObj read FObj;
338 property Name: String read FName write FName;
339 property Model: TPlayerModel read FModel;
340 property Health: Integer read FHealth write FHealth;
341 property Lives: Byte read FLives write FLives;
342 property Armor: Integer read FArmor write FArmor;
343 property Air: Integer read FAir write FAir;
344 property JetFuel: Integer read FJetFuel write FJetFuel;
345 property Frags: Integer read FFrags write FFrags;
346 property Death: Integer read FDeath write FDeath;
347 property Kills: Integer read FKills write FKills;
348 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
349 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
350 property Secrets: Integer read FSecrets;
351 property GodMode: Boolean read FGodMode write FGodMode;
352 property NoTarget: Boolean read FNoTarget write FNoTarget;
353 property NoReload: Boolean read FNoReload write FNoReload;
354 property alive: Boolean read FAlive write FAlive;
355 property Flag: Byte read FFlag;
356 property Team: Byte read FTeam write FTeam;
357 property Direction: TDirection read FDirection;
358 property GameX: Integer read FObj.X write FObj.X;
359 property GameY: Integer read FObj.Y write FObj.Y;
360 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
361 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
362 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
363 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
364 property IncCam: Integer read FIncCam write FIncCam;
365 property UID: Word read FUID write FUID;
366 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
367 property NetTime: LongWord read FNetTime write FNetTime;
369 published
370 property eName: String read FName write FName;
371 property eHealth: Integer read FHealth write FHealth;
372 property eLives: Byte read FLives write FLives;
373 property eArmor: Integer read FArmor write FArmor;
374 property eAir: Integer read FAir write FAir;
375 property eJetFuel: Integer read FJetFuel write FJetFuel;
376 property eFrags: Integer read FFrags write FFrags;
377 property eDeath: Integer read FDeath write FDeath;
378 property eKills: Integer read FKills write FKills;
379 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
380 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
381 property eSecrets: Integer read FSecrets write FSecrets;
382 property eGodMode: Boolean read FGodMode write FGodMode;
383 property eNoTarget: Boolean read FNoTarget write FNoTarget;
384 property eNoReload: Boolean read FNoReload write FNoReload;
385 property eAlive: Boolean read FAlive write FAlive;
386 property eFlag: Byte read FFlag;
387 property eTeam: Byte read FTeam write FTeam;
388 property eDirection: TDirection read FDirection;
389 property eGameX: Integer read FObj.X write FObj.X;
390 property eGameY: Integer read FObj.Y write FObj.Y;
391 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
392 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
393 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
394 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
395 property eIncCam: Integer read FIncCam write FIncCam;
396 property eUID: Word read FUID;
397 property eJustTeleported: Boolean read FJustTeleported;
398 property eNetTime: LongWord read FNetTime;
400 // set this before assigning something to `eDamage`
401 property eDamageType: Integer read mEDamageType write mEDamageType;
402 property eDamage: Integer write doDamage;
403 end;
405 TDifficult = record
406 public
407 DiagFire: Byte;
408 InvisFire: Byte;
409 DiagPrecision: Byte;
410 FlyPrecision: Byte;
411 Cover: Byte;
412 CloseJump: Byte;
413 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
414 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
415 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
417 public
418 procedure save (st: TStream);
419 procedure load (st: TStream);
420 end;
422 TAIFlag = record
423 Name: String;
424 Value: String;
425 end;
427 TBot = class(TPlayer)
428 private
429 FSelectedWeapon: Byte;
430 FTargetUID: Word;
431 FLastVisible: DWORD;
432 FAIFlags: Array of TAIFlag;
433 FDifficult: TDifficult;
435 function GetRnd(a: Byte): Boolean;
436 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
437 function RunDirection(): TDirection;
438 function FullInStep(XInc, YInc: Integer): Boolean;
439 //function NeedItem(Item: Byte): Byte;
440 procedure SelectWeapon(Dist: Integer);
441 procedure SetAIFlag(aName, fValue: String20);
442 function GetAIFlag(aName: String20): String20;
443 procedure RemoveAIFlag(aName: String20);
444 function Healthy(): Byte;
445 procedure UpdateMove();
446 procedure UpdateCombat();
447 function KeyPressed(Key: Word): Boolean;
448 procedure ReleaseKey(Key: Byte);
449 function TargetOnScreen(TX, TY: Integer): Boolean;
450 procedure OnDamage(Angle: SmallInt); override;
452 public
453 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
454 constructor Create(); override;
455 destructor Destroy(); override;
456 procedure Draw(); override;
457 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
458 function Heal(value: Word; Soft: Boolean): Boolean; override;
459 procedure Update(); override;
460 procedure SaveState (st: TStream); override;
461 procedure LoadState (st: TStream); override;
462 end;
464 PGib = ^TGib;
465 TGib = record
466 alive: Boolean;
467 ID: DWORD;
468 MaskID: DWORD;
469 RAngle: Integer;
470 Color: TRGB;
471 Obj: TObj;
473 procedure getMapBox (out x, y, w, h: Integer); inline;
474 procedure moveBy (dx, dy: Integer); inline;
476 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
477 end;
480 PShell = ^TShell;
481 TShell = record
482 SpriteID: DWORD;
483 alive: Boolean;
484 SType: Byte;
485 RAngle: Integer;
486 Timeout: Cardinal;
487 CX, CY: Integer;
488 Obj: TObj;
490 procedure getMapBox (out x, y, w, h: Integer); inline;
491 procedure moveBy (dx, dy: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
494 end;
496 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
497 private
498 FModelName: String;
499 FMess: Boolean;
500 FState: Byte;
501 FDamage: Byte;
502 FColor: TRGB;
503 FObj: TObj;
504 FAnimation: TAnimation;
505 FAnimationMask: TAnimation;
507 public
508 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
509 destructor Destroy(); override;
510 procedure Damage(Value: Word; vx, vy: Integer);
511 procedure Update();
512 procedure Draw();
513 procedure SaveState (st: TStream);
514 procedure LoadState (st: TStream);
516 procedure getMapBox (out x, y, w, h: Integer); inline;
517 procedure moveBy (dx, dy: Integer); inline;
519 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
521 function ObjPtr (): PObj; inline;
523 property Obj: TObj read FObj; // copies object
524 property State: Byte read FState;
525 property Mess: Boolean read FMess;
526 end;
528 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
529 record
530 Goals: SmallInt;
531 end;
533 var
534 gPlayers: Array of TPlayer;
535 gCorpses: Array of TCorpse;
536 gGibs: Array of TGib;
537 gShells: Array of TShell;
538 gTeamStat: TTeamStat;
539 gFly: Boolean = False;
540 gAimLine: Boolean = False;
541 gChatBubble: Byte = 0;
542 gNumBots: Word = 0;
543 gLMSPID1: Word = 0;
544 gLMSPID2: Word = 0;
545 MAX_RUNVEL: Integer = 8;
546 VEL_JUMP: Integer = 10;
547 SHELL_TIMEOUT: Cardinal = 60000;
549 function Lerp(X, Y, Factor: Integer): Integer;
551 procedure g_Gibs_SetMax(Count: Word);
552 function g_Gibs_GetMax(): Word;
553 procedure g_Corpses_SetMax(Count: Word);
554 function g_Corpses_GetMax(): Word;
555 procedure g_Shells_SetMax(Count: Word);
556 function g_Shells_GetMax(): Word;
558 procedure g_Player_Init();
559 procedure g_Player_Free();
560 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
561 function g_Player_CreateFromState (st: TStream): Word;
562 procedure g_Player_Remove(UID: Word);
563 procedure g_Player_ResetTeams();
564 procedure g_Player_UpdateAll();
565 procedure g_Player_DrawAll();
566 procedure g_Player_DrawDebug(p: TPlayer);
567 procedure g_Player_DrawHealth();
568 procedure g_Player_RememberAll();
569 procedure g_Player_ResetAll(Force, Silent: Boolean);
570 function g_Player_Get(UID: Word): TPlayer;
571 function g_Player_GetCount(): Byte;
572 function g_Player_GetStats(): TPlayerStatArray;
573 function g_Player_ValidName(Name: String): Boolean;
574 procedure g_Player_CreateCorpse(Player: TPlayer);
575 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
576 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
577 procedure g_Player_UpdatePhysicalObjects();
578 procedure g_Player_DrawCorpses();
579 procedure g_Player_DrawShells();
580 procedure g_Player_RemoveAllCorpses();
581 procedure g_Player_Corpses_SaveState (st: TStream);
582 procedure g_Player_Corpses_LoadState (st: TStream);
583 procedure g_Bot_Add(Team, Difficult: Byte);
584 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
585 procedure g_Bot_MixNames();
586 procedure g_Bot_RemoveAll();
588 implementation
590 uses
591 {$IFDEF USE_NANOGL}
592 nanoGL,
593 {$ELSE}
594 GL,
595 {$ENDIF}
596 {$IFDEF ENABLE_HOLMES}
597 g_holmes,
598 {$ENDIF}
599 e_log, g_map, g_items, g_console, g_gfx, Math,
600 g_options, g_triggers, g_menu, g_game, g_grid,
601 wadreader, g_main, g_monsters, CONFIG, g_language,
602 g_net, g_netmsg, g_window,
603 utils, xstreams;
605 const PLR_SAVE_VERSION = 0;
607 type
608 TBotProfile = record
609 name: ShortString;
610 model: ShortString;
611 team: Byte;
612 color: TRGB;
613 diag_fire: Byte;
614 invis_fire: Byte;
615 diag_precision: Byte;
616 fly_precision: Byte;
617 cover: Byte;
618 close_jump: Byte;
619 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
620 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
621 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
622 end;
624 const
625 TIME_RESPAWN1 = 1500;
626 TIME_RESPAWN2 = 2000;
627 TIME_RESPAWN3 = 3000;
628 AIR_DEF = 360;
629 AIR_MAX = 1091;
630 JET_MAX = 540; // ~30 sec
631 PLAYER_SUIT_TIME = 30000;
632 PLAYER_INVUL_TIME = 30000;
633 PLAYER_INVIS_TIME = 35000;
634 FRAG_COMBO_TIME = 3000;
635 VEL_SW = 4;
636 VEL_FLY = 6;
637 ANGLE_RIGHTUP = 55;
638 ANGLE_RIGHTDOWN = -35;
639 ANGLE_LEFTUP = 125;
640 ANGLE_LEFTDOWN = -145;
641 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
642 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
643 BOT_MAXJUMP = 84;
644 BOT_LONGDIST = 300;
645 BOT_UNSAFEDIST = 128;
646 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
647 (R:0; G:0; B:255));
648 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
649 FlyPrecision: 32; Cover: 32; CloseJump: 32;
650 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
651 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
652 FlyPrecision: 127; Cover: 127; CloseJump: 127;
653 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
654 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
655 FlyPrecision: 255; Cover: 255; CloseJump: 255;
656 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
657 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
658 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
659 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
660 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
661 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
662 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
663 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
664 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
665 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
666 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
667 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
668 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
669 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
670 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
671 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
672 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
673 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
675 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
676 CORPSE_SIGNATURE = $50524F43; // 'CORP'
678 BOTNAMES_FILENAME = 'botnames.txt';
679 BOTLIST_FILENAME = 'botlist.txt';
681 var
682 MaxGibs: Word = 150;
683 MaxCorpses: Word = 20;
684 MaxShells: Word = 300;
685 CurrentGib: Integer = 0;
686 CurrentShell: Integer = 0;
687 BotNames: Array of String;
688 BotList: Array of TBotProfile;
691 function Lerp(X, Y, Factor: Integer): Integer;
692 begin
693 Result := X + ((Y - X) div Factor);
694 end;
696 function SameTeam(UID1, UID2: Word): Boolean;
697 begin
698 Result := False;
700 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
701 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
703 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
705 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
706 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
708 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
709 end;
711 procedure g_Gibs_SetMax(Count: Word);
712 begin
713 MaxGibs := Count;
714 SetLength(gGibs, Count);
716 if CurrentGib >= Count then
717 CurrentGib := 0;
718 end;
720 function g_Gibs_GetMax(): Word;
721 begin
722 Result := MaxGibs;
723 end;
725 procedure g_Shells_SetMax(Count: Word);
726 begin
727 MaxShells := Count;
728 SetLength(gShells, Count);
730 if CurrentShell >= Count then
731 CurrentShell := 0;
732 end;
734 function g_Shells_GetMax(): Word;
735 begin
736 Result := MaxShells;
737 end;
740 procedure g_Corpses_SetMax(Count: Word);
741 begin
742 MaxCorpses := Count;
743 SetLength(gCorpses, Count);
744 end;
746 function g_Corpses_GetMax(): Word;
747 begin
748 Result := MaxCorpses;
749 end;
751 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
752 var
753 a: Integer;
754 ok: Boolean;
755 begin
756 Result := 0;
758 ok := False;
759 a := 0;
761 // Åñòü ëè ìåñòî â gPlayers:
762 if gPlayers <> nil then
763 for a := 0 to High(gPlayers) do
764 if gPlayers[a] = nil then
765 begin
766 ok := True;
767 Break;
768 end;
770 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
771 if not ok then
772 begin
773 SetLength(gPlayers, Length(gPlayers)+1);
774 a := High(gPlayers);
775 end;
777 // Ñîçäàåì îáúåêò èãðîêà:
778 if Bot then
779 gPlayers[a] := TBot.Create()
780 else
781 gPlayers[a] := TPlayer.Create();
784 gPlayers[a].FActualModelName := ModelName;
785 gPlayers[a].SetModel(ModelName);
787 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
788 if gPlayers[a].FModel = nil then
789 begin
790 gPlayers[a].Free();
791 gPlayers[a] := nil;
792 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
793 Exit;
794 end;
796 if not (Team in [TEAM_RED, TEAM_BLUE]) then
797 if Random(2) = 0 then
798 Team := TEAM_RED
799 else
800 Team := TEAM_BLUE;
801 gPlayers[a].FPreferredTeam := Team;
803 case gGameSettings.GameMode of
804 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
805 GM_TDM,
806 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
807 GM_SINGLE,
808 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
809 end;
811 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
812 gPlayers[a].FColor := Color;
813 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
814 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
815 else
816 gPlayers[a].FModel.Color := Color;
818 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
819 gPlayers[a].FAlive := False;
821 Result := gPlayers[a].FUID;
822 end;
824 function g_Player_CreateFromState (st: TStream): Word;
825 var
826 a, i: Integer;
827 ok, Bot: Boolean;
828 b: Byte;
829 begin
830 result := 0;
831 if (st = nil) then exit; //???
833 // Ñèãíàòóðà èãðîêà
834 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
835 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
837 // Áîò èëè ÷åëîâåê:
838 Bot := utils.readBool(st);
840 ok := false;
841 a := 0;
843 // Åñòü ëè ìåñòî â gPlayers:
844 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
846 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
847 if not ok then
848 begin
849 SetLength(gPlayers, Length(gPlayers)+1);
850 a := High(gPlayers);
851 end;
853 // Ñîçäàåì îáúåêò èãðîêà
854 if Bot then
855 gPlayers[a] := TBot.Create()
856 else
857 gPlayers[a] := TPlayer.Create();
858 gPlayers[a].FIamBot := Bot;
859 gPlayers[a].FPhysics := True;
861 // UID èãðîêà
862 gPlayers[a].FUID := utils.readWord(st);
863 // Èìÿ èãðîêà
864 gPlayers[a].FName := utils.readStr(st);
865 // Êîìàíäà
866 gPlayers[a].FTeam := utils.readByte(st);
867 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
868 // Æèâ ëè
869 gPlayers[a].FAlive := utils.readBool(st);
870 // Èçðàñõîäîâàë ëè âñå æèçíè
871 gPlayers[a].FNoRespawn := utils.readBool(st);
872 // Íàïðàâëåíèå
873 b := utils.readByte(st);
874 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
875 // Çäîðîâüå
876 gPlayers[a].FHealth := utils.readLongInt(st);
877 // Æèçíè
878 gPlayers[a].FLives := utils.readByte(st);
879 // Áðîíÿ
880 gPlayers[a].FArmor := utils.readLongInt(st);
881 // Çàïàñ âîçäóõà
882 gPlayers[a].FAir := utils.readLongInt(st);
883 // Çàïàñ ãîðþ÷åãî
884 gPlayers[a].FJetFuel := utils.readLongInt(st);
885 // Áîëü
886 gPlayers[a].FPain := utils.readLongInt(st);
887 // Óáèë
888 gPlayers[a].FKills := utils.readLongInt(st);
889 // Óáèë ìîíñòðîâ
890 gPlayers[a].FMonsterKills := utils.readLongInt(st);
891 // Ôðàãîâ
892 gPlayers[a].FFrags := utils.readLongInt(st);
893 // Ôðàãîâ ïîäðÿä
894 gPlayers[a].FFragCombo := utils.readByte(st);
895 // Âðåìÿ ïîñëåäíåãî ôðàãà
896 gPlayers[a].FLastFrag := utils.readLongWord(st);
897 // Ñìåðòåé
898 gPlayers[a].FDeath := utils.readLongInt(st);
899 // Êàêîé ôëàã íåñåò
900 gPlayers[a].FFlag := utils.readByte(st);
901 // Íàøåë ñåêðåòîâ
902 gPlayers[a].FSecrets := utils.readLongInt(st);
903 // Òåêóùåå îðóæèå
904 gPlayers[a].FCurrWeap := utils.readByte(st);
905 // Ñëåäóþùåå æåëàåìîå îðóæèå
906 gPlayers[a].FNextWeap := utils.readWord(st);
907 // ...è ïàóçà
908 gPlayers[a].FNextWeapDelay := utils.readByte(st);
909 // Âðåìÿ çàðÿäêè BFG
910 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
911 // Áóôåð óðîíà
912 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
913 // Ïîñëåäíèé óäàðèâøèé
914 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
915 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
916 gPlayers[a].FLastHit := utils.readByte(st);
917 // Îáúåêò èãðîêà:
918 Obj_LoadState(@gPlayers[a].FObj, st);
919 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
920 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
921 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
922 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
923 // Íàëè÷èå îðóæèÿ
924 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
925 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
926 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
927 // Íàëè÷èå ðþêçàêà
928 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
929 // Íàëè÷èå êðàñíîãî êëþ÷à
930 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
931 // Íàëè÷èå çåëåíîãî êëþ÷à
932 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
933 // Íàëè÷èå ñèíåãî êëþ÷à
934 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
935 // Íàëè÷èå áåðñåðêà
936 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
937 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
938 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
939 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
940 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
942 // Íàçâàíèå ìîäåëè:
943 gPlayers[a].FActualModelName := utils.readStr(st);
944 // Öâåò ìîäåëè
945 gPlayers[a].FColor.R := utils.readByte(st);
946 gPlayers[a].FColor.G := utils.readByte(st);
947 gPlayers[a].FColor.B := utils.readByte(st);
948 // Îáíîâëÿåì ìîäåëü èãðîêà
949 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
951 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
952 if (gPlayers[a].FModel = nil) then
953 begin
954 gPlayers[a].Free();
955 gPlayers[a] := nil;
956 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
957 exit;
958 end;
960 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
961 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
962 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
963 else
964 gPlayers[a].FModel.Color := gPlayers[a].FColor;
966 result := gPlayers[a].FUID;
967 end;
970 procedure g_Player_ResetTeams();
971 var
972 a: Integer;
973 begin
974 if g_Game_IsClient then
975 Exit;
976 if gPlayers = nil then
977 Exit;
978 for a := Low(gPlayers) to High(gPlayers) do
979 if gPlayers[a] <> nil then
980 case gGameSettings.GameMode of
981 GM_DM:
982 gPlayers[a].ChangeTeam(TEAM_NONE);
983 GM_TDM, GM_CTF:
984 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
985 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
986 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
987 else
988 if a mod 2 = 0 then
989 gPlayers[a].ChangeTeam(TEAM_RED)
990 else
991 gPlayers[a].ChangeTeam(TEAM_BLUE);
992 GM_SINGLE,
993 GM_COOP:
994 gPlayers[a].ChangeTeam(TEAM_COOP);
995 end;
996 end;
998 procedure g_Bot_Add(Team, Difficult: Byte);
999 var
1000 m: SSArray;
1001 _name, _model: String;
1002 a, tr, tb: Integer;
1003 begin
1004 if not g_Game_IsServer then Exit;
1006 // Ñïèñîê íàçâàíèé ìîäåëåé:
1007 m := g_PlayerModel_GetNames();
1008 if m = nil then
1009 Exit;
1011 // Êîìàíäà:
1012 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1013 Team := TEAM_COOP // COOP
1014 else
1015 if gGameSettings.GameMode = GM_DM then
1016 Team := TEAM_NONE // DM
1017 else
1018 if Team = TEAM_NONE then // CTF / TDM
1019 begin
1020 // Àâòîáàëàíñ êîìàíä:
1021 tr := 0;
1022 tb := 0;
1024 for a := 0 to High(gPlayers) do
1025 if gPlayers[a] <> nil then
1026 begin
1027 if gPlayers[a].Team = TEAM_RED then
1028 Inc(tr)
1029 else
1030 if gPlayers[a].Team = TEAM_BLUE then
1031 Inc(tb);
1032 end;
1034 if tr > tb then
1035 Team := TEAM_BLUE
1036 else
1037 if tb > tr then
1038 Team := TEAM_RED
1039 else // tr = tb
1040 if Random(2) = 0 then
1041 Team := TEAM_RED
1042 else
1043 Team := TEAM_BLUE;
1044 end;
1046 // Âûáèðàåì áîòó èìÿ:
1047 _name := '';
1048 if BotNames <> nil then
1049 for a := 0 to High(BotNames) do
1050 if g_Player_ValidName(BotNames[a]) then
1051 begin
1052 _name := BotNames[a];
1053 Break;
1054 end;
1056 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1057 if _name = '' then
1058 repeat
1059 _name := Format('DFBOT%.2d', [Random(100)]);
1060 until g_Player_ValidName(_name);
1062 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1063 _model := m[Random(Length(m))];
1065 // Ñîçäàåì áîòà:
1066 with g_Player_Get(g_Player_Create(_model,
1067 _RGB(Min(Random(9)*32, 255),
1068 Min(Random(9)*32, 255),
1069 Min(Random(9)*32, 255)),
1070 Team, True)) as TBot do
1071 begin
1072 Name := _name;
1074 case Difficult of
1075 1: FDifficult := DIFFICULT_EASY;
1076 2: FDifficult := DIFFICULT_MEDIUM;
1077 else FDifficult := DIFFICULT_HARD;
1078 end;
1080 for a := WP_FIRST to WP_LAST do
1081 begin
1082 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1083 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1084 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1085 end;
1087 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1089 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1090 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1091 Spectate();
1092 end;
1093 end;
1095 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1096 var
1097 m: SSArray;
1098 _name, _model: String;
1099 a: Integer;
1100 begin
1101 if not g_Game_IsServer then Exit;
1103 // Ñïèñîê íàçâàíèé ìîäåëåé:
1104 m := g_PlayerModel_GetNames();
1105 if m = nil then
1106 Exit;
1108 // Êîìàíäà:
1109 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1110 Team := TEAM_COOP // COOP
1111 else
1112 if gGameSettings.GameMode = GM_DM then
1113 Team := TEAM_NONE // DM
1114 else
1115 if Team = TEAM_NONE then
1116 Team := BotList[num].team; // CTF / TDM
1118 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1119 lName := AnsiLowerCase(lName);
1120 if (num < 0) or (num > Length(BotList)-1) then
1121 num := -1;
1122 if (num = -1) and (lName <> '') and (BotList <> nil) then
1123 for a := 0 to High(BotList) do
1124 if AnsiLowerCase(BotList[a].name) = lName then
1125 begin
1126 num := a;
1127 Break;
1128 end;
1129 if num = -1 then
1130 Exit;
1132 // Èìÿ áîòà:
1133 _name := BotList[num].name;
1134 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1135 if not g_Player_ValidName(_name) then
1136 repeat
1137 _name := Format('DFBOT%.2d', [Random(100)]);
1138 until g_Player_ValidName(_name);
1140 // Ìîäåëü:
1141 _model := BotList[num].model;
1142 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1143 if not InSArray(_model, m) then
1144 _model := m[Random(Length(m))];
1146 // Ñîçäàåì áîòà:
1147 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1148 begin
1149 Name := _name;
1151 FDifficult.DiagFire := BotList[num].diag_fire;
1152 FDifficult.InvisFire := BotList[num].invis_fire;
1153 FDifficult.DiagPrecision := BotList[num].diag_precision;
1154 FDifficult.FlyPrecision := BotList[num].fly_precision;
1155 FDifficult.Cover := BotList[num].cover;
1156 FDifficult.CloseJump := BotList[num].close_jump;
1158 for a := WP_FIRST to WP_LAST do
1159 begin
1160 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1161 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1162 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1163 end;
1165 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1167 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1168 end;
1169 end;
1171 procedure g_Bot_RemoveAll();
1172 var
1173 a: Integer;
1174 begin
1175 if not g_Game_IsServer then Exit;
1176 if gPlayers = nil then Exit;
1178 for a := 0 to High(gPlayers) do
1179 if gPlayers[a] <> nil then
1180 if gPlayers[a] is TBot then
1181 begin
1182 gPlayers[a].Lives := 0;
1183 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1184 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1185 g_Player_Remove(gPlayers[a].FUID);
1186 end;
1188 g_Bot_MixNames();
1189 end;
1191 procedure g_Bot_MixNames();
1192 var
1193 s: String;
1194 a, b: Integer;
1195 begin
1196 if BotNames <> nil then
1197 for a := 0 to High(BotNames) do
1198 begin
1199 b := Random(Length(BotNames));
1200 s := BotNames[a];
1201 Botnames[a] := BotNames[b];
1202 BotNames[b] := s;
1203 end;
1204 end;
1206 procedure g_Player_Remove(UID: Word);
1207 var
1208 i: Integer;
1209 begin
1210 if gPlayers = nil then Exit;
1212 if g_Game_IsServer and g_Game_IsNet then
1213 MH_SEND_PlayerDelete(UID);
1215 for i := 0 to High(gPlayers) do
1216 if gPlayers[i] <> nil then
1217 if gPlayers[i].FUID = UID then
1218 begin
1219 if gPlayers[i] is TPlayer then
1220 TPlayer(gPlayers[i]).Free()
1221 else
1222 TBot(gPlayers[i]).Free();
1223 gPlayers[i] := nil;
1224 Exit;
1225 end;
1226 end;
1228 procedure g_Player_Init();
1229 var
1230 F: TextFile;
1231 s: String;
1232 a, b: Integer;
1233 config: TConfig;
1234 sa: SSArray;
1235 begin
1236 BotNames := nil;
1238 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1239 Exit;
