DEADSOFTWARE

Game: Use proper syntax of sets for game options instead of raw bitwise operations
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_OPEN = 6;
35 KEY_JUMP = 7;
36 KEY_CHAT = 8;
38 WP_PREV = 0;
39 WP_NEXT = 1;
40 WP_FACT = WP_PREV;
41 WP_LACT = WP_NEXT;
43 R_ITEM_BACKPACK = 0;
44 R_KEY_RED = 1;
45 R_KEY_GREEN = 2;
46 R_KEY_BLUE = 3;
47 R_BERSERK = 4;
49 MR_SUIT = 0;
50 MR_INVUL = 1;
51 MR_INVIS = 2;
52 MR_MAX = 2;
54 A_BULLETS = 0;
55 A_SHELLS = 1;
56 A_ROCKETS = 2;
57 A_CELLS = 3;
58 A_FUEL = 4;
59 A_HIGH = 4;
61 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
65 K_SIMPLEKILL = 0;
66 K_HARDKILL = 1;
67 K_EXTRAHARDKILL = 2;
68 K_FALLKILL = 3;
70 T_RESPAWN = 0;
71 T_SWITCH = 1;
72 T_USE = 2;
73 T_FLAGCAP = 3;
75 TEAM_NONE = 0;
76 TEAM_RED = 1;
77 TEAM_BLUE = 2;
78 TEAM_COOP = 3;
80 SHELL_BULLET = 0;
81 SHELL_SHELL = 1;
82 SHELL_DBLSHELL = 2;
84 ANGLE_NONE = Low(SmallInt);
86 CORPSE_STATE_REMOVEME = 0;
87 CORPSE_STATE_NORMAL = 1;
88 CORPSE_STATE_MESS = 2;
90 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
91 PLAYER_RECT_CX = 15+(34 div 2);
92 PLAYER_RECT_CY = 12+(52 div 2);
93 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
95 PLAYER_HP_SOFT = 100;
96 PLAYER_HP_LIMIT = 200;
97 PLAYER_AP_SOFT = 100;
98 PLAYER_AP_LIMIT = 200;
99 SUICIDE_DAMAGE = 112;
100 WEAPON_DELAY = 5;
102 PLAYER_BURN_TIME = 110;
104 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
105 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
107 type
108 TPlayerStat = record
109 Num: Integer;
110 Ping: Word;
111 Loss: Byte;
112 Name: String;
113 Team: Byte;
114 Frags: SmallInt;
115 Deaths: SmallInt;
116 Lives: Byte;
117 Kills: Word;
118 Color: TRGB;
119 Spectator: Boolean;
120 UID: Word;
121 end;
123 TPlayerStatArray = Array of TPlayerStat;
125 TPlayerSavedState = record
126 Health: Integer;
127 Armor: Integer;
128 Air: Integer;
129 JetFuel: Integer;
130 CurrWeap: Byte;
131 NextWeap: WORD;
132 NextWeapDelay: Byte;
133 Ammo: Array [A_BULLETS..A_HIGH] of Word;
134 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
135 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
136 Inventory: Set of R_ITEM_BACKPACK..R_BERSERK;
137 Used: Boolean;
138 end;
140 TKeyState = record
141 Pressed: Boolean;
142 Time: Word;
143 end;
145 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
146 private
147 FIamBot: Boolean;
148 FUID: Word;
149 FName: String;
150 FTeam: Byte;
151 FAlive: Boolean;
152 FSpawned: Boolean;
153 FDirection: TDirection;
154 FHealth: Integer;
155 FLives: Byte;
156 FArmor: Integer;
157 FAir: Integer;
158 FPain: Integer;
159 FPickup: Integer;
160 FKills: Integer;
161 FMonsterKills: Integer;
162 FFrags: Integer;
163 FFragCombo: Byte;
164 FLastFrag: LongWord;
165 FComboEvnt: Integer;
166 FDeath: Integer;
167 FCanJetpack: Boolean;
168 FJetFuel: Integer;
169 FFlag: Byte;
170 FSecrets: Integer;
171 FCurrWeap: Byte;
172 FNextWeap: WORD;
173 FNextWeapDelay: Byte; // frames
174 FBFGFireCounter: SmallInt;
175 FLastSpawnerUID: Word;
176 FLastHit: Byte;
177 FObj: TObj;
178 FXTo, FYTo: Integer;
179 FSpectatePlayer: Integer;
180 FFirePainTime: Integer;
181 FFireAttacker: Word;
183 FSavedStateNum: Integer;
185 FModel: TPlayerModel;
186 FPunchAnim: TAnimation;
187 FActionPrior: Byte;
188 FActionAnim: Byte;
189 FActionForce: Boolean;
190 FActionChanged: Boolean;
191 FAngle: SmallInt;
192 FFireAngle: SmallInt;
193 FIncCamOld: Integer;
194 FIncCam: Integer;
195 FSlopeOld: Integer;
196 FShellTimer: Integer;
197 FShellType: Byte;
198 FSawSound: TPlayableSound;
199 FSawSoundIdle: TPlayableSound;
200 FSawSoundHit: TPlayableSound;
201 FSawSoundSelect: TPlayableSound;
202 FFlameSoundOn: TPlayableSound;
203 FFlameSoundOff: TPlayableSound;
204 FFlameSoundWork: TPlayableSound;
205 FJetSoundOn: TPlayableSound;
206 FJetSoundOff: TPlayableSound;
207 FJetSoundFly: TPlayableSound;
208 FGodMode: Boolean;
209 FNoTarget: Boolean;
210 FNoReload: Boolean;
211 FJustTeleported: Boolean;
212 FNetTime: LongWord;
213 mEDamageType: Integer;
216 function CollideLevel(XInc, YInc: Integer): Boolean;
217 function StayOnStep(XInc, YInc: Integer): Boolean;
218 function HeadInLiquid(XInc, YInc: Integer): Boolean;
219 function BodyInLiquid(XInc, YInc: Integer): Boolean;
220 function BodyInAcid(XInc, YInc: Integer): Boolean;
221 function FullInLift(XInc, YInc: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times: DWORD = 1);
224 procedure OnFireFlame(Times: DWORD = 1);
225 function GetAmmoByWeapon(Weapon: Byte): Word;
226 procedure SetAction(Action: Byte; Force: Boolean = False);
227 procedure OnDamage(Angle: SmallInt); virtual;
228 function firediry(): Integer;
229 procedure DoPunch();
231 procedure Run(Direction: TDirection);
232 procedure NextWeapon();
233 procedure PrevWeapon();
234 procedure SeeUp();
235 procedure SeeDown();
236 procedure Fire();
237 procedure Jump();
238 procedure Use();
240 function getNextWeaponIndex (): Byte; // returns 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon: Byte): Boolean;
243 function hasAmmoForShooting (weapon: Byte): Boolean;
244 function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean;
246 procedure doDamage (v: Integer);
248 function refreshCorpse(): Boolean;
250 public
251 FDamageBuffer: Integer;
253 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
254 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
255 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
256 FInventory: Set of R_ITEM_BACKPACK..R_BERSERK;
257 FBerserk: Integer;
258 FPowerups: Array [MR_SUIT..MR_MAX] of DWORD;
259 FReloading: Array [WP_FIRST..WP_LAST] of Word;
260 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
261 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
262 FWeapSwitchMode: Byte;
263 FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
264 FSwitchToEmpty: Byte;
265 FSkipIronFist: Byte;
266 FColor: TRGB;
267 FPreferredTeam: Byte;
268 FSpectator: Boolean;
269 FNoRespawn: Boolean;
270 FWantsInGame: Boolean;
271 FGhost: Boolean;
272 FPhysics: Boolean;
273 FFlaming: Boolean;
274 FJetpack: Boolean;
275 FActualModelName: string;
276 FClientID: SmallInt;
277 FPing: Word;
278 FLoss: Byte;
279 FReady: Boolean;
280 FDummy: Boolean;
281 FFireTime: Integer;
282 FSpawnInvul: Integer;
283 FHandicap: Integer;
284 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
285 FCorpse: Integer;
287 // debug: viewport offset
288 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
290 function isValidViewPort (): Boolean; inline;
292 constructor Create(); virtual;
293 destructor Destroy(); override;
294 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
295 function GetRespawnPoint(): Byte;
296 procedure PressKey(Key: Byte; Time: Word = 1);
297 procedure ReleaseKeys();
298 procedure SetModel(ModelName: String);
299 procedure SetColor(Color: TRGB);
300 function GetColor(): TRGB;
301 procedure SetWeapon(W: Byte);
302 function IsKeyPressed(K: Byte): Boolean;
303 function GetKeys(): Byte;
304 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
305 procedure SetWeaponPrefs(Prefs: Array of Byte);
306 procedure SetWeaponPref(Weapon, Pref: Byte);
307 function GetWeaponPref(Weapon: Byte) : Byte;
308 function GetMorePrefered() : Byte;
309 function MaySwitch(Weapon: Byte) : Boolean;
310 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
311 function Collide(Panel: TPanel): Boolean; overload;
312 function Collide(X, Y: Integer): Boolean; overload;
313 procedure SetDirection(Direction: TDirection);
314 procedure GetSecret();
315 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
316 procedure Touch();
317 procedure Push(vx, vy: Integer);
318 procedure ChangeModel(ModelName: String);
319 procedure SwitchTeam;
320 procedure ChangeTeam(Team: Byte);
321 procedure BFGHit();
322 function GetFlag(Flag: Byte): Boolean;
323 procedure SetFlag(Flag: Byte);
324 function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
325 function TryDropFlag(): Boolean;
326 procedure TankRamboCheats(Health: Boolean);
327 procedure RestoreHealthArmor();
328 procedure FragCombo();
329 procedure GiveItem(ItemType: Byte);
330 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
331 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
332 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
333 procedure MakeBloodSimple(Count: Word);
334 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
335 procedure Reset(Force: Boolean);
336 procedure Spectate(NoMove: Boolean = False);
337 procedure SwitchNoClip;
338 procedure SoftReset();
339 procedure Draw(); virtual;
340 procedure DrawPain();
341 procedure DrawPickup();
342 procedure DrawOverlay();
343 procedure DrawAim();
344 procedure DrawIndicator(Color: TRGB);
345 procedure DrawBubble();
346 procedure DrawGUI();
347 procedure PreUpdate();
348 procedure Update(); virtual;
349 procedure PreserveState();
350 procedure RestoreState();
351 procedure SaveState (st: TStream); virtual;
352 procedure LoadState (st: TStream); virtual;
353 procedure PauseSounds(Enable: Boolean);
354 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
355 procedure DoLerp(Level: Integer = 2);
356 procedure SetLerp(XTo, YTo: Integer);
357 procedure ProcessWeaponAction(Action: Byte);
358 procedure QueueWeaponSwitch(Weapon: Byte);
359 procedure RealizeCurrentWeapon();
360 procedure FlamerOn;
361 procedure FlamerOff;
362 procedure JetpackOn;
363 procedure JetpackOff;
364 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
366 //WARNING! this does nothing for now, but still call it!
367 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
369 procedure getMapBox (out x, y, w, h: Integer); inline;
370 procedure moveBy (dx, dy: Integer); inline;
372 function getCameraObj(): TObj;
374 public
375 property Vel: TPoint2i read FObj.Vel;
376 property Obj: TObj read FObj;
378 property Name: String read FName write FName;
379 property Model: TPlayerModel read FModel;
380 property Health: Integer read FHealth write FHealth;
381 property Lives: Byte read FLives write FLives;
382 property Armor: Integer read FArmor write FArmor;
383 property Air: Integer read FAir write FAir;
384 property JetFuel: Integer read FJetFuel write FJetFuel;
385 property Frags: Integer read FFrags write FFrags;
386 property Death: Integer read FDeath write FDeath;
387 property Kills: Integer read FKills write FKills;
388 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
389 property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode;
390 property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty;
391 property SkipIronFist: Byte read FSkipIronFist write FSkipIronFist;
392 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
393 property Secrets: Integer read FSecrets;
394 property GodMode: Boolean read FGodMode write FGodMode;
395 property NoTarget: Boolean read FNoTarget write FNoTarget;
396 property NoReload: Boolean read FNoReload write FNoReload;
397 property alive: Boolean read FAlive write FAlive;
398 property Flag: Byte read FFlag;
399 property Team: Byte read FTeam write FTeam;
400 property Direction: TDirection read FDirection;
401 property GameX: Integer read FObj.X write FObj.X;
402 property GameY: Integer read FObj.Y write FObj.Y;
403 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
404 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
405 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
406 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
407 property IncCam: Integer read FIncCam write FIncCam;
408 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
409 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
410 property UID: Word read FUID write FUID;
411 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
412 property NetTime: LongWord read FNetTime write FNetTime;
414 published
415 property eName: String read FName write FName;
416 property eHealth: Integer read FHealth write FHealth;
417 property eLives: Byte read FLives write FLives;
418 property eArmor: Integer read FArmor write FArmor;
419 property eAir: Integer read FAir write FAir;
420 property eJetFuel: Integer read FJetFuel write FJetFuel;
421 property eFrags: Integer read FFrags write FFrags;
422 property eDeath: Integer read FDeath write FDeath;
423 property eKills: Integer read FKills write FKills;
424 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
425 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
426 property eSecrets: Integer read FSecrets write FSecrets;
427 property eGodMode: Boolean read FGodMode write FGodMode;
428 property eNoTarget: Boolean read FNoTarget write FNoTarget;
429 property eNoReload: Boolean read FNoReload write FNoReload;
430 property eAlive: Boolean read FAlive write FAlive;
431 property eFlag: Byte read FFlag;
432 property eTeam: Byte read FTeam write FTeam;
433 property eDirection: TDirection read FDirection;
434 property eGameX: Integer read FObj.X write FObj.X;
435 property eGameY: Integer read FObj.Y write FObj.Y;
436 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
437 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
438 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
439 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
440 property eIncCam: Integer read FIncCam write FIncCam;
441 property eUID: Word read FUID;
442 property eJustTeleported: Boolean read FJustTeleported;
443 property eNetTime: LongWord read FNetTime;
445 // set this before assigning something to `eDamage`
446 property eDamageType: Integer read mEDamageType write mEDamageType;
447 property eDamage: Integer write doDamage;
448 end;
450 TDifficult = record
451 public
452 DiagFire: Byte;
453 InvisFire: Byte;
454 DiagPrecision: Byte;
455 FlyPrecision: Byte;
456 Cover: Byte;
457 CloseJump: Byte;
458 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
459 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
460 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
462 public
463 procedure save (st: TStream);
464 procedure load (st: TStream);
465 end;
467 TAIFlag = record
468 Name: String;
469 Value: String;
470 end;
472 TBot = class(TPlayer)
473 private
474 FSelectedWeapon: Byte;
475 FTargetUID: Word;
476 FLastVisible: DWORD;
477 FAIFlags: Array of TAIFlag;
478 FDifficult: TDifficult;
480 function GetRnd(a: Byte): Boolean;
481 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
482 function RunDirection(): TDirection;
483 function FullInStep(XInc, YInc: Integer): Boolean;
484 //function NeedItem(Item: Byte): Byte;
485 procedure SelectWeapon(Dist: Integer);
486 procedure SetAIFlag(aName, fValue: String20);
487 function GetAIFlag(aName: String20): String20;
488 procedure RemoveAIFlag(aName: String20);
489 function Healthy(): Byte;
490 procedure UpdateMove();
491 procedure UpdateCombat();
492 function KeyPressed(Key: Word): Boolean;
493 procedure ReleaseKey(Key: Byte);
494 function TargetOnScreen(TX, TY: Integer): Boolean;
495 procedure OnDamage(Angle: SmallInt); override;
497 public
498 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
499 constructor Create(); override;
500 destructor Destroy(); override;
501 procedure Draw(); override;
502 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
503 function Heal(value: Word; Soft: Boolean): Boolean; override;
504 procedure Update(); override;
505 procedure SaveState (st: TStream); override;
506 procedure LoadState (st: TStream); override;
507 end;
509 PGib = ^TGib;
510 TGib = record
511 alive: Boolean;
512 ID: DWORD;
513 MaskID: DWORD;
514 RAngle: Integer;
515 Color: TRGB;
516 Obj: TObj;
518 procedure getMapBox (out x, y, w, h: Integer); inline;
519 procedure moveBy (dx, dy: Integer); inline;
521 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
522 end;
525 PShell = ^TShell;
526 TShell = record
527 SpriteID: DWORD;
528 alive: Boolean;
529 SType: Byte;
530 RAngle: Integer;
531 Timeout: Cardinal;
532 CX, CY: Integer;
533 Obj: TObj;
535 procedure getMapBox (out x, y, w, h: Integer); inline;
536 procedure moveBy (dx, dy: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
539 end;
541 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
542 private
543 FModelName: String;
544 FMess: Boolean;
545 FState: Byte;
546 FDamage: Byte;
547 FColor: TRGB;
548 FObj: TObj;
549 FPlayerUID: Word;
550 FAnimation: TAnimation;
551 FAnimationMask: TAnimation;
553 public
554 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
555 destructor Destroy(); override;
556 procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
557 procedure Update();
558 procedure Draw();
559 procedure SaveState (st: TStream);
560 procedure LoadState (st: TStream);
562 procedure getMapBox (out x, y, w, h: Integer); inline;
563 procedure moveBy (dx, dy: Integer); inline;
565 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
567 function ObjPtr (): PObj; inline;
569 property Obj: TObj read FObj; // copies object
570 property State: Byte read FState;
571 property Mess: Boolean read FMess;
572 end;
574 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
575 record
576 Score: SmallInt;
577 end;
579 var
580 gPlayers: Array of TPlayer;
581 gCorpses: Array of TCorpse;
582 gGibs: Array of TGib;
583 gShells: Array of TShell;
584 gTeamStat: TTeamStat;
585 gFly: Boolean = False;
586 gAimLine: Boolean = False;
587 gChatBubble: Integer = 0;
588 gPlayerIndicator: Integer = 1;
589 gPlayerIndicatorStyle: Integer = 0;
590 gNumBots: Word = 0;
591 gSpectLatchPID1: Word = 0;
592 gSpectLatchPID2: Word = 0;
593 MAX_RUNVEL: Integer = 8;
594 VEL_JUMP: Integer = 10;
595 SHELL_TIMEOUT: Cardinal = 60000;
597 function Lerp(X, Y, Factor: Integer): Integer;
599 procedure g_Gibs_SetMax(Count: Word);
600 function g_Gibs_GetMax(): Word;
601 procedure g_Corpses_SetMax(Count: Word);
602 function g_Corpses_GetMax(): Word;
603 procedure g_Force_Model_Set(Mode: Word);
604 function g_Force_Model_Get(): Word;
605 procedure g_Forced_Model_SetName(Model: String);
606 function g_Forced_Model_GetName(): String;
607 procedure g_Shells_SetMax(Count: Word);
608 function g_Shells_GetMax(): Word;
610 procedure g_Player_Init();
611 procedure g_Player_Free();
612 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
613 function g_Player_CreateFromState (st: TStream): Word;
614 procedure g_Player_Remove(UID: Word);
615 procedure g_Player_ResetTeams();
616 procedure g_Player_PreUpdate();
617 procedure g_Player_UpdateAll();
618 procedure g_Player_DrawAll();
619 procedure g_Player_DrawDebug(p: TPlayer);
620 procedure g_Player_DrawHealth();
621 procedure g_Player_RememberAll();
622 procedure g_Player_ResetAll(Force, Silent: Boolean);
623 function g_Player_Get(UID: Word): TPlayer;
624 function g_Player_GetCount(): Byte;
625 function g_Player_GetStats(): TPlayerStatArray;
626 function g_Player_ExistingName(Name: String): Boolean;
627 function g_Player_CreateCorpse(Player: TPlayer): Integer;
628 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
629 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
630 procedure g_Player_UpdatePhysicalObjects();
631 procedure g_Player_DrawCorpses();
632 procedure g_Player_DrawShells();
633 procedure g_Player_RemoveAllCorpses();
634 procedure g_Player_Corpses_SaveState (st: TStream);
635 procedure g_Player_Corpses_LoadState (st: TStream);
636 procedure g_Player_ResetReady();
637 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
638 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
639 procedure g_Bot_MixNames();