1241 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1242 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1243 Reset(F);
1245 while not EOF(F) do
1246 begin
1247 ReadLn(F, s);
1249 s := Trim(s);
1250 if s = '' then
1251 Continue;
1253 SetLength(BotNames, Length(BotNames)+1);
1254 BotNames[High(BotNames)] := s;
1255 end;
1257 CloseFile(F);
1259 // Ïåðåìåøèâàåì èõ:
1260 g_Bot_MixNames();
1262 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1263 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1264 BotList := nil;
1265 a := 0;
1267 while config.SectionExists(IntToStr(a)) do
1268 begin
1269 SetLength(BotList, Length(BotList)+1);
1271 with BotList[High(BotList)] do
1272 begin
1273 // Èìÿ áîòà:
1274 name := config.ReadStr(IntToStr(a), 'name', '');
1275 // Ìîäåëü:
1276 model := config.ReadStr(IntToStr(a), 'model', '');
1277 // Êîìàíäà:
1278 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1279 team := TEAM_RED
1280 else
1281 team := TEAM_BLUE;
1282 // Öâåò ìîäåëè:
1283 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1284 color.R := StrToIntDef(sa[0], 0);
1285 color.G := StrToIntDef(sa[1], 0);
1286 color.B := StrToIntDef(sa[2], 0);
1287 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1288 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1289 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1290 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1291 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1292 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1293 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1294 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1295 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1296 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1297 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1298 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1299 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1300 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1301 if Length(sa) = 10 then
1302 for b := 0 to 9 do
1303 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1304 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1305 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1306 if Length(sa) = 10 then
1307 for b := 0 to 9 do
1308 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1310 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1311 if Length(sa) = 10 then
1312 for b := 0 to 9 do
1313 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1314 end;
1316 a := a + 1;
1317 end;
1319 config.Free();
1320 end;
1322 procedure g_Player_Free();
1323 var
1324 i: Integer;
1325 begin
1326 if gPlayers <> nil then
1327 begin
1328 for i := 0 to High(gPlayers) do
1329 if gPlayers[i] <> nil then
1330 begin
1331 if gPlayers[i] is TPlayer then
1332 TPlayer(gPlayers[i]).Free()
1333 else
1334 TBot(gPlayers[i]).Free();
1335 gPlayers[i] := nil;
1336 end;
1338 gPlayers := nil;
1339 end;
1341 gPlayer1 := nil;
1342 gPlayer2 := nil;
1343 end;
1345 procedure g_Player_UpdateAll();
1346 var
1347 i: Integer;
1348 begin
1349 if gPlayers = nil then Exit;
1351 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1352 for i := 0 to High(gPlayers) do
1353 begin
1354 if gPlayers[i] <> nil then
1355 begin
1356 if gPlayers[i] is TPlayer then
1357 begin
1358 gPlayers[i].Update();
1359 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1360 end
1361 else
1362 begin
1363 // bot updates weapons in `UpdateCombat()`
1364 TBot(gPlayers[i]).Update();
1365 end;
1366 end;
1367 end;
1368 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1369 end;
1371 procedure g_Player_DrawAll();
1372 var
1373 i: Integer;
1374 begin
1375 if gPlayers = nil then Exit;
1377 for i := 0 to High(gPlayers) do
1378 if gPlayers[i] <> nil then
1379 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1380 else TBot(gPlayers[i]).Draw();
1381 end;
1383 procedure g_Player_DrawDebug(p: TPlayer);
1384 var
1385 fW, fH: Byte;
1386 begin
1387 if p = nil then Exit;
1388 if (@p.FObj) = nil then Exit;
1390 e_TextureFontGetSize(gStdFont, fW, fH);
1392 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1393 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1394 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1395 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1396 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1397 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1398 end;
1400 procedure g_Player_DrawHealth();
1401 var
1402 i: Integer;
1403 fW, fH: Byte;
1404 begin
1405 if gPlayers = nil then Exit;
1406 e_TextureFontGetSize(gStdFont, fW, fH);
1408 for i := 0 to High(gPlayers) do
1409 if gPlayers[i] <> nil then
1410 begin
1411 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1412 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1413 IntToStr(gPlayers[i].FHealth), gStdFont);
1414 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1415 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1416 IntToStr(gPlayers[i].FArmor), gStdFont);
1417 end;
1418 end;
1420 function g_Player_Get(UID: Word): TPlayer;
1421 var
1422 a: Integer;
1423 begin
1424 Result := nil;
1426 if gPlayers = nil then
1427 Exit;
1429 for a := 0 to High(gPlayers) do
1430 if gPlayers[a] <> nil then
1431 if gPlayers[a].FUID = UID then
1432 begin
1433 Result := gPlayers[a];
1434 Exit;
1435 end;
1436 end;
1438 function g_Player_GetCount(): Byte;
1439 var
1440 a: Integer;
1441 begin
1442 Result := 0;
1444 if gPlayers = nil then
1445 Exit;
1447 for a := 0 to High(gPlayers) do
1448 if gPlayers[a] <> nil then
1449 Result := Result + 1;
1450 end;
1452 function g_Player_GetStats(): TPlayerStatArray;
1453 var
1454 a: Integer;
1455 begin
1456 Result := nil;
1458 if gPlayers = nil then Exit;
1460 for a := 0 to High(gPlayers) do
1461 if gPlayers[a] <> nil then
1462 begin
1463 SetLength(Result, Length(Result)+1);
1464 with Result[High(Result)] do
1465 begin
1466 Ping := gPlayers[a].FPing;
1467 Loss := gPlayers[a].FLoss;
1468 Name := gPlayers[a].FName;
1469 Team := gPlayers[a].FTeam;
1470 Frags := gPlayers[a].FFrags;
1471 Deaths := gPlayers[a].FDeath;
1472 Kills := gPlayers[a].FKills;
1473 Color := gPlayers[a].FModel.Color;
1474 Lives := gPlayers[a].FLives;
1475 Spectator := gPlayers[a].FSpectator;
1476 end;
1477 end;
1478 end;
1480 procedure g_Player_RememberAll;
1481 var
1482 i: Integer;
1483 begin
1484 for i := Low(gPlayers) to High(gPlayers) do
1485 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1486 gPlayers[i].RememberState;
1487 end;
1489 procedure g_Player_ResetAll(Force, Silent: Boolean);
1490 var
1491 i: Integer;
1492 begin
1493 gTeamStat[TEAM_RED].Goals := 0;
1494 gTeamStat[TEAM_BLUE].Goals := 0;
1496 if gPlayers <> nil then
1497 for i := 0 to High(gPlayers) do
1498 if gPlayers[i] <> nil then
1499 begin
1500 gPlayers[i].Reset(Force);
1502 if gPlayers[i] is TPlayer then
1503 begin
1504 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1505 gPlayers[i].Respawn(Silent)
1506 else
1507 gPlayers[i].Spectate();
1508 end
1509 else
1510 TBot(gPlayers[i]).Respawn(Silent);
1511 end;
1512 end;
1514 procedure g_Player_CreateCorpse(Player: TPlayer);
1515 var
1516 find_id: DWORD;
1517 ok: Boolean;
1518 begin
1519 if Player.alive then
1520 Exit;
1521 if Player.FObj.Y >= gMapInfo.Height+128 then
1522 Exit;
1524 with Player do
1525 begin
1526 if (FHealth >= -50) or (gGibsCount = 0) then
1527 begin
1528 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1529 Exit;
1531 ok := False;
1532 for find_id := 0 to High(gCorpses) do
1533 if gCorpses[find_id] = nil then
1534 begin
1535 ok := True;
1536 Break;
1537 end;
1539 if not ok then
1540 find_id := Random(Length(gCorpses));
1542 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1543 gCorpses[find_id].FColor := FModel.Color;
1544 gCorpses[find_id].FObj.Vel := FObj.Vel;
1545 gCorpses[find_id].FObj.Accel := FObj.Accel;
1546 end
1547 else
1548 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1549 FObj.Y + PLAYER_RECT_CY,
1550 FModel.Name, FModel.Color);
1551 end;
1552 end;
1554 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1555 var
1556 SID: DWORD;
1557 begin
1558 if (gShells = nil) or (Length(gShells) = 0) then
1559 Exit;
1561 with gShells[CurrentShell] do
1562 begin
1563 SpriteID := 0;
1564 g_Obj_Init(@Obj);
1565 Obj.Rect.X := 0;
1566 Obj.Rect.Y := 0;
1567 if T = SHELL_BULLET then
1568 begin
1569 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1570 SpriteID := SID;
1571 CX := 2;
1572 CY := 1;
1573 Obj.Rect.Width := 4;
1574 Obj.Rect.Height := 2;
1575 end
1576 else
1577 begin
1578 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1579 SpriteID := SID;
1580 CX := 4;
1581 CY := 2;
1582 Obj.Rect.Width := 7;
1583 Obj.Rect.Height := 3;
1584 end;
1585 SType := T;
1586 alive := True;
1587 Obj.X := fX;
1588 Obj.Y := fY;
1589 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1590 positionChanged(); // this updates spatial accelerators
1591 RAngle := Random(360);
1592 Timeout := gTime + SHELL_TIMEOUT;
1594 if CurrentShell >= High(gShells) then
1595 CurrentShell := 0
1596 else
1597 Inc(CurrentShell);
1598 end;
1599 end;
1601 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1602 var
1603 a: Integer;
1604 GibsArray: TGibsArray;
1605 begin
1606 if (gGibs = nil) or (Length(gGibs) = 0) then
1607 Exit;
1608 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1609 Exit;
1611 for a := 0 to High(GibsArray) do
1612 with gGibs[CurrentGib] do
1613 begin
1614 Color := fColor;
1615 ID := GibsArray[a].ID;
1616 MaskID := GibsArray[a].MaskID;
1617 alive := True;
1618 g_Obj_Init(@Obj);
1619 Obj.Rect := GibsArray[a].Rect;
1620 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1621 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1622 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1623 positionChanged(); // this updates spatial accelerators
1624 RAngle := Random(360);
1626 if gBloodCount > 0 then
1627 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1628 Random(48), Random(48), 150, 0, 0);
1630 if CurrentGib >= High(gGibs) then
1631 CurrentGib := 0
1632 else
1633 Inc(CurrentGib);
1634 end;
1635 end;
1637 procedure g_Player_UpdatePhysicalObjects();
1638 var
1639 i: Integer;
1640 vel: TPoint2i;
1641 mr: Word;
1643 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1644 var
1645 k: Integer;
1646 begin
1647 k := 1 + Random(2);
1648 if T = SHELL_BULLET then
1649 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1650 else
1651 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1652 end;
1654 begin
1655 // Êóñêè ìÿñà:
1656 if gGibs <> nil then
1657 for i := 0 to High(gGibs) do
1658 if gGibs[i].alive then
1659 with gGibs[i] do
1660 begin
1661 vel := Obj.Vel;
1662 mr := g_Obj_Move(@Obj, True, False, True);
1663 positionChanged(); // this updates spatial accelerators
1665 if WordBool(mr and MOVE_FALLOUT) then
1666 begin
1667 alive := False;
1668 Continue;
1669 end;
1671 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1672 if WordBool(mr and MOVE_HITWALL) then
1673 Obj.Vel.X := -(vel.X div 2);
1674 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1675 Obj.Vel.Y := -(vel.Y div 2);
1677 if (Obj.Vel.X >= 0) then
1678 begin // Clockwise
1679 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1680 if RAngle >= 360 then
1681 RAngle := RAngle mod 360;
1682 end else begin // Counter-clockwise
1683 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1684 if RAngle < 0 then
1685 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1686 end;
1688 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1689 if gTime mod (GAME_TICK*3) = 0 then
1690 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1691 end;
1693 // Òðóïû:
1694 if gCorpses <> nil then
1695 for i := 0 to High(gCorpses) do
1696 if gCorpses[i] <> nil then
1697 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1698 begin
1699 gCorpses[i].Free();
1700 gCorpses[i] := nil;
1701 end
1702 else
1703 gCorpses[i].Update();
1705 // Ãèëüçû:
1706 if gShells <> nil then
1707 for i := 0 to High(gShells) do
1708 if gShells[i].alive then
1709 with gShells[i] do
1710 begin
1711 vel := Obj.Vel;
1712 mr := g_Obj_Move(@Obj, True, False, True);
1713 positionChanged(); // this updates spatial accelerators
1715 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1716 begin
1717 alive := False;
1718 Continue;
1719 end;
1721 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1722 if WordBool(mr and MOVE_HITWALL) then
1723 begin
1724 Obj.Vel.X := -(vel.X div 2);
1725 if not WordBool(mr and MOVE_INWATER) then
1726 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1727 end;
1728 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1729 begin
1730 Obj.Vel.Y := -(vel.Y div 2);
1731 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1732 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1733 begin
1734 if RAngle mod 90 <> 0 then
1735 RAngle := (RAngle div 90) * 90;
1736 end
1737 else if not WordBool(mr and MOVE_INWATER) then
1738 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1739 end;
1741 if (Obj.Vel.X >= 0) then
1742 begin // Clockwise
1743 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1744 if RAngle >= 360 then
1745 RAngle := RAngle mod 360;
1746 end else begin // Counter-clockwise
1747 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1748 if RAngle < 0 then
1749 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1750 end;
1751 end;
1752 end;
1755 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1756 begin
1757 x := Obj.X+Obj.Rect.X;
1758 y := Obj.Y+Obj.Rect.Y;
1759 w := Obj.Rect.Width;
1760 h := Obj.Rect.Height;
1761 end;
1763 procedure TGib.moveBy (dx, dy: Integer); inline;
1764 begin
1765 if (dx <> 0) or (dy <> 0) then
1766 begin
1767 Obj.X += dx;
1768 Obj.Y += dy;
1769 positionChanged();
1770 end;
1771 end;
1774 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1775 begin
1776 x := Obj.X;
1777 y := Obj.Y;
1778 w := Obj.Rect.Width;
1779 h := Obj.Rect.Height;
1780 end;
1782 procedure TShell.moveBy (dx, dy: Integer); inline;
1783 begin
1784 if (dx <> 0) or (dy <> 0) then
1785 begin
1786 Obj.X += dx;
1787 Obj.Y += dy;
1788 positionChanged();
1789 end;
1790 end;
1793 procedure TGib.positionChanged (); inline; begin end;
1794 procedure TShell.positionChanged (); inline; begin end;
1797 procedure g_Player_DrawCorpses();
1798 var
1799 i: Integer;
1800 a: TDFPoint;
1801 begin
1802 if gGibs <> nil then
1803 for i := 0 to High(gGibs) do
1804 if gGibs[i].alive then
1805 with gGibs[i] do
1806 begin
1807 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1808 Continue;
1810 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1811 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1813 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1815 e_Colors := Color;
1816 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1817 e_Colors.R := 255;
1818 e_Colors.G := 255;
1819 e_Colors.B := 255;
1820 end;
1822 if gCorpses <> nil then
1823 for i := 0 to High(gCorpses) do
1824 if gCorpses[i] <> nil then
1825 gCorpses[i].Draw();
1826 end;
1828 procedure g_Player_DrawShells();
1829 var
1830 i: Integer;
1831 a: TDFPoint;
1832 begin
1833 if gShells <> nil then
1834 for i := 0 to High(gShells) do
1835 if gShells[i].alive then
1836 with gShells[i] do
1837 begin
1838 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1839 Continue;
1841 a.X := CX;
1842 a.Y := CY;
1844 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1845 end;
1846 end;
1848 procedure g_Player_RemoveAllCorpses();
1849 var
1850 i: Integer;
1851 begin
1852 gGibs := nil;
1853 gShells := nil;
1854 SetLength(gGibs, MaxGibs);
1855 SetLength(gShells, MaxGibs);
1856 CurrentGib := 0;
1857 CurrentShell := 0;
1859 if gCorpses <> nil then
1860 for i := 0 to High(gCorpses) do
1861 gCorpses[i].Free();
1863 gCorpses := nil;
1864 SetLength(gCorpses, MaxCorpses);
1865 end;
1867 procedure g_Player_Corpses_SaveState (st: TStream);
1868 var
1869 count, i: Integer;
1870 begin
1871 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1872 count := 0;
1873 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1875 // Êîëè÷åñòâî òðóïîâ
1876 utils.writeInt(st, LongInt(count));
1878 if (count = 0) then exit;
1880 // Ñîõðàíÿåì òðóïû
1881 for i := 0 to High(gCorpses) do
1882 begin
1883 if gCorpses[i] <> nil then
1884 begin
1885 // Íàçâàíèå ìîäåëè
1886 utils.writeStr(st, gCorpses[i].FModelName);
1887 // Òèï ñìåðòè
1888 utils.writeBool(st, gCorpses[i].Mess);
1889 // Ñîõðàíÿåì äàííûå òðóïà:
1890 gCorpses[i].SaveState(st);
1891 end;
1892 end;
1893 end;
1896 procedure g_Player_Corpses_LoadState (st: TStream);
1897 var
1898 count, i: Integer;
1899 str: String;
1900 b: Boolean;
1901 begin
1902 assert(st <> nil);
1904 g_Player_RemoveAllCorpses();
1906 // Êîëè÷åñòâî òðóïîâ:
1907 count := utils.readLongInt(st);
1908 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1910 if (count = 0) then exit;
1912 // Çàãðóæàåì òðóïû
1913 for i := 0 to count-1 do
1914 begin
1915 // Íàçâàíèå ìîäåëè:
1916 str := utils.readStr(st);
1917 // Òèï ñìåðòè
1918 b := utils.readBool(st);
1919 // Ñîçäàåì òðóï
1920 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1921 // Çàãðóæàåì äàííûå òðóïà
1922 gCorpses[i].LoadState(st);
1923 end;
1924 end;
1927 { T P l a y e r : }
1929 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1931 procedure TPlayer.BFGHit();
1932 begin
1933 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1934 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1935 if g_Game_IsServer and g_Game_IsNet then
1936 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1937 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1938 0, NET_GFX_BFGHIT);
1939 end;
1941 procedure TPlayer.ChangeModel(ModelName: string);
1942 var
1943 locModel: TPlayerModel;
1944 begin
1945 locModel := g_PlayerModel_Get(ModelName);
1946 if locModel = nil then Exit;
1948 FModel.Free();
1949 FModel := locModel;
1950 end;
1952 procedure TPlayer.SetModel(ModelName: string);
1953 var
1954 m: TPlayerModel;
1955 begin
1956 m := g_PlayerModel_Get(ModelName);
1957 if m = nil then
1958 begin
1959 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1960 m := g_PlayerModel_Get('doomer');
1961 if m = nil then
1962 begin
1963 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1964 Exit;
1965 end;
1966 end;
1968 if FModel <> nil then
1969 FModel.Free();
1971 FModel := m;
1973 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1974 FModel.Color := FColor
1975 else
1976 FModel.Color := TEAMCOLOR[FTeam];
1977 FModel.SetWeapon(FCurrWeap);
1978 FModel.SetFlag(FFlag);
1979 SetDirection(FDirection);
1980 end;
1982 procedure TPlayer.SetColor(Color: TRGB);
1983 begin
1984 FColor := Color;
1985 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1986 if FModel <> nil then FModel.Color := Color;
1987 end;
1989 procedure TPlayer.SwitchTeam;
1990 begin
1991 if g_Game_IsClient then
1992 Exit;
1993 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1995 if gGameOn and FAlive then
1996 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1998 if FTeam = TEAM_RED then
1999 begin
2000 ChangeTeam(TEAM_BLUE);
2001 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2002 if g_Game_IsNet then
2003 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2004 end
2005 else
2006 begin
2007 ChangeTeam(TEAM_RED);
2008 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2009 if g_Game_IsNet then
2010 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2011 end;
2012 FPreferredTeam := FTeam;
2013 end;
2015 procedure TPlayer.ChangeTeam(Team: Byte);
2016 var
2017 OldTeam: Byte;
2018 begin
2019 OldTeam := FTeam;
2020 FTeam := Team;
2021 case Team of
2022 TEAM_RED, TEAM_BLUE:
2023 FModel.Color := TEAMCOLOR[Team];
2024 else
2025 FModel.Color := FColor;
2026 end;
2027 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2028 MH_SEND_PlayerStats(FUID);
2029 end;
2032 procedure TPlayer.CollideItem();
2033 var
2034 i: Integer;
2035 r: Boolean;
2036 begin
2037 if gItems = nil then Exit;
2038 if not FAlive then Exit;
2040 for i := 0 to High(gItems) do
2041 with gItems[i] do
2042 begin
2043 if (ItemType <> ITEM_NONE) and alive then
2044 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2045 PLAYER_RECT.Height, @Obj) then
2046 begin
2047 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2049 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2050 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2051 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2052 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2053 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2055 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2056 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2057 (gGameSettings.GameType = GT_SINGLE) and
2058 (g_Player_GetCount() > 1)) then
2059 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2060 end;
2061 end;
2062 end;
2065 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2066 begin
2067 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2068 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2069 False);
2070 end;
2072 constructor TPlayer.Create();
2073 begin
2074 viewPortX := 0;
2075 viewPortY := 0;
2076 viewPortW := 0;
2077 viewPortH := 0;
2078 mEDamageType := HIT_SOME;
2080 FIamBot := False;
2081 FDummy := False;
2082 FSpawned := False;
2084 FSawSound := TPlayableSound.Create();
2085 FSawSoundIdle := TPlayableSound.Create();
2086 FSawSoundHit := TPlayableSound.Create();
2087 FSawSoundSelect := TPlayableSound.Create();
2088 FJetSoundFly := TPlayableSound.Create();
2089 FJetSoundOn := TPlayableSound.Create();
2090 FJetSoundOff := TPlayableSound.Create();
2092 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2093 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2094 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2095 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2096 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2097 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2098 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2100 FSpectatePlayer := -1;
2101 FClientID := -1;
2102 FPing := 0;
2103 FLoss := 0;
2104 FSavedState.WaitRecall := False;
2105 FShellTimer := -1;
2106 FFireTime := 0;
2107 FFirePainTime := 0;
2108 FFireAttacker := 0;
2110 FActualModelName := 'doomer';
2112 g_Obj_Init(@FObj);
2113 FObj.Rect := PLAYER_RECT;
2115 FBFGFireCounter := -1;
2116 FJustTeleported := False;
2117 FNetTime := 0;
2119 resetWeaponQueue();
2120 end;
2122 procedure TPlayer.positionChanged (); inline;
2123 begin
2124 end;
2126 procedure TPlayer.doDamage (v: Integer);
2127 begin
2128 if (v <= 0) then exit;
2129 if (v > 32767) then v := 32767;
2130 Damage(v, 0, 0, 0, mEDamageType);
2131 end;
2133 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2134 var
2135 c: Word;
2136 begin
2137 if (not g_Game_IsClient) and (not FAlive) then
2138 Exit;
2140 FLastHit := t;
2142 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2143 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2144 begin
2145 if not g_Game_IsClient then
2146 begin
2147 FArmor := 0;
2148 if t = HIT_TRAP then
2149 begin
2150 // Ëîâóøêà óáèâàåò ñðàçó:
2151 FHealth := -100;
2152 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2153 end;
2154 if t = HIT_SELF then
2155 begin
2156 // Ñàìîóáèéñòâî:
2157 FHealth := 0;
2158 Kill(K_SIMPLEKILL, SpawnerUID, t);
2159 end;
2160 end;
2161 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2162 FMegaRulez[MR_SUIT] := 0;
2163 FMegaRulez[MR_INVUL] := 0;
2164 FMegaRulez[MR_INVIS] := 0;
2165 FBerserk := 0;
2166 end;
2168 // Íî îò îñòàëüíîãî ñïàñàåò:
2169 if FMegaRulez[MR_INVUL] >= gTime then
2170 Exit;
2172 // ×èò-êîä "ÃÎÐÅÖ":
2173 if FGodMode then
2174 Exit;
2176 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2177 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2178 (SpawnerUID = FUID) or
2179 (not SameTeam(FUID, SpawnerUID)) then
2180 begin
2181 FLastSpawnerUID := SpawnerUID;
2183 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2184 if gBloodCount > 0 then
2185 begin
2186 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2187 if value div 4 <= c then
2188 c := c - (value div 4)
2189 else
2190 c := 0;
2192 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2193 MakeBloodSimple(c)
2194 else
2195 case t of
2196 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2197 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2198 end;
2200 if t = HIT_WATER then
2201 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2202 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2203 end;
2205 // Áóôåð óðîíà:
2206 if FAlive then
2207 Inc(FDamageBuffer, value);
2209 // Âñïûøêà áîëè:
2210 if gFlash <> 0 then
2211 FPain := FPain + value;
2212 end;
2214 if g_Game_IsServer and g_Game_IsNet then
2215 begin
2216 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2217 MH_SEND_PlayerStats(FUID);
2218 MH_SEND_PlayerPos(False, FUID);
2219 end;
2220 end;
2222 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2223 begin
2224 Result := False;
2225 if g_Game_IsClient then
2226 Exit;
2227 if not FAlive then
2228 Exit;
2230 if Soft and (FHealth < PLAYER_HP_SOFT) then
2231 begin
2232 IncMax(FHealth, value, PLAYER_HP_SOFT);
2233 Result := True;
2234 end;
2235 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2236 begin
2237 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2238 Result := True;
2239 end;
2241 if Result and g_Game_IsServer and g_Game_IsNet then
2242 MH_SEND_PlayerStats(FUID);
2243 end;
2245 destructor TPlayer.Destroy();
2246 begin
2247 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2248 gPlayer1 := nil;
2249 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2250 gPlayer2 := nil;
2252 FSawSound.Free();
2253 FSawSoundIdle.Free();
2254 FSawSoundHit.Free();
2255 FJetSoundFly.Free();
2256 FJetSoundOn.Free();
2257 FJetSoundOff.Free();
2258 FModel.Free();
2259 if FPunchAnim <> nil then
2260 FPunchAnim.Free();
2262 inherited;
2263 end;
2265 procedure TPlayer.DrawBubble();
2266 var
2267 bubX, bubY: Integer;
2268 ID: LongWord;
2269 Rb, Gb, Bb,
2270 Rw, Gw, Bw: SmallInt;
2271 Dot: Byte;
2272 begin
2273 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2274 bubY := FObj.Y+FObj.Rect.Y - 18;
2275 Rb := 64;
2276 Gb := 64;
2277 Bb := 64;
2278 Rw := 240;
2279 Gw := 240;
2280 Bw := 240;
2281 case gChatBubble of
2282 1: // simple textual non-bubble
2283 begin
2284 bubX := FObj.X+FObj.Rect.X - 11;
2285 bubY := FObj.Y+FObj.Rect.Y - 17;
2286 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2287 Exit;
2288 end;
2289 2: // advanced pixel-perfect bubble
2290 begin
2291 if FTeam = TEAM_RED then
2292 Rb := 255
2293 else
2294 if FTeam = TEAM_BLUE then
2295 Bb := 255;
2296 end;
2297 3: // colored bubble
2298 begin
2299 Rb := FModel.Color.R;
2300 Gb := FModel.Color.G;
2301 Bb := FModel.Color.B;
2302 Rw := Min(Rb * 2 + 64, 255);
2303 Gw := Min(Gb * 2 + 64, 255);
2304 Bw := Min(Bb * 2 + 64, 255);
2305 if (Abs(Rw - Rb) < 32)
2306 or (Abs(Gw - Gb) < 32)
2307 or (Abs(Bw - Bb) < 32) then
2308 begin
2309 Rb := Max(Rw div 2 - 16, 0);
2310 Gb := Max(Gw div 2 - 16, 0);
2311 Bb := Max(Bw div 2 - 16, 0);
2312 end;
2313 end;
2314 4: // custom textured bubble
2315 begin
2316 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2317 if FDirection = TDirection.D_RIGHT then
2318 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2319 else
2320 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2321 Exit;
2322 end;
2323 end;
2325 // Outer borders
2326 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2327 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2328 // Inner box
2329 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2331 // Tail
2332 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2333 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2334 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);
2335 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);
2336 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);
2337 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);
2339 // Dots
2340 Dot := 6;
2341 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2342 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2343 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2344 end;
2346 procedure TPlayer.Draw();
2347 var
2348 ID: DWORD;
2349 w, h: Word;
2350 dr: Boolean;
2351 Mirror: TMirrorType;
2352 begin
2353 if FAlive then
2354 begin
2355 if Direction = TDirection.D_RIGHT then
2356 Mirror := TMirrorType.None
2357 else
2358 Mirror := TMirrorType.Horizontal;
2360 if FPunchAnim <> nil then
2361 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2362 FObj.Y+FObj.Rect.Y-11, Mirror);
2364 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2365 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2366 begin
2367 e_GetTextureSize(ID, @w, @h);
2368 if FDirection = TDirection.D_LEFT then
2369 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2370 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2371 else
2372 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2373 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2374 end;
2376 if FMegaRulez[MR_INVIS] > gTime then
2377 begin
2378 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2379 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2380 begin
2381 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2382 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2383 else
2384 dr := True;
2385 if dr then
2386 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2387 else
2388 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2389 end
2390 else
2391 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2392 end
2393 else
2394 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2395 end;
2397 if g_debug_Frames then
2398 begin
2399 e_DrawQuad(FObj.X+FObj.Rect.X,
2400 FObj.Y+FObj.Rect.Y,
2401 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2402 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2403 0, 255, 0);
2404 end;
2406 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2407 DrawBubble();
2408 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2409 if gAimLine and alive and
2410 ((Self = gPlayer1) or (Self = gPlayer2)) then
2411 DrawAim();
2412 end;
2415 procedure TPlayer.DrawAim();
2416 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2417 var
2418 ex, ey: Integer;
2419 begin
2421 {$IFDEF ENABLE_HOLMES}
2422 if isValidViewPort and (self = gPlayer1) then
2423 begin
2424 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2425 end;
2426 {$ENDIF}
2428 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2429 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2430 begin
2431 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2432 end
2433 else
2434 begin
2435 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2436 end;
2437 end;
2439 var
2440 wx, wy, xx, yy: Integer;
2441 angle: SmallInt;
2442 sz, len: Word;
2443 begin
2444 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2445 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2446 angle := FAngle;
2447 len := 1024;
2448 sz := 2;
2449 case FCurrWeap of
2450 0: begin // Punch
2451 len := 12;
2452 sz := 4;
2453 end;
2454 1: begin // Chainsaw
2455 len := 24;
2456 sz := 6;
2457 end;
2458 2: begin // Pistol
2459 len := 1024;
2460 sz := 2;
2461 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2462 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2463 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2464 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2465 end;
2466 3: begin // Shotgun
2467 len := 1024;
2468 sz := 3;
2469 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2470 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2471 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2472 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2473 end;
2474 4: begin // Double Shotgun
2475 len := 1024;
2476 sz := 4;
2477 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2478 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2479 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2480 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2481 end;
2482 5: begin // Chaingun
2483 len := 1024;
2484 sz := 3;
2485 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2486 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2487 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2488 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2489 end;
2490 6: begin // Rocket Launcher
2491 len := 1024;
2492 sz := 7;
2493 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2494 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2495 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2496 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2497 end;
2498 7: begin // Plasmagun
2499 len := 1024;
2500 sz := 5;
2501 if angle = ANGLE_RIGHTUP then Inc(angle);
2502 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2503 if angle = ANGLE_LEFTUP then Dec(angle);
2504 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2505 end;
2506 8: begin // BFG
2507 len := 1024;
2508 sz := 12;
2509 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2510 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2511 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2512 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2513 end;
2514 9: begin // Super Chaingun
2515 len := 1024;
2516 sz := 4;
2517 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2518 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2519 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2520 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2521 end;
2522 end;
2523 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2524 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2525 {$IF DEFINED(D2F_DEBUG)}
2526 drawCast(sz, wx, wy, xx, yy);
2527 {$ELSE}
2528 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2529 {$ENDIF}
2530 end;
2532 procedure TPlayer.DrawGUI();
2533 var
2534 ID: DWORD;
2535 X, Y, SY, a, p, m: Integer;
2536 tw, th: Word;
2537 cw, ch: Byte;
2538 s: string;
2539 stat: TPlayerStatArray;
2540 begin
2541 X := gPlayerScreenSize.X;
2542 SY := gPlayerScreenSize.Y;
2543 Y := 0;
2545 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2546 begin
2547 if gGameSettings.GameMode = GM_CTF then
2548 a := 32 + 8
2549 else
2550 a := 0;
2551 if gGameSettings.GameMode = GM_CTF then
2552 begin
2553 s := 'TEXTURE_PLAYER_REDFLAG';
2554 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2555 s := 'TEXTURE_PLAYER_REDFLAG_S';
2556 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2557 s := 'TEXTURE_PLAYER_REDFLAG_D';
2558 if g_Texture_Get(s, ID) then
2559 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2560 end;
2562 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2563 e_CharFont_GetSize(gMenuFont, s, tw, th);
2564 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2566 if gGameSettings.GameMode = GM_CTF then
2567 begin
2568 s := 'TEXTURE_PLAYER_BLUEFLAG';
2569 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2570 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2571 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2572 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2573 if g_Texture_Get(s, ID) then
2574 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2575 end;
2577 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2578 e_CharFont_GetSize(gMenuFont, s, tw, th);
2579 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2580 end;
2582 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2583 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2584 0, False, False);
2586 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2587 e_Draw(ID, X+2, Y, 0, True, False);
2589 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2590 begin
2591 if gShowStat then
2592 begin
2593 s := IntToStr(Frags);
2594 e_CharFont_GetSize(gMenuFont, s, tw, th);
2595 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2597 s := '';
2598 p := 1;
2599 m := 0;
2600 stat := g_Player_GetStats();
2601 if stat <> nil then
2602 begin
2603 p := 1;
2605 for a := 0 to High(stat) do
2606 if stat[a].Name <> Name then
2607 begin
2608 if stat[a].Frags > m then m := stat[a].Frags;
2609 if stat[a].Frags > Frags then p := p+1;
2610 end;
2611 end;
2613 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2614 if Frags >= m then s := s+'+' else s := s+'-';
2615 s := s+IntToStr(Abs(Frags-m));
2617 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2618 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2619 end;
2621 if gShowLives and (gGameSettings.MaxLives > 0) then
2622 begin
2623 s := IntToStr(Lives);
2624 e_CharFont_GetSize(gMenuFont, s, tw, th);
2625 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2626 end;
2627 end;
2629 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2630 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2632 if R_BERSERK in FRulez then
2633 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2634 else
2635 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2637 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2638 e_Draw(ID, X+36, Y+77, 0, True, False);
2640 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2641 e_CharFont_GetSize(gMenuFont, s, tw, th);
2642 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2644 s := IntToStr(FArmor);
2645 e_CharFont_GetSize(gMenuFont, s, tw, th);
2646 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2648 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2650 case FCurrWeap of
2651 WEAPON_KASTET:
2652 begin
2653 s := '--';
2654 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2655 end;
2656 WEAPON_SAW:
2657 begin
2658 s := '--';
2659 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2660 end;
2661 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2662 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2663 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2664 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2665 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2666 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2667 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2668 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2669 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2670 end;
2672 e_CharFont_GetSize(gMenuFont, s, tw, th);
2673 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2674 e_Draw(ID, X+20, Y+160, 0, True, False);
2676 if R_KEY_RED in FRulez then
2677 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2679 if R_KEY_GREEN in FRulez then
2680 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2682 if R_KEY_BLUE in FRulez then
2683 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2685 if FJetFuel > 0 then
2686 begin
2687 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2688 e_Draw(ID, X+2, Y+116, 0, True, False);
2689 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2690 e_Draw(ID, X+2, Y+126, 0, True, False);
2691 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2692 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2693 end
2694 else
2695 begin
2696 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2697 e_Draw(ID, X+2, Y+124, 0, True, False);
2698 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2699 end;
2701 if gShowPing and g_Game_IsClient then
2702 begin
2703 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2704 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2705 Y := Y + 16;
2706 end;
2708 if FSpectator then
2709 begin
2710 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2711 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2712 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2713 if FNoRespawn then
2714 begin
2715 e_TextureFontGetSize(gStdFont, cw, ch);
2716 s := _lc[I_PLAYER_SPECT4];
2717 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2718 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2719 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2720 end;
2722 end;
2723 end;
2725 procedure TPlayer.DrawRulez();
2726 var
2727 dr: Boolean;
2728 begin
2729 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2730 if FMegaRulez[MR_INVUL] >= gTime then
2731 begin
2732 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2733 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2734 else
2735 dr := True;
2737 if dr then
2738 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2739 191, 191, 191, 0, TBlending.Invert);
2740 end;
2742 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2743 if FMegaRulez[MR_SUIT] >= gTime then
2744 begin
2745 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2746 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2747 else
2748 dr := True;
2750 if dr then
2751 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2752 0, 96, 0, 200, TBlending.None);
2753 end;
2755 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2756 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2757 begin
2758 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2759 255, 0, 0, 200, TBlending.None);
2760 end;
2761 end;
2763 procedure TPlayer.DrawPain();
2764 var
2765 a, h: Integer;
2766 begin
2767 if FPain = 0 then Exit;
2769 a := FPain;
2771 if a < 15 then h := 0
2772 else if a < 35 then h := 1
2773 else if a < 55 then h := 2
2774 else if a < 75 then h := 3
2775 else if a < 95 then h := 4
2776 else h := 5;
2778 //if a > 255 then a := 255;
2780 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2781 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2782 end;
2784 procedure TPlayer.DrawPickup();
2785 var
2786 a, h: Integer;
2787 begin
2788 if FPickup = 0 then Exit;
2790 a := FPickup;
2792 if a < 15 then h := 1
2793 else if a < 35 then h := 2
2794 else if a < 55 then h := 3
2795 else if a < 75 then h := 4
2796 else h := 5;
2798 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2799 end;
2801 procedure TPlayer.DoPunch();
2802 var
2803 id: DWORD;
2804 begin
2805 if FPunchAnim = nil then begin
2806 g_Frames_Get(id, 'FRAMES_PUNCH');
2807 FPunchAnim := TAnimation.Create(id, False, 1);
2808 end else
2809 FPunchAnim.reset();
2810 end;
2812 procedure TPlayer.Fire();
2813 var
2814 f, DidFire: Boolean;
2815 wx, wy, xd, yd: Integer;
2816 locobj: TObj;
2817 begin
2818 if g_Game_IsClient then Exit;
2819 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2820 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2822 if FSpectator then
2823 begin
2824 Respawn(False);
2825 Exit;
2826 end;
2828 if FReloading[FCurrWeap] <> 0 then Exit;
2830 DidFire := False;
2832 f := False;
2833 wx := FObj.X+WEAPONPOINT[FDirection].X;
2834 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2835 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2836 yd := wy+firediry();
2838 case FCurrWeap of
2839 WEAPON_KASTET:
2840 begin
2841 if R_BERSERK in FRulez then
2842 begin
2843 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2844 locobj.X := FObj.X+FObj.Rect.X;
2845 locobj.Y := FObj.Y+FObj.Rect.Y;
2846 locobj.rect.X := 0;
2847 locobj.rect.Y := 0;
2848 locobj.rect.Width := 39;
2849 locobj.rect.Height := 52;
2850 locobj.Vel.X := (xd-wx) div 2;
2851 locobj.Vel.Y := (yd-wy) div 2;
2852 locobj.Accel.X := xd-wx;
2853 locobj.Accel.y := yd-wy;
2855 DoPunch();
2857 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2858 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2859 else
2860 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2862 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2863 end
2864 else
2865 begin
2866 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2867 end;
2869 DidFire := True;
2870 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2871 end;
2873 WEAPON_SAW:
2874 begin
2875 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2876 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2877 begin
2878 FSawSoundSelect.Stop();
2879 FSawSound.Stop();
2880 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2881 end
2882 else if not FSawSoundHit.IsPlaying() then
2883 begin
2884 FSawSoundSelect.Stop();
2885 FSawSound.PlayAt(FObj.X, FObj.Y);
2886 end;
2888 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2889 DidFire := True;
2890 f := True;
2891 end;
2893 WEAPON_PISTOL:
2894 if FAmmo[A_BULLETS] > 0 then
2895 begin
2896 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2897 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2898 Dec(FAmmo[A_BULLETS]);
2899 FFireAngle := FAngle;
2900 f := True;
2901 DidFire := True;
2902 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2903 GameVelX, GameVelY-2, SHELL_BULLET);
2904 end;
2906 WEAPON_SHOTGUN1:
2907 if FAmmo[A_SHELLS] > 0 then
2908 begin
2909 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2910 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2911 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2912 Dec(FAmmo[A_SHELLS]);
2913 FFireAngle := FAngle;
2914 f := True;
2915 DidFire := True;
2916 FShellTimer := 10;
2917 FShellType := SHELL_SHELL;
2918 end;
2920 WEAPON_SHOTGUN2:
2921 if FAmmo[A_SHELLS] >= 2 then
2922 begin
2923 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2924 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2925 Dec(FAmmo[A_SHELLS], 2);
2926 FFireAngle := FAngle;
2927 f := True;
2928 DidFire := True;
2929 FShellTimer := 13;
2930 FShellType := SHELL_DBLSHELL;
2931 end;
2933 WEAPON_CHAINGUN:
2934 if FAmmo[A_BULLETS] > 0 then
2935 begin
2936 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2937 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2938 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2939 Dec(FAmmo[A_BULLETS]);
2940 FFireAngle := FAngle;
2941 f := True;
2942 DidFire := True;
2943 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2944 GameVelX, GameVelY-2, SHELL_BULLET);
2945 end;
2947 WEAPON_ROCKETLAUNCHER:
2948 if FAmmo[A_ROCKETS] > 0 then
2949 begin
2950 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2951 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2952 Dec(FAmmo[A_ROCKETS]);
2953 FFireAngle := FAngle;
2954 f := True;
2955 DidFire := True;
2956 end;
2958 WEAPON_PLASMA:
2959 if FAmmo[A_CELLS] > 0 then
2960 begin
2961 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2962 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2963 Dec(FAmmo[A_CELLS]);
2964 FFireAngle := FAngle;
2965 f := True;
2966 DidFire := True;
2967 end;
2969 WEAPON_BFG:
2970 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2971 begin
2972 FBFGFireCounter := 17;
2973 if not FNoReload then
2974 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2975 Dec(FAmmo[A_CELLS], 40);
2976 DidFire := True;
2977 end;
2979 WEAPON_SUPERPULEMET:
2980 if FAmmo[A_SHELLS] > 0 then
2981 begin
2982 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2983 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2984 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2985 Dec(FAmmo[A_SHELLS]);
2986 FFireAngle := FAngle;
2987 f := True;
2988 DidFire := True;
2989 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2990 GameVelX, GameVelY-2, SHELL_SHELL);
2991 end;
2993 WEAPON_FLAMETHROWER:
2994 if FAmmo[A_FUEL] > 0 then
2995 begin
2996 g_Weapon_flame(wx, wy, xd, yd, FUID);
2997 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2998 Dec(FAmmo[A_FUEL]);
2999 FFireAngle := FAngle;
3000 f := True;
3001 DidFire := True;
3002 end;
3003 end;
3005 if g_Game_IsNet then
3006 begin
3007 if DidFire then
3008 begin
3009 if FCurrWeap <> WEAPON_BFG then
3010 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3011 else
3012 if not FNoReload then
3013 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3014 end;
3016 MH_SEND_PlayerStats(FUID);
3017 end;
3019 if not f then Exit;
3021 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3022 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3023 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3024 end;
3026 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3027 begin
3028 case Weapon of
3029 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3030 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3031 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3032 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3033 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3034 else Result := 0;
3035 end;
3036 end;
3038 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3039 begin
3040 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3041 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3042 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3043 end;
3045 procedure TPlayer.JetpackOn;
3046 begin
3047 FJetSoundFly.Stop;
3048 FJetSoundOff.Stop;
3049 FJetSoundOn.SetPosition(0);
3050 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3051 FlySmoke(8);
3052 end;
3054 procedure TPlayer.JetpackOff;
3055 begin
3056 FJetSoundFly.Stop;
3057 FJetSoundOn.Stop;
3058 FJetSoundOff.SetPosition(0);
3059 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3060 end;
3062 procedure TPlayer.CatchFire(Attacker: Word);
3063 begin
3064 FFireTime := 100;
3065 FFireAttacker := Attacker;
3066 if g_Game_IsNet and g_Game_IsServer then
3067 MH_SEND_PlayerStats(FUID);
3068 end;
3070 procedure TPlayer.Jump();
3071 begin
3072 if gFly or FJetpack then
3073 begin
3074 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3075 if FObj.Vel.Y > -VEL_FLY then
3076 FObj.Vel.Y := FObj.Vel.Y - 3;
3077 if FJetpack then
3078 begin
3079 if FJetFuel > 0 then
3080 Dec(FJetFuel);
3081 if (FJetFuel < 1) and g_Game_IsServer then
3082 begin
3083 FJetpack := False;
3084 JetpackOff;
3085 if g_Game_IsNet then
3086 MH_SEND_PlayerStats(FUID);
3087 end;
3088 end;
3089 Exit;
3090 end;
3092 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3093 if FGhost then
3094 FCanJetpack := False;
3096 // Ïðûãàåì èëè âñïëûâàåì:
3097 if (CollideLevel(0, 1) or
3098 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3099 PLAYER_RECT.Height-33, PANEL_STEP, False)
3100 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3101 begin
3102 FObj.Vel.Y := -VEL_JUMP;
3103 FCanJetpack := False;
3104 end
3105 else
3106 begin
3107 if BodyInLiquid(0, 0) then
3108 FObj.Vel.Y := -VEL_SW
3109 else if (FJetFuel > 0) and FCanJetpack and
3110 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3111 begin
3112 FJetpack := True;
3113 JetpackOn;
3114 if g_Game_IsNet then
3115 MH_SEND_PlayerStats(FUID);
3116 end;
3117 end;
3118 end;
3120 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3121 var
3122 a, i, k, ab, ar: Byte;
3123 s: String;
3124 mon: TMonster;
3125 plr: TPlayer;
3126 srv, netsrv: Boolean;
3127 DoFrags: Boolean;
3128 OldLR: Byte;
3129 KP: TPlayer;
3130 it: PItem;
3132 procedure PushItem(t: Byte);
3133 var
3134 id: DWORD;
3135 begin
3136 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3137 it := g_Items_ByIdx(id);
3138 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3139 begin
3140 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3141 (FObj.Vel.Y div 2)-Random(9));
3142 it.positionChanged(); // this updates spatial accelerators
3143 end
3144 else
3145 begin
3146 if KillType = K_HARDKILL then // -5..+5; -5..0
3147 begin
3148 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3149 (FObj.Vel.Y div 2)-Random(6));
3150 end
3151 else // -3..+3; -3..0
3152 begin
3153 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3154 (FObj.Vel.Y div 2)-Random(4));
3155 end;
3156 it.positionChanged(); // this updates spatial accelerators
3157 end;
3159 if g_Game_IsNet and g_Game_IsServer then
3160 MH_SEND_ItemSpawn(True, id);
3161 end;
3163 begin
3164 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3165 Srv := g_Game_IsServer;
3166 Netsrv := g_Game_IsServer and g_Game_IsNet;
3167 if Srv then FDeath := FDeath + 1;
3168 if FAlive then
3169 begin
3170 if FGhost then
3171 FGhost := False;
3172 if not FPhysics then
3173 FPhysics := True;
3174 FAlive := False;
3175 end;
3176 FShellTimer := -1;
3178 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3179 begin
3180 if FLives > 0 then FLives := FLives - 1;
3181 if FLives = 0 then FNoRespawn := True;
3182 end;
3184 // Íîìåð òèïà ñìåðòè:
3185 a := 1;
3186 case KillType of
3187 K_SIMPLEKILL: a := 1;
3188 K_HARDKILL: a := 2;
3189 K_EXTRAHARDKILL: a := 3;
3190 K_FALLKILL: a := 4;
3191 end;
3193 // Çâóê ñìåðòè:
3194 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3195 for i := 1 to 3 do
3196 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3197 Break;
3199 // Âðåìÿ ðåñïàóíà:
3200 if Srv then
3201 case KillType of
3202 K_SIMPLEKILL:
3203 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3204 K_HARDKILL:
3205 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3206 K_EXTRAHARDKILL, K_FALLKILL:
3207 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3208 end;
3210 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3211 case KillType of
3212 K_SIMPLEKILL:
3213 SetAction(A_DIE1);
3214 K_HARDKILL, K_EXTRAHARDKILL:
3215 SetAction(A_DIE2);
3216 end;
3218 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3219 if (KillType <> K_FALLKILL) and (Srv) then
3220 g_Monsters_killedp();
3222 if SpawnerUID = FUID then
3223 begin // Ñàìîóáèëñÿ
3224 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3225 begin
3226 Dec(FFrags);
3227 FLastFrag := 0;
3228 end;
3229 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3230 end
3231 else
3232 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3233 begin // Óáèò äðóãèì èãðîêîì
3234 KP := g_Player_Get(SpawnerUID);
3235 if (KP <> nil) and Srv then
3236 begin
3237 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3238 if SameTeam(FUID, SpawnerUID) then
3239 begin
3240 Dec(KP.FFrags);
3241 KP.FLastFrag := 0;
3242 end else
3243 begin
3244 Inc(KP.FFrags);
3245 KP.FragCombo();
3246 end;
3248 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3249 Inc(gTeamStat[KP.Team].Goals,
3250 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3252 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3253 end;
3255 plr := g_Player_Get(SpawnerUID);
3256 if plr = nil then
3257 s := '?'