640 procedure g_Bot_RemoveAll();
641 function g_Bot_GetCount(): Integer;
643 implementation
645 uses
646 {$INCLUDE ../nogl/noGLuses.inc}
647 {$IFDEF ENABLE_HOLMES}
648 g_holmes,
649 {$ENDIF}
650 e_log, g_map, g_items, g_console, g_gfx, Math,
651 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
652 wadreader, g_main, g_monsters, CONFIG, g_language,
653 g_net, g_netmsg, g_window,
654 utils, xstreams;
656 const PLR_SAVE_VERSION = 0;
658 type
659 TBotProfile = record
660 name: ShortString;
661 model: ShortString;
662 team: Byte;
663 color: TRGB;
664 diag_fire: Byte;
665 invis_fire: Byte;
666 diag_precision: Byte;
667 fly_precision: Byte;
668 cover: Byte;
669 close_jump: Byte;
670 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
671 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
672 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
673 end;
675 const
676 TIME_RESPAWN1 = 1500;
677 TIME_RESPAWN2 = 2000;
678 TIME_RESPAWN3 = 3000;
679 AIR_DEF = 360;
680 AIR_MAX = 1091;
681 JET_MAX = 540; // ~30 sec
682 PLAYER_SUIT_TIME = 30000;
683 PLAYER_INVUL_TIME = 30000;
684 PLAYER_INVIS_TIME = 35000;
685 FRAG_COMBO_TIME = 3000;
686 VEL_SW = 4;
687 VEL_FLY = 6;
688 ANGLE_RIGHTUP = 55;
689 ANGLE_RIGHTDOWN = -35;
690 ANGLE_LEFTUP = 125;
691 ANGLE_LEFTDOWN = -145;
692 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
693 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
694 BOT_MAXJUMP = 84;
695 BOT_LONGDIST = 300;
696 BOT_UNSAFEDIST = 128;
697 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
698 (R:0; G:0; B:255));
699 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
700 FlyPrecision: 32; Cover: 32; CloseJump: 32;
701 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
702 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
703 FlyPrecision: 127; Cover: 127; CloseJump: 127;
704 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
705 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
706 FlyPrecision: 255; Cover: 255; CloseJump: 255;
707 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
708 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
709 (WEAPON_FLAMETHROWER, WEAPON_SUPERCHAINGUN,
710 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
711 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
712 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_IRONFIST);
713 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
714 (WEAPON_FLAMETHROWER, WEAPON_SUPERCHAINGUN,
715 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
716 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
717 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_IRONFIST);
718 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
719 // (WEAPON_FLAMETHROWER, WEAPON_SUPERCHAINGUN,
720 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
721 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
722 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_IRONFIST);
723 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
724 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
726 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
727 CORPSE_SIGNATURE = $50524F43; // 'CORP'
729 BOTNAMES_FILENAME = 'botnames.txt';
730 BOTLIST_FILENAME = 'botlist.txt';
732 var
733 MaxGibs: Word = 150;
734 MaxCorpses: Word = 20;
735 MaxShells: Word = 300;
736 ForceModel: Word = 0;
737 ForcedModelName: String = STD_PLAYER_MODEL;
738 CurrentGib: Integer = 0;
739 CurrentShell: Integer = 0;
740 BotNames: Array of String;
741 BotList: Array of TBotProfile;
742 SavedStates: Array of TPlayerSavedState;
745 function Lerp(X, Y, Factor: Integer): Integer;
746 begin
747 Result := X + ((Y - X) div Factor);
748 end;
750 function SameTeam(UID1, UID2: Word): Boolean;
751 begin
752 Result := False;
754 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
755 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
757 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
759 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
760 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
762 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
763 end;
765 procedure g_Gibs_SetMax(Count: Word);
766 begin
767 MaxGibs := Count;
768 SetLength(gGibs, Count);
770 if CurrentGib >= Count then
771 CurrentGib := 0;
772 end;
774 function g_Gibs_GetMax(): Word;
775 begin
776 Result := MaxGibs;
777 end;
779 procedure g_Shells_SetMax(Count: Word);
780 begin
781 MaxShells := Count;
782 SetLength(gShells, Count);
784 if CurrentShell >= Count then
785 CurrentShell := 0;
786 end;
788 function g_Shells_GetMax(): Word;
789 begin
790 Result := MaxShells;
791 end;
794 procedure g_Corpses_SetMax(Count: Word);
795 begin
796 MaxCorpses := Count;
797 SetLength(gCorpses, Count);
798 end;
800 function g_Corpses_GetMax(): Word;
801 begin
802 Result := MaxCorpses;
803 end;
805 procedure g_Force_Model_Set(Mode: Word);
806 begin
807 ForceModel := Mode;
808 end;
810 function g_Force_Model_Get(): Word;
811 begin
812 Result := ForceModel;
813 end;
815 procedure g_Forced_Model_SetName(Model: String);
816 begin
817 ForcedModelName := Model;
818 end;
820 function g_Forced_Model_GetName(): String;
821 begin
822 Result := ForcedModelName;
823 end;
825 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
826 var
827 a: Integer;
828 ok: Boolean;
829 begin
830 Result := 0;
832 ok := False;
833 a := 0;
835 // Åñòü ëè ìåñòî â gPlayers:
836 if gPlayers <> nil then
837 for a := 0 to High(gPlayers) do
838 if gPlayers[a] = nil then
839 begin
840 ok := True;
841 Break;
842 end;
844 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
845 if not ok then
846 begin
847 SetLength(gPlayers, Length(gPlayers)+1);
848 a := High(gPlayers);
849 end;
851 // Ñîçäàåì îáúåêò èãðîêà:
852 if Bot then
853 gPlayers[a] := TBot.Create()
854 else
855 gPlayers[a] := TPlayer.Create();
858 gPlayers[a].FActualModelName := ModelName;
859 gPlayers[a].SetModel(ModelName);
860 if Bot and (g_Force_Model_Get() <> 0) then
861 gPlayers[a].SetModel(g_Forced_Model_GetName());
863 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
864 if gPlayers[a].FModel = nil then
865 begin
866 gPlayers[a].Free();
867 gPlayers[a] := nil;
868 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
869 Exit;
870 end;
872 if not (Team in [TEAM_RED, TEAM_BLUE]) then
873 if Random(2) = 0 then
874 Team := TEAM_RED
875 else
876 Team := TEAM_BLUE;
877 gPlayers[a].FPreferredTeam := Team;
879 case gGameSettings.GameMode of
880 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
881 GM_TDM,
882 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
883 GM_SINGLE,
884 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
885 end;
887 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
888 gPlayers[a].FColor := Color;
889 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
890 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
891 else
892 gPlayers[a].FModel.Color := Color;
894 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
895 gPlayers[a].FAlive := False;
897 Result := gPlayers[a].FUID;
898 end;
900 function g_Player_CreateFromState (st: TStream): Word;
901 var a: Integer; ok, Bot: Boolean; pos: Int64;
902 begin
903 assert(st <> nil);
905 // check signature and entity type
906 pos := st.Position;
907 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
908 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
909 Bot := utils.readBool(st);
910 st.Position := pos;
912 // find free player slot
913 ok := false;
914 for a := 0 to High(gPlayers) do
915 if gPlayers[a] = nil then
916 begin
917 ok := true;
918 break;
919 end;
921 // allocate player slot
922 if not ok then
923 begin
924 SetLength(gPlayers, Length(gPlayers)+1);
925 a := High(gPlayers);
926 end;
928 // create entity and load state
929 if Bot then
930 begin
931 gPlayers[a] := TBot.Create();
932 if (g_Force_Model_Get() <> 0) then
933 gPlayers[a].SetModel(g_Forced_Model_GetName());
934 end
935 else
936 gPlayers[a] := TPlayer.Create();
937 gPlayers[a].FPhysics := True; // ???
938 gPlayers[a].LoadState(st);
940 result := gPlayers[a].FUID;
941 end;
944 procedure g_Player_ResetTeams();
945 var
946 a: Integer;
947 begin
948 if g_Game_IsClient then
949 Exit;
950 if gPlayers = nil then
951 Exit;
952 for a := Low(gPlayers) to High(gPlayers) do
953 if gPlayers[a] <> nil then
954 case gGameSettings.GameMode of
955 GM_DM:
956 gPlayers[a].ChangeTeam(TEAM_NONE);
957 GM_TDM, GM_CTF:
958 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
959 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
960 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
961 else
962 if a mod 2 = 0 then
963 gPlayers[a].ChangeTeam(TEAM_RED)
964 else
965 gPlayers[a].ChangeTeam(TEAM_BLUE);
966 GM_SINGLE,
967 GM_COOP:
968 gPlayers[a].ChangeTeam(TEAM_COOP);
969 end;
970 end;
972 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
973 var
974 m: SSArray;
975 _name, _model: String;
976 a, tr, tb: Integer;
977 begin
978 if not g_Game_IsServer then Exit;
980 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
981 if (g_Bot_GetCount() >= gMaxBots) then Exit;
983 // Ñïèñîê íàçâàíèé ìîäåëåé:
984 m := g_PlayerModel_GetNames();
985 if m = nil then
986 Exit;
988 // Êîìàíäà:
989 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
990 Team := TEAM_COOP // COOP
991 else
992 if gGameSettings.GameMode = GM_DM then
993 Team := TEAM_NONE // DM
994 else
995 if Team = TEAM_NONE then // CTF / TDM
996 begin
997 // Àâòîáàëàíñ êîìàíä:
998 tr := 0;
999 tb := 0;
1001 for a := 0 to High(gPlayers) do
1002 if gPlayers[a] <> nil then
1003 begin
1004 if gPlayers[a].Team = TEAM_RED then
1005 Inc(tr)
1006 else
1007 if gPlayers[a].Team = TEAM_BLUE then
1008 Inc(tb);
1009 end;
1011 if tr > tb then
1012 Team := TEAM_BLUE
1013 else
1014 if tb > tr then
1015 Team := TEAM_RED
1016 else // tr = tb
1017 if Random(2) = 0 then
1018 Team := TEAM_RED
1019 else
1020 Team := TEAM_BLUE;
1021 end;
1023 // Âûáèðàåì áîòó èìÿ:
1024 _name := '';
1025 if BotNames <> nil then
1026 for a := 0 to High(BotNames) do
1027 if g_Player_ExistingName(BotNames[a]) then
1028 begin
1029 _name := BotNames[a];
1030 Break;
1031 end;
1033 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1034 _model := m[Random(Length(m))];
1036 // Ñîçäàåì áîòà:
1037 with g_Player_Get(g_Player_Create(_model,
1038 _RGB(Min(Random(9)*32, 255),
1039 Min(Random(9)*32, 255),
1040 Min(Random(9)*32, 255)),
1041 Team, True)) as TBot do
1042 begin
1043 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1044 if _name = '' then
1045 Name := Format('DFBOT%.5d', [UID])
1046 else
1047 Name := _name;
1049 case Difficult of
1050 1: FDifficult := DIFFICULT_EASY;
1051 2: FDifficult := DIFFICULT_MEDIUM;
1052 else FDifficult := DIFFICULT_HARD;
1053 end;
1055 for a := WP_FIRST to WP_LAST do
1056 begin
1057 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1058 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1059 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1060 end;
1062 FHandicap := Handicap;
1064 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1066 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1067 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1068 Spectate();
1069 end;
1070 end;
1072 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1073 var
1074 m: SSArray;
1075 _name, _model: String;
1076 a: Integer;
1077 begin
1078 if not g_Game_IsServer then Exit;
1080 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
1081 if (g_Bot_GetCount() >= gMaxBots) then Exit;
1083 // Ñïèñîê íàçâàíèé ìîäåëåé:
1084 m := g_PlayerModel_GetNames();
1085 if m = nil then
1086 Exit;
1088 // Êîìàíäà:
1089 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1090 Team := TEAM_COOP // COOP
1091 else
1092 if gGameSettings.GameMode = GM_DM then
1093 Team := TEAM_NONE // DM
1094 else
1095 if Team = TEAM_NONE then
1096 Team := BotList[num].team; // CTF / TDM
1098 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1099 if lName = '' then
1100 num := Random(Length(BotList))
1101 else
1102 begin
1103 if (num < 0) or (num > Length(BotList)-1) then
1104 num := -1;
1105 if (num = -1) and (BotList <> nil) then
1106 lName := AnsiLowerCase(lName);
1107 for a := 0 to High(BotList) do
1108 if AnsiLowerCase(BotList[a].name) = lName then
1109 begin
1110 num := a;
1111 Break;
1112 end;
1113 if num = -1 then
1114 Exit;
1115 end;
1117 // Èìÿ áîòà:
1118 _name := BotList[num].name;
1119 if (_name = '') and (BotNames <> nil) then
1120 for a := 0 to High(BotNames) do
1121 if g_Player_ExistingName(BotNames[a]) then
1122 begin
1123 _name := BotNames[a];
1124 Break;
1125 end;
1127 // Ìîäåëü:
1128 _model := BotList[num].model;
1129 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1130 if not InSArray(_model, m) then
1131 _model := m[Random(Length(m))];
1133 // Ñîçäàåì áîòà:
1134 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1135 begin
1136 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1137 if _name = ''
1138 then Name := Format('DFBOT%.5d', [UID])
1139 else Name := _name;
1141 FDifficult.DiagFire := BotList[num].diag_fire;
1142 FDifficult.InvisFire := BotList[num].invis_fire;
1143 FDifficult.DiagPrecision := BotList[num].diag_precision;
1144 FDifficult.FlyPrecision := BotList[num].fly_precision;
1145 FDifficult.Cover := BotList[num].cover;
1146 FDifficult.CloseJump := BotList[num].close_jump;
1148 FHandicap := Handicap;
1150 for a := WP_FIRST to WP_LAST do
1151 begin
1152 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1153 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1154 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1155 end;
1157 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1159 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1160 end;
1161 end;
1163 procedure g_Bot_RemoveAll();
1164 var
1165 a: Integer;
1166 begin
1167 if not g_Game_IsServer then Exit;
1168 if gPlayers = nil then Exit;
1170 for a := 0 to High(gPlayers) do
1171 if gPlayers[a] <> nil then
1172 if gPlayers[a] is TBot then
1173 begin
1174 gPlayers[a].Lives := 0;
1175 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1176 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1177 g_Player_Remove(gPlayers[a].FUID);
1178 end;
1180 g_Bot_MixNames();
1181 end;
1183 procedure g_Bot_MixNames();
1184 var
1185 s: String;
1186 a, b: Integer;
1187 begin
1188 if BotNames <> nil then
1189 for a := 0 to High(BotNames) do
1190 begin
1191 b := Random(Length(BotNames));
1192 s := BotNames[a];
1193 Botnames[a] := BotNames[b];
1194 BotNames[b] := s;
1195 end;
1196 end;
1198 procedure g_Player_Remove(UID: Word);
1199 var
1200 i: Integer;
1201 begin
1202 if gPlayers = nil then Exit;
1204 if g_Game_IsServer and g_Game_IsNet then
1205 MH_SEND_PlayerDelete(UID);
1207 for i := 0 to High(gPlayers) do
1208 if gPlayers[i] <> nil then
1209 if gPlayers[i].FUID = UID then
1210 begin
1211 if gPlayers[i] is TPlayer then
1212 TPlayer(gPlayers[i]).Free()
1213 else
1214 TBot(gPlayers[i]).Free();
1215 gPlayers[i] := nil;
1216 Exit;
1217 end;
1218 end;
1220 procedure g_Player_Init();
1221 var
1222 F: TextFile;
1223 s: String;
1224 a, b: Integer;
1225 config: TConfig;
1226 sa: SSArray;
1227 path: AnsiString;
1228 begin
1229 BotNames := nil;
1230 BotList := nil;
1232 path := BOTNAMES_FILENAME;
1233 if e_FindResource(DataDirs, path) then
1234 begin
1235 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1236 AssignFile(F, path);
1237 Reset(F);
1239 while not EOF(F) do
1240 begin
1241 ReadLn(F, s);
1243 s := Trim(s);
1244 if s = '' then
1245 Continue;
1247 SetLength(BotNames, Length(BotNames)+1);
1248 BotNames[High(BotNames)] := s;
1249 end;
1251 CloseFile(F);
1253 // Ïåðåìåøèâàåì èõ:
1254 g_Bot_MixNames();
1255 end;
1257 path := BOTLIST_FILENAME;
1258 if e_FindResource(DataDirs, path) then
1259 begin
1260 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1261 config := TConfig.CreateFile(path);
1262 a := 0;
1264 while config.SectionExists(IntToStr(a)) do
1265 begin
1266 SetLength(BotList, Length(BotList)+1);
1268 with BotList[High(BotList)] do
1269 begin
1270 name := config.ReadStr(IntToStr(a), 'name', ''); // Èìÿ áîòà
1271 model := config.ReadStr(IntToStr(a), 'model', ''); // Ìîäåëü
1273 // Êîìàíäà
1274 s := config.ReadStr(IntToStr(a), 'team', '');
1275 if s = 'red' then
1276 team := TEAM_RED
1277 else if s = 'blue' then
1278 team := TEAM_BLUE
1279 else
1280 team := TEAM_NONE;
1282 // Öâåò ìîäåëè
1283 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1284 SetLength(sa, 3);
1285 color.R := StrToIntDef(sa[0], 0);
1286 color.G := StrToIntDef(sa[1], 0);
1287 color.B := StrToIntDef(sa[2], 0);
1289 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0); // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì
1290 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0); // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó
1291 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0); // Òî÷íîñòü ñòðåëüáû ïîä óãëîì
1292 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0); // Òî÷íîñòü ñòðåëüáû â ïîëåòå
1293 cover := config.ReadInt(IntToStr(a), 'cover', 0); // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ
1294 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0); // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà
1296 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ
1297 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1298 if Length(sa) = 10 then
1299 for b := 0 to 9 do
1300 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1302 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ
1303 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1304 if Length(sa) = 10 then
1305 for b := 0 to 9 do
1306 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1308 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1309 if Length(sa) = 10 then
1310 for b := 0 to 9 do
1311 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1312 end;
1314 a += 1;
1315 end;
1317 config.Free();
1318 end;
1320 SetLength(SavedStates, 0);
1321 end;
1323 procedure g_Player_Free();
1324 var
1325 i: Integer;
1326 begin
1327 if gPlayers <> nil then
1328 begin
1329 for i := 0 to High(gPlayers) do
1330 if gPlayers[i] <> nil then
1331 begin
1332 if gPlayers[i] is TPlayer then
1333 TPlayer(gPlayers[i]).Free()
1334 else
1335 TBot(gPlayers[i]).Free();
1336 gPlayers[i] := nil;
1337 end;
1339 gPlayers := nil;
1340 end;
1342 gPlayer1 := nil;
1343 gPlayer2 := nil;
1344 SetLength(SavedStates, 0);
1345 end;
1347 procedure g_Player_PreUpdate();
1348 var
1349 i: Integer;
1350 begin
1351 if gPlayers = nil then Exit;
1352 for i := 0 to High(gPlayers) do
1353 if gPlayers[i] <> nil then
1354 gPlayers[i].PreUpdate();
1355 end;
1357 procedure g_Player_UpdateAll();
1358 var
1359 i: Integer;
1360 begin
1361 if gPlayers = nil then Exit;
1363 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1364 for i := 0 to High(gPlayers) do
1365 begin
1366 if gPlayers[i] <> nil then
1367 begin
1368 if gPlayers[i] is TPlayer then
1369 begin
1370 gPlayers[i].Update();
1371 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1372 end
1373 else
1374 begin
1375 // bot updates weapons in `UpdateCombat()`
1376 TBot(gPlayers[i]).Update();
1377 end;
1378 end;
1379 end;
1380 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1381 end;
1383 procedure g_Player_DrawAll();
1384 var
1385 i: Integer;
1386 begin
1387 if gPlayers = nil then Exit;
1389 for i := 0 to High(gPlayers) do
1390 if gPlayers[i] <> nil then
1391 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1392 else TBot(gPlayers[i]).Draw();
1393 end;
1395 procedure g_Player_DrawDebug(p: TPlayer);
1396 var
1397 fW, fH: Byte;
1398 begin
1399 if p = nil then Exit;
1400 if (@p.FObj) = nil then Exit;
1402 e_TextureFontGetSize(gStdFont, fW, fH);
1404 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1405 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1406 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1407 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1408 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1409 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1410 e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
1411 e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
1412 end;
1414 procedure g_Player_DrawHealth();
1415 var
1416 i: Integer;
1417 fW, fH: Byte;
1418 begin
1419 if gPlayers = nil then Exit;
1420 e_TextureFontGetSize(gStdFont, fW, fH);
1422 for i := 0 to High(gPlayers) do
1423 if gPlayers[i] <> nil then
1424 begin
1425 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1426 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1427 IntToStr(gPlayers[i].FHealth), gStdFont);
1428 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1429 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1430 IntToStr(gPlayers[i].FArmor), gStdFont);
1431 end;
1432 end;
1434 function g_Player_Get(UID: Word): TPlayer;
1435 var
1436 a: Integer;
1437 begin
1438 Result := nil;
1440 if gPlayers = nil then
1441 Exit;
1443 for a := 0 to High(gPlayers) do
1444 if gPlayers[a] <> nil then
1445 if gPlayers[a].FUID = UID then
1446 begin
1447 Result := gPlayers[a];
1448 Exit;
1449 end;
1450 end;
1452 function g_Player_GetCount(): Byte;
1453 var
1454 a: Integer;
1455 begin
1456 Result := 0;
1458 if gPlayers = nil then
1459 Exit;
1461 for a := 0 to High(gPlayers) do
1462 if gPlayers[a] <> nil then
1463 Result := Result + 1;
1464 end;
1466 function g_Bot_GetCount(): Integer;
1467 var
1468 a: Integer;
1469 begin
1470 Result := 0;
1472 if gPlayers = nil then
1473 Exit;
1475 for a := 0 to High(gPlayers) do
1476 if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then
1477 Result := Result + 1;
1478 end;
1480 function g_Player_GetStats(): TPlayerStatArray;
1481 var
1482 a: Integer;
1483 begin
1484 Result := nil;
1486 if gPlayers = nil then Exit;
1488 for a := 0 to High(gPlayers) do
1489 if gPlayers[a] <> nil then
1490 begin
1491 SetLength(Result, Length(Result)+1);
1492 with Result[High(Result)] do
1493 begin
1494 Num := a;
1495 Ping := gPlayers[a].FPing;
1496 Loss := gPlayers[a].FLoss;
1497 Name := gPlayers[a].FName;
1498 Team := gPlayers[a].FTeam;
1499 Frags := gPlayers[a].FFrags;
1500 Deaths := gPlayers[a].FDeath;
1501 Kills := gPlayers[a].FKills;
1502 Color := gPlayers[a].FModel.Color;
1503 Lives := gPlayers[a].FLives;
1504 Spectator := gPlayers[a].FSpectator;
1505 UID := gPlayers[a].FUID;
1506 end;
1507 end;
1508 end;
1510 procedure g_Player_ResetReady();
1511 var
1512 a: Integer;
1513 begin
1514 if not g_Game_IsServer then Exit;
1515 if gPlayers = nil then Exit;
1517 for a := 0 to High(gPlayers) do
1518 if gPlayers[a] <> nil then
1519 begin
1520 gPlayers[a].FReady := False;
1521 if g_Game_IsNet then
1522 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1523 end;
1524 end;
1526 procedure g_Player_RememberAll;
1527 var
1528 i: Integer;
1529 begin
1530 for i := Low(gPlayers) to High(gPlayers) do
1531 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1532 gPlayers[i].PreserveState;
1533 end;
1535 procedure g_Player_ResetAll(Force, Silent: Boolean);
1536 var
1537 i: Integer;
1538 begin
1539 gTeamStat[TEAM_RED].Score := 0;
1540 gTeamStat[TEAM_BLUE].Score := 0;
1542 if gPlayers <> nil then
1543 for i := 0 to High(gPlayers) do
1544 if gPlayers[i] <> nil then
1545 begin
1546 gPlayers[i].Reset(Force);
1548 if gPlayers[i] is TPlayer then
1549 begin
1550 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1551 gPlayers[i].Respawn(Silent)
1552 else
1553 gPlayers[i].Spectate();
1554 end
1555 else
1556 TBot(gPlayers[i]).Respawn(Silent);
1557 end;
1558 end;
1560 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1561 var
1562 i: Integer;
1563 find_id: DWORD;
1564 ok: Boolean;
1565 begin
1566 Result := -1;
1568 if Player.alive then
1569 Exit;
1571 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1572 i := Player.FCorpse;
1573 if (i >= 0) and (i < Length(gCorpses)) then
1574 begin
1575 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1576 gCorpses[i].FPlayerUID := 0;
1577 end;
1579 if Player.FObj.Y >= gMapInfo.Height+128 then
1580 Exit;
1582 with Player do
1583 begin
1584 if (FHealth >= -50) or (gGibsCount = 0) then
1585 begin
1586 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1587 Exit;
1589 ok := False;
1590 for find_id := 0 to High(gCorpses) do
1591 if gCorpses[find_id] = nil then
1592 begin
1593 ok := True;
1594 Break;
1595 end;
1597 if not ok then
1598 find_id := Random(Length(gCorpses));
1600 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1601 gCorpses[find_id].FColor := FModel.Color;
1602 gCorpses[find_id].FObj.Vel := FObj.Vel;
1603 gCorpses[find_id].FObj.Accel := FObj.Accel;
1604 gCorpses[find_id].FPlayerUID := FUID;
1606 Result := find_id;
1607 end
1608 else
1609 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1610 FObj.Y + PLAYER_RECT_CY,
1611 FModel.Name, FModel.Color);
1612 end;
1613 end;
1615 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1616 var
1617 SID: DWORD;
1618 begin
1619 if (gShells = nil) or (Length(gShells) = 0) then
1620 Exit;
1622 with gShells[CurrentShell] do
1623 begin
1624 SpriteID := 0;
1625 g_Obj_Init(@Obj);
1626 Obj.Rect.X := 0;
1627 Obj.Rect.Y := 0;
1628 if T = SHELL_BULLET then
1629 begin
1630 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1631 SpriteID := SID;
1632 CX := 2;
1633 CY := 1;
1634 Obj.Rect.Width := 4;
1635 Obj.Rect.Height := 2;
1636 end
1637 else
1638 begin
1639 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1640 SpriteID := SID;
1641 CX := 4;
1642 CY := 2;
1643 Obj.Rect.Width := 7;
1644 Obj.Rect.Height := 3;
1645 end;
1646 SType := T;
1647 alive := True;
1648 Obj.X := fX;
1649 Obj.Y := fY;
1650 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1651 positionChanged(); // this updates spatial accelerators
1652 RAngle := Random(360);
1653 Timeout := gTime + SHELL_TIMEOUT;
1655 if CurrentShell >= High(gShells) then
1656 CurrentShell := 0
1657 else
1658 Inc(CurrentShell);
1659 end;
1660 end;
1662 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1663 var
1664 a: Integer;
1665 GibsArray: TGibsArray;
1666 Blood: TModelBlood;
1667 begin
1668 if (gGibs = nil) or (Length(gGibs) = 0) then
1669 Exit;
1670 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1671 Exit;
1672 Blood := g_PlayerModel_GetBlood(ModelName);
1674 for a := 0 to High(GibsArray) do
1675 with gGibs[CurrentGib] do
1676 begin
1677 Color := fColor;
1678 ID := GibsArray[a].ID;
1679 MaskID := GibsArray[a].MaskID;
1680 alive := True;
1681 g_Obj_Init(@Obj);
1682 Obj.Rect := GibsArray[a].Rect;
1683 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1684 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1685 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1686 positionChanged(); // this updates spatial accelerators
1687 RAngle := Random(360);
1689 if gBloodCount > 0 then
1690 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1691 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1693 if CurrentGib >= High(gGibs) then
1694 CurrentGib := 0
1695 else
1696 Inc(CurrentGib);
1697 end;
1698 end;
1700 procedure g_Player_UpdatePhysicalObjects();
1701 var
1702 i: Integer;
1703 vel: TPoint2i;
1704 mr: Word;
1706 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1707 var
1708 k: Integer;
1709 begin
1710 k := 1 + Random(2);
1711 if T = SHELL_BULLET then
1712 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1713 else
1714 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1715 end;
1717 begin
1718 // Êóñêè ìÿñà:
1719 if gGibs <> nil then
1720 for i := 0 to High(gGibs) do
1721 if gGibs[i].alive then
1722 with gGibs[i] do
1723 begin
1724 Obj.oldX := Obj.X;
1725 Obj.oldY := Obj.Y;
1727 vel := Obj.Vel;
1728 mr := g_Obj_Move(@Obj, True, False, True);
1729 positionChanged(); // this updates spatial accelerators
1731 if WordBool(mr and MOVE_FALLOUT) then
1732 begin
1733 alive := False;
1734 Continue;
1735 end;
1737 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1738 if WordBool(mr and MOVE_HITWALL) then
1739 Obj.Vel.X := -(vel.X div 2);
1740 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1741 Obj.Vel.Y := -(vel.Y div 2);
1743 if (Obj.Vel.X >= 0) then
1744 begin // Clockwise
1745 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1746 if RAngle >= 360 then
1747 RAngle := RAngle mod 360;
1748 end else begin // Counter-clockwise
1749 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1750 if RAngle < 0 then
1751 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1752 end;
1754 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1755 if gTime mod (GAME_TICK*3) = 0 then
1756 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1757 end;
1759 // Òðóïû:
1760 if gCorpses <> nil then
1761 for i := 0 to High(gCorpses) do
1762 if gCorpses[i] <> nil then
1763 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1764 begin
1765 gCorpses[i].Free();
1766 gCorpses[i] := nil;
1767 end
1768 else
1769 gCorpses[i].Update();
1771 // Ãèëüçû:
1772 if gShells <> nil then
1773 for i := 0 to High(gShells) do
1774 if gShells[i].alive then
1775 with gShells[i] do
1776 begin
1777 Obj.oldX := Obj.X;
1778 Obj.oldY := Obj.Y;
1780 vel := Obj.Vel;
1781 mr := g_Obj_Move(@Obj, True, False, True);
1782 positionChanged(); // this updates spatial accelerators
1784 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1785 begin
1786 alive := False;
1787 Continue;
1788 end;
1790 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1791 if WordBool(mr and MOVE_HITWALL) then
1792 begin
1793 Obj.Vel.X := -(vel.X div 2);
1794 if not WordBool(mr and MOVE_INWATER) then
1795 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1796 end;
1797 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1798 begin
1799 Obj.Vel.Y := -(vel.Y div 2);
1800 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1801 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1802 begin
1803 if RAngle mod 90 <> 0 then
1804 RAngle := (RAngle div 90) * 90;
1805 end
1806 else if not WordBool(mr and MOVE_INWATER) then
1807 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1808 end;
1810 if (Obj.Vel.X >= 0) then
1811 begin // Clockwise
1812 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1813 if RAngle >= 360 then
1814 RAngle := RAngle mod 360;
1815 end else begin // Counter-clockwise
1816 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1817 if RAngle < 0 then
1818 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1819 end;
1820 end;
1821 end;
1824 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1825 begin
1826 x := Obj.X+Obj.Rect.X;
1827 y := Obj.Y+Obj.Rect.Y;
1828 w := Obj.Rect.Width;
1829 h := Obj.Rect.Height;
1830 end;
1832 procedure TGib.moveBy (dx, dy: Integer); inline;
1833 begin
1834 if (dx <> 0) or (dy <> 0) then
1835 begin
1836 Obj.X += dx;
1837 Obj.Y += dy;
1838 positionChanged();
1839 end;
1840 end;
1843 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1844 begin
1845 x := Obj.X;
1846 y := Obj.Y;
1847 w := Obj.Rect.Width;
1848 h := Obj.Rect.Height;
1849 end;
1851 procedure TShell.moveBy (dx, dy: Integer); inline;
1852 begin
1853 if (dx <> 0) or (dy <> 0) then
1854 begin
1855 Obj.X += dx;
1856 Obj.Y += dy;
1857 positionChanged();
1858 end;
1859 end;
1862 procedure TGib.positionChanged (); inline; begin end;
1863 procedure TShell.positionChanged (); inline; begin end;
1866 procedure g_Player_DrawCorpses();
1867 var
1868 i, fX, fY: Integer;
1869 a: TDFPoint;
1870 begin
1871 if gGibs <> nil then
1872 for i := 0 to High(gGibs) do
1873 if gGibs[i].alive then
1874 with gGibs[i] do
1875 begin
1876 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1877 Continue;
1879 Obj.lerp(gLerpFactor, fX, fY);
1881 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1882 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1884 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1886 e_Colors := Color;
1887 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1888 e_Colors.R := 255;
1889 e_Colors.G := 255;
1890 e_Colors.B := 255;
1891 end;
1893 if gCorpses <> nil then
1894 for i := 0 to High(gCorpses) do
1895 if gCorpses[i] <> nil then
1896 gCorpses[i].Draw();
1897 end;
1899 procedure g_Player_DrawShells();
1900 var
1901 i, fX, fY: Integer;
1902 a: TDFPoint;
1903 begin
1904 if gShells <> nil then
1905 for i := 0 to High(gShells) do
1906 if gShells[i].alive then
1907 with gShells[i] do
1908 begin
1909 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1910 Continue;
1912 Obj.lerp(gLerpFactor, fX, fY);
1914 a.X := CX;
1915 a.Y := CY;
1917 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1918 end;
1919 end;
1921 procedure g_Player_RemoveAllCorpses();
1922 var
1923 i: Integer;
1924 begin
1925 gGibs := nil;
1926 gShells := nil;
1927 SetLength(gGibs, MaxGibs);
1928 SetLength(gShells, MaxGibs);
1929 CurrentGib := 0;
1930 CurrentShell := 0;
1932 if gCorpses <> nil then
1933 for i := 0 to High(gCorpses) do
1934 gCorpses[i].Free();
1936 gCorpses := nil;
1937 SetLength(gCorpses, MaxCorpses);
1938 end;
1940 procedure g_Player_Corpses_SaveState (st: TStream);
1941 var
1942 count, i: Integer;
1943 begin
1944 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1945 count := 0;
1946 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1948 // Êîëè÷åñòâî òðóïîâ
1949 utils.writeInt(st, LongInt(count));
1951 if (count = 0) then exit;
1953 // Ñîõðàíÿåì òðóïû
1954 for i := 0 to High(gCorpses) do
1955 begin
1956 if gCorpses[i] <> nil then
1957 begin
1958 // Íàçâàíèå ìîäåëè
1959 utils.writeStr(st, gCorpses[i].FModelName);
1960 // Òèï ñìåðòè
1961 utils.writeBool(st, gCorpses[i].Mess);
1962 // Ñîõðàíÿåì äàííûå òðóïà:
1963 gCorpses[i].SaveState(st);
1964 end;
1965 end;
1966 end;
1969 procedure g_Player_Corpses_LoadState (st: TStream);
1970 var
1971 count, i: Integer;
1972 str: String;
1973 b: Boolean;
1974 begin
1975 assert(st <> nil);
1977 g_Player_RemoveAllCorpses();
1979 // Êîëè÷åñòâî òðóïîâ:
1980 count := utils.readLongInt(st);
1981 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1983 if (count = 0) then exit;
1985 // Çàãðóæàåì òðóïû
1986 for i := 0 to count-1 do
1987 begin
1988 // Íàçâàíèå ìîäåëè:
1989 str := utils.readStr(st);
1990 // Òèï ñìåðòè
1991 b := utils.readBool(st);
1992 // Ñîçäàåì òðóï
1993 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1994 // Çàãðóæàåì äàííûå òðóïà
1995 gCorpses[i].LoadState(st);
1996 end;
1997 end;
2000 { T P l a y e r : }
2002 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
2004 procedure TPlayer.BFGHit();
2005 begin
2006 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2007 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2008 if g_Game_IsServer and g_Game_IsNet then
2009 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2010 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2011 0, NET_GFX_BFGHIT);
2012 end;
2014 procedure TPlayer.ChangeModel(ModelName: string);
2015 var
2016 locModel: TPlayerModel;
2017 begin
2018 locModel := g_PlayerModel_Get(ModelName);
2019 if locModel = nil then Exit;
2021 FModel.Free();
2022 FModel := locModel;
2023 end;
2025 procedure TPlayer.SetModel(ModelName: string);
2026 var
2027 m: TPlayerModel;
2028 begin
2029 m := g_PlayerModel_Get(ModelName);
2030 if m = nil then
2031 begin
2032 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2033 m := g_PlayerModel_Get('doomer');
2034 if m = nil then
2035 begin
2036 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2037 Exit;
2038 end;
2039 end;
2041 if FModel <> nil then
2042 FModel.Free();
2044 FModel := m;
2046 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2047 FModel.Color := FColor
2048 else
2049 FModel.Color := TEAMCOLOR[FTeam];
2050 FModel.SetWeapon(FCurrWeap);
2051 FModel.SetFlag(FFlag);
2052 SetDirection(FDirection);
2053 end;
2055 procedure TPlayer.SetColor(Color: TRGB);
2056 begin
2057 FColor := Color;
2058 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2059 if FModel <> nil then FModel.Color := Color;
2060 end;
2064 function TPlayer.GetColor(): TRGB;
2065 begin
2066 result := FModel.Color;
2067 end;
2069 procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte);
2070 var
2071 i: Integer;
2072 begin
2073 for i := WP_FIRST to WP_LAST + 1 do
2074 begin
2075 if (Prefs[i] > WP_LAST + 1) then
2076 FWeapPreferences[i] := 0
2077 else
2078 FWeapPreferences[i] := Prefs[i];
2079 end;
2080 end;
2082 procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte);
2083 begin
2084 if (Weapon > WP_LAST + 1) then
2085 exit
2086 else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then
2087 FWeapPreferences[Weapon] := Pref
2088 else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then
2089 FWeapPreferences[Weapon] := 0;
2090 end;
2092 function TPlayer.GetWeaponPref(Weapon: Byte) : Byte;
2093 begin
2094 if (Weapon > WP_LAST + 1) then
2095 result := 0
2096 else if (FWeapPreferences[Weapon] > WP_LAST + 1) then
2097 result := 0
2098 else
2099 result := FWeapPreferences[Weapon];
2100 end;
2102 function TPlayer.GetMorePrefered() : Byte;
2103 var
2104 testedWeap, i: Byte;
2105 begin
2106 testedWeap := FCurrWeap;
2107 for i := WP_FIRST to WP_LAST do
2108 if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
2109 testedWeap := i;
2110 if (R_BERSERK in FInventory) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
2111 testedWeap := WEAPON_IRONFIST;
2112 result := testedWeap;
2113 end;
2115 function TPlayer.maySwitch(Weapon: Byte) : Boolean;
2116 begin
2117 result := true;
2118 if (Weapon = WEAPON_IRONFIST) and (FSkipIronFist <> 0) then
2119 begin
2120 if (FSkipIronFist = 1) and (not (R_BERSERK in FInventory)) then
2121 result := false;
2122 end
2123 else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then
2124 result := false;
2125 end;
2127 procedure TPlayer.SwitchTeam;
2128 begin
2129 if g_Game_IsClient then
2130 Exit;
2131 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2133 if gGameOn and FAlive then
2134 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2136 if FTeam = TEAM_RED then
2137 begin
2138 ChangeTeam(TEAM_BLUE);
2139 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2140 if g_Game_IsNet then
2141 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2142 end
2143 else
2144 begin
2145 ChangeTeam(TEAM_RED);
2146 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2147 if g_Game_IsNet then
2148 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2149 end;
2150 FPreferredTeam := FTeam;
2151 end;
2153 procedure TPlayer.ChangeTeam(Team: Byte);
2154 var
2155 OldTeam: Byte;
2156 begin
2157 OldTeam := FTeam;
2158 FTeam := Team;
2159 case Team of
2160 TEAM_RED, TEAM_BLUE:
2161 FModel.Color := TEAMCOLOR[Team];
2162 else
2163 FModel.Color := FColor;
2164 end;
2165 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2166 MH_SEND_PlayerStats(FUID);
2167 end;
2170 procedure TPlayer.CollideItem();
2171 var
2172 i: Integer;
2173 r: Boolean;
2174 begin
2175 if gItems = nil then Exit;
2176 if not FAlive then Exit;