3258 else
3259 s := plr.FName;
3261 case KillType of
3262 K_HARDKILL:
3263 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3264 [FName, s]),
3265 gShowKillMsg);
3266 K_EXTRAHARDKILL:
3267 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3268 [FName, s]),
3269 gShowKillMsg);
3270 else
3271 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3272 [FName, s]),
3273 gShowKillMsg);
3274 end;
3275 end
3276 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3277 begin // Óáèò ìîíñòðîì
3278 mon := g_Monsters_ByUID(SpawnerUID);
3279 if mon = nil then
3280 s := '?'
3281 else
3282 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3284 case KillType of
3285 K_HARDKILL:
3286 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3287 [FName, s]),
3288 gShowKillMsg);
3289 K_EXTRAHARDKILL:
3290 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3291 [FName, s]),
3292 gShowKillMsg);
3293 else
3294 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3295 [FName, s]),
3296 gShowKillMsg);
3297 end;
3298 end
3299 else // Îñîáûå òèïû ñìåðòè
3300 case t of
3301 HIT_DISCON: ;
3302 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3303 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3304 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3305 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3306 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3307 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3308 end;
3310 if Srv then
3311 begin
3312 // Âûáðîñ îðóæèÿ:
3313 for a := WP_FIRST to WP_LAST do
3314 if FWeapon[a] then
3315 begin
3316 case a of
3317 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3318 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3319 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3320 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3321 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3322 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3323 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3324 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3325 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3326 else i := 0;
3327 end;
3329 if i <> 0 then
3330 PushItem(i);
3331 end;
3333 // Âûáðîñ ðþêçàêà:
3334 if R_ITEM_BACKPACK in FRulez then
3335 PushItem(ITEM_AMMO_BACKPACK);
3337 // Âûáðîñ ðàêåòíîãî ðàíöà:
3338 if FJetFuel > 0 then
3339 PushItem(ITEM_JETPACK);
3341 // Âûáðîñ êëþ÷åé:
3342 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3343 begin
3344 if R_KEY_RED in FRulez then
3345 PushItem(ITEM_KEY_RED);
3347 if R_KEY_GREEN in FRulez then
3348 PushItem(ITEM_KEY_GREEN);
3350 if R_KEY_BLUE in FRulez then
3351 PushItem(ITEM_KEY_BLUE);
3352 end;
3354 // Âûáðîñ ôëàãà:
3355 DropFlag();
3356 end;
3358 g_Player_CreateCorpse(Self);
3360 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3361 (gLMSRespawn = LMS_RESPAWN_NONE) then
3362 begin
3363 a := 0;
3364 k := 0;
3365 ar := 0;
3366 ab := 0;
3367 for i := Low(gPlayers) to High(gPlayers) do
3368 begin
3369 if gPlayers[i] = nil then continue;
3370 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3371 begin
3372 Inc(a);
3373 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3374 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3375 k := i;
3376 end;
3377 end;
3379 OldLR := gLMSRespawn;
3380 if (gGameSettings.GameMode = GM_COOP) then
3381 begin
3382 if (a = 0) then
3383 begin
3384 // everyone is dead, restart the map
3385 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3386 if Netsrv then
3387 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3388 gLMSRespawn := LMS_RESPAWN_FINAL;
3389 gLMSRespawnTime := gTime + 5000;
3390 end
3391 else if (a = 1) then
3392 begin
3393 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3394 if (gPlayers[k] = gPlayer1) or
3395 (gPlayers[k] = gPlayer2) then
3396 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3397 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3398 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3399 end;
3400 end
3401 else if (gGameSettings.GameMode = GM_TDM) then
3402 begin
3403 if (ab = 0) and (ar <> 0) then
3404 begin
3405 // blu team ded
3406 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3407 if Netsrv then
3408 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3409 Inc(gTeamStat[TEAM_RED].Goals);
3410 gLMSRespawn := LMS_RESPAWN_FINAL;
3411 gLMSRespawnTime := gTime + 5000;
3412 end
3413 else if (ar = 0) and (ab <> 0) then
3414 begin
3415 // red team ded
3416 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3417 if Netsrv then
3418 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3419 Inc(gTeamStat[TEAM_BLUE].Goals);
3420 gLMSRespawn := LMS_RESPAWN_FINAL;
3421 gLMSRespawnTime := gTime + 5000;
3422 end
3423 else if (ar = 0) and (ab = 0) then
3424 begin
3425 // everyone ded
3426 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3427 if Netsrv then
3428 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3429 gLMSRespawn := LMS_RESPAWN_FINAL;
3430 gLMSRespawnTime := gTime + 5000;
3431 end;
3432 end
3433 else if (gGameSettings.GameMode = GM_DM) then
3434 begin
3435 if (a = 1) then
3436 begin
3437 if gPlayers[k] <> nil then
3438 with gPlayers[k] do
3439 begin
3440 // survivor is the winner
3441 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3442 if Netsrv then
3443 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3444 Inc(FFrags);
3445 end;
3446 gLMSRespawn := LMS_RESPAWN_FINAL;
3447 gLMSRespawnTime := gTime + 5000;
3448 end
3449 else if (a = 0) then
3450 begin
3451 // everyone is dead, restart the map
3452 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3453 if Netsrv then
3454 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3455 gLMSRespawn := LMS_RESPAWN_FINAL;
3456 gLMSRespawnTime := gTime + 5000;
3457 end;
3458 end;
3459 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3460 begin
3461 if NetMode = NET_SERVER then
3462 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3463 else
3464 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3465 end;
3466 end;
3468 if Netsrv then
3469 begin
3470 MH_SEND_PlayerStats(FUID);
3471 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3472 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3473 end;
3475 if srv and FNoRespawn then Spectate(True);
3476 FWantsInGame := True;
3477 end;
3479 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3480 begin
3481 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3482 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3483 end;
3485 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3486 begin
3487 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3488 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3489 end;
3491 procedure TPlayer.MakeBloodSimple(Count: Word);
3492 begin
3493 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3494 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3495 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3496 150, 0, 0);
3497 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3498 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3499 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3500 150, 0, 0);
3501 end;
3503 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3504 begin
3505 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3506 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3507 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3508 150, 0, 0);
3509 end;
3511 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3512 begin
3513 if g_Game_IsClient then Exit;
3514 if Weapon > High(FWeapon) then Exit;
3515 FNextWeap := FNextWeap or (1 shl Weapon);
3516 end;
3518 procedure TPlayer.resetWeaponQueue ();
3519 begin
3520 FNextWeap := 0;
3521 FNextWeapDelay := 0;
3522 end;
3524 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3525 begin
3526 result := false;
3527 case weapon of
3528 WEAPON_KASTET, WEAPON_SAW: result := true;
3529 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3530 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3531 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3532 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3533 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3534 else result := (weapon < length(FWeapon));
3535 end;
3536 end;
3538 // return 255 for "no switch"
3539 function TPlayer.getNextWeaponIndex (): Byte;
3540 var
3541 i: Word;
3542 wantThisWeapon: array[0..64] of Boolean;
3543 wwc: Integer = 0; //HACK!
3544 dir, cwi: Integer;
3545 begin
3546 result := 255; // default result: "no switch"
3547 // had weapon cycling on previous frame? remove that flag
3548 if (FNextWeap and $2000) <> 0 then
3549 begin
3550 FNextWeap := FNextWeap and $1FFF;
3551 FNextWeapDelay := 0;
3552 end;
3553 // cycling has priority
3554 if (FNextWeap and $C000) <> 0 then
3555 begin
3556 if (FNextWeap and $8000) <> 0 then
3557 dir := 1
3558 else
3559 dir := -1;
3560 FNextWeap := FNextWeap or $2000; // we need this
3561 if FNextWeapDelay > 0 then
3562 exit; // cooldown time
3563 cwi := FCurrWeap;
3564 for i := 0 to High(FWeapon) do
3565 begin
3566 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3567 if FWeapon[cwi] then
3568 begin
3569 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3570 result := Byte(cwi);
3571 FNextWeapDelay := 10;
3572 exit;
3573 end;
3574 end;
3575 resetWeaponQueue();
3576 exit;
3577 end;
3578 // no cycling
3579 for i := 0 to High(wantThisWeapon) do
3580 wantThisWeapon[i] := false;
3581 for i := 0 to High(FWeapon) do
3582 if (FNextWeap and (1 shl i)) <> 0 then
3583 begin
3584 wantThisWeapon[i] := true;
3585 Inc(wwc);
3586 end;
3587 // exclude currently selected weapon from the set
3588 wantThisWeapon[FCurrWeap] := false;
3589 // slow down alterations a little
3590 if wwc > 1 then
3591 begin
3592 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3593 // more than one weapon requested, assume "alteration" and check alteration delay
3594 if FNextWeapDelay > 0 then
3595 begin
3596 FNextWeap := 0;
3597 exit;
3598 end; // yeah
3599 end;
3600 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3601 // but clear all counters if no weapon should be switched
3602 if wwc < 1 then
3603 begin
3604 resetWeaponQueue();
3605 exit;
3606 end;
3607 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3608 // try weapons in descending order
3609 for i := High(FWeapon) downto 0 do
3610 begin
3611 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3612 begin
3613 // i found her!
3614 result := Byte(i);
3615 resetWeaponQueue();
3616 FNextWeapDelay := 10; // anyway, 'cause why not
3617 exit;
3618 end;
3619 end;
3620 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3621 resetWeaponQueue();
3622 end;
3624 procedure TPlayer.RealizeCurrentWeapon();
3625 function switchAllowed (): Boolean;
3626 var
3627 i: Byte;
3628 begin
3629 result := false;
3630 if FBFGFireCounter <> -1 then
3631 exit;
3632 if FTime[T_SWITCH] > gTime then
3633 exit;
3634 for i := WP_FIRST to WP_LAST do
3635 if FReloading[i] > 0 then
3636 exit;
3637 result := true;
3638 end;
3640 var
3641 nw: Byte;
3642 begin
3643 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3644 //FNextWeap := FNextWeap and $1FFF;
3645 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3647 if not switchAllowed then
3648 begin
3649 //HACK for weapon cycling
3650 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3651 exit;
3652 end;
3654 nw := getNextWeaponIndex();
3655 if nw = 255 then exit; // don't reset anything here
3656 if nw > High(FWeapon) then
3657 begin
3658 // don't forget to reset queue here!
3659 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3660 resetWeaponQueue();
3661 exit;
3662 end;
3664 if FWeapon[nw] then
3665 begin
3666 FCurrWeap := nw;
3667 FTime[T_SWITCH] := gTime+156;
3668 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3669 FModel.SetWeapon(FCurrWeap);
3670 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3671 end;
3672 end;
3674 procedure TPlayer.NextWeapon();
3675 begin
3676 if g_Game_IsClient then Exit;
3677 FNextWeap := $8000;
3678 end;
3680 procedure TPlayer.PrevWeapon();
3681 begin
3682 if g_Game_IsClient then Exit;
3683 FNextWeap := $4000;
3684 end;
3686 procedure TPlayer.SetWeapon(W: Byte);
3687 begin
3688 if FCurrWeap <> W then
3689 if W = WEAPON_SAW then
3690 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3692 FCurrWeap := W;
3693 FModel.SetWeapon(CurrWeap);
3694 resetWeaponQueue();
3695 end;
3697 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3699 function allowBerserkSwitching (): Boolean;
3700 begin
3701 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3702 result := true;
3703 if gBerserkAutoswitch then exit;
3704 if not conIsCheatsEnabled then exit;
3705 result := false;
3706 end;
3708 var
3709 a: Boolean;
3710 begin
3711 Result := False;
3712 if g_Game_IsClient then Exit;
3714 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3715 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3716 remove := not a;
3718 case ItemType of
3719 ITEM_MEDKIT_SMALL:
3720 if FHealth < PLAYER_HP_SOFT then
3721 begin
3722 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3723 Result := True;
3724 remove := True;
3725 FFireTime := 0;
3726 if gFlash = 2 then Inc(FPickup, 5);
3727 end;
3729 ITEM_MEDKIT_LARGE:
3730 if FHealth < PLAYER_HP_SOFT then
3731 begin
3732 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3733 Result := True;
3734 remove := True;
3735 FFireTime := 0;
3736 if gFlash = 2 then Inc(FPickup, 5);
3737 end;
3739 ITEM_ARMOR_GREEN:
3740 if FArmor < PLAYER_AP_SOFT then
3741 begin
3742 FArmor := PLAYER_AP_SOFT;
3743 Result := True;
3744 remove := True;
3745 if gFlash = 2 then Inc(FPickup, 5);
3746 end;
3748 ITEM_ARMOR_BLUE:
3749 if FArmor < PLAYER_AP_LIMIT then
3750 begin
3751 FArmor := PLAYER_AP_LIMIT;
3752 Result := True;
3753 remove := True;
3754 if gFlash = 2 then Inc(FPickup, 5);
3755 end;
3757 ITEM_SPHERE_BLUE:
3758 if FHealth < PLAYER_HP_LIMIT then
3759 begin
3760 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3761 Result := True;
3762 remove := True;
3763 FFireTime := 0;
3764 if gFlash = 2 then Inc(FPickup, 5);
3765 end;
3767 ITEM_SPHERE_WHITE:
3768 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3769 begin
3770 if FHealth < PLAYER_HP_LIMIT then
3771 FHealth := PLAYER_HP_LIMIT;
3772 if FArmor < PLAYER_AP_LIMIT then
3773 FArmor := PLAYER_AP_LIMIT;
3774 Result := True;
3775 remove := True;
3776 FFireTime := 0;
3777 if gFlash = 2 then Inc(FPickup, 5);
3778 end;
3780 ITEM_WEAPON_SAW:
3781 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3782 begin
3783 FWeapon[WEAPON_SAW] := True;
3784 Result := True;
3785 if gFlash = 2 then Inc(FPickup, 5);
3786 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3787 end;
3789 ITEM_WEAPON_SHOTGUN1:
3790 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3791 begin
3792 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3793 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3795 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3796 FWeapon[WEAPON_SHOTGUN1] := True;
3797 Result := True;
3798 if gFlash = 2 then Inc(FPickup, 5);
3799 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3800 end;
3802 ITEM_WEAPON_SHOTGUN2:
3803 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3804 begin
3805 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3807 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3808 FWeapon[WEAPON_SHOTGUN2] := True;
3809 Result := True;
3810 if gFlash = 2 then Inc(FPickup, 5);
3811 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3812 end;
3814 ITEM_WEAPON_CHAINGUN:
3815 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3816 begin
3817 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3819 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3820 FWeapon[WEAPON_CHAINGUN] := True;
3821 Result := True;
3822 if gFlash = 2 then Inc(FPickup, 5);
3823 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3824 end;
3826 ITEM_WEAPON_ROCKETLAUNCHER:
3827 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3828 begin
3829 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3831 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3832 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3833 Result := True;
3834 if gFlash = 2 then Inc(FPickup, 5);
3835 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3836 end;
3838 ITEM_WEAPON_PLASMA:
3839 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3840 begin
3841 if a and FWeapon[WEAPON_PLASMA] then Exit;
3843 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3844 FWeapon[WEAPON_PLASMA] := True;
3845 Result := True;
3846 if gFlash = 2 then Inc(FPickup, 5);
3847 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3848 end;
3850 ITEM_WEAPON_BFG:
3851 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3852 begin
3853 if a and FWeapon[WEAPON_BFG] then Exit;
3855 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3856 FWeapon[WEAPON_BFG] := True;
3857 Result := True;
3858 if gFlash = 2 then Inc(FPickup, 5);
3859 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3860 end;
3862 ITEM_WEAPON_SUPERPULEMET:
3863 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3864 begin
3865 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3867 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3868 FWeapon[WEAPON_SUPERPULEMET] := True;
3869 Result := True;
3870 if gFlash = 2 then Inc(FPickup, 5);
3871 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3872 end;
3874 ITEM_WEAPON_FLAMETHROWER:
3875 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3876 begin
3877 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3879 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3880 FWeapon[WEAPON_FLAMETHROWER] := True;
3881 Result := True;
3882 if gFlash = 2 then Inc(FPickup, 5);
3883 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3884 end;
3886 ITEM_AMMO_BULLETS:
3887 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3888 begin
3889 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3890 Result := True;
3891 remove := True;
3892 if gFlash = 2 then Inc(FPickup, 5);
3893 end;
3895 ITEM_AMMO_BULLETS_BOX:
3896 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3897 begin
3898 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3899 Result := True;
3900 remove := True;
3901 if gFlash = 2 then Inc(FPickup, 5);
3902 end;
3904 ITEM_AMMO_SHELLS:
3905 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3906 begin
3907 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3908 Result := True;
3909 remove := True;
3910 if gFlash = 2 then Inc(FPickup, 5);
3911 end;
3913 ITEM_AMMO_SHELLS_BOX:
3914 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3915 begin
3916 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3917 Result := True;
3918 remove := True;
3919 if gFlash = 2 then Inc(FPickup, 5);
3920 end;
3922 ITEM_AMMO_ROCKET:
3923 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3924 begin
3925 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3926 Result := True;
3927 remove := True;
3928 if gFlash = 2 then Inc(FPickup, 5);
3929 end;
3931 ITEM_AMMO_ROCKET_BOX:
3932 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3933 begin
3934 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3935 Result := True;
3936 remove := True;
3937 if gFlash = 2 then Inc(FPickup, 5);
3938 end;
3940 ITEM_AMMO_CELL:
3941 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3942 begin
3943 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3944 Result := True;
3945 remove := True;
3946 if gFlash = 2 then Inc(FPickup, 5);
3947 end;
3949 ITEM_AMMO_CELL_BIG:
3950 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3951 begin
3952 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3953 Result := True;
3954 remove := True;
3955 if gFlash = 2 then Inc(FPickup, 5);
3956 end;
3958 ITEM_AMMO_FUELCAN:
3959 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3960 begin
3961 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3962 Result := True;
3963 remove := True;
3964 if gFlash = 2 then Inc(FPickup, 5);
3965 end;
3967 ITEM_AMMO_BACKPACK:
3968 if not(R_ITEM_BACKPACK in FRulez) or
3969 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3970 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3971 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3972 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3973 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3974 begin
3975 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3976 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3977 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3978 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3979 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3981 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3982 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3983 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3984 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3985 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3986 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3987 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3988 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3990 FRulez := FRulez + [R_ITEM_BACKPACK];
3991 Result := True;
3992 remove := True;
3993 if gFlash = 2 then Inc(FPickup, 5);
3994 end;
3996 ITEM_KEY_RED:
3997 if not(R_KEY_RED in FRulez) then
3998 begin
3999 Include(FRulez, R_KEY_RED);
4000 Result := True;
4001 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4002 if gFlash = 2 then Inc(FPickup, 5);
4003 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4004 end;
4006 ITEM_KEY_GREEN:
4007 if not(R_KEY_GREEN in FRulez) then
4008 begin
4009 Include(FRulez, R_KEY_GREEN);
4010 Result := True;
4011 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4012 if gFlash = 2 then Inc(FPickup, 5);
4013 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4014 end;
4016 ITEM_KEY_BLUE:
4017 if not(R_KEY_BLUE in FRulez) then
4018 begin
4019 Include(FRulez, R_KEY_BLUE);
4020 Result := True;
4021 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4022 if gFlash = 2 then Inc(FPickup, 5);
4023 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4024 end;
4026 ITEM_SUIT:
4027 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4028 begin
4029 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4030 Result := True;
4031 remove := True;
4032 FFireTime := 0;
4033 if gFlash = 2 then Inc(FPickup, 5);
4034 end;
4036 ITEM_OXYGEN:
4037 if FAir < AIR_MAX then
4038 begin
4039 FAir := AIR_MAX;
4040 Result := True;
4041 remove := True;
4042 if gFlash = 2 then Inc(FPickup, 5);
4043 end;
4045 ITEM_MEDKIT_BLACK:
4046 begin
4047 if not (R_BERSERK in FRulez) then
4048 begin
4049 Include(FRulez, R_BERSERK);
4050 if allowBerserkSwitching then
4051 begin
4052 FCurrWeap := WEAPON_KASTET;
4053 resetWeaponQueue();
4054 FModel.SetWeapon(WEAPON_KASTET);
4055 end;
4056 if gFlash <> 0 then
4057 begin
4058 Inc(FPain, 100);
4059 if gFlash = 2 then Inc(FPickup, 5);
4060 end;
4061 FBerserk := gTime+30000;
4062 Result := True;
4063 remove := True;
4064 FFireTime := 0;
4065 end;
4066 if FHealth < PLAYER_HP_SOFT then
4067 begin
4068 FHealth := PLAYER_HP_SOFT;
4069 FBerserk := gTime+30000;
4070 Result := True;
4071 remove := True;
4072 FFireTime := 0;
4073 end;
4074 end;
4076 ITEM_INVUL:
4077 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4078 begin
4079 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4080 Result := True;
4081 remove := True;
4082 if gFlash = 2 then Inc(FPickup, 5);
4083 end;
4085 ITEM_BOTTLE:
4086 if FHealth < PLAYER_HP_LIMIT then
4087 begin
4088 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4089 Result := True;
4090 remove := True;
4091 FFireTime := 0;
4092 if gFlash = 2 then Inc(FPickup, 5);
4093 end;
4095 ITEM_HELMET:
4096 if FArmor < PLAYER_AP_LIMIT then
4097 begin
4098 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4099 Result := True;
4100 remove := True;
4101 if gFlash = 2 then Inc(FPickup, 5);
4102 end;
4104 ITEM_JETPACK:
4105 if FJetFuel < JET_MAX then
4106 begin
4107 FJetFuel := JET_MAX;
4108 Result := True;
4109 remove := True;
4110 if gFlash = 2 then Inc(FPickup, 5);
4111 end;
4113 ITEM_INVIS:
4114 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4115 begin
4116 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4117 Result := True;
4118 remove := True;
4119 if gFlash = 2 then Inc(FPickup, 5);
4120 end;
4121 end;
4122 end;
4124 procedure TPlayer.Touch();
4125 begin
4126 if not FAlive then
4127 Exit;
4128 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4129 if FIamBot then
4130 begin
4131 // Áðîñèòü ôëàã òîâàðèùó:
4132 if gGameSettings.GameMode = GM_CTF then
4133 DropFlag();
4134 end;
4135 end;
4137 procedure TPlayer.Push(vx, vy: Integer);
4138 begin
4139 if (not FPhysics) and FGhost then
4140 Exit;
4141 FObj.Accel.X := FObj.Accel.X + vx;
4142 FObj.Accel.Y := FObj.Accel.Y + vy;
4143 if g_Game_IsNet and g_Game_IsServer then
4144 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4145 end;
4147 procedure TPlayer.Reset(Force: Boolean);
4148 begin
4149 if Force then
4150 FAlive := False;
4152 FSpawned := False;
4153 FTime[T_RESPAWN] := 0;
4154 FTime[T_FLAGCAP] := 0;
4155 FGodMode := False;
4156 FNoTarget := False;
4157 FNoReload := False;
4158 FFrags := 0;
4159 FLastFrag := 0;
4160 FComboEvnt := -1;
4161 FKills := 0;
4162 FMonsterKills := 0;
4163 FDeath := 0;
4164 FSecrets := 0;
4165 if FNoRespawn then
4166 begin
4167 FSpectator := False;
4168 FGhost := False;
4169 FPhysics := True;
4170 FSpectatePlayer := -1;
4171 FNoRespawn := False;
4172 end;
4173 FLives := gGameSettings.MaxLives;
4175 SetFlag(FLAG_NONE);
4176 end;
4178 procedure TPlayer.SoftReset();
4179 begin
4180 ReleaseKeys();
4182 FDamageBuffer := 0;
4183 FIncCam := 0;
4184 FBFGFireCounter := -1;
4185 FShellTimer := -1;
4186 FPain := 0;
4187 FLastHit := 0;
4188 FLastFrag := 0;
4189 FComboEvnt := -1;
4191 SetFlag(FLAG_NONE);
4192 SetAction(A_STAND, True);
4193 end;
4195 function TPlayer.GetRespawnPoint(): Byte;
4196 var
4197 c: Byte;
4198 begin
4199 Result := 255;
4200 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4202 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4203 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4204 begin
4205 if (Self = gPlayer1) or (Self = gPlayer2) then
4206 begin
4207 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4208 if Self = gPlayer1 then
4209 c := RESPAWNPOINT_PLAYER1
4210 else
4211 c := RESPAWNPOINT_PLAYER2;
4212 if g_Map_GetPointCount(c) > 0 then
4213 begin
4214 Result := c;
4215 Exit;
4216 end;
4218 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4219 if Self = gPlayer1 then
4220 c := RESPAWNPOINT_PLAYER2
4221 else
4222 c := RESPAWNPOINT_PLAYER1;
4223 if g_Map_GetPointCount(c) > 0 then
4224 begin
4225 Result := c;
4226 Exit;
4227 end;
4228 end else
4229 begin
4230 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4231 if Random(2) = 0 then
4232 c := RESPAWNPOINT_PLAYER1
4233 else
4234 c := RESPAWNPOINT_PLAYER2;
4235 if g_Map_GetPointCount(c) > 0 then
4236 begin
4237 Result := c;
4238 Exit;
4239 end;
4240 end;
4242 // Òî÷êà ëþáîé èç êîìàíä
4243 if Random(2) = 0 then
4244 c := RESPAWNPOINT_RED
4245 else
4246 c := RESPAWNPOINT_BLUE;
4247 if g_Map_GetPointCount(c) > 0 then
4248 begin
4249 Result := c;
4250 Exit;
4251 end;
4253 // Òî÷êà DM
4254 c := RESPAWNPOINT_DM;
4255 if g_Map_GetPointCount(c) > 0 then
4256 begin
4257 Result := c;
4258 Exit;
4259 end;
4260 end;
4262 // Ìÿñîïîâàë
4263 if gGameSettings.GameMode = GM_DM then
4264 begin
4265 // Òî÷êà DM
4266 c := RESPAWNPOINT_DM;
4267 if g_Map_GetPointCount(c) > 0 then
4268 begin
4269 Result := c;
4270 Exit;
4271 end;
4273 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4274 if Random(2) = 0 then
4275 c := RESPAWNPOINT_PLAYER1
4276 else
4277 c := RESPAWNPOINT_PLAYER2;
4278 if g_Map_GetPointCount(c) > 0 then
4279 begin
4280 Result := c;
4281 Exit;
4282 end;
4284 // Òî÷êà ëþáîé èç êîìàíä
4285 if Random(2) = 0 then
4286 c := RESPAWNPOINT_RED
4287 else
4288 c := RESPAWNPOINT_BLUE;
4289 if g_Map_GetPointCount(c) > 0 then
4290 begin
4291 Result := c;
4292 Exit;
4293 end;
4294 end;
4296 // Êîìàíäíûå
4297 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4298 begin
4299 // Òî÷êà ñâîåé êîìàíäû
4300 c := RESPAWNPOINT_DM;
4301 if FTeam = TEAM_RED then
4302 c := RESPAWNPOINT_RED;
4303 if FTeam = TEAM_BLUE then
4304 c := RESPAWNPOINT_BLUE;
4305 if g_Map_GetPointCount(c) > 0 then
4306 begin
4307 Result := c;
4308 Exit;
4309 end;
4311 // Òî÷êà DM
4312 c := RESPAWNPOINT_DM;
4313 if g_Map_GetPointCount(c) > 0 then
4314 begin
4315 Result := c;
4316 Exit;
4317 end;
4319 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4320 if Random(2) = 0 then
4321 c := RESPAWNPOINT_PLAYER1
4322 else
4323 c := RESPAWNPOINT_PLAYER2;
4324 if g_Map_GetPointCount(c) > 0 then
4325 begin
4326 Result := c;
4327 Exit;
4328 end;
4330 // Òî÷êà äðóãîé êîìàíäû
4331 c := RESPAWNPOINT_DM;
4332 if FTeam = TEAM_RED then
4333 c := RESPAWNPOINT_BLUE;
4334 if FTeam = TEAM_BLUE then
4335 c := RESPAWNPOINT_RED;
4336 if g_Map_GetPointCount(c) > 0 then
4337 begin
4338 Result := c;
4339 Exit;
4340 end;
4341 end;
4342 end;
4344 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4345 var
4346 RespawnPoint: TRespawnPoint;
4347 a, b, c: Byte;
4348 Anim: TAnimation;
4349 ID: DWORD;
4350 begin
4351 FIncCam := 0;
4352 FBFGFireCounter := -1;
4353 FShellTimer := -1;
4354 FPain := 0;
4355 FLastHit := 0;
4357 if not g_Game_IsServer then
4358 Exit;
4359 if FDummy then
4360 Exit;
4361 FWantsInGame := True;
4362 FJustTeleported := True;
4363 if Force then
4364 begin
4365 FTime[T_RESPAWN] := 0;
4366 FAlive := False;
4367 end;
4368 FNetTime := 0;
4369 // if server changes MaxLives we gotta be ready
4370 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4372 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4373 if FTime[T_RESPAWN] > gTime then
4374 Exit;
4376 // Ïðîñðàë âñå æèçíè:
4377 if FNoRespawn then
4378 begin
4379 if not FSpectator then Spectate(True);
4380 FWantsInGame := True;
4381 Exit;
4382 end;
4384 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4385 begin // "Ñâîÿ èãðà"
4386 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4387 FRulez := FRulez-[R_BERSERK];
4388 end
4389 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4390 begin
4391 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4392 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4393 end;
4395 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4396 c := GetRespawnPoint();
4398 ReleaseKeys();
4399 SetFlag(FLAG_NONE);
4401 // Âîñêðåøåíèå áåç îðóæèÿ:
4402 if not FAlive then
4403 begin
4404 FHealth := PLAYER_HP_SOFT;
4405 FArmor := 0;
4406 FAlive := True;
4407 FAir := AIR_DEF;
4408 FJetFuel := 0;
4410 for a := WP_FIRST to WP_LAST do
4411 begin
4412 FWeapon[a] := False;
4413 FReloading[a] := 0;
4414 end;
4416 FWeapon[WEAPON_PISTOL] := True;
4417 FWeapon[WEAPON_KASTET] := True;
4418 FCurrWeap := WEAPON_PISTOL;
4419 resetWeaponQueue();
4421 FModel.SetWeapon(FCurrWeap);
4423 for b := A_BULLETS to A_HIGH do
4424 FAmmo[b] := 0;
4426 FAmmo[A_BULLETS] := 50;
4428 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4429 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4430 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4431 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4432 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4434 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4435 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4436 else
4437 FRulez := [];
4438 end;
4440 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4441 if not g_Map_GetPoint(c, RespawnPoint) then
4442 begin
4443 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4444 Exit;
4445 end;
4447 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4448 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4449 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4450 FObj.Vel.X := 0;
4451 FObj.Vel.Y := 0;
4452 FObj.Accel.X := 0;
4453 FObj.Accel.Y := 0;
4455 FDirection := RespawnPoint.Direction;
4456 if FDirection = TDirection.D_LEFT then
4457 FAngle := 180
4458 else
4459 FAngle := 0;
4461 SetAction(A_STAND, True);
4462 FModel.Direction := FDirection;
4464 for a := Low(FTime) to High(FTime) do
4465 FTime[a] := 0;
4467 for a := Low(FMegaRulez) to High(FMegaRulez) do
4468 FMegaRulez[a] := 0;
4470 FDamageBuffer := 0;
4471 FJetpack := False;
4472 FCanJetpack := False;
4473 FFireTime := 0;
4474 FFirePainTime := 0;
4475 FFireAttacker := 0;
4477 // Àíèìàöèÿ âîçðîæäåíèÿ:
4478 if (not gLoadGameMode) and (not Silent) then
4479 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4480 begin
4481 Anim := TAnimation.Create(ID, False, 3);
4482 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4483 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4484 Anim.Free();
4485 end;
4487 FSpectator := False;
4488 FGhost := False;
4489 FPhysics := True;
4490 FSpectatePlayer := -1;
4491 FSpawned := True;
4493 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4494 gPlayer1 := self;
4495 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4496 gPlayer2 := self;
4498 if g_Game_IsNet then
4499 begin
4500 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4501 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4502 if not Silent then
4503 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4504 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4505 0, NET_GFX_TELE);
4506 end;
4507 end;
4509 procedure TPlayer.Spectate(NoMove: Boolean = False);
4510 begin
4511 if FAlive then
4512 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4513 else if (not NoMove) then
4514 begin
4515 GameX := gMapInfo.Width div 2;
4516 GameY := gMapInfo.Height div 2;
4517 end;
4518 FXTo := GameX;
4519 FYTo := GameY;
4521 FAlive := False;
4522 FSpectator := True;
4523 FGhost := True;
4524 FPhysics := False;
4525 FWantsInGame := False;
4526 FSpawned := False;
4528 if FNoRespawn then
4529 begin
4530 if Self = gPlayer1 then
4531 begin
4532 gLMSPID1 := FUID;
4533 gPlayer1 := nil;
4534 end;
4535 if Self = gPlayer2 then
4536 begin
4537 gLMSPID2 := FUID;
4538 gPlayer2 := nil;
4539 end;
4540 end;
4542 if g_Game_IsNet then
4543 MH_SEND_PlayerStats(FUID);
4544 end;
4546 procedure TPlayer.SwitchNoClip;
4547 begin
4548 if not FAlive then
4549 Exit;
4550 FGhost := not FGhost;
4551 FPhysics := not FGhost;
4552 if FGhost then
4553 begin
4554 FXTo := FObj.X;
4555 FYTo := FObj.Y;
4556 end else
4557 begin
4558 FObj.Accel.X := 0;
4559 FObj.Accel.Y := 0;
4560 end;
4561 end;
4563 procedure TPlayer.Run(Direction: TDirection);
4564 var
4565 a, b: Integer;
4566 begin
4567 if MAX_RUNVEL > 8 then
4568 FlySmoke();
4570 // Áåæèì:
4571 if Direction = TDirection.D_LEFT then
4572 begin
4573 if FObj.Vel.X > -MAX_RUNVEL then
4574 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4575 end
4576 else
4577 if FObj.Vel.X < MAX_RUNVEL then
4578 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4580 // Âîçìîæíî, ïèíàåì êóñêè:
4581 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4582 begin
4583 b := Abs(FObj.Vel.X);
4584 if b > 1 then b := b * (Random(8 div b) + 1);
4585 for a := 0 to High(gGibs) do
4586 begin
4587 if gGibs[a].alive and
4588 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4589 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4590 begin
4591 // Ïèíàåì êóñêè
4592 if FObj.Vel.X < 0 then
4593 begin
4594 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4595 end
4596 else
4597 begin
4598 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4599 end;
4600 gGibs[a].positionChanged(); // this updates spatial accelerators
4601 end;
4602 end;
4603 end;
4605 SetAction(A_WALK);
4606 end;
4608 procedure TPlayer.SeeDown();
4609 begin
4610 SetAction(A_SEEDOWN);
4612 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4614 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4615 end;
4617 procedure TPlayer.SeeUp();
4618 begin
4619 SetAction(A_SEEUP);
4621 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4623 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4624 end;
4626 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4627 var
4628 Prior: Byte;
4629 begin
4630 case Action of
4631 A_WALK: Prior := 3;
4632 A_DIE1: Prior := 5;
4633 A_DIE2: Prior := 5;
4634 A_ATTACK: Prior := 2;
4635 A_SEEUP: Prior := 1;
4636 A_SEEDOWN: Prior := 1;
4637 A_ATTACKUP: Prior := 2;
4638 A_ATTACKDOWN: Prior := 2;
4639 A_PAIN: Prior := 4;
4640 else Prior := 0;
4641 end;
4643 if (Prior > FActionPrior) or Force then
4644 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4645 begin
4646 FActionPrior := Prior;
4647 FActionAnim := Action;
4648 FActionForce := Force;
4649 FActionChanged := True;
4650 end;
4652 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4653 end;
4655 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4656 begin
4657 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4658 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4659 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4660 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4661 end;
4663 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4664 var
4665 Anim: TAnimation;
4666 ID: DWORD;
4667 begin
4668 Result := False;
4670 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4671 begin
4672 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4673 if g_Game_IsServer and g_Game_IsNet then
4674 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4675 Exit;
4676 end;
4678 FJustTeleported := True;
4680 Anim := nil;
4681 if not silent then
4682 begin
4683 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4684 begin
4685 Anim := TAnimation.Create(ID, False, 3);
4686 end;
4688 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4689 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4690 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4691 if g_Game_IsServer and g_Game_IsNet then
4692 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4693 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4694 NET_GFX_TELE);
4695 end;
4697 FObj.X := X-PLAYER_RECT.X;
4698 FObj.Y := Y-PLAYER_RECT.Y;
4699 if FAlive and FGhost then
4700 begin
4701 FXTo := FObj.X;
4702 FYTo := FObj.Y;
4703 end;
4705 if not g_Game_IsNet then
4706 begin
4707 if dir = 1 then
4708 begin
4709 SetDirection(TDirection.D_LEFT);
4710 FAngle := 180;
4711 end
4712 else
4713 if dir = 2 then
4714 begin
4715 SetDirection(TDirection.D_RIGHT);
4716 FAngle := 0;
4717 end
4718 else
4719 if dir = 3 then
4720 begin // îáðàòíîå
4721 if FDirection = TDirection.D_RIGHT then
4722 begin
4723 SetDirection(TDirection.D_LEFT);
4724 FAngle := 180;
4725 end
4726 else
4727 begin
4728 SetDirection(TDirection.D_RIGHT);
4729 FAngle := 0;
4730 end;
4731 end;
4732 end;
4734 if not silent and (Anim <> nil) then
4735 begin
4736 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4737 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4738 Anim.Free();
4740 if g_Game_IsServer and g_Game_IsNet then
4741 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4742 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4743 NET_GFX_TELE);
4744 end;
4746 Result := True;
4747 end;
4749 function nonz(a: Single): Single;
4750 begin
4751 if a <> 0 then
4752 Result := a
4753 else
4754 Result := 1;
4755 end;
4757 procedure TPlayer.Update();
4758 var
4759 b: Byte;
4760 i, ii, wx, wy, xd, yd, k: Integer;
4761 blockmon, headwater, dospawn: Boolean;
4762 NetServer: Boolean;
4763 AnyServer: Boolean;
4764 SetSpect: Boolean;
4765 begin
4766 NetServer := g_Game_IsNet and g_Game_IsServer;
4767 AnyServer := g_Game_IsServer;
4769 if g_Game_IsClient and (NetInterpLevel > 0) then
4770 DoLerp(NetInterpLevel + 1)
4771 else
4772 if FGhost then
4773 DoLerp(4);
4775 if NetServer then
4776 if FClientID >= 0 then
4777 begin
4778 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4779 if NetClients[FClientID].Peer^.packetsSent > 0 then
4780 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4781 else
4782 FLoss := 0;
4783 end else
4784 begin
4785 FPing := 0;
4786 FLoss := 0;
4787 end;
4789 if FAlive and (FPunchAnim <> nil) then
4790 FPunchAnim.Update();
4792 if FAlive and (gFly or FJetpack) then
4793 FlySmoke();
4795 if FDirection = TDirection.D_LEFT then
4796 FAngle := 180
4797 else
4798 FAngle := 0;
4800 if FAlive and (not FGhost) then
4801 begin
4802 if FKeys[KEY_UP].Pressed then
4803 SeeUp();
4804 if FKeys[KEY_DOWN].Pressed then
4805 SeeDown();
4806 end;
4808 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4809 (FIncCam <> 0) then
4810 begin
4811 i := g_basic.Sign(FIncCam);
4812 FIncCam := Abs(FIncCam);
4813 DecMin(FIncCam, 5, 0);
4814 FIncCam := FIncCam*i;
4815 end;
4817 // no need to do that each second frame, weapon queue will take care of it
4818 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4819 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4821 if gTime mod (GAME_TICK*2) <> 0 then
4822 begin
4823 if (FObj.Vel.X = 0) and FAlive then
4824 begin
4825 if FKeys[KEY_LEFT].Pressed then
4826 Run(TDirection.D_LEFT);
4827 if FKeys[KEY_RIGHT].Pressed then
4828 Run(TDirection.D_RIGHT);
4829 end;
4831 if FPhysics then
4832 begin
4833 g_Obj_Move(@FObj, True, True, True);
4834 positionChanged(); // this updates spatial accelerators
4835 end;
4837 Exit;
4838 end;
4840 FActionChanged := False;
4842 if FAlive then
4843 begin
4844 // Let alive player do some actions
4845 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4846 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4847 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4848 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4849 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4850 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4851 if FKeys[KEY_JUMP].Pressed then Jump()
4852 else
4853 begin
4854 if AnyServer and FJetpack then
4855 begin
4856 FJetpack := False;
4857 JetpackOff;
4858 if NetServer then MH_SEND_PlayerStats(FUID);
4859 end;
4860 FCanJetpack := True;
4861 end;
4862 end
4863 else // Dead
4864 begin
4865 dospawn := False;
4866 if not FGhost then
4867 for k := Low(FKeys) to KEY_CHAT-1 do
4868 begin
4869 if FKeys[k].Pressed then
4870 begin
4871 dospawn := True;
4872 break;
4873 end;
4874 end;
4875 if dospawn then
4876 begin
4877 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4878 Respawn(False)
4879 else // Single
4880 if (FTime[T_RESPAWN] <= gTime) and
4881 gGameOn and (not FAlive) then
4882 begin
4883 if (g_Player_GetCount() > 1) then
4884 Respawn(False)
4885 else
4886 begin
4887 gExit := EXIT_RESTART;
4888 Exit;
4889 end;
4890 end;
4891 end;
4892 // Dead spectator actions
4893 if FGhost then
4894 begin
4895 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4896 if FKeys[KEY_FIRE].Pressed and AnyServer then
4897 begin
4898 if FSpectator then
4899 begin
4900 if (FSpectatePlayer >= High(gPlayers)) then
4901 FSpectatePlayer := -1
4902 else
4903 begin
4904 SetSpect := False;
4905 for I := FSpectatePlayer + 1 to High(gPlayers) do
4906 if gPlayers[I] <> nil then
4907 if gPlayers[I].alive then
4908 if gPlayers[I].UID <> FUID then
4909 begin
4910 FSpectatePlayer := I;
4911 SetSpect := True;
4912 break;
4913 end;
4915 if not SetSpect then FSpectatePlayer := -1;
4916 end;
4918 ReleaseKeys;
4919 end;
4920 end;
4921 end;
4922 end;
4923 // No clipping
4924 if FGhost then
4925 begin
4926 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4927 begin
4928 FYTo := FObj.Y - 32;
4929 FSpectatePlayer := -1;
4930 end;
4931 if FKeys[KEY_DOWN].Pressed then
4932 begin
4933 FYTo := FObj.Y + 32;
4934 FSpectatePlayer := -1;
4935 end;
4936 if FKeys[KEY_LEFT].Pressed then
4937 begin
4938 FXTo := FObj.X - 32;
4939 FSpectatePlayer := -1;
4940 end;
4941 if FKeys[KEY_RIGHT].Pressed then
4942 begin
4943 FXTo := FObj.X + 32;
4944 FSpectatePlayer := -1;
4945 end;
4947 if (FXTo < -64) then
4948 FXTo := -64
4949 else if (FXTo > gMapInfo.Width + 32) then
4950 FXTo := gMapInfo.Width + 32;
4951 if (FYTo < -72) then
4952 FYTo := -72
4953 else if (FYTo > gMapInfo.Height + 32) then
4954 FYTo := gMapInfo.Height + 32;
4955 end;
4957 if FPhysics then
4958 begin
4959 g_Obj_Move(@FObj, True, True, True);
4960 positionChanged(); // this updates spatial accelerators
4961 end
4962 else
4963 begin
4964 FObj.Vel.X := 0;
4965 FObj.Vel.Y := 0;
4966 if FSpectator then
4967 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4968 if gPlayers[FSpectatePlayer] <> nil then
4969 if gPlayers[FSpectatePlayer].alive then
4970 begin
4971 FXTo := gPlayers[FSpectatePlayer].GameX;
4972 FYTo := gPlayers[FSpectatePlayer].GameY;
4973 end;
4974 end;
4976 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4977 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4978 PANEL_BLOCKMON, True);
4979 headwater := HeadInLiquid(0, 0);
4981 // Ñîïðîòèâëåíèå âîçäóõà:
4982 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4983 if FObj.Vel.X <> 0 then
4984 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4986 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4987 DecMin(FPain, 5, 0);
4988 DecMin(FPickup, 1, 0);
4990 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4991 begin
4992 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4993 FMegaRulez[MR_SUIT] := 0;
4994 FMegaRulez[MR_INVUL] := 0;
4995 FMegaRulez[MR_INVIS] := 0;
4996 Kill(K_FALLKILL, 0, HIT_FALL);
4997 end;
4999 i := 9;
5001 if FAlive then
5002 begin
5003 if FCurrWeap = WEAPON_SAW then
5004 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5005 FSawSoundSelect.IsPlaying()) then
5006 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5008 if FJetpack then
5009 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5010 (not FJetSoundOff.IsPlaying()) then
5011 begin
5012 FJetSoundFly.SetPosition(0);
5013 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5014 end;
5016 for b := WP_FIRST to WP_LAST do
5017 if FReloading[b] > 0 then
5018 if FNoReload then
5019 FReloading[b] := 0
5020 else
5021 Dec(FReloading[b]);
5023 if FShellTimer > -1 then
5024 if FShellTimer = 0 then
5025 begin
5026 if FShellType = SHELL_SHELL then
5027 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5028 GameVelX, GameVelY-2, SHELL_SHELL)
5029 else if FShellType = SHELL_DBLSHELL then
5030 begin
5031 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5032 GameVelX+1, GameVelY-2, SHELL_SHELL);
5033 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5034 GameVelX-1, GameVelY-2, SHELL_SHELL);
5035 end;
5036 FShellTimer := -1;
5037 end else Dec(FShellTimer);
5039 if (FBFGFireCounter > -1) then
5040 if FBFGFireCounter = 0 then
5041 begin
5042 if AnyServer then
5043 begin
5044 wx := FObj.X+WEAPONPOINT[FDirection].X;
5045 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5046 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5047 yd := wy+firediry();
5048 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5049 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5050 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5051 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5052 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5053 end;
5055 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5056 FBFGFireCounter := -1;
5057 end else
5058 if FNoReload then
5059 FBFGFireCounter := 0
5060 else
5061 Dec(FBFGFireCounter);
5063 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5064 begin
5065 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5067 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5068 end;
5070 if (headwater or blockmon) then
5071 begin
5072 Dec(FAir);
5074 if FAir < -9 then
5075 begin
5076 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5077 FAir := 0;
5078 end
5079 else if (FAir mod 31 = 0) and not blockmon then
5080 begin
5081 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5082 if Random(2) = 0 then
5083 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5084 else
5085 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5086 end;
5087 end else if FAir < AIR_DEF then
5088 FAir := AIR_DEF;
5090 if FFireTime > 0 then
5091 begin
5092 if BodyInLiquid(0, 0) then
5093 begin
5094 FFireTime := 0;
5095 FFirePainTime := 0;
5096 end
5097 else if FMegaRulez[MR_SUIT] >= gTime then
5098 begin
5099 if FMegaRulez[MR_SUIT] = gTime then
5100 FFireTime := 1;
5101 FFirePainTime := 0;
5102 end
5103 else
5104 begin
5105 OnFireFlame(1);
5106 if FFirePainTime <= 0 then
5107 begin
5108 if g_Game_IsServer then
5109 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5110 FFirePainTime := 18;
5111 end;
5112 FFirePainTime := FFirePainTime - 1;
5113 FFireTime := FFireTime - 1;
5114 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5115 MH_SEND_PlayerStats(FUID);
5116 end;
5117 end;
5119 if FDamageBuffer > 0 then
5120 begin
5121 if FDamageBuffer >= 9 then
5122 begin
5123 SetAction(A_PAIN);
5125 if FDamageBuffer < 30 then i := 9
5126 else if FDamageBuffer < 100 then i := 18
5127 else i := 27;
5128 end;
5130 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5131 FArmor := FArmor-(FDamageBuffer-ii);
5132 FHealth := FHealth-ii;
5133 if FArmor < 0 then
5134 begin
5135 FHealth := FHealth+FArmor;
5136 FArmor := 0;
5137 end;
5139 if AnyServer then
5140 if FHealth <= 0 then
5141 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5142 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5143 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5145 if FAlive then
5146 begin
5147 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5148 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5149 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5150 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5151 end;
5153 FDamageBuffer := 0;
5154 end;
5156 {CollideItem();}
5157 end; // if FAlive then ...