2178 for i := 0 to High(gItems) do
2179 with gItems[i] do
2180 begin
2181 if (ItemType <> ITEM_NONE) and alive then
2182 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2183 PLAYER_RECT.Height, @Obj) then
2184 begin
2185 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2187 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2188 g_Sound_PlayExAt('SOUND_ITEM_GETPOWERUP', FObj.X, FObj.Y)
2189 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2190 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2191 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2193 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì:
2194 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2195 (gGameSettings.GameType = GT_SINGLE) and
2196 (g_Player_GetCount() > 1)) then
2197 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2198 end;
2199 end;
2200 end;
2203 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2204 begin
2205 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2206 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2207 False);
2208 end;
2210 constructor TPlayer.Create();
2211 begin
2212 viewPortX := 0;
2213 viewPortY := 0;
2214 viewPortW := 0;
2215 viewPortH := 0;
2216 mEDamageType := HIT_SOME;
2218 FIamBot := False;
2219 FDummy := False;
2220 FSpawned := False;
2222 FSawSound := TPlayableSound.Create();
2223 FSawSoundIdle := TPlayableSound.Create();
2224 FSawSoundHit := TPlayableSound.Create();
2225 FSawSoundSelect := TPlayableSound.Create();
2226 FFlameSoundOn := TPlayableSound.Create();
2227 FFlameSoundOff := TPlayableSound.Create();
2228 FFlameSoundWork := TPlayableSound.Create();
2229 FJetSoundFly := TPlayableSound.Create();
2230 FJetSoundOn := TPlayableSound.Create();
2231 FJetSoundOff := TPlayableSound.Create();
2233 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2234 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2235 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2236 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2237 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2238 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2239 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2240 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2241 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2242 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2244 FSpectatePlayer := -1;
2245 FClientID := -1;
2246 FPing := 0;
2247 FLoss := 0;
2248 FSavedStateNum := -1;
2249 FShellTimer := -1;
2250 FFireTime := 0;
2251 FFirePainTime := 0;
2252 FFireAttacker := 0;
2253 FHandicap := 100;
2254 FCorpse := -1;
2256 FActualModelName := 'doomer';
2258 g_Obj_Init(@FObj);
2259 FObj.Rect := PLAYER_RECT;
2261 FBFGFireCounter := -1;
2262 FJustTeleported := False;
2263 FNetTime := 0;
2265 FWaitForFirstSpawn := false;
2267 resetWeaponQueue();
2268 end;
2270 procedure TPlayer.positionChanged (); inline;
2271 begin
2272 end;
2274 procedure TPlayer.doDamage (v: Integer);
2275 begin
2276 if (v <= 0) then exit;
2277 if (v > 32767) then v := 32767;
2278 Damage(v, 0, 0, 0, mEDamageType);
2279 end;
2281 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2282 var
2283 c: Word;
2284 begin
2285 if (not g_Game_IsClient) and (not FAlive) then
2286 Exit;
2288 FLastHit := t;
2290 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2291 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2292 begin
2293 if not g_Game_IsClient then
2294 begin
2295 FArmor := 0;
2296 if t = HIT_TRAP then
2297 begin
2298 // Ëîâóøêà óáèâàåò ñðàçó:
2299 FHealth := -100;
2300 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2301 end;
2302 if t = HIT_SELF then
2303 begin
2304 // Ñàìîóáèéñòâî:
2305 FHealth := 0;
2306 Kill(K_SIMPLEKILL, SpawnerUID, t);
2307 end;
2308 end;
2309 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2310 FPowerups[MR_SUIT] := 0;
2311 FPowerups[MR_INVUL] := 0;
2312 FPowerups[MR_INVIS] := 0;
2313 FSpawnInvul := 0;
2314 FBerserk := 0;
2315 end;
2317 // Íî îò îñòàëüíîãî ñïàñàåò:
2318 if FPowerups[MR_INVUL] >= gTime then
2319 Exit;
2321 // ×èò-êîä "ÃÎÐÅÖ":
2322 if FGodMode then
2323 Exit;
2325 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2326 if (TGameOption.TEAM_DAMAGE in gGameSettings.Options) or
2327 (SpawnerUID = FUID) or
2328 (not SameTeam(FUID, SpawnerUID)) then
2329 begin
2330 FLastSpawnerUID := SpawnerUID;
2332 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2333 if gBloodCount > 0 then
2334 begin
2335 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2336 if value div 4 <= c then
2337 c := c - (value div 4)
2338 else
2339 c := 0;
2341 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2342 MakeBloodSimple(c)
2343 else
2344 case t of
2345 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2346 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2347 end;
2349 if t = HIT_WATER then
2350 g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2351 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2352 end;
2354 // Áóôåð óðîíà:
2355 if FAlive then
2356 Inc(FDamageBuffer, value);
2358 // Âñïûøêà áîëè:
2359 if gFlash <> 0 then
2360 FPain := FPain + value;
2361 end;
2363 if g_Game_IsServer and g_Game_IsNet then
2364 begin
2365 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2366 MH_SEND_PlayerStats(FUID);
2367 MH_SEND_PlayerPos(False, FUID);
2368 end;
2369 end;
2371 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2372 begin
2373 Result := False;
2374 if g_Game_IsClient then
2375 Exit;
2376 if not FAlive then
2377 Exit;
2379 if Soft and (FHealth < PLAYER_HP_SOFT) then
2380 begin
2381 IncMax(FHealth, value, PLAYER_HP_SOFT);
2382 Result := True;
2383 end;
2384 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2385 begin
2386 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2387 Result := True;
2388 end;
2390 if Result and g_Game_IsServer and g_Game_IsNet then
2391 MH_SEND_PlayerStats(FUID);
2392 end;
2394 destructor TPlayer.Destroy();
2395 begin
2396 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2397 gPlayer1 := nil;
2398 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2399 gPlayer2 := nil;
2401 FSawSound.Free();
2402 FSawSoundIdle.Free();
2403 FSawSoundHit.Free();
2404 FSawSoundSelect.Free();
2405 FFlameSoundOn.Free();
2406 FFlameSoundOff.Free();
2407 FFlameSoundWork.Free();
2408 FJetSoundFly.Free();
2409 FJetSoundOn.Free();
2410 FJetSoundOff.Free();
2411 FModel.Free();
2412 if FPunchAnim <> nil then
2413 FPunchAnim.Free();
2415 inherited;
2416 end;
2418 procedure TPlayer.DrawIndicator(Color: TRGB);
2419 var
2420 indX, indY, fX, fY, fSlope: Integer;
2421 indW, indH: Word;
2422 indA: Single;
2423 a: TDFPoint;
2424 nW, nH: Byte;
2425 ID: DWORD;
2426 c: TRGB;
2427 begin
2428 if FAlive then
2429 begin
2430 FObj.lerp(gLerpFactor, fX, fY);
2431 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2433 case gPlayerIndicatorStyle of
2434 0:
2435 begin
2436 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2437 begin
2438 e_GetTextureSize(ID, @indW, @indH);
2439 a.X := indW div 2;
2440 a.Y := indH div 2;
2442 if (FObj.X + FObj.Rect.X) < 0 then
2443 begin
2444 indA := 90;
2445 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2446 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2447 end
2449 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2450 begin
2451 indA := 270;
2452 indX := fX + FObj.Rect.X - indH;
2453 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2454 end
2456 else if (FObj.Y - indH) < 0 then
2457 begin
2458 indA := 180;
2459 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2460 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2461 end
2463 else
2464 begin
2465 indA := 0;
2466 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2467 indY := fY - indH;
2468 end;
2470 indY := indY + fSlope;
2471 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2472 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2474 c := e_Colors;
2475 e_Colors := Color;
2476 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2477 e_Colors := c;
2478 end;
2479 end;
2481 1:
2482 begin
2483 e_TextureFontGetSize(gStdFont, nW, nH);
2484 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2485 indY := fY - nH + fSlope;
2486 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2487 end;
2488 end;
2489 end;
2490 end;
2492 procedure TPlayer.DrawBubble();
2493 var
2494 bubX, bubY, fX, fY: Integer;
2495 ID: LongWord;
2496 Rb, Gb, Bb,
2497 Rw, Gw, Bw: SmallInt;
2498 Dot: Byte;
2499 CObj: TObj;
2500 begin
2501 CObj := getCameraObj();
2502 CObj.lerp(gLerpFactor, fX, fY);
2503 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2504 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2505 bubY := fY+FObj.Rect.Y - 18;
2506 Rb := 64;
2507 Gb := 64;
2508 Bb := 64;
2509 Rw := 240;
2510 Gw := 240;
2511 Bw := 240;
2512 case gChatBubble of
2513 1: // simple textual non-bubble
2514 begin
2515 bubX := fX+FObj.Rect.X - 11;
2516 bubY := fY+FObj.Rect.Y - 17;
2517 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2518 Exit;
2519 end;
2520 2: // advanced pixel-perfect bubble
2521 begin
2522 if FTeam = TEAM_RED then
2523 Rb := 255
2524 else
2525 if FTeam = TEAM_BLUE then
2526 Bb := 255;
2527 end;
2528 3: // colored bubble
2529 begin
2530 Rb := FModel.Color.R;
2531 Gb := FModel.Color.G;
2532 Bb := FModel.Color.B;
2533 Rw := Min(Rb * 2 + 64, 255);
2534 Gw := Min(Gb * 2 + 64, 255);
2535 Bw := Min(Bb * 2 + 64, 255);
2536 if (Abs(Rw - Rb) < 32)
2537 or (Abs(Gw - Gb) < 32)
2538 or (Abs(Bw - Bb) < 32) then
2539 begin
2540 Rb := Max(Rw div 2 - 16, 0);
2541 Gb := Max(Gw div 2 - 16, 0);
2542 Bb := Max(Bw div 2 - 16, 0);
2543 end;
2544 end;
2545 4: // custom textured bubble
2546 begin
2547 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2548 if FDirection = TDirection.D_RIGHT then
2549 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2550 else
2551 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2552 Exit;
2553 end;
2554 end;
2556 // Outer borders
2557 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2558 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2559 // Inner box
2560 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2562 // Tail
2563 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2564 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2565 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);
2566 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);
2567 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);
2568 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);
2570 // Dots
2571 Dot := 6;
2572 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2573 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2574 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2575 end;
2577 procedure TPlayer.Draw();
2578 var
2579 ID: DWORD;
2580 w, h: Word;
2581 dr: Boolean;
2582 Mirror: TMirrorType;
2583 fX, fY, fSlope: Integer;
2584 begin
2585 FObj.lerp(gLerpFactor, fX, fY);
2586 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2588 if FAlive then
2589 begin
2590 if Direction = TDirection.D_RIGHT then
2591 Mirror := TMirrorType.None
2592 else
2593 Mirror := TMirrorType.Horizontal;
2595 if FPunchAnim <> nil then
2596 begin
2597 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2598 fY+fSlope+FObj.Rect.Y-11, Mirror);
2599 if FPunchAnim.played then
2600 begin
2601 FPunchAnim.Free;
2602 FPunchAnim := nil;
2603 end;
2604 end;
2606 if (FPowerups[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2607 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2608 begin
2609 e_GetTextureSize(ID, @w, @h);
2610 if FDirection = TDirection.D_LEFT then
2611 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2612 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2613 else
2614 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2615 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2616 end;
2618 if FPowerups[MR_INVIS] > gTime then
2619 begin
2620 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2621 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2622 begin
2623 if (FPowerups[MR_INVIS] - gTime) <= 2100 then
2624 dr := not Odd((FPowerups[MR_INVIS] - gTime) div 300)
2625 else
2626 dr := True;
2627 if dr then
2628 FModel.Draw(fX, fY+fSlope, 200)
2629 else
2630 FModel.Draw(fX, fY+fSlope);
2631 end
2632 else
2633 FModel.Draw(fX, fY+fSlope, 255);
2634 end
2635 else
2636 FModel.Draw(fX, fY+fSlope);
2637 end;
2639 if g_debug_Frames then
2640 begin
2641 e_DrawQuad(FObj.X+FObj.Rect.X,
2642 FObj.Y+FObj.Rect.Y,
2643 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2644 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2645 0, 255, 0);
2646 end;
2648 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2649 if (FPowerups[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2650 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2651 DrawBubble();
2652 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2653 if gAimLine and alive and
2654 ((Self = gPlayer1) or (Self = gPlayer2)) then
2655 DrawAim();
2656 end;
2659 procedure TPlayer.DrawAim();
2660 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2661 var
2662 ex, ey: Integer;
2663 begin
2665 {$IFDEF ENABLE_HOLMES}
2666 if isValidViewPort and (self = gPlayer1) then
2667 begin
2668 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2669 end;
2670 {$ENDIF}
2672 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2673 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2674 begin
2675 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2676 end
2677 else
2678 begin
2679 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2680 end;
2681 end;
2683 var
2684 wx, wy, xx, yy: Integer;
2685 angle: SmallInt;
2686 sz, len: Word;
2687 begin
2688 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2689 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2690 angle := FAngle;
2691 len := 1024;
2692 sz := 2;
2693 case FCurrWeap of
2694 0: begin // Punch
2695 len := 12;
2696 sz := 4;
2697 end;
2698 1: begin // Chainsaw
2699 len := 24;
2700 sz := 6;
2701 end;
2702 2: begin // Pistol
2703 len := 1024;
2704 sz := 2;
2705 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2706 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2707 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2708 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2709 end;
2710 3: begin // Shotgun
2711 len := 1024;
2712 sz := 3;
2713 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2714 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2715 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2716 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2717 end;
2718 4: begin // Double Shotgun
2719 len := 1024;
2720 sz := 4;
2721 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2722 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2723 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2724 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2725 end;
2726 5: begin // Chaingun
2727 len := 1024;
2728 sz := 3;
2729 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2730 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2731 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2732 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2733 end;
2734 6: begin // Rocket Launcher
2735 len := 1024;
2736 sz := 7;
2737 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2738 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2739 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2740 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2741 end;
2742 7: begin // Plasmagun
2743 len := 1024;
2744 sz := 5;
2745 if angle = ANGLE_RIGHTUP then Inc(angle);
2746 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2747 if angle = ANGLE_LEFTUP then Dec(angle);
2748 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2749 end;
2750 8: begin // BFG
2751 len := 1024;
2752 sz := 12;
2753 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2754 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2755 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2756 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2757 end;
2758 9: begin // Super Chaingun
2759 len := 1024;
2760 sz := 4;
2761 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2762 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2763 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2764 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2765 end;
2766 end;
2767 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2768 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2769 {$IF DEFINED(D2F_DEBUG)}
2770 drawCast(sz, wx, wy, xx, yy);
2771 {$ELSE}
2772 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2773 {$ENDIF}
2774 end;
2776 procedure TPlayer.DrawGUI();
2777 var
2778 ID: DWORD;
2779 X, Y, SY, a, p, m: Integer;
2780 tw, th: Word;
2781 cw, ch: Byte;
2782 s: string;
2783 stat: TPlayerStatArray;
2784 begin
2785 X := gPlayerScreenSize.X;
2786 SY := gPlayerScreenSize.Y;
2787 Y := 0;
2789 if gShowScore and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2790 begin
2791 if gGameSettings.GameMode = GM_CTF then
2792 a := 32 + 8
2793 else
2794 a := 0;
2795 if gGameSettings.GameMode = GM_CTF then
2796 begin
2797 s := 'TEXTURE_PLAYER_REDFLAG';
2798 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2799 s := 'TEXTURE_PLAYER_REDFLAG_S';
2800 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2801 s := 'TEXTURE_PLAYER_REDFLAG_D';
2802 if g_Texture_Get(s, ID) then
2803 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2804 end;
2806 s := IntToStr(gTeamStat[TEAM_RED].Score);
2807 e_CharFont_GetSize(gMenuFont, s, tw, th);
2808 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2810 if gGameSettings.GameMode = GM_CTF then
2811 begin
2812 s := 'TEXTURE_PLAYER_BLUEFLAG';
2813 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2814 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2815 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2816 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2817 if g_Texture_Get(s, ID) then
2818 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2819 end;
2821 s := IntToStr(gTeamStat[TEAM_BLUE].Score);
2822 e_CharFont_GetSize(gMenuFont, s, tw, th);
2823 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2824 end;
2826 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2827 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2828 0, False, False);
2830 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2831 e_Draw(ID, X+2, Y, 0, True, False);
2833 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2834 begin
2835 if gShowStat then
2836 begin
2837 s := IntToStr(Frags);
2838 e_CharFont_GetSize(gMenuFont, s, tw, th);
2839 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2841 s := '';
2842 p := 1;
2843 m := 0;
2844 stat := g_Player_GetStats();
2845 if stat <> nil then
2846 begin
2847 p := 1;
2849 for a := 0 to High(stat) do
2850 if stat[a].Name <> Name then
2851 begin
2852 if stat[a].Frags > m then m := stat[a].Frags;
2853 if stat[a].Frags > Frags then p := p+1;
2854 end;
2855 end;
2857 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2858 if Frags >= m then s := s+'+' else s := s+'-';
2859 s := s+IntToStr(Abs(Frags-m));
2861 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2862 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2863 end;
2865 if gLMSRespawn > LMS_RESPAWN_NONE then