5159 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5160 begin
5161 FModel.ChangeAnimation(FActionAnim, FActionForce);
5162 FModel.GetCurrentAnimation.MinLength := i;
5163 FModel.GetCurrentAnimationMask.MinLength := i;
5164 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5166 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5167 then SetAction(A_STAND, True);
5169 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5171 for b := Low(FKeys) to High(FKeys) do
5172 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5173 end;
5176 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5177 begin
5178 x := FObj.X+PLAYER_RECT.X;
5179 y := FObj.Y+PLAYER_RECT.Y;
5180 w := PLAYER_RECT.Width;
5181 h := PLAYER_RECT.Height;
5182 end;
5185 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5186 begin
5187 if (dx <> 0) or (dy <> 0) then
5188 begin
5189 FObj.X += dx;
5190 FObj.Y += dy;
5191 positionChanged();
5192 end;
5193 end;
5196 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5197 begin
5198 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5199 FObj.Y+PLAYER_RECT.Y,
5200 PLAYER_RECT.Width,
5201 PLAYER_RECT.Height,
5202 X, Y,
5203 Width, Height);
5204 end;
5206 function TPlayer.Collide(Panel: TPanel): Boolean;
5207 begin
5208 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5209 FObj.Y+PLAYER_RECT.Y,
5210 PLAYER_RECT.Width,
5211 PLAYER_RECT.Height,
5212 Panel.X, Panel.Y,
5213 Panel.Width, Panel.Height);
5214 end;
5216 function TPlayer.Collide(X, Y: Integer): Boolean;
5217 begin
5218 X := X-FObj.X-PLAYER_RECT.X;
5219 Y := Y-FObj.Y-PLAYER_RECT.Y;
5220 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5221 (y >= 0) and (y <= PLAYER_RECT.Height);
5222 end;
5224 function g_Player_ValidName(Name: string): Boolean;
5225 var
5226 a: Integer;
5227 begin
5228 Result := True;
5230 if gPlayers = nil then Exit;
5232 for a := 0 to High(gPlayers) do
5233 if gPlayers[a] <> nil then
5234 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5235 begin
5236 Result := False;
5237 Exit;
5238 end;
5239 end;
5241 procedure TPlayer.SetDirection(Direction: TDirection);
5242 var
5243 d: TDirection;
5244 begin
5245 d := FModel.Direction;
5247 FModel.Direction := Direction;
5248 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5250 FDirection := Direction;
5251 end;
5253 function TPlayer.GetKeys(): Byte;
5254 begin
5255 Result := 0;
5257 if R_KEY_RED in FRulez then Result := KEY_RED;
5258 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5259 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5261 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5262 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5263 end;
5265 procedure TPlayer.Use();
5266 var
5267 a: Integer;
5268 begin
5269 if FTime[T_USE] > gTime then Exit;
5271 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5272 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5274 for a := 0 to High(gPlayers) do
5275 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5276 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5277 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5278 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5279 begin
5280 gPlayers[a].Touch();
5281 if g_Game_IsNet and g_Game_IsServer then
5282 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5283 end;
5285 FTime[T_USE] := gTime+120;
5286 end;
5288 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5289 var
5290 locObj: TObj;
5291 F: Boolean;
5292 WX, WY, XD, YD: Integer;
5293 begin
5294 F := False;
5295 WX := X;
5296 WY := Y;
5297 XD := AX;
5298 YD := AY;
5300 case FCurrWeap of
5301 WEAPON_KASTET:
5302 begin
5303 if R_BERSERK in FRulez then
5304 begin
5305 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5306 locobj.X := FObj.X+FObj.Rect.X;
5307 locobj.Y := FObj.Y+FObj.Rect.Y;
5308 locobj.rect.X := 0;
5309 locobj.rect.Y := 0;
5310 locobj.rect.Width := 39;
5311 locobj.rect.Height := 52;
5312 locobj.Vel.X := (xd-wx) div 2;
5313 locobj.Vel.Y := (yd-wy) div 2;
5314 locobj.Accel.X := xd-wx;
5315 locobj.Accel.y := yd-wy;
5317 DoPunch();
5319 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5320 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5321 else
5322 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5324 if gFlash = 1 then
5325 if FPain < 50 then
5326 FPain := min(FPain + 25, 50);
5327 end else
5328 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5329 end;
5331 WEAPON_SAW:
5332 begin
5333 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5334 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5335 begin
5336 FSawSoundSelect.Stop();
5337 FSawSound.Stop();
5338 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5339 end
5340 else if not FSawSoundHit.IsPlaying() then
5341 begin
5342 FSawSoundSelect.Stop();
5343 FSawSound.PlayAt(FObj.X, FObj.Y);
5344 end;
5345 f := True;
5346 end;
5348 WEAPON_PISTOL:
5349 begin
5350 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5351 FFireAngle := FAngle;
5352 f := True;
5353 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5354 GameVelX, GameVelY-2, SHELL_BULLET);
5355 end;
5357 WEAPON_SHOTGUN1:
5358 begin
5359 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5360 FFireAngle := FAngle;
5361 f := True;
5362 FShellTimer := 10;
5363 FShellType := SHELL_SHELL;
5364 end;
5366 WEAPON_SHOTGUN2:
5367 begin
5368 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5369 FFireAngle := FAngle;
5370 f := True;
5371 FShellTimer := 13;
5372 FShellType := SHELL_DBLSHELL;
5373 end;
5375 WEAPON_CHAINGUN:
5376 begin
5377 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5378 FFireAngle := FAngle;
5379 f := True;
5380 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5381 GameVelX, GameVelY-2, SHELL_BULLET);
5382 end;
5384 WEAPON_ROCKETLAUNCHER:
5385 begin
5386 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5387 FFireAngle := FAngle;
5388 f := True;
5389 end;
5391 WEAPON_PLASMA:
5392 begin
5393 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5394 FFireAngle := FAngle;
5395 f := True;
5396 end;
5398 WEAPON_BFG:
5399 begin
5400 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5401 FFireAngle := FAngle;
5402 f := True;
5403 end;
5405 WEAPON_SUPERPULEMET:
5406 begin
5407 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5408 FFireAngle := FAngle;
5409 f := True;
5410 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5411 GameVelX, GameVelY-2, SHELL_SHELL);
5412 end;
5414 WEAPON_FLAMETHROWER:
5415 begin
5416 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5417 FFireAngle := FAngle;
5418 f := True;
5419 end;
5420 end;
5422 if not f then Exit;
5424 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5425 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5426 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5427 end;
5429 procedure TPlayer.DoLerp(Level: Integer = 2);
5430 begin
5431 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5432 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5433 end;
5435 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5436 var
5437 AX, AY: Integer;
5438 begin
5439 if NetInterpLevel < 1 then
5440 begin
5441 FObj.X := XTo;
5442 FObj.Y := YTo;
5443 end
5444 else
5445 begin
5446 FXTo := XTo;
5447 FYTo := YTo;
5449 AX := Abs(FXTo - FObj.X);
5450 AY := Abs(FYTo - FObj.Y);
5451 if (AX > 32) or (AX <= NetInterpLevel) then
5452 FObj.X := FXTo;
5453 if (AY > 32) or (AY <= NetInterpLevel) then
5454 FObj.Y := FYTo;
5455 end;
5456 end;
5458 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5459 begin
5460 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5461 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5462 PANEL_LIFTUP, False) then Result := -1
5463 else
5464 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5465 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5466 PANEL_LIFTDOWN, False) then Result := 1
5467 else Result := 0;
5468 end;
5470 function TPlayer.GetFlag(Flag: Byte): Boolean;
5471 var
5472 s, ts: String;
5473 evtype: Byte;
5474 begin
5475 Result := False;
5477 if Flag = FLAG_NONE then
5478 Exit;
5480 if not g_Game_IsServer then Exit;
5482 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5483 if (Flag = FTeam) and
5484 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5485 (FFlag <> FLAG_NONE) then
5486 begin
5487 if FFlag = FLAG_RED then
5488 s := _lc[I_PLAYER_FLAG_RED]
5489 else
5490 s := _lc[I_PLAYER_FLAG_BLUE];
5492 evtype := FLAG_STATE_SCORED;
5494 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5495 Insert('.', ts, Length(ts) + 1 - 3);
5496 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5498 g_Map_ResetFlag(FFlag);
5499 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5501 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5503 Result := True;
5504 if g_Game_IsNet then
5505 begin
5506 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5507 MH_SEND_GameStats;
5508 end;
5510 gFlags[FFlag].CaptureTime := 0;
5511 SetFlag(FLAG_NONE);
5512 Exit;
5513 end;
5515 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5516 if (Flag = FTeam) and
5517 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5518 begin
5519 if Flag = FLAG_RED then
5520 s := _lc[I_PLAYER_FLAG_RED]
5521 else
5522 s := _lc[I_PLAYER_FLAG_BLUE];
5524 evtype := FLAG_STATE_RETURNED;
5525 gFlags[Flag].CaptureTime := 0;
5527 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5529 g_Map_ResetFlag(Flag);
5530 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5532 Result := True;
5533 if g_Game_IsNet then
5534 begin
5535 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5536 MH_SEND_GameStats;
5537 end;
5538 Exit;
5539 end;
5541 // Ïîäîáðàë ÷óæîé ôëàã:
5542 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5543 begin
5544 SetFlag(Flag);
5546 if Flag = FLAG_RED then
5547 s := _lc[I_PLAYER_FLAG_RED]
5548 else
5549 s := _lc[I_PLAYER_FLAG_BLUE];
5551 evtype := FLAG_STATE_CAPTURED;
5553 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5555 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5557 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5559 Result := True;
5560 if g_Game_IsNet then
5561 begin
5562 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5563 MH_SEND_GameStats;
5564 end;
5565 end;
5566 end;
5568 procedure TPlayer.SetFlag(Flag: Byte);
5569 begin
5570 FFlag := Flag;
5571 if FModel <> nil then
5572 FModel.SetFlag(FFlag);
5573 end;
5575 function TPlayer.DropFlag(): Boolean;
5576 var
5577 s: String;
5578 begin
5579 Result := False;
5580 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5581 Exit;
5582 FTime[T_FLAGCAP] := gTime + 2000;
5583 with gFlags[FFlag] do
5584 begin
5585 Obj.X := FObj.X;
5586 Obj.Y := FObj.Y;
5587 Direction := FDirection;
5588 State := FLAG_STATE_DROPPED;
5589 Count := FLAG_TIME;
5590 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5591 (FObj.Vel.Y div 2)-2+Random(5));
5592 positionChanged(); // this updates spatial accelerators
5594 if FFlag = FLAG_RED then
5595 s := _lc[I_PLAYER_FLAG_RED]
5596 else
5597 s := _lc[I_PLAYER_FLAG_BLUE];
5599 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5600 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5602 if g_Game_IsNet then
5603 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5604 end;
5605 SetFlag(FLAG_NONE);
5606 Result := True;
5607 end;
5609 procedure TPlayer.GetSecret();
5610 begin
5611 Inc(FSecrets);
5612 end;
5614 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5615 begin
5616 Assert(Key <= High(FKeys));
5618 FKeys[Key].Pressed := True;
5619 FKeys[Key].Time := Time;
5620 end;
5622 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5623 begin
5624 Result := FKeys[K].Pressed;
5625 end;
5627 procedure TPlayer.ReleaseKeys();
5628 var
5629 a: Integer;
5630 begin
5631 for a := Low(FKeys) to High(FKeys) do
5632 begin
5633 FKeys[a].Pressed := False;
5634 FKeys[a].Time := 0;
5635 end;
5636 end;
5638 procedure TPlayer.OnDamage(Angle: SmallInt);
5639 begin
5640 end;
5642 function TPlayer.firediry(): Integer;
5643 begin
5644 if FKeys[KEY_UP].Pressed then Result := -42
5645 else if FKeys[KEY_DOWN].Pressed then Result := 19
5646 else Result := 0;
5647 end;
5649 procedure TPlayer.RememberState();
5650 var
5651 i: Integer;
5652 begin
5653 FSavedState.Health := FHealth;
5654 FSavedState.Armor := FArmor;
5655 FSavedState.Air := FAir;
5656 FSavedState.JetFuel := FJetFuel;
5657 FSavedState.CurrWeap := FCurrWeap;
5658 FSavedState.NextWeap := FNextWeap;
5659 FSavedState.NextWeapDelay := FNextWeapDelay;
5661 for i := 0 to 3 do
5662 FSavedState.Ammo[i] := FAmmo[i];
5663 for i := 0 to 3 do
5664 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5666 FSavedState.Rulez := FRulez;
5667 FSavedState.WaitRecall := True;
5668 end;
5670 procedure TPlayer.RecallState();
5671 var
5672 i: Integer;
5673 begin
5674 if not FSavedState.WaitRecall then Exit;
5676 FHealth := FSavedState.Health;
5677 FArmor := FSavedState.Armor;
5678 FAir := FSavedState.Air;
5679 FJetFuel := FSavedState.JetFuel;
5680 FCurrWeap := FSavedState.CurrWeap;
5681 FNextWeap := FSavedState.NextWeap;
5682 FNextWeapDelay := FSavedState.NextWeapDelay;
5684 for i := 0 to 3 do
5685 FAmmo[i] := FSavedState.Ammo[i];
5686 for i := 0 to 3 do
5687 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5689 FRulez := FSavedState.Rulez;
5690 FSavedState.WaitRecall := False;
5692 if gGameSettings.GameType = GT_SERVER then
5693 MH_SEND_PlayerStats(FUID);
5694 end;
5696 procedure TPlayer.SaveState (st: TStream);
5697 var
5698 i: Integer;
5699 b: Byte;
5700 begin
5701 // Ñèãíàòóðà èãðîêà
5702 utils.writeSign(st, 'PLYR');
5703 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5704 // Áîò èëè ÷åëîâåê
5705 utils.writeBool(st, FIamBot);
5706 // UID èãðîêà
5707 utils.writeInt(st, Word(FUID));
5708 // Èìÿ èãðîêà
5709 utils.writeStr(st, FName);
5710 // Êîìàíäà
5711 utils.writeInt(st, Byte(FTeam));
5712 // Æèâ ëè
5713 utils.writeBool(st, FAlive);
5714 // Èçðàñõîäîâàë ëè âñå æèçíè
5715 utils.writeBool(st, FNoRespawn);
5716 // Íàïðàâëåíèå
5717 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5718 utils.writeInt(st, Byte(b));
5719 // Çäîðîâüå
5720 utils.writeInt(st, LongInt(FHealth));
5721 // Æèçíè
5722 utils.writeInt(st, Byte(FLives));
5723 // Áðîíÿ
5724 utils.writeInt(st, LongInt(FArmor));
5725 // Çàïàñ âîçäóõà
5726 utils.writeInt(st, LongInt(FAir));
5727 // Çàïàñ ãîðþ÷åãî
5728 utils.writeInt(st, LongInt(FJetFuel));
5729 // Áîëü
5730 utils.writeInt(st, LongInt(FPain));
5731 // Óáèë
5732 utils.writeInt(st, LongInt(FKills));
5733 // Óáèë ìîíñòðîâ
5734 utils.writeInt(st, LongInt(FMonsterKills));
5735 // Ôðàãîâ
5736 utils.writeInt(st, LongInt(FFrags));
5737 // Ôðàãîâ ïîäðÿä
5738 utils.writeInt(st, Byte(FFragCombo));
5739 // Âðåìÿ ïîñëåäíåãî ôðàãà
5740 utils.writeInt(st, LongWord(FLastFrag));
5741 // Ñìåðòåé
5742 utils.writeInt(st, LongInt(FDeath));
5743 // Êàêîé ôëàã íåñåò
5744 utils.writeInt(st, Byte(FFlag));
5745 // Íàøåë ñåêðåòîâ
5746 utils.writeInt(st, LongInt(FSecrets));
5747 // Òåêóùåå îðóæèå
5748 utils.writeInt(st, Byte(FCurrWeap));
5749 // Æåëàåìîå îðóæèå
5750 utils.writeInt(st, Word(FNextWeap));
5751 // ...è ïàóçà
5752 utils.writeInt(st, Byte(FNextWeapDelay));
5753 // Âðåìÿ çàðÿäêè BFG
5754 utils.writeInt(st, SmallInt(FBFGFireCounter));
5755 // Áóôåð óðîíà
5756 utils.writeInt(st, LongInt(FDamageBuffer));
5757 // Ïîñëåäíèé óäàðèâøèé
5758 utils.writeInt(st, Word(FLastSpawnerUID));
5759 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5760 utils.writeInt(st, Byte(FLastHit));
5761 // Îáúåêò èãðîêà
5762 Obj_SaveState(st, @FObj);
5763 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5764 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5765 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5766 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5767 // Íàëè÷èå îðóæèÿ
5768 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5769 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5770 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5771 // Íàëè÷èå ðþêçàêà
5772 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5773 // Íàëè÷èå êðàñíîãî êëþ÷à
5774 utils.writeBool(st, (R_KEY_RED in FRulez));
5775 // Íàëè÷èå çåëåíîãî êëþ÷à
5776 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5777 // Íàëè÷èå ñèíåãî êëþ÷à
5778 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5779 // Íàëè÷èå áåðñåðêà
5780 utils.writeBool(st, (R_BERSERK in FRulez));
5781 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5782 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5783 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5784 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5785 // Íàçâàíèå ìîäåëè
5786 utils.writeStr(st, FModel.Name);
5787 // Öâåò ìîäåëè
5788 utils.writeInt(st, Byte(FColor.R));
5789 utils.writeInt(st, Byte(FColor.G));
5790 utils.writeInt(st, Byte(FColor.B));
5791 end;
5794 procedure TPlayer.LoadState (st: TStream);
5795 var
5796 i: Integer;
5797 str: String;
5798 b: Byte;
5799 begin
5800 assert(st <> nil);
5802 // Ñèãíàòóðà èãðîêà
5803 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5804 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5805 // Áîò èëè ÷åëîâåê:
5806 FIamBot := utils.readBool(st);
5807 // UID èãðîêà
5808 FUID := utils.readWord(st);
5809 // Èìÿ èãðîêà
5810 str := utils.readStr(st);
5811 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5812 // Êîìàíäà
5813 FTeam := utils.readByte(st);
5814 // Æèâ ëè
5815 FAlive := utils.readBool(st);
5816 // Èçðàñõîäîâàë ëè âñå æèçíè
5817 FNoRespawn := utils.readBool(st);
5818 // Íàïðàâëåíèå
5819 b := utils.readByte(st);
5820 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5821 // Çäîðîâüå
5822 FHealth := utils.readLongInt(st);
5823 // Æèçíè
5824 FLives := utils.readByte(st);
5825 // Áðîíÿ
5826 FArmor := utils.readLongInt(st);
5827 // Çàïàñ âîçäóõà
5828 FAir := utils.readLongInt(st);
5829 // Çàïàñ ãîðþ÷åãî
5830 FJetFuel := utils.readLongInt(st);
5831 // Áîëü
5832 FPain := utils.readLongInt(st);
5833 // Óáèë
5834 FKills := utils.readLongInt(st);
5835 // Óáèë ìîíñòðîâ
5836 FMonsterKills := utils.readLongInt(st);
5837 // Ôðàãîâ
5838 FFrags := utils.readLongInt(st);
5839 // Ôðàãîâ ïîäðÿä
5840 FFragCombo := utils.readByte(st);
5841 // Âðåìÿ ïîñëåäíåãî ôðàãà
5842 FLastFrag := utils.readLongWord(st);
5843 // Ñìåðòåé
5844 FDeath := utils.readLongInt(st);
5845 // Êàêîé ôëàã íåñåò
5846 FFlag := utils.readByte(st);
5847 // Íàøåë ñåêðåòîâ
5848 FSecrets := utils.readLongInt(st);
5849 // Òåêóùåå îðóæèå
5850 FCurrWeap := utils.readByte(st);
5851 // Æåëàåìîå îðóæèå
5852 FNextWeap := utils.readWord(st);
5853 // ...è ïàóçà
5854 FNextWeapDelay := utils.readByte(st);
5855 // Âðåìÿ çàðÿäêè BFG
5856 FBFGFireCounter := utils.readSmallInt(st);
5857 // Áóôåð óðîíà
5858 FDamageBuffer := utils.readLongInt(st);
5859 // Ïîñëåäíèé óäàðèâøèé
5860 FLastSpawnerUID := utils.readWord(st);
5861 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5862 FLastHit := utils.readByte(st);
5863 // Îáúåêò èãðîêà
5864 Obj_LoadState(@FObj, st);
5865 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5866 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5867 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5868 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5869 // Íàëè÷èå îðóæèÿ
5870 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5871 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5872 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5873 // Íàëè÷èå ðþêçàêà
5874 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5875 // Íàëè÷èå êðàñíîãî êëþ÷à
5876 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5877 // Íàëè÷èå çåëåíîãî êëþ÷à
5878 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5879 // Íàëè÷èå ñèíåãî êëþ÷à
5880 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5881 // Íàëè÷èå áåðñåðêà
5882 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5883 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5884 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5885 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5886 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5887 // Íàçâàíèå ìîäåëè
5888 str := utils.readStr(st);
5889 // Öâåò ìîäåëè
5890 FColor.R := utils.readByte(st);
5891 FColor.G := utils.readByte(st);
5892 FColor.B := utils.readByte(st);
5893 if (self = gPlayer1) then
5894 begin
5895 str := gPlayer1Settings.Model;
5896 FColor := gPlayer1Settings.Color;
5897 end
5898 else if (self = gPlayer2) then
5899 begin
5900 str := gPlayer2Settings.Model;
5901 FColor := gPlayer2Settings.Color;
5902 end;
5903 // Îáíîâëÿåì ìîäåëü èãðîêà
5904 SetModel(str);
5905 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5906 FModel.Color := TEAMCOLOR[FTeam]
5907 else
5908 FModel.Color := FColor;
5909 end;
5912 procedure TPlayer.AllRulez(Health: Boolean);
5913 var
5914 a: Integer;
5915 begin
5916 if Health then
5917 begin
5918 FHealth := PLAYER_HP_LIMIT;
5919 FArmor := PLAYER_AP_LIMIT;
5920 Exit;
5921 end;
5923 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5924 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5925 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5926 end;
5928 procedure TPlayer.RestoreHealthArmor();
5929 begin
5930 FHealth := PLAYER_HP_LIMIT;
5931 FArmor := PLAYER_AP_LIMIT;
5932 end;
5934 procedure TPlayer.FragCombo();
5935 var
5936 Param: Integer;
5937 begin
5938 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5939 Exit;
5940 if gTime - FLastFrag < FRAG_COMBO_TIME then
5941 begin
5942 if FFragCombo < 5 then
5943 Inc(FFragCombo);
5944 Param := FUID or (FFragCombo shl 16);
5945 if (FComboEvnt >= Low(gDelayedEvents)) and
5946 (FComboEvnt <= High(gDelayedEvents)) and
5947 gDelayedEvents[FComboEvnt].Pending and
5948 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5949 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5950 begin
5951 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5952 gDelayedEvents[FComboEvnt].DENum := Param;
5953 end
5954 else
5955 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5956 end
5957 else
5958 FFragCombo := 1;
5960 FLastFrag := gTime;
5961 end;
5963 procedure TPlayer.GiveItem(ItemType: Byte);
5964 begin
5965 case ItemType of
5966 ITEM_SUIT:
5967 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5968 begin
5969 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5970 end;
5972 ITEM_OXYGEN:
5973 if FAir < AIR_MAX then
5974 begin
5975 FAir := AIR_MAX;
5976 end;
5978 ITEM_MEDKIT_BLACK:
5979 begin
5980 if not (R_BERSERK in FRulez) then
5981 begin
5982 Include(FRulez, R_BERSERK);
5983 if FBFGFireCounter < 1 then
5984 begin
5985 FCurrWeap := WEAPON_KASTET;
5986 resetWeaponQueue();
5987 FModel.SetWeapon(WEAPON_KASTET);
5988 end;
5989 if gFlash <> 0 then
5990 Inc(FPain, 100);
5991 FBerserk := gTime+30000;
5992 end;
5993 if FHealth < PLAYER_HP_SOFT then
5994 begin
5995 FHealth := PLAYER_HP_SOFT;
5996 FBerserk := gTime+30000;
5997 end;
5998 end;
6000 ITEM_INVUL:
6001 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6002 begin
6003 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6004 end;
6006 ITEM_INVIS:
6007 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6008 begin
6009 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6010 end;
6012 ITEM_JETPACK:
6013 if FJetFuel < JET_MAX then
6014 begin
6015 FJetFuel := JET_MAX;
6016 end;
6018 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6019 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6021 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6022 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6024 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6025 ITEM_SPHERE_WHITE:
6026 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6027 begin
6028 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6029 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6030 end;
6032 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6033 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6034 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6035 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6036 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6037 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6038 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6039 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6040 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6042 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6043 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6044 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6045 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6046 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6047 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6048 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6049 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6050 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6052 ITEM_AMMO_BACKPACK:
6053 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6054 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6055 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6056 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6057 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6058 begin
6059 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6060 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6061 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6062 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6063 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6065 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6066 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6067 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6068 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6070 FRulez := FRulez + [R_ITEM_BACKPACK];
6071 end;
6073 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6074 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6075 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6077 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6078 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6080 else
6081 Exit;
6082 end;
6083 if g_Game_IsNet and g_Game_IsServer then
6084 MH_SEND_PlayerStats(FUID);
6085 end;
6087 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6088 var
6089 id, i: DWORD;
6090 Anim: TAnimation;
6091 begin
6092 if (Random(5) = 1) and (Times = 1) then
6093 Exit;
6095 if BodyInLiquid(0, 0) then
6096 begin
6097 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6098 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6099 if Random(2) = 0 then
6100 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6101 else
6102 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6103 Exit;
6104 end;
6106 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6107 begin
6108 for i := 1 to Times do
6109 begin
6110 Anim := TAnimation.Create(id, False, 3);
6111 Anim.Alpha := 150;
6112 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6113 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6114 Anim.Free();
6115 end;
6116 end;
6117 end;
6119 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6120 var
6121 id, i: DWORD;
6122 Anim: TAnimation;
6123 begin
6124 if (Random(10) = 1) and (Times = 1) then
6125 Exit;
6127 if g_Frames_Get(id, 'FRAMES_FLAME') then
6128 begin
6129 for i := 1 to Times do
6130 begin
6131 Anim := TAnimation.Create(id, False, 3);
6132 Anim.Alpha := 0;
6133 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6134 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6135 Anim.Free();
6136 end;
6137 end;
6138 end;
6140 procedure TPlayer.PauseSounds(Enable: Boolean);
6141 begin
6142 FSawSound.Pause(Enable);
6143 FSawSoundIdle.Pause(Enable);
6144 FSawSoundHit.Pause(Enable);
6145 FSawSoundSelect.Pause(Enable);
6146 end;
6148 { T C o r p s e : }
6150 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6151 begin
6152 g_Obj_Init(@FObj);
6153 FObj.X := X;
6154 FObj.Y := Y;
6155 FObj.Rect := PLAYER_CORPSERECT;
6156 FModelName := ModelName;
6157 FMess := aMess;
6159 if FMess then
6160 begin
6161 FState := CORPSE_STATE_MESS;
6162 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6163 end
6164 else
6165 begin
6166 FState := CORPSE_STATE_NORMAL;
6167 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6168 end;
6169 end;
6171 destructor TCorpse.Destroy();
6172 begin
6173 FAnimation.Free();
6175 inherited;
6176 end;
6178 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6180 procedure TCorpse.positionChanged (); inline; begin end;
6182 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6183 begin
6184 if (dx <> 0) or (dy <> 0) then
6185 begin
6186 FObj.X += dx;
6187 FObj.Y += dy;
6188 positionChanged();
6189 end;
6190 end;
6193 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6194 begin
6195 x := FObj.X+PLAYER_CORPSERECT.X;
6196 y := FObj.Y+PLAYER_CORPSERECT.Y;
6197 w := PLAYER_CORPSERECT.Width;
6198 h := PLAYER_CORPSERECT.Height;
6199 end;
6202 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6203 var
6204 pm: TPlayerModel;
6205 begin
6206 if FState = CORPSE_STATE_REMOVEME then
6207 Exit;
6209 FDamage := FDamage + Value;
6211 if FDamage > 150 then
6212 begin
6213 if FAnimation <> nil then
6214 begin
6215 FAnimation.Free();
6216 FAnimation := nil;
6218 FState := CORPSE_STATE_REMOVEME;
6220 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6221 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6222 FModelName, FColor);
6223 // Çâóê ìÿñà îò òðóïà:
6224 pm := g_PlayerModel_Get(FModelName);
6225 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6226 pm.Free;
6227 end;
6228 end
6229 else
6230 begin
6231 FObj.Vel.X := FObj.Vel.X + vx;
6232 FObj.Vel.Y := FObj.Vel.Y + vy;
6233 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6234 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6235 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6236 150, 0, 0);
6237 end;
6238 end;
6240 procedure TCorpse.Draw();
6241 begin
6242 if FState = CORPSE_STATE_REMOVEME then
6243 Exit;
6245 if FAnimation <> nil then
6246 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6248 if FAnimationMask <> nil then
6249 begin
6250 e_Colors := FColor;
6251 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6252 e_Colors.R := 255;
6253 e_Colors.G := 255;
6254 e_Colors.B := 255;
6255 end;
6256 end;
6258 procedure TCorpse.Update();
6259 var
6260 st: Word;
6261 begin
6262 if FState = CORPSE_STATE_REMOVEME then
6263 Exit;
6265 if gTime mod (GAME_TICK*2) <> 0 then
6266 begin
6267 g_Obj_Move(@FObj, True, True, True);
6268 positionChanged(); // this updates spatial accelerators
6269 Exit;
6270 end;
6272 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6273 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6275 st := g_Obj_Move(@FObj, True, True, True);
6276 positionChanged(); // this updates spatial accelerators
6278 if WordBool(st and MOVE_FALLOUT) then
6279 begin
6280 FState := CORPSE_STATE_REMOVEME;
6281 Exit;
6282 end;
6284 if FAnimation <> nil then
6285 FAnimation.Update();
6286 if FAnimationMask <> nil then
6287 FAnimationMask.Update();
6288 end;
6291 procedure TCorpse.SaveState (st: TStream);
6292 var
6293 anim: Boolean;
6294 begin
6295 assert(st <> nil);
6297 // Ñèãíàòóðà òðóïà
6298 utils.writeSign(st, 'CORP');
6299 utils.writeInt(st, Byte(0));
6300 // Ñîñòîÿíèå
6301 utils.writeInt(st, Byte(FState));
6302 // Íàêîïëåííûé óðîí
6303 utils.writeInt(st, Byte(FDamage));
6304 // Öâåò
6305 utils.writeInt(st, Byte(FColor.R));
6306 utils.writeInt(st, Byte(FColor.G));
6307 utils.writeInt(st, Byte(FColor.B));
6308 // Îáúåêò òðóïà
6309 Obj_SaveState(st, @FObj);
6310 // Åñòü ëè àíèìàöèÿ
6311 anim := (FAnimation <> nil);
6312 utils.writeBool(st, anim);
6313 // Åñëè åñòü - ñîõðàíÿåì
6314 if anim then FAnimation.SaveState(st);
6315 // Åñòü ëè ìàñêà àíèìàöèè
6316 anim := (FAnimationMask <> nil);
6317 utils.writeBool(st, anim);
6318 // Åñëè åñòü - ñîõðàíÿåì
6319 if anim then FAnimationMask.SaveState(st);
6320 end;
6323 procedure TCorpse.LoadState (st: TStream);
6324 var
6325 anim: Boolean;
6326 begin
6327 assert(st <> nil);
6329 // Ñèãíàòóðà òðóïà
6330 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6331 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6332 // Ñîñòîÿíèå
6333 FState := utils.readByte(st);
6334 // Íàêîïëåííûé óðîí
6335 FDamage := utils.readByte(st);
6336 // Öâåò
6337 FColor.R := utils.readByte(st);
6338 FColor.G := utils.readByte(st);
6339 FColor.B := utils.readByte(st);
6340 // Îáúåêò òðóïà
6341 Obj_LoadState(@FObj, st);
6342 // Åñòü ëè àíèìàöèÿ
6343 anim := utils.readBool(st);
6344 // Åñëè åñòü - çàãðóæàåì
6345 if anim then
6346 begin
6347 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6348 FAnimation.LoadState(st);
6349 end;
6350 // Åñòü ëè ìàñêà àíèìàöèè
6351 anim := utils.readBool(st);
6352 // Åñëè åñòü - çàãðóæàåì
6353 if anim then
6354 begin
6355 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6356 FAnimationMask.LoadState(st);
6357 end;
6358 end;
6360 { T B o t : }
6362 constructor TBot.Create();
6363 var
6364 a: Integer;
6365 begin
6366 inherited Create();
6368 FPhysics := True;
6369 FSpectator := False;
6370 FGhost := False;
6372 FIamBot := True;
6374 Inc(gNumBots);
6376 for a := WP_FIRST to WP_LAST do
6377 begin
6378 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6379 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6380 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6381 end;
6382 end;
6384 destructor TBot.Destroy();
6385 begin
6386 Dec(gNumBots);
6387 inherited Destroy();
6388 end;
6390 procedure TBot.Draw();
6391 begin
6392 inherited Draw();
6394 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6395 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6396 end;
6398 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6399 begin
6400 inherited Respawn(Silent, Force);
6402 FAIFlags := nil;
6403 FSelectedWeapon := FCurrWeap;
6404 resetWeaponQueue();
6405 FTargetUID := 0;
6406 end;
6408 procedure TBot.UpdateCombat();
6409 type
6410 TTarget = record
6411 UID: Word;
6412 X, Y: Integer;
6413 Rect: TRectWH;
6414 cX, cY: Integer;
6415 Dist: Word;
6416 Line: Boolean;
6417 Visible: Boolean;
6418 IsPlayer: Boolean;
6419 end;
6421 TTargetRecord = array of TTarget;
6423 function Compare(a, b: TTarget): Integer;
6424 begin
6425 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6426 Result := -1
6427 else
6428 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6429 Result := 1
6430 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6431 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6432 begin
6433 if a.Dist > b.Dist then // B áëèæå
6434 Result := 1
6435 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6436 Result := -1;
6437 end
6438 else // Ñòðàííî -> A
6439 Result := -1;
6440 end;
6442 var
6443 a, x1, y1, x2, y2: Integer;
6444 targets: TTargetRecord;
6445 ammo: Word;
6446 Target, BestTarget: TTarget;
6447 firew, fireh: Integer;
6448 angle: SmallInt;
6449 mon: TMonster;
6450 pla, tpla: TPlayer;
6451 vsPlayer, vsMonster, ok: Boolean;
6454 function monsUpdate (mon: TMonster): Boolean;
6455 begin
6456 result := false; // don't stop
6457 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6458 begin
6459 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6461 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6462 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6464 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6465 if g_TraceVector(x1, y1, x2, y2) then
6466 begin
6467 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6468 SetLength(targets, Length(targets)+1);
6469 with targets[High(targets)] do
6470 begin
6471 UID := mon.UID;
6472 X := mon.Obj.X;
6473 Y := mon.Obj.Y;
6474 cX := x2;
6475 cY := y2;
6476 Rect := mon.Obj.Rect;
6477 Dist := g_PatchLength(x1, y1, x2, y2);
6478 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6479 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6480 Visible := True;
6481 IsPlayer := False;
6482 end;
6483 end;
6484 end;
6485 end;
6487 begin
6488 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6489 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6491 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6492 if FCurrWeap <> FSelectedWeapon then
6493 NextWeapon();
6495 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6496 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6497 begin
6498 RemoveAIFlag('NEEDFIRE');
6500 case FCurrWeap of
6501 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6502 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6503 else PressKey(KEY_FIRE);
6504 end;
6505 end;
6507 // Êîîðäèíàòû ñòâîëà:
6508 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6509 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6511 Target.UID := FTargetUID;
6513 ok := False;
6514 if Target.UID <> 0 then
6515 begin // Öåëü åñòü - íàñòðàèâàåì
6516 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6517 vsPlayer then
6518 begin // Èãðîê
6519 tpla := g_Player_Get(Target.UID);
6520 if tpla <> nil then
6521 with tpla do
6522 begin
6523 if (@FObj) <> nil then
6524 begin
6525 Target.X := FObj.X;
6526 Target.Y := FObj.Y;
6527 end;
6528 end;
6530 Target.cX := Target.X + PLAYER_RECT_CX;
6531 Target.cY := Target.Y + PLAYER_RECT_CY;
6532 Target.Rect := PLAYER_RECT;
6533 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6534 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6535 (y1-4 > Target.Y+PLAYER_RECT.Y);
6536 Target.IsPlayer := True;
6537 ok := True;
6538 end
6539 else
6540 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6541 vsMonster then
6542 begin // Ìîíñòð
6543 mon := g_Monsters_ByUID(Target.UID);
6544 if mon <> nil then
6545 begin
6546 Target.X := mon.Obj.X;
6547 Target.Y := mon.Obj.Y;
6549 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6550 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6551 Target.Rect := mon.Obj.Rect;
6552 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6553 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6554 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6555 Target.IsPlayer := False;
6556 ok := True;
6557 end;
6558 end;
6559 end;
6561 if not ok then
6562 begin // Öåëè íåò - îáíóëÿåì
6563 Target.X := 0;
6564 Target.Y := 0;
6565 Target.cX := 0;
6566 Target.cY := 0;
6567 Target.Visible := False;
6568 Target.Line := False;
6569 Target.IsPlayer := False;
6570 end;
6572 targets := nil;
6574 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6575 if (not Target.Line) or (not Target.Visible) then
6576 begin
6577 // Èãðîêè:
6578 if vsPlayer then
6579 for a := 0 to High(gPlayers) do
6580 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6581 (gPlayers[a].FUID <> FUID) and
6582 (not SameTeam(FUID, gPlayers[a].FUID)) and
6583 (not gPlayers[a].NoTarget) and
6584 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6585 begin
6586 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6587 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6588 Continue;
6590 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6591 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6593 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6594 if g_TraceVector(x1, y1, x2, y2) then
6595 begin
6596 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6597 SetLength(targets, Length(targets)+1);
6598 with targets[High(targets)] do
6599 begin
6600 UID := gPlayers[a].FUID;
6601 X := gPlayers[a].FObj.X;
6602 Y := gPlayers[a].FObj.Y;
6603 cX := x2;
6604 cY := y2;
6605 Rect := PLAYER_RECT;
6606 Dist := g_PatchLength(x1, y1, x2, y2);
6607 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6608 (y1-4 > Target.Y+PLAYER_RECT.Y);
6609 Visible := True;
6610 IsPlayer := True;
6611 end;
6612 end;
6613 end;
6615 // Ìîíñòðû:
6616 if vsMonster then g_Mons_ForEach(monsUpdate);
6617 end;
6619 // Åñëè åñòü âîçìîæíûå öåëè:
6620 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6621 if targets <> nil then
6622 begin
6623 // Âûáèðàåì íàèëó÷øóþ öåëü:
6624 BestTarget := targets[0];
6625 if Length(targets) > 1 then
6626 for a := 1 to High(targets) do
6627 if Compare(BestTarget, targets[a]) = 1 then
6628 BestTarget := targets[a];
6630 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6631 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6632 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6633 begin
6634 Target := BestTarget;
6636 if (Healthy() = 3) or ((Healthy() = 2)) then
6637 begin // Åñëè çäîðîâû - äîãîíÿåì
6638 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6639 SetAIFlag('GORIGHT', '1');
6640 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6641 SetAIFlag('GOLEFT', '1');
6642 end
6643 else
6644 begin // Åñëè ïîáèòû - óáåãàåì
6645 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6646 SetAIFlag('GORIGHT', '1');
6647 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6648 SetAIFlag('GOLEFT', '1');
6649 end;
6651 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6652 SelectWeapon(Abs(x1-Target.cX));
6653 end;
6654 end;
6656 // Åñëè åñòü öåëü:
6657 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6658 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6659 if Target.UID <> 0 then
6660 begin
6661 if not TargetOnScreen(Target.X + Target.Rect.X,
6662 Target.Y + Target.Rect.Y) then
6663 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6664 if (Healthy() = 3) or ((Healthy() = 2)) then
6665 begin // Åñëè çäîðîâû - äîãîíÿåì
6666 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6667 SetAIFlag('GORIGHT', '1');
6668 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6669 SetAIFlag('GOLEFT', '1');
6670 end
6671 else
6672 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6673 Target.UID := 0;
6674 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6675 SetAIFlag('GORIGHT', '1');
6676 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6677 SetAIFlag('GOLEFT', '1');
6678 end;
6679 end
6680 else
6681 begin // Öåëü ïîêà íà "ýêðàíå"
6682 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6683 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6684 FLastVisible := gTime;
6685 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6686 if (Abs(FObj.Y-Target.Y) <= 128) then
6687 begin
6688 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6689 SetAIFlag('GORIGHT', '1');
6690 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6691 SetAIFlag('GOLEFT', '1');
6692 end;
6693 end;
6695 // Âûáèðàåì óãîë ââåðõ:
6696 if FDirection = TDirection.D_LEFT then
6697 angle := ANGLE_LEFTUP
6698 else
6699 angle := ANGLE_RIGHTUP;
6701 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6702 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6704 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6705 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6706 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6707 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6708 Target.Rect.Width, Target.Rect.Height) and
6709 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6710 begin // òî íóæíî ñòðåëÿòü ââåðõ
6711 SetAIFlag('NEEDFIRE', '1');
6712 SetAIFlag('NEEDSEEUP', '1');
6713 end;
6715 // Âûáèðàåì óãîë âíèç:
6716 if FDirection = TDirection.D_LEFT then
6717 angle := ANGLE_LEFTDOWN
6718 else
6719 angle := ANGLE_RIGHTDOWN;
6721 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6722 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6724 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6725 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6726 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6727 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6728 Target.Rect.Width, Target.Rect.Height) and
6729 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6730 begin // òî íóæíî ñòðåëÿòü âíèç
6731 SetAIFlag('NEEDFIRE', '1');
6732 SetAIFlag('NEEDSEEDOWN', '1');
6733 end;
6735 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6736 if Target.Visible and
6737 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6738 (y1-4 > Target.Y+Target.Rect.Y) then
6739 begin
6740 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6741 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6742 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6743 begin // òî íóæíî ñòðåëÿòü âïåðåä
6744 SetAIFlag('NEEDFIRE', '1');
6745 SetAIFlag('NEEDSEEDOWN', '');
6746 SetAIFlag('NEEDSEEUP', '');
6747 end;
6748 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6749 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6750 if GetRnd(FDifficult.CloseJump) then
6751 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6752 if Abs(FObj.X-Target.X) < 128 then
6753 a := 4
6754 else
6755 a := 30;
6756 if Random(a) = 0 then
6757 SetAIFlag('NEEDJUMP', '1');
6758 end;
6759 end;
6761 // Åñëè öåëü âñå åùå åñòü:
6762 if Target.UID <> 0 then
6763 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6764 Target.UID := 0 // òî çàáûòü öåëü
6765 else // Åñëè âèäåëè íåäàâíî
6766 begin // íî öåëü óáèëè
6767 if Target.IsPlayer then
6768 begin // Öåëü - èãðîê
6769 pla := g_Player_Get(Target.UID);
6770 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6771 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6772 Target.UID := 0; // òî çàáûòü öåëü
6773 end
6774 else
6775 begin // Öåëü - ìîíñòð
6776 mon := g_Monsters_ByUID(Target.UID);
6777 if (mon = nil) or (not mon.alive) then
6778 Target.UID := 0; // òî çàáûòü öåëü
6779 end;
6780 end;
6781 end; // if Target.UID <> 0
6783 FTargetUID := Target.UID;
6785 // Åñëè âîçìîæíûõ öåëåé íåò:
6786 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6787 if targets = nil then
6788 if GetAIFlag('ATTACKLEFT') <> '' then
6789 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6790 RemoveAIFlag('ATTACKLEFT');
6792 SetAIFlag('NEEDJUMP', '1');
6794 if RunDirection() = TDirection.D_RIGHT then
6795 begin // Èäåì íå â òó ñòîðîíó
6796 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6797 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6798 SetAIFlag('NEEDFIRE', '1');
6799 SetAIFlag('GOLEFT', '1');
6800 end;
6801 end
6802 else
6803 begin // Èäåì â íóæíóþ ñòîðîíó
6804 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6805 SetAIFlag('NEEDFIRE', '1');
6806 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6807 SetAIFlag('GORIGHT', '1');
6808 end;
6809 end
6810 else
6811 if GetAIFlag('ATTACKRIGHT') <> '' then
6812 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6813 RemoveAIFlag('ATTACKRIGHT');
6815 SetAIFlag('NEEDJUMP', '1');
6817 if RunDirection() = TDirection.D_LEFT then
6818 begin // Èäåì íå â òó ñòîðîíó
6819 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6820 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6821 SetAIFlag('NEEDFIRE', '1');
6822 SetAIFlag('GORIGHT', '1');
6823 end;
6824 end
6825 else
6826 begin
6827 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6828 SetAIFlag('NEEDFIRE', '1');
6829 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6830 SetAIFlag('GOLEFT', '1');
6831 end;
6832 end;
6834 //HACK! (does it belongs there?)