2866 begin
2867 s := _lc[I_GAME_WARMUP];
2868 e_CharFont_GetSize(gMenuFont, s, tw, th);
2869 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2870 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2871 end
2872 else if gShowLives and (gGameSettings.MaxLives > 0) then
2873 begin
2874 s := IntToStr(Lives);
2875 e_CharFont_GetSize(gMenuFont, s, tw, th);
2876 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2877 end;
2878 end;
2880 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2881 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2883 if R_BERSERK in FInventory
2884 then e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2885 else e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2887 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2888 e_Draw(ID, X+36, Y+77, 0, True, False);
2890 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2891 e_CharFont_GetSize(gMenuFont, s, tw, th);
2892 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2894 s := IntToStr(FArmor);
2895 e_CharFont_GetSize(gMenuFont, s, tw, th);
2896 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2898 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2900 case FCurrWeap of
2901 WEAPON_IRONFIST:
2902 begin
2903 s := '--';
2904 ID := gItemsTexturesID[ITEM_WEAPON_IRONFIST];
2905 end;
2906 WEAPON_SAW:
2907 begin
2908 s := '--';
2909 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2910 end;
2911 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2912 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2913 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2914 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2915 WEAPON_SUPERCHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_SUPERCHAINGUN];
2916 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2917 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2918 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2919 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2920 end;
2922 e_CharFont_GetSize(gMenuFont, s, tw, th);
2923 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2924 e_Draw(ID, X+20, Y+160, 0, True, False);
2926 if R_KEY_RED in FInventory then
2927 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2929 if R_KEY_GREEN in FInventory then
2930 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2932 if R_KEY_BLUE in FInventory then
2933 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2935 if FJetFuel > 0 then
2936 begin
2937 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2938 e_Draw(ID, X+2, Y+116, 0, True, False);
2939 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2940 e_Draw(ID, X+2, Y+126, 0, True, False);
2941 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2942 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2943 end
2944 else
2945 begin
2946 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2947 e_Draw(ID, X+2, Y+124, 0, True, False);
2948 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2949 end;
2951 if gShowPing and g_Game_IsClient then
2952 begin
2953 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2954 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2955 Y := Y + 16;
2956 end;
2958 if FSpectator then
2959 begin
2960 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2961 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2962 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2963 if FNoRespawn then
2964 begin
2965 e_TextureFontGetSize(gStdFont, cw, ch);
2966 s := _lc[I_PLAYER_SPECT4];
2967 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2968 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2969 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2970 end;
2972 end;
2973 end;
2975 procedure TPlayer.DrawOverlay();
2976 var
2977 dr: Boolean;
2978 begin
2979 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2980 if (FPowerups[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2981 begin
2982 if (FPowerups[MR_INVUL]-gTime) <= 2100 then
2983 dr := not Odd((FPowerups[MR_INVUL]-gTime) div 300)
2984 else
2985 dr := True;
2987 if dr then
2988 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2989 191, 191, 191, 0, TBlending.Invert);
2990 end;
2992 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2993 if FPowerups[MR_SUIT] >= gTime then
2994 begin
2995 if (FPowerups[MR_SUIT]-gTime) <= 2100 then
2996 dr := not Odd((FPowerups[MR_SUIT]-gTime) div 300)
2997 else
2998 dr := True;
3000 if dr then
3001 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
3002 0, 96, 0, 200, TBlending.None);
3003 end;
3005 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
3006 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
3007 begin
3008 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
3009 255, 0, 0, 200, TBlending.None);
3010 end;
3011 end;
3013 procedure TPlayer.DrawPain();
3014 var
3015 a, h: Integer;
3016 begin
3017 if FPain = 0 then Exit;
3019 a := FPain;
3021 if a < 15 then h := 0
3022 else if a < 35 then h := 1
3023 else if a < 55 then h := 2
3024 else if a < 75 then h := 3
3025 else if a < 95 then h := 4
3026 else h := 5;
3028 //if a > 255 then a := 255;
3030 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
3031 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
3032 end;
3034 procedure TPlayer.DrawPickup();
3035 var
3036 a, h: Integer;
3037 begin
3038 if FPickup = 0 then Exit;
3040 a := FPickup;
3042 if a < 15 then h := 1
3043 else if a < 35 then h := 2
3044 else if a < 55 then h := 3
3045 else if a < 75 then h := 4
3046 else h := 5;
3048 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
3049 end;
3051 procedure TPlayer.DoPunch();
3052 var
3053 id: DWORD;
3054 st: String;
3055 begin
3056 if FPunchAnim <> nil then begin
3057 FPunchAnim.reset();
3058 FPunchAnim.Free;
3059 FPunchAnim := nil;
3060 end;
3061 st := 'FRAMES_PUNCH';
3062 if R_BERSERK in FInventory then
3063 st := st + '_BERSERK';
3064 if FKeys[KEY_UP].Pressed then
3065 st := st + '_UP'
3066 else if FKeys[KEY_DOWN].Pressed then
3067 st := st + '_DN';
3068 g_Frames_Get(id, st);
3069 FPunchAnim := TAnimation.Create(id, False, 1);
3070 end;
3072 procedure TPlayer.Fire();
3073 var
3074 f, DidFire: Boolean;
3075 wx, wy, xd, yd: Integer;
3076 locobj: TObj;
3077 begin
3078 if g_Game_IsClient then Exit;
3079 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3080 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3082 if FSpectator then
3083 begin
3084 Respawn(False);
3085 Exit;
3086 end;
3088 if FReloading[FCurrWeap] <> 0 then Exit;
3090 DidFire := False;
3092 f := False;
3093 wx := FObj.X+WEAPONPOINT[FDirection].X;
3094 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3095 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3096 yd := wy+firediry();
3098 case FCurrWeap of
3099 WEAPON_IRONFIST:
3100 begin
3101 DoPunch();
3102 if R_BERSERK in FInventory then
3103 begin
3104 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3105 locobj.X := FObj.X+FObj.Rect.X;
3106 locobj.Y := FObj.Y+FObj.Rect.Y;
3107 locobj.rect.X := 0;
3108 locobj.rect.Y := 0;
3109 locobj.rect.Width := 39;
3110 locobj.rect.Height := 52;
3111 locobj.Vel.X := (xd-wx) div 2;
3112 locobj.Vel.Y := (yd-wy) div 2;
3113 locobj.Accel.X := xd-wx;
3114 locobj.Accel.y := yd-wy;
3116 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3117 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3118 else
3119 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3121 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3122 end
3123 else
3124 begin
3125 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3126 end;
3128 DidFire := True;
3129 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3130 end;
3132 WEAPON_SAW:
3133 begin
3134 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3135 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3136 begin
3137 FSawSoundSelect.Stop();
3138 FSawSound.Stop();
3139 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3140 end
3141 else if not FSawSoundHit.IsPlaying() then
3142 begin
3143 FSawSoundSelect.Stop();
3144 FSawSound.PlayAt(FObj.X, FObj.Y);
3145 end;
3147 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3148 DidFire := True;
3149 f := True;
3150 end;
3152 WEAPON_PISTOL:
3153 if FAmmo[A_BULLETS] > 0 then
3154 begin
3155 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3156 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3157 Dec(FAmmo[A_BULLETS]);
3158 FFireAngle := FAngle;
3159 f := True;
3160 DidFire := True;
3161 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3162 GameVelX, GameVelY-2, SHELL_BULLET);
3163 end;
3165 WEAPON_SHOTGUN1:
3166 if FAmmo[A_SHELLS] > 0 then
3167 begin
3168 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3169 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3170 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3171 Dec(FAmmo[A_SHELLS]);
3172 FFireAngle := FAngle;
3173 f := True;
3174 DidFire := True;
3175 FShellTimer := 10;
3176 FShellType := SHELL_SHELL;
3177 end;
3179 WEAPON_SHOTGUN2:
3180 if FAmmo[A_SHELLS] >= 2 then
3181 begin
3182 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3183 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3184 Dec(FAmmo[A_SHELLS], 2);
3185 FFireAngle := FAngle;
3186 f := True;
3187 DidFire := True;
3188 FShellTimer := 13;
3189 FShellType := SHELL_DBLSHELL;
3190 end;
3192 WEAPON_CHAINGUN:
3193 if FAmmo[A_BULLETS] > 0 then
3194 begin
3195 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3196 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3197 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3198 Dec(FAmmo[A_BULLETS]);
3199 FFireAngle := FAngle;
3200 f := True;
3201 DidFire := True;
3202 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3203 GameVelX, GameVelY-2, SHELL_BULLET);
3204 end;
3206 WEAPON_ROCKETLAUNCHER:
3207 if FAmmo[A_ROCKETS] > 0 then
3208 begin
3209 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3210 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3211 Dec(FAmmo[A_ROCKETS]);
3212 FFireAngle := FAngle;
3213 f := True;
3214 DidFire := True;
3215 end;
3217 WEAPON_PLASMA:
3218 if FAmmo[A_CELLS] > 0 then
3219 begin
3220 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3221 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3222 Dec(FAmmo[A_CELLS]);
3223 FFireAngle := FAngle;
3224 f := True;
3225 DidFire := True;
3226 end;
3228 WEAPON_BFG:
3229 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3230 begin
3231 FBFGFireCounter := 17;
3232 if not FNoReload then
3233 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3234 Dec(FAmmo[A_CELLS], 40);
3235 DidFire := True;
3236 end;
3238 WEAPON_SUPERCHAINGUN:
3239 if FAmmo[A_SHELLS] > 0 then
3240 begin
3241 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3242 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3243 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3244 Dec(FAmmo[A_SHELLS]);
3245 FFireAngle := FAngle;
3246 f := True;
3247 DidFire := True;
3248 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3249 GameVelX, GameVelY-2, SHELL_SHELL);
3250 end;
3252 WEAPON_FLAMETHROWER:
3253 if FAmmo[A_FUEL] > 0 then
3254 begin
3255 g_Weapon_flame(wx, wy, xd, yd, FUID);
3256 FlamerOn;
3257 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3258 Dec(FAmmo[A_FUEL]);
3259 FFireAngle := FAngle;
3260 f := True;
3261 DidFire := True;
3262 end
3263 else
3264 begin
3265 FlamerOff;
3266 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3267 end;
3268 end;
3270 if g_Game_IsNet then
3271 begin
3272 if DidFire then
3273 begin
3274 if FCurrWeap <> WEAPON_BFG then
3275 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3276 else
3277 if not FNoReload then
3278 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3279 end;
3281 MH_SEND_PlayerStats(FUID);
3282 end;
3284 if not f then Exit;
3286 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3287 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3288 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3289 end;
3291 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3292 begin
3293 case Weapon of
3294 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3295 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERCHAINGUN: Result := FAmmo[A_SHELLS];
3296 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3297 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3298 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3299 else Result := 0;
3300 end;
3301 end;
3303 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3304 begin
3305 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3306 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3307 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3308 end;
3310 procedure TPlayer.FlamerOn;
3311 begin
3312 FFlameSoundOff.Stop();
3313 FFlameSoundOff.SetPosition(0);
3314 if FFlaming then
3315 begin
3316 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3317 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3318 end
3319 else
3320 begin
3321 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3322 FFlaming := True;
3323 end;
3324 end;
3326 procedure TPlayer.FlamerOff;
3327 begin
3328 if FFlaming then
3329 begin
3330 FFlameSoundOn.Stop();
3331 FFlameSoundOn.SetPosition(0);
3332 FFlameSoundWork.Stop();
3333 FFlameSoundWork.SetPosition(0);
3334 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3335 FFlaming := False;
3336 end;
3337 end;
3339 procedure TPlayer.JetpackOn;
3340 begin
3341 FJetSoundFly.Stop;
3342 FJetSoundOff.Stop;
3343 FJetSoundOn.SetPosition(0);
3344 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3345 FlySmoke(8);
3346 end;
3348 procedure TPlayer.JetpackOff;
3349 begin
3350 FJetSoundFly.Stop;
3351 FJetSoundOn.Stop;
3352 FJetSoundOff.SetPosition(0);
3353 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3354 end;
3356 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3357 begin
3358 if Timeout <= 0 then
3359 exit;
3360 if (FPowerups[MR_SUIT] > gTime) or (FPowerups[MR_INVUL] > gTime) then
3361 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3362 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3363 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3364 if FFireTime <= 0 then
3365 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3366 FFireTime := Timeout;
3367 FFireAttacker := Attacker;
3368 if g_Game_IsNet and g_Game_IsServer then
3369 MH_SEND_PlayerStats(FUID);
3370 end;
3372 procedure TPlayer.Jump();
3373 begin
3374 if gFly or FJetpack then
3375 begin
3376 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3377 if FObj.Vel.Y > -VEL_FLY then
3378 FObj.Vel.Y := FObj.Vel.Y - 3;
3379 if FJetpack then
3380 begin
3381 if FJetFuel > 0 then
3382 Dec(FJetFuel);
3383 if (FJetFuel < 1) and g_Game_IsServer then
3384 begin
3385 FJetpack := False;
3386 JetpackOff;
3387 if g_Game_IsNet then
3388 MH_SEND_PlayerStats(FUID);
3389 end;
3390 end;
3391 Exit;
3392 end;
3394 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3395 if FGhost then
3396 FCanJetpack := False;
3398 // Ïðûãàåì èëè âñïëûâàåì:
3399 if (CollideLevel(0, 1) or
3400 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3401 PLAYER_RECT.Height-33, PANEL_STEP, False)
3402 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3403 begin
3404 FObj.Vel.Y := -VEL_JUMP;
3405 FCanJetpack := False;
3406 end
3407 else
3408 begin
3409 if BodyInLiquid(0, 0) then
3410 FObj.Vel.Y := -VEL_SW
3411 else if (FJetFuel > 0) and FCanJetpack and
3412 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3413 begin
3414 FJetpack := True;
3415 JetpackOn;
3416 if g_Game_IsNet then
3417 MH_SEND_PlayerStats(FUID);
3418 end;
3419 end;
3420 end;
3422 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3423 var
3424 a, i, k, ab, ar: Byte;
3425 s: String;
3426 mon: TMonster;
3427 plr: TPlayer;
3428 srv, netsrv: Boolean;
3429 DoFrags: Boolean;
3430 OldLR: Byte;
3431 KP: TPlayer;
3432 it: PItem;
3434 procedure PushItem(t: Byte);
3435 var
3436 id: DWORD;
3437 begin
3438 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3439 it := g_Items_ByIdx(id);
3440 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3441 begin
3442 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3443 (FObj.Vel.Y div 2)-Random(9));
3444 it.positionChanged(); // this updates spatial accelerators
3445 end
3446 else
3447 begin
3448 if KillType = K_HARDKILL then // -5..+5; -5..0
3449 begin
3450 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3451 (FObj.Vel.Y div 2)-Random(6));
3452 end
3453 else // -3..+3; -3..0
3454 begin
3455 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3456 (FObj.Vel.Y div 2)-Random(4));
3457 end;
3458 it.positionChanged(); // this updates spatial accelerators
3459 end;
3461 if g_Game_IsNet and g_Game_IsServer then
3462 MH_SEND_ItemSpawn(True, id);
3463 end;
3465 begin
3466 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3467 Srv := g_Game_IsServer;
3468 Netsrv := g_Game_IsServer and g_Game_IsNet;
3469 if Srv then FDeath := FDeath + 1;
3470 if FAlive then
3471 begin
3472 if FGhost then
3473 FGhost := False;
3474 if not FPhysics then
3475 FPhysics := True;
3476 FAlive := False;
3477 end;
3478 FShellTimer := -1;
3480 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3481 begin
3482 if FLives > 0 then FLives := FLives - 1;
3483 if FLives = 0 then FNoRespawn := True;
3484 end;
3486 // Íîìåð òèïà ñìåðòè:
3487 a := 1;
3488 case KillType of
3489 K_SIMPLEKILL: a := 1;
3490 K_HARDKILL: a := 2;
3491 K_EXTRAHARDKILL: a := 3;
3492 K_FALLKILL: a := 4;
3493 end;
3495 // Çâóê ñìåðòè:
3496 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3497 for i := 1 to 3 do
3498 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3499 Break;
3501 // Âðåìÿ ðåñïàóíà:
3502 if Srv then
3503 case KillType of
3504 K_SIMPLEKILL:
3505 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3506 K_HARDKILL:
3507 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3508 K_EXTRAHARDKILL, K_FALLKILL:
3509 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3510 end;
3512 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3513 case KillType of
3514 K_SIMPLEKILL:
3515 SetAction(A_DIE1);
3516 K_HARDKILL, K_EXTRAHARDKILL:
3517 SetAction(A_DIE2);
3518 end;
3520 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3521 if (KillType <> K_FALLKILL) and (Srv) then
3522 g_Monsters_killedp();
3524 if SpawnerUID = FUID then
3525 begin // Ñàìîóáèëñÿ
3526 if Srv then
3527 begin
3528 if gGameSettings.GameMode = GM_TDM then
3529 Dec(gTeamStat[FTeam].Score);
3530 if DoFrags or (gGameSettings.GameMode = GM_TDM) then
3531 begin
3532 Dec(FFrags);
3533 FLastFrag := 0;
3534 end;
3535 end;
3536 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3537 end
3538 else
3539 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3540 begin // Óáèò äðóãèì èãðîêîì
3541 KP := g_Player_Get(SpawnerUID);
3542 if (KP <> nil) and Srv then
3543 begin
3544 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3545 if SameTeam(FUID, SpawnerUID) then
3546 begin
3547 Dec(KP.FFrags);
3548 KP.FLastFrag := 0;
3549 end else
3550 begin
3551 Inc(KP.FFrags);
3552 KP.FragCombo();
3553 end;
3555 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3556 Inc(gTeamStat[KP.Team].Score,
3557 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3559 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3560 end;
3562 plr := g_Player_Get(SpawnerUID);
3563 if plr = nil then
3564 s := '?'
3565 else
3566 s := plr.FName;
3568 case KillType of
3569 K_HARDKILL:
3570 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3571 [FName, s]),
3572 gShowKillMsg);
3573 K_EXTRAHARDKILL:
3574 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3575 [FName, s]),
3576 gShowKillMsg);
3577 else
3578 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3579 [FName, s]),
3580 gShowKillMsg);
3581 end;
3582 end
3583 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3584 begin // Óáèò ìîíñòðîì
3585 mon := g_Monsters_ByUID(SpawnerUID);
3586 if mon = nil then
3587 s := '?'
3588 else
3589 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3591 case KillType of
3592 K_HARDKILL:
3593 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3594 [FName, s]),
3595 gShowKillMsg);
3596 K_EXTRAHARDKILL:
3597 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3598 [FName, s]),
3599 gShowKillMsg);
3600 else
3601 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3602 [FName, s]),
3603 gShowKillMsg);
3604 end;
3605 end
3606 else // Îñîáûå òèïû ñìåðòè
3607 case t of
3608 HIT_DISCON: ;
3609 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3610 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3611 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3612 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3613 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3614 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3615 end;
3617 if Srv then
3618 begin
3619 // Âûáðîñ îðóæèÿ:
3620 for a := WP_FIRST to WP_LAST do
3621 if FWeapon[a] then
3622 begin
3623 case a of
3624 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3625 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3626 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3627 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3628 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3629 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3630 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3631 WEAPON_SUPERCHAINGUN: i := ITEM_WEAPON_SUPERCHAINGUN;
3632 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3633 else i := 0;
3634 end;
3636 if i <> 0 then
3637 PushItem(i);
3638 end;
3640 // Âûáðîñ ðþêçàêà:
3641 if R_ITEM_BACKPACK in FInventory then
3642 PushItem(ITEM_AMMO_BACKPACK);
3644 // Âûáðîñ ðàêåòíîãî ðàíöà:
3645 if FJetFuel > 0 then
3646 PushItem(ITEM_JETPACK);
3648 // Âûáðîñ êëþ÷åé:
3649 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3650 (not (TGameOption.DM_KEYS in gGameSettings.Options)) then
3651 begin
3652 if R_KEY_RED in FInventory then
3653 PushItem(ITEM_KEY_RED);
3655 if R_KEY_GREEN in FInventory then
3656 PushItem(ITEM_KEY_GREEN);
3658 if R_KEY_BLUE in FInventory then
3659 PushItem(ITEM_KEY_BLUE);
3660 end;
3662 // Âûáðîñ ôëàãà:
3663 DropFlag(KillType = K_FALLKILL);
3664 end;
3666 FCorpse := g_Player_CreateCorpse(Self);
3668 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3669 (gLMSRespawn = LMS_RESPAWN_NONE) then
3670 begin
3671 a := 0;
3672 k := 0;
3673 ar := 0;
3674 ab := 0;
3675 for i := Low(gPlayers) to High(gPlayers) do
3676 begin
3677 if gPlayers[i] = nil then continue;
3678 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3679 begin
3680 Inc(a);
3681 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3682 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3683 k := i;
3684 end;
3685 end;
3687 OldLR := gLMSRespawn;
3688 if (gGameSettings.GameMode = GM_COOP) then
3689 begin
3690 if (a = 0) then
3691 begin
3692 // everyone is dead, restart the map
3693 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3694 if Netsrv then
3695 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3696 gLMSRespawn := LMS_RESPAWN_FINAL;
3697 gLMSRespawnTime := gTime + 5000;
3698 end
3699 else if (a = 1) then
3700 begin
3701 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3702 if (gPlayers[k] = gPlayer1) or
3703 (gPlayers[k] = gPlayer2) then
3704 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3705 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3706 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3707 end;
3708 end
3709 else if (gGameSettings.GameMode = GM_TDM) then
3710 begin
3711 if (ab = 0) and (ar <> 0) then
3712 begin
3713 // blu team ded
3714 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3715 if Netsrv then
3716 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3717 Inc(gTeamStat[TEAM_RED].Score);
3718 gLMSRespawn := LMS_RESPAWN_FINAL;
3719 gLMSRespawnTime := gTime + 5000;
3720 end
3721 else if (ar = 0) and (ab <> 0) then
3722 begin
3723 // red team ded
3724 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3725 if Netsrv then
3726 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3727 Inc(gTeamStat[TEAM_BLUE].Score);
3728 gLMSRespawn := LMS_RESPAWN_FINAL;
3729 gLMSRespawnTime := gTime + 5000;
3730 end
3731 else if (ar = 0) and (ab = 0) then
3732 begin
3733 // everyone ded
3734 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3735 if Netsrv then
3736 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3737 gLMSRespawn := LMS_RESPAWN_FINAL;
3738 gLMSRespawnTime := gTime + 5000;
3739 end;
3740 end
3741 else if (gGameSettings.GameMode = GM_DM) then
3742 begin
3743 if (a = 1) then
3744 begin
3745 if gPlayers[k] <> nil then
3746 with gPlayers[k] do
3747 begin
3748 // survivor is the winner
3749 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3750 if Netsrv then
3751 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3752 Inc(FFrags);
3753 end;
3754 gLMSRespawn := LMS_RESPAWN_FINAL;
3755 gLMSRespawnTime := gTime + 5000;
3756 end
3757 else if (a = 0) then
3758 begin
3759 // everyone is dead, restart the map
3760 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3761 if Netsrv then
3762 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3763 gLMSRespawn := LMS_RESPAWN_FINAL;
3764 gLMSRespawnTime := gTime + 5000;
3765 end;
3766 end;
3767 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3768 begin
3769 if NetMode = NET_SERVER then
3770 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3771 else
3772 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3773 end;
3774 end;
3776 if Netsrv then
3777 begin
3778 MH_SEND_PlayerStats(FUID);
3779 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3780 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3781 end;
3783 if srv and FNoRespawn then Spectate(True);
3784 FWantsInGame := True;
3785 end;
3787 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3788 begin
3789 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3790 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3791 end;
3793 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3794 begin
3795 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3796 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3797 end;
3799 procedure TPlayer.MakeBloodSimple(Count: Word);
3800 begin
3801 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3802 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3803 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3804 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3805 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3806 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3807 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3808 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3809 end;
3811 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3812 begin
3813 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3814 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3815 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3816 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3817 end;
3819 procedure TPlayer.ProcessWeaponAction(Action: Byte);
3820 begin
3821 if g_Game_IsClient then Exit;
3822 case Action of
3823 WP_PREV: PrevWeapon();
3824 WP_NEXT: NextWeapon();
3825 end;
3826 end;
3828 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3829 begin
3830 if g_Game_IsClient then Exit;
3831 if Weapon > High(FWeapon) then Exit;
3832 FNextWeap := FNextWeap or (1 shl Weapon);
3833 end;
3835 procedure TPlayer.resetWeaponQueue ();
3836 begin
3837 FNextWeap := 0;
3838 FNextWeapDelay := 0;
3839 end;
3841 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3842 begin
3843 result := false;
3844 case weapon of
3845 WEAPON_IRONFIST, WEAPON_SAW: result := true;
3846 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERCHAINGUN: result := (FAmmo[A_SHELLS] > 0);
3847 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3848 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3849 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3850 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3851 else result := (weapon < length(FWeapon));
3852 end;
3853 end;
3855 function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean;
3856 begin
3857 result := false;
3858 case weapon of
3859 WEAPON_IRONFIST, WEAPON_SAW: result := true;
3860 WEAPON_SHOTGUN1, WEAPON_SUPERCHAINGUN: result := (FAmmo[A_SHELLS] > 0);
3861 WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1);
3862 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3863 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3864 WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0);
3865 WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40);
3866 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3867 else result := (weapon < length(FWeapon));
3868 end;
3869 end;
3871 function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean;
3872 begin
3873 result := false;
3874 if (weapon > WP_LAST + 1) then
3875 begin
3876 result := false;
3877 exit;
3878 end;
3879 if (FWeapSwitchMode = 1) and not hadWeapon then
3880 result := true
3881 else if (FWeapSwitchMode = 2) then
3882 result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]);
3883 end;
3885 // return 255 for "no switch"
3886 function TPlayer.getNextWeaponIndex (): Byte;
3887 var
3888 i: Word;
3889 wantThisWeapon: array[0..64] of Boolean;
3890 wwc: Integer = 0; //HACK!
3891 dir, cwi: Integer;
3892 begin
3893 result := 255; // default result: "no switch"
3894 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3895 // had weapon cycling on previous frame? remove that flag
3896 if (FNextWeap and $2000) <> 0 then
3897 begin
3898 FNextWeap := FNextWeap and $1FFF;
3899 FNextWeapDelay := 0;
3900 end;
3901 // cycling has priority
3902 if (FNextWeap and $C000) <> 0 then
3903 begin
3904 if (FNextWeap and $8000) <> 0 then
3905 dir := 1
3906 else
3907 dir := -1;
3908 FNextWeap := FNextWeap or $2000; // we need this
3909 if FNextWeapDelay > 0 then
3910 exit; // cooldown time
3911 cwi := FCurrWeap;
3912 for i := 0 to High(FWeapon) do
3913 begin
3914 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3915 if FWeapon[cwi] and maySwitch(cwi) then
3916 begin
3917 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3918 result := Byte(cwi);
3919 FNextWeapDelay := WEAPON_DELAY;
3920 exit;
3921 end;
3922 end;
3923 resetWeaponQueue();
3924 exit;
3925 end;
3926 // no cycling
3927 for i := 0 to High(wantThisWeapon) do
3928 wantThisWeapon[i] := false;
3929 for i := 0 to High(FWeapon) do
3930 if (FNextWeap and (1 shl i)) <> 0 then
3931 begin
3932 wantThisWeapon[i] := true;
3933 Inc(wwc);
3934 end;
3936 // exclude currently selected weapon from the set
3937 wantThisWeapon[FCurrWeap] := false;
3938 // slow down alterations a little
3939 if wwc > 1 then
3940 begin
3941 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3942 // more than one weapon requested, assume "alteration" and check alteration delay
3943 if FNextWeapDelay > 0 then
3944 begin
3945 FNextWeap := 0;
3946 exit;
3947 end; // yeah
3948 end;
3949 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3950 // but clear all counters if no weapon should be switched
3951 if wwc < 1 then
3952 begin
3953 resetWeaponQueue();
3954 exit;
3955 end;
3956 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3957 // try weapons in descending order
3958 for i := High(FWeapon) downto 0 do
3959 begin
3960 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3961 begin
3962 // i found her!
3963 result := Byte(i);
3964 resetWeaponQueue();
3965 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3966 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3967 exit;
3968 end;
3969 end;
3970 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3971 resetWeaponQueue();
3972 end;
3974 procedure TPlayer.RealizeCurrentWeapon();
3975 function switchAllowed (): Boolean;
3976 var
3977 i: Byte;
3978 begin
3979 result := false;
3980 if FBFGFireCounter <> -1 then
3981 exit;
3982 if FTime[T_SWITCH] > gTime then
3983 exit;
3984 for i := WP_FIRST to WP_LAST do
3985 if FReloading[i] > 0 then
3986 exit;
3987 result := true;
3988 end;
3990 var
3991 nw: Byte;
3992 begin
3993 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3994 //FNextWeap := FNextWeap and $1FFF;
3995 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3997 if not switchAllowed then
3998 begin
3999 //HACK for weapon cycling
4000 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
4001 exit;
4002 end;
4004 nw := getNextWeaponIndex();
4005 //
4006 if nw = 255 then exit; // don't reset anything here
4007 if nw > High(FWeapon) then
4008 begin
4009 // don't forget to reset queue here!