6835 RealizeCurrentWeapon();
6837 // Åñëè åñòü âîçìîæíûå öåëè:
6838 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6839 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6840 for a := 0 to High(targets) do
6841 begin
6842 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6843 if GetRnd(FDifficult.DiagFire) then
6844 begin
6845 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6846 if FDirection = TDirection.D_LEFT then
6847 angle := ANGLE_LEFTUP
6848 else
6849 angle := ANGLE_RIGHTUP;
6851 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6852 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6854 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6855 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6856 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6857 targets[a].Rect.Width, targets[a].Rect.Height) and
6858 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6859 begin
6860 SetAIFlag('NEEDFIRE', '1');
6861 SetAIFlag('NEEDSEEUP', '1');
6862 end;
6864 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6865 if FDirection = TDirection.D_LEFT then
6866 angle := ANGLE_LEFTDOWN
6867 else
6868 angle := ANGLE_RIGHTDOWN;
6870 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6871 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6873 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6874 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6875 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6876 targets[a].Rect.Width, targets[a].Rect.Height) and
6877 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6878 begin
6879 SetAIFlag('NEEDFIRE', '1');
6880 SetAIFlag('NEEDSEEDOWN', '1');
6881 end;
6882 end;
6884 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6885 if targets[a].Line and targets[a].Visible and
6886 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6887 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6888 begin
6889 SetAIFlag('NEEDFIRE', '1');
6890 Break;
6891 end;
6892 end;
6894 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6895 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6896 PLAYER_RECT.Width, PLAYER_RECT.Height,
6897 40+GetInterval(FDifficult.Cover, 40)) then
6898 SetAIFlag('NEEDJUMP', '1');
6900 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6901 ammo := GetAmmoByWeapon(FCurrWeap);
6902 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6903 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6904 (ammo = 0) then
6905 SetAIFlag('SELECTWEAPON', '1');
6907 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6908 if GetAIFlag('SELECTWEAPON') = '1' then
6909 begin
6910 SelectWeapon(-1);
6911 RemoveAIFlag('SELECTWEAPON');
6912 end;
6913 end;
6915 procedure TBot.Update();
6916 var
6917 EnableAI: Boolean;
6918 begin
6919 if not FAlive then
6920 begin // Respawn
6921 ReleaseKeys();
6922 PressKey(KEY_UP);
6923 end
6924 else
6925 begin
6926 EnableAI := True;
6928 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6929 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6930 EnableAI := False;
6931 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6932 EnableAI := False;
6933 if g_debug_BotAIOff = 3 then
6934 EnableAI := False;
6936 if EnableAI then
6937 begin
6938 UpdateMove();
6939 UpdateCombat();
6940 end
6941 else
6942 begin
6943 RealizeCurrentWeapon();
6944 end;
6945 end;
6947 inherited Update();
6948 end;
6950 procedure TBot.ReleaseKey(Key: Byte);
6951 begin
6952 with FKeys[Key] do
6953 begin
6954 Pressed := False;
6955 Time := 0;
6956 end;
6957 end;
6959 function TBot.KeyPressed(Key: Word): Boolean;
6960 begin
6961 Result := FKeys[Key].Pressed;
6962 end;
6964 function TBot.GetAIFlag(aName: String20): String20;
6965 var
6966 a: Integer;
6967 begin
6968 Result := '';
6970 aName := LowerCase(aName);
6972 if FAIFlags <> nil then
6973 for a := 0 to High(FAIFlags) do
6974 if LowerCase(FAIFlags[a].Name) = aName then
6975 begin
6976 Result := FAIFlags[a].Value;
6977 Break;
6978 end;
6979 end;
6981 procedure TBot.RemoveAIFlag(aName: String20);
6982 var
6983 a, b: Integer;
6984 begin
6985 if FAIFlags = nil then Exit;
6987 aName := LowerCase(aName);
6989 for a := 0 to High(FAIFlags) do
6990 if LowerCase(FAIFlags[a].Name) = aName then
6991 begin
6992 if a <> High(FAIFlags) then
6993 for b := a to High(FAIFlags)-1 do
6994 FAIFlags[b] := FAIFlags[b+1];
6996 SetLength(FAIFlags, Length(FAIFlags)-1);
6997 Break;
6998 end;
6999 end;
7001 procedure TBot.SetAIFlag(aName, fValue: String20);
7002 var
7003 a: Integer;
7004 ok: Boolean;
7005 begin
7006 a := 0;
7007 ok := False;
7009 aName := LowerCase(aName);
7011 if FAIFlags <> nil then
7012 for a := 0 to High(FAIFlags) do
7013 if LowerCase(FAIFlags[a].Name) = aName then
7014 begin
7015 ok := True;
7016 Break;
7017 end;
7019 if ok then FAIFlags[a].Value := fValue
7020 else
7021 begin
7022 SetLength(FAIFlags, Length(FAIFlags)+1);
7023 with FAIFlags[High(FAIFlags)] do
7024 begin
7025 Name := aName;
7026 Value := fValue;
7027 end;
7028 end;
7029 end;
7031 procedure TBot.UpdateMove;
7033 procedure GoLeft(Time: Word = 1);
7034 begin
7035 ReleaseKey(KEY_LEFT);
7036 ReleaseKey(KEY_RIGHT);
7037 PressKey(KEY_LEFT, Time);
7038 SetDirection(TDirection.D_LEFT);
7039 end;
7041 procedure GoRight(Time: Word = 1);
7042 begin
7043 ReleaseKey(KEY_LEFT);
7044 ReleaseKey(KEY_RIGHT);
7045 PressKey(KEY_RIGHT, Time);
7046 SetDirection(TDirection.D_RIGHT);
7047 end;
7049 function Rnd(a: Word): Boolean;
7050 begin
7051 Result := Random(a) = 0;
7052 end;
7054 procedure Turn(Time: Word = 1200);
7055 begin
7056 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7057 end;
7059 procedure Stop();
7060 begin
7061 ReleaseKey(KEY_LEFT);
7062 ReleaseKey(KEY_RIGHT);
7063 end;
7065 function CanRunLeft(): Boolean;
7066 begin
7067 Result := not CollideLevel(-1, 0);
7068 end;
7070 function CanRunRight(): Boolean;
7071 begin
7072 Result := not CollideLevel(1, 0);
7073 end;
7075 function CanRun(): Boolean;
7076 begin
7077 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7078 end;
7080 procedure Jump(Time: Word = 30);
7081 begin
7082 PressKey(KEY_JUMP, Time);
7083 end;
7085 function NearHole(): Boolean;
7086 var
7087 x, sx: Integer;
7088 begin
7089 { TODO 5 : Ëåñòíèöû }
7090 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7091 for x := 1 to PLAYER_RECT.Width do
7092 if (not StayOnStep(x*sx, 0)) and
7093 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7094 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7095 begin
7096 Result := True;
7097 Exit;
7098 end;
7100 Result := False;
7101 end;
7103 function BorderHole(): Boolean;
7104 var
7105 x, sx, xx: Integer;
7106 begin
7107 { TODO 5 : Ëåñòíèöû }
7108 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7109 for x := 1 to PLAYER_RECT.Width do
7110 if (not StayOnStep(x*sx, 0)) and
7111 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7112 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7113 begin
7114 for xx := x to x+32 do
7115 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7116 begin
7117 Result := True;
7118 Exit;
7119 end;
7120 end;
7122 Result := False;
7123 end;
7125 function NearDeepHole(): Boolean;
7126 var
7127 x, sx, y: Integer;
7128 begin
7129 Result := False;
7131 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7132 y := 3;
7134 for x := 1 to PLAYER_RECT.Width do
7135 if (not StayOnStep(x*sx, 0)) and
7136 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7137 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7138 begin
7139 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7140 begin
7141 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7142 y := y+1;
7143 end;
7145 Result := True;
7146 end else Result := False;
7147 end;
7149 function OverDeepHole(): Boolean;
7150 var
7151 y: Integer;
7152 begin
7153 Result := False;
7155 y := 1;
7156 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7157 begin
7158 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7159 y := y+1;
7160 end;
7162 Result := True;
7163 end;
7165 function OnGround(): Boolean;
7166 begin
7167 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7168 end;
7170 function OnLadder(): Boolean;
7171 begin
7172 Result := FullInStep(0, 0);
7173 end;
7175 function BelowLadder(): Boolean;
7176 begin
7177 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7178 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7179 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7180 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7181 end;
7183 function BelowLiftUp(): Boolean;
7184 begin
7185 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7186 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7187 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7188 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7189 end;
7191 function OnTopLift(): Boolean;
7192 begin
7193 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7194 end;
7196 function CanJumpOver(): Boolean;
7197 var
7198 sx, y: Integer;
7199 begin
7200 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7202 Result := False;
7204 if not CollideLevel(sx, 0) then Exit;
7206 for y := 1 to BOT_MAXJUMP do
7207 if CollideLevel(0, -y) then Exit else
7208 if not CollideLevel(sx, -y) then
7209 begin
7210 Result := True;
7211 Exit;
7212 end;
7213 end;
7215 function CanJumpUp(Dist: ShortInt): Boolean;
7216 var
7217 y, yy: Integer;
7218 c: Boolean;
7219 begin
7220 Result := False;
7222 if CollideLevel(Dist, 0) then Exit;
7224 c := False;
7225 for y := 0 to BOT_MAXJUMP do
7226 if CollideLevel(Dist, -y) then
7227 begin
7228 c := True;
7229 Break;
7230 end;
7232 if not c then Exit;
7234 c := False;
7235 for yy := y+1 to BOT_MAXJUMP do
7236 if not CollideLevel(Dist, -yy) then
7237 begin
7238 c := True;
7239 Break;
7240 end;
7242 if not c then Exit;
7244 c := False;
7245 for y := 0 to BOT_MAXJUMP do
7246 if CollideLevel(0, -y) then
7247 begin
7248 c := True;
7249 Break;
7250 end;
7252 if c then Exit;
7254 if y < yy then Exit;
7256 Result := True;
7257 end;
7259 function IsSafeTrigger(): Boolean;
7260 var
7261 a: Integer;
7262 begin
7263 Result := True;
7264 if gTriggers = nil then
7265 Exit;
7266 for a := 0 to High(gTriggers) do
7267 if Collide(gTriggers[a].X,
7268 gTriggers[a].Y,
7269 gTriggers[a].Width,
7270 gTriggers[a].Height) and
7271 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7272 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7273 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7274 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7275 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7276 Result := False;
7277 end;
7279 begin
7280 // Âîçìîæíî, íàæèìàåì êíîïêó:
7281 if Rnd(16) and IsSafeTrigger() then
7282 PressKey(KEY_OPEN);
7284 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7285 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7286 begin
7287 ReleaseKey(KEY_LEFT);
7288 ReleaseKey(KEY_RIGHT);
7289 Jump();
7290 end;
7292 // Èäåì âëåâî, åñëè íàäî áûëî:
7293 if GetAIFlag('GOLEFT') <> '' then
7294 begin
7295 RemoveAIFlag('GOLEFT');
7296 if CanRunLeft() then
7297 GoLeft(360);
7298 end;
7300 // Èäåì âïðàâî, åñëè íàäî áûëî:
7301 if GetAIFlag('GORIGHT') <> '' then
7302 begin
7303 RemoveAIFlag('GORIGHT');
7304 if CanRunRight() then
7305 GoRight(360);
7306 end;
7308 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7309 if FObj.X < -32 then
7310 GoRight(360)
7311 else
7312 if FObj.X+32 > gMapInfo.Width then
7313 GoLeft(360);
7315 // Ïðûãàåì, åñëè íàäî áûëî:
7316 if GetAIFlag('NEEDJUMP') <> '' then
7317 begin
7318 Jump(0);
7319 RemoveAIFlag('NEEDJUMP');
7320 end;
7322 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7323 if GetAIFlag('NEEDSEEUP') <> '' then
7324 begin
7325 ReleaseKey(KEY_UP);
7326 ReleaseKey(KEY_DOWN);
7327 PressKey(KEY_UP, 20);
7328 RemoveAIFlag('NEEDSEEUP');
7329 end;
7331 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7332 if GetAIFlag('NEEDSEEDOWN') <> '' then
7333 begin
7334 ReleaseKey(KEY_UP);
7335 ReleaseKey(KEY_DOWN);
7336 PressKey(KEY_DOWN, 20);
7337 RemoveAIFlag('NEEDSEEDOWN');
7338 end;
7340 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7341 if GetAIFlag('GOINHOLE') <> '' then
7342 if not OnGround() then
7343 begin
7344 ReleaseKey(KEY_LEFT);
7345 ReleaseKey(KEY_RIGHT);
7346 RemoveAIFlag('GOINHOLE');
7347 SetAIFlag('FALLINHOLE', '1');
7348 end;
7350 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7351 if GetAIFlag('FALLINHOLE') <> '' then
7352 if OnGround() then
7353 RemoveAIFlag('FALLINHOLE');
7355 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7356 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7357 if GetAIFlag('FALLINHOLE') = '' then
7358 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7359 if Rnd(2) then
7360 GoLeft(360)
7361 else
7362 GoRight(360);
7364 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7365 if OnGround() and
7366 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7367 Rnd(8) then
7368 Jump();
7370 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7371 if OnGround() and NearHole() then
7372 if NearDeepHole() then // Åñëè ýòî áåçäíà
7373 case Random(6) of
7374 0..3: Turn(); // Áåæèì îáðàòíî
7375 4: Jump(); // Ïðûãàåì
7376 5: begin // Ïðûãàåì îáðàòíî
7377 Turn();
7378 Jump();
7379 end;
7380 end
7381 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7382 if GetAIFlag('GOINHOLE') = '' then
7383 case Random(6) of
7384 0: Turn(); // Íå íóæíî òóäà
7385 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7386 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7387 if BorderHole() then
7388 SetAIFlag('GOINHOLE', '1');
7389 end;
7391 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7392 if (not CanRun()) and OnGround() then
7393 begin
7394 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7395 if CanJumpOver() or OnLadder() then
7396 Jump()
7397 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7398 if Random(2) = 0 then
7399 begin
7400 if IsSafeTrigger() then
7401 PressKey(KEY_OPEN);
7402 end else
7403 Turn();
7404 end;
7406 // Îñòàëîñü ìàëî âîçäóõà:
7407 if FAir < 36 * 2 then
7408 Jump(20);
7410 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7411 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7412 if BodyInAcid(0, 0) then
7413 Jump();
7414 end;
7416 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7417 begin
7418 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7419 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7420 end;
7422 {function TBot.NeedItem(Item: Byte): Byte;
7423 begin
7424 Result := 4;
7425 end;}
7427 procedure TBot.SelectWeapon(Dist: Integer);
7428 var
7429 a: Integer;
7431 function HaveAmmo(weapon: Byte): Boolean;
7432 begin
7433 case weapon of
7434 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7435 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7436 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7437 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7438 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7439 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7440 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7441 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7442 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7443 else Result := True;
7444 end;
7445 end;
7447 begin
7448 if Dist = -1 then Dist := BOT_LONGDIST;
7450 if Dist > BOT_LONGDIST then
7451 begin // Äàëüíèé áîé
7452 for a := 0 to 9 do
7453 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7454 begin
7455 FSelectedWeapon := FDifficult.WeaponPrior[a];
7456 Break;
7457 end;
7458 end
7459 else //if Dist > BOT_UNSAFEDIST then
7460 begin // Áëèæíèé áîé
7461 for a := 0 to 9 do
7462 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7463 begin
7464 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7465 Break;
7466 end;
7467 end;
7468 { else
7469 begin
7470 for a := 0 to 9 do
7471 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7472 begin
7473 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7474 Break;
7475 end;
7476 end;}
7477 end;
7479 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7480 begin
7481 Result := inherited PickItem(ItemType, force, remove);
7483 if Result then SetAIFlag('SELECTWEAPON', '1');
7484 end;
7486 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7487 begin
7488 Result := inherited Heal(value, Soft);
7489 end;
7491 function TBot.Healthy(): Byte;
7492 begin
7493 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7494 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7495 else if (FHealth > 50) then Result := 2
7496 else if (FHealth > 20) then Result := 1
7497 else Result := 0;
7498 end;
7500 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7501 begin
7502 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7503 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7504 end;
7506 procedure TBot.OnDamage(Angle: SmallInt);
7507 var
7508 pla: TPlayer;
7509 mon: TMonster;
7510 ok: Boolean;
7511 begin
7512 inherited;
7514 if (Angle = 0) or (Angle = 180) then
7515 begin
7516 ok := False;
7517 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7518 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7519 begin // Èãðîê
7520 pla := g_Player_Get(FLastSpawnerUID);
7521 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7522 pla.FObj.Y + PLAYER_RECT.Y);
7523 end
7524 else
7525 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7526 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7527 begin // Ìîíñòð
7528 mon := g_Monsters_ByUID(FLastSpawnerUID);
7529 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7530 mon.Obj.Y + mon.Obj.Rect.Y);
7531 end;
7533 if ok then
7534 if Angle = 0 then
7535 SetAIFlag('ATTACKLEFT', '1')
7536 else
7537 SetAIFlag('ATTACKRIGHT', '1');
7538 end;
7539 end;
7541 function TBot.RunDirection(): TDirection;
7542 begin
7543 if Abs(Vel.X) >= 1 then
7544 begin
7545 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7546 end else
7547 Result := FDirection;
7548 end;
7550 function TBot.GetRnd(a: Byte): Boolean;
7551 begin
7552 if a = 0 then Result := False
7553 else if a = 255 then Result := True
7554 else Result := Random(256) > 255-a;
7555 end;
7557 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7558 begin
7559 Result := Round((255-a)/255*radius*(Random(2)-1));
7560 end;
7563 procedure TDifficult.save (st: TStream);
7564 begin
7565 utils.writeInt(st, Byte(DiagFire));
7566 utils.writeInt(st, Byte(InvisFire));
7567 utils.writeInt(st, Byte(DiagPrecision));
7568 utils.writeInt(st, Byte(FlyPrecision));
7569 utils.writeInt(st, Byte(Cover));
7570 utils.writeInt(st, Byte(CloseJump));
7571 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7572 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7573 end;
7575 procedure TDifficult.load (st: TStream);
7576 begin
7577 DiagFire := utils.readByte(st);
7578 InvisFire := utils.readByte(st);
7579 DiagPrecision := utils.readByte(st);
7580 FlyPrecision := utils.readByte(st);
7581 Cover := utils.readByte(st);
7582 CloseJump := utils.readByte(st);
7583 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7584 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7585 end;
7588 procedure TBot.SaveState (st: TStream);
7589 var
7590 i: Integer;
7591 dw: Integer;
7592 begin
7593 inherited SaveState(st);
7594 utils.writeSign(st, 'BOT0');
7595 // Âûáðàííîå îðóæèå
7596 utils.writeInt(st, Byte(FSelectedWeapon));
7597 // UID öåëè
7598 utils.writeInt(st, Word(FTargetUID));
7599 // Âðåìÿ ïîòåðè öåëè
7600 utils.writeInt(st, LongWord(FLastVisible));
7601 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7602 dw := Length(FAIFlags);
7603 utils.writeInt(st, LongInt(dw));
7604 // Ôëàãè ÈÈ
7605 for i := 0 to dw-1 do
7606 begin
7607 utils.writeStr(st, FAIFlags[i].Name, 20);
7608 utils.writeStr(st, FAIFlags[i].Value, 20);
7609 end;
7610 // Íàñòðîéêè ñëîæíîñòè
7611 FDifficult.save(st);
7612 end;
7615 procedure TBot.LoadState (st: TStream);
7616 var
7617 i: Integer;
7618 dw: Integer;
7619 begin
7620 inherited LoadState(st);
7621 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7622 // Âûáðàííîå îðóæèå
7623 FSelectedWeapon := utils.readByte(st);
7624 // UID öåëè
7625 FTargetUID := utils.readWord(st);
7626 // Âðåìÿ ïîòåðè öåëè
7627 FLastVisible := utils.readLongWord(st);
7628 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7629 dw := utils.readLongInt(st);
7630 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7631 SetLength(FAIFlags, dw);
7632 // Ôëàãè ÈÈ
7633 for i := 0 to dw-1 do
7634 begin
7635 FAIFlags[i].Name := utils.readStr(st, 20);
7636 FAIFlags[i].Value := utils.readStr(st, 20);
7637 end;
7638 // Íàñòðîéêè ñëîæíîñòè
7639 FDifficult.load(st);
7640 end;
7643 begin
7644 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7645 end.