4010 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
4011 resetWeaponQueue();
4012 exit;
4013 end;
4015 if FWeapon[nw] then
4016 begin
4017 FCurrWeap := nw;
4018 FTime[T_SWITCH] := gTime+156;
4019 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
4020 FModel.SetWeapon(FCurrWeap);
4021 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
4022 end;
4023 end;
4025 procedure TPlayer.NextWeapon();
4026 begin
4027 if g_Game_IsClient then Exit;
4028 FNextWeap := $8000;
4029 end;
4031 procedure TPlayer.PrevWeapon();
4032 begin
4033 if g_Game_IsClient then Exit;
4034 FNextWeap := $4000;
4035 end;
4037 procedure TPlayer.SetWeapon(W: Byte);
4038 begin
4039 if FCurrWeap <> W then
4040 if W = WEAPON_SAW then
4041 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
4043 FCurrWeap := W;
4044 FModel.SetWeapon(CurrWeap);
4045 resetWeaponQueue();
4046 end;
4048 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
4049 var
4050 a: Boolean;
4051 switchWeapon: Byte = 255;
4052 hadWeapon: Boolean = False;
4053 begin
4054 Result := False;
4055 if g_Game_IsClient then Exit;
4057 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
4058 a := (TGameOption.WEAPONS_STAY in gGameSettings.Options) and arespawn;
4059 remove := not a;
4060 case ItemType of
4061 ITEM_MEDKIT_SMALL:
4062 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4063 begin
4064 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
4065 Result := True;
4066 remove := True;
4067 FFireTime := 0;
4068 if gFlash = 2 then Inc(FPickup, 5);
4069 end;
4071 ITEM_MEDKIT_LARGE:
4072 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4073 begin
4074 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
4075 Result := True;
4076 remove := True;
4077 FFireTime := 0;
4078 if gFlash = 2 then Inc(FPickup, 5);
4079 end;
4081 ITEM_ARMOR_GREEN:
4082 if FArmor < PLAYER_AP_SOFT then
4083 begin
4084 FArmor := PLAYER_AP_SOFT;
4085 Result := True;
4086 remove := True;
4087 if gFlash = 2 then Inc(FPickup, 5);
4088 end;
4090 ITEM_ARMOR_BLUE:
4091 if FArmor < PLAYER_AP_LIMIT then
4092 begin
4093 FArmor := PLAYER_AP_LIMIT;
4094 Result := True;
4095 remove := True;
4096 if gFlash = 2 then Inc(FPickup, 5);
4097 end;
4099 ITEM_SPHERE_BLUE:
4100 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4101 begin
4102 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4103 Result := True;
4104 remove := True;
4105 FFireTime := 0;
4106 if gFlash = 2 then Inc(FPickup, 5);
4107 end;
4109 ITEM_SPHERE_WHITE:
4110 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4111 begin
4112 if FHealth < PLAYER_HP_LIMIT then
4113 FHealth := PLAYER_HP_LIMIT;
4114 if FArmor < PLAYER_AP_LIMIT then
4115 FArmor := PLAYER_AP_LIMIT;
4116 Result := True;
4117 remove := True;
4118 FFireTime := 0;
4119 if gFlash = 2 then Inc(FPickup, 5);
4120 end;
4122 ITEM_WEAPON_SAW:
4123 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4124 begin
4125 hadWeapon := FWeapon[WEAPON_SAW];
4126 switchWeapon := WEAPON_SAW;
4127 FWeapon[WEAPON_SAW] := True;
4128 Result := True;
4129 if gFlash = 2 then Inc(FPickup, 5);
4130 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4131 end;
4133 ITEM_WEAPON_SHOTGUN1:
4134 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4135 begin
4136 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4137 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4138 hadWeapon := FWeapon[WEAPON_SHOTGUN1];
4139 switchWeapon := WEAPON_SHOTGUN1;
4140 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4141 FWeapon[WEAPON_SHOTGUN1] := True;
4142 Result := True;
4143 if gFlash = 2 then Inc(FPickup, 5);
4144 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4145 end;
4147 ITEM_WEAPON_SHOTGUN2:
4148 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4149 begin
4150 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4151 hadWeapon := FWeapon[WEAPON_SHOTGUN2];
4152 switchWeapon := WEAPON_SHOTGUN2;
4153 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4154 FWeapon[WEAPON_SHOTGUN2] := True;
4155 Result := True;
4156 if gFlash = 2 then Inc(FPickup, 5);
4157 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4158 end;
4160 ITEM_WEAPON_CHAINGUN:
4161 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4162 begin
4163 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4164 hadWeapon := FWeapon[WEAPON_CHAINGUN];
4165 switchWeapon := WEAPON_CHAINGUN;
4166 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4167 FWeapon[WEAPON_CHAINGUN] := True;
4168 Result := True;
4169 if gFlash = 2 then Inc(FPickup, 5);
4170 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4171 end;
4173 ITEM_WEAPON_ROCKETLAUNCHER:
4174 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4175 begin
4176 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4177 switchWeapon := WEAPON_ROCKETLAUNCHER;
4178 hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
4179 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4180 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4181 Result := True;
4182 if gFlash = 2 then Inc(FPickup, 5);
4183 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4184 end;
4186 ITEM_WEAPON_PLASMA:
4187 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4188 begin
4189 if a and FWeapon[WEAPON_PLASMA] then Exit;
4190 switchWeapon := WEAPON_PLASMA;
4191 hadWeapon := FWeapon[WEAPON_PLASMA];
4192 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4193 FWeapon[WEAPON_PLASMA] := True;
4194 Result := True;
4195 if gFlash = 2 then Inc(FPickup, 5);
4196 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4197 end;
4199 ITEM_WEAPON_BFG:
4200 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4201 begin
4202 if a and FWeapon[WEAPON_BFG] then Exit;
4203 switchWeapon := WEAPON_BFG;
4204 hadWeapon := FWeapon[WEAPON_BFG];
4205 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4206 FWeapon[WEAPON_BFG] := True;
4207 Result := True;
4208 if gFlash = 2 then Inc(FPickup, 5);
4209 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4210 end;
4212 ITEM_WEAPON_SUPERCHAINGUN:
4213 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERCHAINGUN] then
4214 begin
4215 if a and FWeapon[WEAPON_SUPERCHAINGUN] then Exit;
4216 switchWeapon := WEAPON_SUPERCHAINGUN;
4217 hadWeapon := FWeapon[WEAPON_SUPERCHAINGUN];
4218 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4219 FWeapon[WEAPON_SUPERCHAINGUN] := True;
4220 Result := True;
4221 if gFlash = 2 then Inc(FPickup, 5);
4222 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4223 end;
4225 ITEM_WEAPON_FLAMETHROWER:
4226 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4227 begin
4228 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4229 switchWeapon := WEAPON_FLAMETHROWER;
4230 hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
4231 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4232 FWeapon[WEAPON_FLAMETHROWER] := True;
4233 Result := True;
4234 if gFlash = 2 then Inc(FPickup, 5);
4235 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4236 end;
4238 ITEM_AMMO_BULLETS:
4239 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4240 begin
4241 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4242 Result := True;
4243 remove := True;
4244 if gFlash = 2 then Inc(FPickup, 5);
4245 end;
4247 ITEM_AMMO_BULLETS_BOX:
4248 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4249 begin
4250 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4251 Result := True;
4252 remove := True;
4253 if gFlash = 2 then Inc(FPickup, 5);
4254 end;
4256 ITEM_AMMO_SHELLS:
4257 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4258 begin
4259 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4260 Result := True;
4261 remove := True;
4262 if gFlash = 2 then Inc(FPickup, 5);
4263 end;
4265 ITEM_AMMO_SHELLS_BOX:
4266 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4267 begin
4268 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4269 Result := True;
4270 remove := True;
4271 if gFlash = 2 then Inc(FPickup, 5);
4272 end;
4274 ITEM_AMMO_ROCKET:
4275 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4276 begin
4277 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4278 Result := True;
4279 remove := True;
4280 if gFlash = 2 then Inc(FPickup, 5);
4281 end;
4283 ITEM_AMMO_ROCKET_BOX:
4284 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4285 begin
4286 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4287 Result := True;
4288 remove := True;
4289 if gFlash = 2 then Inc(FPickup, 5);
4290 end;
4292 ITEM_AMMO_CELL:
4293 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4294 begin
4295 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4296 Result := True;
4297 remove := True;
4298 if gFlash = 2 then Inc(FPickup, 5);
4299 end;
4301 ITEM_AMMO_CELL_BIG:
4302 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4303 begin
4304 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4305 Result := True;
4306 remove := True;
4307 if gFlash = 2 then Inc(FPickup, 5);
4308 end;
4310 ITEM_AMMO_FUELCAN:
4311 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4312 begin
4313 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4314 Result := True;
4315 remove := True;
4316 if gFlash = 2 then Inc(FPickup, 5);
4317 end;
4319 ITEM_AMMO_BACKPACK:
4320 if not(R_ITEM_BACKPACK in FInventory) or
4321 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4322 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4323 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4324 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4325 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4326 begin
4327 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4328 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4329 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4330 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4331 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4333 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4334 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4335 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4336 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4337 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4338 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4339 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4340 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4341 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4342 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4344 FInventory += [R_ITEM_BACKPACK];
4345 Result := True;
4346 remove := True;
4347 if gFlash = 2 then FPickup += 5;
4348 end;
4350 ITEM_KEY_RED:
4351 if not(R_KEY_RED in FInventory) then
4352 begin
4353 FInventory += [R_KEY_RED];
4354 Result := True;
4355 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4356 if gFlash = 2 then Inc(FPickup, 5);
4357 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4358 end;
4360 ITEM_KEY_GREEN:
4361 if not(R_KEY_GREEN in FInventory) then
4362 begin
4363 FInventory += [R_KEY_GREEN];
4364 Result := True;
4365 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4366 if gFlash = 2 then Inc(FPickup, 5);
4367 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4368 end;
4370 ITEM_KEY_BLUE:
4371 if not(R_KEY_BLUE in FInventory) then
4372 begin
4373 FInventory += [R_KEY_BLUE];
4374 Result := True;
4375 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4376 if gFlash = 2 then Inc(FPickup, 5);
4377 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4378 end;
4380 ITEM_SUIT:
4381 if FPowerups[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4382 begin
4383 FPowerups[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4384 Result := True;
4385 remove := True;
4386 FFireTime := 0;
4387 if gFlash = 2 then Inc(FPickup, 5);
4388 end;
4390 ITEM_OXYGEN:
4391 if FAir < AIR_MAX then
4392 begin
4393 FAir := AIR_MAX;
4394 Result := True;
4395 remove := True;
4396 if gFlash = 2 then Inc(FPickup, 5);
4397 end;
4399 ITEM_MEDKIT_BLACK:
4400 begin
4401 if not (R_BERSERK in FInventory) then
4402 begin
4403 FInventory += [R_BERSERK];
4404 if (FBFGFireCounter = -1) then
4405 begin
4406 FCurrWeap := WEAPON_IRONFIST;
4407 resetWeaponQueue();
4408 FModel.SetWeapon(WEAPON_IRONFIST);
4409 end;
4410 if gFlash <> 0 then
4411 begin
4412 FPain += 100;
4413 if gFlash = 2 then Inc(FPickup, 5);
4414 end;
4415 FBerserk := gTime+30000;
4416 Result := True;
4417 remove := True;
4418 FFireTime := 0;
4419 end;
4420 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4421 begin
4422 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4423 FBerserk := gTime+30000;
4424 Result := True;
4425 remove := True;
4426 FFireTime := 0;
4427 end;
4428 end;
4430 ITEM_INVUL:
4431 if FPowerups[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4432 begin
4433 FPowerups[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4434 FSpawnInvul := 0;
4435 Result := True;
4436 remove := True;
4437 if gFlash = 2 then Inc(FPickup, 5);
4438 end;
4440 ITEM_BOTTLE:
4441 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4442 begin
4443 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4444 Result := True;
4445 remove := True;
4446 FFireTime := 0;
4447 if gFlash = 2 then Inc(FPickup, 5);
4448 end;
4450 ITEM_HELMET:
4451 if FArmor < PLAYER_AP_LIMIT then
4452 begin
4453 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4454 Result := True;
4455 remove := True;
4456 if gFlash = 2 then Inc(FPickup, 5);
4457 end;
4459 ITEM_JETPACK:
4460 if FJetFuel < JET_MAX then
4461 begin
4462 FJetFuel := JET_MAX;
4463 Result := True;
4464 remove := True;
4465 if gFlash = 2 then Inc(FPickup, 5);
4466 end;
4468 ITEM_INVIS:
4469 if FPowerups[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4470 begin
4471 FPowerups[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4472 Result := True;
4473 remove := True;
4474 if gFlash = 2 then Inc(FPickup, 5);
4475 end;
4476 end;
4478 if (shouldSwitch(switchWeapon, hadWeapon)) then
4479 QueueWeaponSwitch(switchWeapon);
4480 end;
4482 procedure TPlayer.Touch();
4483 begin
4484 if not FAlive then
4485 Exit;
4486 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4487 if FIamBot then
4488 begin
4489 // Áðîñèòü ôëàã òîâàðèùó:
4490 if gGameSettings.GameMode = GM_CTF then
4491 DropFlag();
4492 end;
4493 end;
4495 procedure TPlayer.Push(vx, vy: Integer);
4496 begin
4497 if (not FPhysics) and FGhost then
4498 Exit;
4499 FObj.Accel.X := FObj.Accel.X + vx;
4500 FObj.Accel.Y := FObj.Accel.Y + vy;
4501 if g_Game_IsNet and g_Game_IsServer then
4502 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4503 end;
4505 procedure TPlayer.Reset(Force: Boolean);
4506 begin
4507 if Force then
4508 FAlive := False;
4510 FSpawned := False;
4511 FTime[T_RESPAWN] := 0;
4512 FTime[T_FLAGCAP] := 0;
4513 FGodMode := False;
4514 FNoTarget := False;
4515 FNoReload := False;
4516 FFrags := 0;
4517 FLastFrag := 0;
4518 FComboEvnt := -1;
4519 FKills := 0;
4520 FMonsterKills := 0;
4521 FDeath := 0;
4522 FSecrets := 0;
4523 FSpawnInvul := 0;
4524 FCorpse := -1;
4525 FReady := False;
4526 if FNoRespawn then
4527 begin
4528 FSpectator := False;
4529 FGhost := False;
4530 FPhysics := True;
4531 FSpectatePlayer := -1;
4532 FNoRespawn := False;
4533 end;
4534 FLives := gGameSettings.MaxLives;
4536 SetFlag(FLAG_NONE);
4537 end;
4539 procedure TPlayer.SoftReset();
4540 begin
4541 ReleaseKeys();
4543 FDamageBuffer := 0;
4544 FSlopeOld := 0;
4545 FIncCamOld := 0;
4546 FIncCam := 0;
4547 FBFGFireCounter := -1;
4548 FShellTimer := -1;
4549 FPain := 0;
4550 FLastHit := 0;
4551 FLastFrag := 0;
4552 FComboEvnt := -1;
4554 SetFlag(FLAG_NONE);
4555 SetAction(A_STAND, True);
4556 end;
4558 function TPlayer.GetRespawnPoint(): Byte;
4559 var
4560 c: Byte;
4561 begin
4562 Result := 255;
4563 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4565 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4566 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4567 begin
4568 if Self = gPlayer1 then
4569 begin
4570 // player 1 should try to spawn on the player 1 point
4571 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4572 Exit(RESPAWNPOINT_PLAYER1)
4573 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4574 Exit(RESPAWNPOINT_PLAYER2);
4575 end
4576 else if Self = gPlayer2 then
4577 begin
4578 // player 2 should try to spawn on the player 2 point
4579 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4580 Exit(RESPAWNPOINT_PLAYER2)
4581 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4582 Exit(RESPAWNPOINT_PLAYER1);
4583 end
4584 else
4585 begin
4586 // other players randomly pick either the first or the second point
4587 c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
4588 if g_Map_GetPointCount(c) > 0 then
4589 Exit(c);
4590 // try the other one
4591 c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
4592 if g_Map_GetPointCount(c) > 0 then
4593 Exit(c);
4594 end;
4595 end;
4597 // Ìÿñîïîâàë
4598 if gGameSettings.GameMode = GM_DM then
4599 begin
4600 // try DM points first
4601 if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
4602 Exit(RESPAWNPOINT_DM);
4603 end;
4605 // Êîìàíäíûå
4606 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4607 begin
4608 // try team points first
4609 c := RESPAWNPOINT_DM;
4610 if FTeam = TEAM_RED then
4611 c := RESPAWNPOINT_RED
4612 else if FTeam = TEAM_BLUE then
4613 c := RESPAWNPOINT_BLUE;
4614 if g_Map_GetPointCount(c) > 0 then
4615 Exit(c);
4616 end;
4618 // still haven't found a spawnpoint, try random shit
4619 Result := g_Map_GetRandomPointType();
4620 end;
4622 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4623 var
4624 RespawnPoint: TRespawnPoint;
4625 a, b, c: Byte;
4626 Anim: TAnimation;
4627 ID: DWORD;
4628 begin
4629 FSlopeOld := 0;
4630 FIncCamOld := 0;
4631 FIncCam := 0;
4632 FBFGFireCounter := -1;
4633 FShellTimer := -1;
4634 FPain := 0;
4635 FLastHit := 0;
4636 FSpawnInvul := 0;
4637 FCorpse := -1;
4639 if not g_Game_IsServer then
4640 Exit;
4641 if FDummy then
4642 Exit;
4643 FWantsInGame := True;
4644 FJustTeleported := True;
4645 if Force then
4646 begin
4647 FTime[T_RESPAWN] := 0;
4648 FAlive := False;
4649 end;
4650 FNetTime := 0;
4651 // if server changes MaxLives we gotta be ready
4652 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4654 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4655 if FTime[T_RESPAWN] > gTime then
4656 Exit;
4658 // Ïðîñðàë âñå æèçíè:
4659 if FNoRespawn then
4660 begin
4661 if not FSpectator then Spectate(True);
4662 FWantsInGame := True;
4663 Exit;
4664 end;
4666 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4667 begin // "Ñâîÿ èãðà"
4668 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4669 FInventory -= [R_BERSERK];
4670 end
4671 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4672 begin
4673 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4674 FInventory -= [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4675 end;
4677 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4678 c := GetRespawnPoint();
4680 ReleaseKeys();
4681 SetFlag(FLAG_NONE);
4683 // Âîñêðåøåíèå áåç îðóæèÿ:
4684 if not FAlive then
4685 begin
4686 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4687 FArmor := 0;
4688 FAlive := True;
4689 FAir := AIR_DEF;
4690 FJetFuel := 0;
4692 for a := WP_FIRST to WP_LAST do
4693 begin
4694 FWeapon[a] := False;
4695 FReloading[a] := 0;
4696 end;
4698 FWeapon[WEAPON_PISTOL] := True;
4699 FWeapon[WEAPON_IRONFIST] := True;
4700 FCurrWeap := WEAPON_PISTOL;
4701 resetWeaponQueue();
4703 FModel.SetWeapon(FCurrWeap);
4705 for b := A_BULLETS to A_HIGH do
4706 FAmmo[b] := 0;
4708 FAmmo[A_BULLETS] := 50;
4710 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4711 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4712 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4713 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4714 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4716 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4717 (TGameOption.DM_KEYS in gGameSettings.Options) then
4718 FInventory := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4719 else
4720 FInventory := [];
4721 end;
4723 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4724 if not g_Map_GetPoint(c, RespawnPoint) then
4725 begin
4726 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4727 Exit;
4728 end;
4730 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4731 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4732 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4733 FObj.oldX := FObj.X; // don't interpolate after respawn
4734 FObj.oldY := FObj.Y;
4735 FObj.Vel.X := 0;
4736 FObj.Vel.Y := 0;
4737 FObj.Accel.X := 0;
4738 FObj.Accel.Y := 0;
4740 FDirection := RespawnPoint.Direction;
4741 if FDirection = TDirection.D_LEFT then
4742 FAngle := 180
4743 else
4744 FAngle := 0;
4746 SetAction(A_STAND, True);
4747 FModel.Direction := FDirection;
4749 for a := Low(FTime) to High(FTime) do
4750 FTime[a] := 0;
4752 for a := Low(FPowerups) to High(FPowerups) do
4753 FPowerups[a] := 0;
4755 // Respawn invulnerability
4756 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4757 begin
4758 FPowerups[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4759 FSpawnInvul := FPowerups[MR_INVUL];
4760 end;
4762 FDamageBuffer := 0;
4763 FJetpack := False;
4764 FCanJetpack := False;
4765 FFlaming := False;
4766 FFireTime := 0;
4767 FFirePainTime := 0;
4768 FFireAttacker := 0;
4770 // Àíèìàöèÿ âîçðîæäåíèÿ:
4771 if (not gLoadGameMode) and (not Silent) then
4772 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4773 begin
4774 Anim := TAnimation.Create(ID, False, 3);
4775 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4776 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4777 Anim.Free();
4778 end;
4780 FSpectator := False;
4781 FGhost := False;
4782 FPhysics := True;
4783 FSpectatePlayer := -1;
4784 FSpawned := True;
4786 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4787 gPlayer1 := self;
4788 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4789 gPlayer2 := self;
4791 if g_Game_IsNet then
4792 begin
4793 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4794 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4795 if not Silent then
4796 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4797 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4798 0, NET_GFX_TELE);
4799 end;
4800 end;
4802 procedure TPlayer.Spectate(NoMove: Boolean = False);
4803 begin
4804 if FAlive then
4805 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4806 else if (not NoMove) then
4807 begin
4808 GameX := gMapInfo.Width div 2;
4809 GameY := gMapInfo.Height div 2;
4810 end;
4811 FXTo := GameX;
4812 FYTo := GameY;
4814 FAlive := False;
4815 FSpectator := True;
4816 FGhost := True;
4817 FPhysics := False;
4818 FWantsInGame := False;
4819 FSpawned := False;
4820 FCorpse := -1;
4822 if FNoRespawn then
4823 begin
4824 if Self = gPlayer1 then
4825 begin
4826 gSpectLatchPID1 := FUID;
4827 gPlayer1 := nil;
4828 end
4829 else if Self = gPlayer2 then
4830 begin
4831 gSpectLatchPID2 := FUID;
4832 gPlayer2 := nil;
4833 end;
4834 end;
4836 if g_Game_IsNet then
4837 MH_SEND_PlayerStats(FUID);
4838 end;
4840 procedure TPlayer.SwitchNoClip;
4841 begin
4842 if not FAlive then
4843 Exit;
4844 FGhost := not FGhost;
4845 FPhysics := not FGhost;
4846 if FGhost then
4847 begin
4848 FXTo := FObj.X;
4849 FYTo := FObj.Y;
4850 end else
4851 begin
4852 FObj.Accel.X := 0;
4853 FObj.Accel.Y := 0;
4854 end;
4855 end;
4857 procedure TPlayer.Run(Direction: TDirection);
4858 var
4859 a, b: Integer;
4860 begin
4861 if MAX_RUNVEL > 8 then
4862 FlySmoke();
4864 // Áåæèì:
4865 if Direction = TDirection.D_LEFT then
4866 begin
4867 if FObj.Vel.X > -MAX_RUNVEL then
4868 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4869 end
4870 else
4871 if FObj.Vel.X < MAX_RUNVEL then
4872 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4874 // Âîçìîæíî, ïèíàåì êóñêè:
4875 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4876 begin
4877 b := Abs(FObj.Vel.X);
4878 if b > 1 then b := b * (Random(8 div b) + 1);
4879 for a := 0 to High(gGibs) do
4880 begin
4881 if gGibs[a].alive and
4882 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4883 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4884 begin
4885 // Ïèíàåì êóñêè
4886 if FObj.Vel.X < 0 then
4887 begin
4888 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4889 end
4890 else
4891 begin
4892 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4893 end;
4894 gGibs[a].positionChanged(); // this updates spatial accelerators
4895 end;
4896 end;
4897 end;
4899 SetAction(A_WALK);
4900 end;
4902 procedure TPlayer.SeeDown();
4903 begin
4904 SetAction(A_SEEDOWN);
4906 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4908 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4909 end;
4911 procedure TPlayer.SeeUp();
4912 begin
4913 SetAction(A_SEEUP);
4915 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4917 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4918 end;
4920 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4921 var
4922 Prior: Byte;
4923 begin
4924 case Action of
4925 A_WALK: Prior := 3;
4926 A_DIE1: Prior := 5;
4927 A_DIE2: Prior := 5;
4928 A_ATTACK: Prior := 2;
4929 A_SEEUP: Prior := 1;
4930 A_SEEDOWN: Prior := 1;
4931 A_ATTACKUP: Prior := 2;
4932 A_ATTACKDOWN: Prior := 2;
4933 A_PAIN: Prior := 4;
4934 else Prior := 0;
4935 end;
4937 if (Prior > FActionPrior) or Force then
4938 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4939 begin
4940 FActionPrior := Prior;
4941 FActionAnim := Action;
4942 FActionForce := Force;
4943 FActionChanged := True;
4944 end;
4946 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4947 end;
4949 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4950 begin
4951 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4952 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4953 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4954 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4955 end;
4957 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4958 var
4959 Anim: TAnimation;
4960 ID: DWORD;
4961 begin
4962 Result := False;
4964 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4965 begin
4966 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4967 if g_Game_IsServer and g_Game_IsNet then
4968 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4969 Exit;
4970 end;
4972 FJustTeleported := True;
4974 Anim := nil;
4975 if not silent then
4976 begin
4977 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4978 begin
4979 Anim := TAnimation.Create(ID, False, 3);
4980 end;
4982 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4983 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4984 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4985 if g_Game_IsServer and g_Game_IsNet then
4986 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4987 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4988 NET_GFX_TELE);
4989 end;
4991 FObj.X := X-PLAYER_RECT.X;
4992 FObj.Y := Y-PLAYER_RECT.Y;
4993 FObj.oldX := FObj.X; // don't interpolate after respawn
4994 FObj.oldY := FObj.Y;
4995 if FAlive and FGhost then
4996 begin
4997 FXTo := FObj.X;
4998 FYTo := FObj.Y;
4999 end;
5001 if not g_Game_IsNet then
5002 begin
5003 if dir = 1 then
5004 begin
5005 SetDirection(TDirection.D_LEFT);
5006 FAngle := 180;
5007 end
5008 else
5009 if dir = 2 then
5010 begin
5011 SetDirection(TDirection.D_RIGHT);
5012 FAngle := 0;
5013 end
5014 else
5015 if dir = 3 then
5016 begin // îáðàòíîå
5017 if FDirection = TDirection.D_RIGHT then
5018 begin
5019 SetDirection(TDirection.D_LEFT);
5020 FAngle := 180;
5021 end
5022 else
5023 begin
5024 SetDirection(TDirection.D_RIGHT);
5025 FAngle := 0;
5026 end;
5027 end;
5028 end;
5030 if not silent and (Anim <> nil) then
5031 begin
5032 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5033 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
5034 Anim.Free();
5036 if g_Game_IsServer and g_Game_IsNet then
5037 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5038 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
5039 NET_GFX_TELE);
5040 end;
5042 Result := True;
5043 end;
5045 function nonz(a: Single): Single;
5046 begin
5047 if a <> 0 then
5048 Result := a
5049 else
5050 Result := 1;
5051 end;
5053 function TPlayer.refreshCorpse(): Boolean;
5054 var
5055 i: Integer;
5056 begin
5057 Result := False;
5058 FCorpse := -1;
5059 if FAlive or FSpectator then
5060 Exit;
5061 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5062 Exit;
5063 for i := 0 to High(gCorpses) do
5064 if gCorpses[i] <> nil then
5065 if gCorpses[i].FPlayerUID = FUID then
5066 begin
5067 Result := True;
5068 FCorpse := i;
5069 break;
5070 end;
5071 end;
5073 function TPlayer.getCameraObj(): TObj;
5074 begin
5075 if (not FAlive) and (not FSpectator) and
5076 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
5077 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
5078 begin
5079 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
5080 Result := gCorpses[FCorpse].FObj;
5081 end
5082 else
5083 begin
5084 Result := FObj;
5085 end;
5086 end;
5088 procedure TPlayer.PreUpdate();
5089 begin
5090 FSlopeOld := FObj.slopeUpLeft;
5091 FIncCamOld := FIncCam;
5092 FObj.oldX := FObj.X;
5093 FObj.oldY := FObj.Y;
5094 end;
5096 procedure TPlayer.Update();
5097 var
5098 b: Byte;
5099 i, ii, wx, wy, xd, yd, k: Integer;
5100 blockmon, headwater, dospawn: Boolean;
5101 NetServer: Boolean;
5102 AnyServer: Boolean;
5103 SetSpect: Boolean;
5104 begin
5105 NetServer := g_Game_IsNet and g_Game_IsServer;
5106 AnyServer := g_Game_IsServer;
5108 if g_Game_IsClient and (NetInterpLevel > 0) then
5109 DoLerp(NetInterpLevel + 1)
5110 else
5111 if FGhost then
5112 DoLerp(4);
5114 if NetServer then
5115 if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then
5116 begin
5117 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5118 if NetClients[FClientID].Peer^.packetsSent > 0 then
5119 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5120 else
5121 FLoss := 0;
5122 end else
5123 begin
5124 FPing := 0;
5125 FLoss := 0;
5126 end;
5128 if FAlive and (FPunchAnim <> nil) then
5129 FPunchAnim.Update();
5131 if FAlive and (gFly or FJetpack) then
5132 FlySmoke();
5134 if FDirection = TDirection.D_LEFT then
5135 FAngle := 180
5136 else
5137 FAngle := 0;
5139 if FAlive and (not FGhost) then
5140 begin
5141 if FKeys[KEY_UP].Pressed then
5142 SeeUp();
5143 if FKeys[KEY_DOWN].Pressed then
5144 SeeDown();
5145 end;
5147 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5148 (FIncCam <> 0) then
5149 begin
5150 i := g_basic.Sign(FIncCam);
5151 FIncCam := Abs(FIncCam);
5152 DecMin(FIncCam, 5, 0);
5153 FIncCam := FIncCam*i;
5154 end;
5156 if gTime mod (GAME_TICK*2) <> 0 then
5157 begin
5158 if (FObj.Vel.X = 0) and FAlive then
5159 begin
5160 if FKeys[KEY_LEFT].Pressed then
5161 Run(TDirection.D_LEFT);
5162 if FKeys[KEY_RIGHT].Pressed then
5163 Run(TDirection.D_RIGHT);
5164 end;
5166 if FPhysics then
5167 begin
5168 g_Obj_Move(@FObj, True, True, True);
5169 positionChanged(); // this updates spatial accelerators
5170 end;
5172 Exit;
5173 end;
5175 FActionChanged := False;
5177 if FAlive then
5178 begin
5179 // Let alive player do some actions
5180 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5181 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5182 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5183 else
5184 begin
5185 if AnyServer then
5186 begin
5187 FlamerOff;
5188 if NetServer then MH_SEND_PlayerStats(FUID);
5189 end;
5190 end;
5191 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5192 if FKeys[KEY_JUMP].Pressed then Jump()
5193 else
5194 begin
5195 if AnyServer and FJetpack then
5196 begin
5197 FJetpack := False;
5198 JetpackOff;
5199 if NetServer then MH_SEND_PlayerStats(FUID);
5200 end;
5201 FCanJetpack := True;
5202 end;
5203 end
5204 else // Dead
5205 begin
5206 dospawn := False;
5207 if not FGhost then
5208 for k := Low(FKeys) to KEY_CHAT-1 do
5209 begin
5210 if FKeys[k].Pressed then
5211 begin
5212 dospawn := True;
5213 break;
5214 end;
5215 end;
5216 if dospawn then
5217 begin
5218 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5219 Respawn(False)
5220 else // Single
5221 if (FTime[T_RESPAWN] <= gTime) and
5222 gGameOn and (not FAlive) then
5223 begin
5224 if (g_Player_GetCount() > 1) then
5225 Respawn(False)
5226 else
5227 begin
5228 gExit := EXIT_RESTART;
5229 Exit;
5230 end;
5231 end;
5232 end;
5233 // Dead spectator actions
5234 if FGhost then
5235 begin
5236 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5237 if FKeys[KEY_FIRE].Pressed and AnyServer then
5238 begin
5239 if FSpectator then
5240 begin
5241 if (FSpectatePlayer >= High(gPlayers)) then
5242 FSpectatePlayer := -1
5243 else
5244 begin
5245 SetSpect := False;
5246 for I := FSpectatePlayer + 1 to High(gPlayers) do
5247 if gPlayers[I] <> nil then
5248 if gPlayers[I].alive then
5249 if gPlayers[I].UID <> FUID then
5250 begin
5251 FSpectatePlayer := I;
5252 SetSpect := True;
5253 break;
5254 end;
5256 if not SetSpect then FSpectatePlayer := -1;
5257 end;
5259 ReleaseKeys;
5260 end;
5261 end;
5262 end;
5263 end;
5264 // No clipping
5265 if FGhost then
5266 begin
5267 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5268 begin
5269 FYTo := FObj.Y - 32;
5270 FSpectatePlayer := -1;
5271 end;
5272 if FKeys[KEY_DOWN].Pressed then
5273 begin
5274 FYTo := FObj.Y + 32;
5275 FSpectatePlayer := -1;
5276 end;
5277 if FKeys[KEY_LEFT].Pressed then
5278 begin
5279 FXTo := FObj.X - 32;
5280 FSpectatePlayer := -1;
5281 end;
5282 if FKeys[KEY_RIGHT].Pressed then
5283 begin
5284 FXTo := FObj.X + 32;
5285 FSpectatePlayer := -1;
5286 end;
5288 if (FXTo < -64) then
5289 FXTo := -64
5290 else if (FXTo > gMapInfo.Width + 32) then
5291 FXTo := gMapInfo.Width + 32;
5292 if (FYTo < -72) then
5293 FYTo := -72
5294 else if (FYTo > gMapInfo.Height + 32) then
5295 FYTo := gMapInfo.Height + 32;
5296 end;
5298 if FPhysics then
5299 begin
5300 g_Obj_Move(@FObj, True, True, True);
5301 positionChanged(); // this updates spatial accelerators
5302 end
5303 else
5304 begin
5305 FObj.Vel.X := 0;
5306 FObj.Vel.Y := 0;
5307 if FSpectator then
5308 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5309 if gPlayers[FSpectatePlayer] <> nil then
5310 if gPlayers[FSpectatePlayer].alive then
5311 begin
5312 FXTo := gPlayers[FSpectatePlayer].GameX;
5313 FYTo := gPlayers[FSpectatePlayer].GameY;
5314 end;
5315 end;
5317 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5318 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5319 PANEL_BLOCKMON, True);
5320 headwater := HeadInLiquid(0, 0);
5322 // Ñîïðîòèâëåíèå âîçäóõà:
5323 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5324 if FObj.Vel.X <> 0 then
5325 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5327 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5328 DecMin(FPain, 5, 0);
5329 DecMin(FPickup, 1, 0);
5331 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5332 begin
5333 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5334 FPowerups[MR_SUIT] := 0;
5335 FPowerups[MR_INVUL] := 0;
5336 FPowerups[MR_INVIS] := 0;
5337 Kill(K_FALLKILL, 0, HIT_FALL);
5338 end;
5340 i := 9;
5342 if FAlive then
5343 begin
5344 if FCurrWeap = WEAPON_SAW then
5345 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5346 FSawSoundSelect.IsPlaying()) then
5347 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5349 if FJetpack then
5350 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5351 (not FJetSoundOff.IsPlaying()) then
5352 begin
5353 FJetSoundFly.SetPosition(0);
5354 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5355 end;
5357 for b := WP_FIRST to WP_LAST do
5358 if FReloading[b] > 0 then
5359 if FNoReload then
5360 FReloading[b] := 0
5361 else
5362 Dec(FReloading[b]);
5364 if FShellTimer > -1 then
5365 if FShellTimer = 0 then
5366 begin
5367 if FShellType = SHELL_SHELL then
5368 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5369 GameVelX, GameVelY-2, SHELL_SHELL)
5370 else if FShellType = SHELL_DBLSHELL then
5371 begin
5372 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5373 GameVelX+1, GameVelY-2, SHELL_SHELL);
5374 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5375 GameVelX-1, GameVelY-2, SHELL_SHELL);
5376 end;
5377 FShellTimer := -1;
5378 end else Dec(FShellTimer);
5380 if (FBFGFireCounter > -1) then
5381 if FBFGFireCounter = 0 then
5382 begin
5383 if AnyServer then
5384 begin
5385 wx := FObj.X+WEAPONPOINT[FDirection].X;
5386 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5387 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5388 yd := wy+firediry();
5389 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5390 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5391 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5392 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5393 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5394 end;
5396 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5397 FBFGFireCounter := -1;
5398 end else
5399 if FNoReload then
5400 FBFGFireCounter := 0
5401 else
5402 Dec(FBFGFireCounter);
5404 if (FPowerups[MR_SUIT] < gTime) and AnyServer then
5405 begin
5406 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5408 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5409 end;
5411 if (headwater or blockmon) then
5412 begin
5413 Dec(FAir);
5415 if FAir < -9 then
5416 begin
5417 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5418 FAir := 0;
5419 end
5420 else if (FAir mod 31 = 0) and not blockmon then
5421 g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
5422 FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5423 end else if FAir < AIR_DEF then
5424 FAir := AIR_DEF;
5426 if FFireTime > 0 then
5427 begin
5428 if BodyInLiquid(0, 0) then
5429 begin
5430 FFireTime := 0;
5431 FFirePainTime := 0;
5432 end
5433 else if FPowerups[MR_SUIT] >= gTime then
5434 begin
5435 if FPowerups[MR_SUIT] = gTime then
5436 FFireTime := 1;
5437 FFirePainTime := 0;
5438 end
5439 else
5440 begin
5441 OnFireFlame(1);
5442 if FFirePainTime <= 0 then
5443 begin
5444 if g_Game_IsServer then
5445 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5446 FFirePainTime := 12 - FFireTime div 12;
5447 end;
5448 FFirePainTime := FFirePainTime - 1;
5449 FFireTime := FFireTime - 1;
5450 if ((FFireTime mod 33) = 0) and (FPowerups[MR_INVUL] < gTime) then
5451 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5452 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5453 MH_SEND_PlayerStats(FUID);
5454 end;
5455 end;
5457 if FDamageBuffer > 0 then
5458 begin
5459 if FDamageBuffer >= 9 then
5460 begin
5461 SetAction(A_PAIN);
5463 if FDamageBuffer < 30 then i := 9
5464 else if FDamageBuffer < 100 then i := 18
5465 else i := 27;
5466 end;
5468 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5469 FArmor := FArmor-(FDamageBuffer-ii);
5470 FHealth := FHealth-ii;
5471 if FArmor < 0 then
5472 begin
5473 FHealth := FHealth+FArmor;
5474 FArmor := 0;
5475 end;
5477 if AnyServer then
5478 if FHealth <= 0 then
5479 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5480 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5481 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5483 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5484 begin
5485 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5486 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5487 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5488 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5489 end;
5491 FDamageBuffer := 0;
5492 end;
5494 {CollideItem();}
5495 end; // if FAlive then ...
5497 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5498 begin
5499 FModel.ChangeAnimation(FActionAnim, FActionForce);
5500 FModel.GetCurrentAnimation.MinLength := i;
5501 FModel.GetCurrentAnimationMask.MinLength := i;
5502 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5504 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5505 then SetAction(A_STAND, True);
5507 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5509 for b := Low(FKeys) to High(FKeys) do
5510 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5511 end;
5514 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5515 begin
5516 x := FObj.X+PLAYER_RECT.X;
5517 y := FObj.Y+PLAYER_RECT.Y;
5518 w := PLAYER_RECT.Width;
5519 h := PLAYER_RECT.Height;
5520 end;
5523 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5524 begin
5525 if (dx <> 0) or (dy <> 0) then
5526 begin
5527 FObj.X += dx;
5528 FObj.Y += dy;
5529 positionChanged();
5530 end;
5531 end;
5534 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5535 begin
5536 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5537 FObj.Y+PLAYER_RECT.Y,
5538 PLAYER_RECT.Width,
5539 PLAYER_RECT.Height,
5540 X, Y,
5541 Width, Height);
5542 end;
5544 function TPlayer.Collide(Panel: TPanel): Boolean;
5545 begin
5546 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5547 FObj.Y+PLAYER_RECT.Y,
5548 PLAYER_RECT.Width,
5549 PLAYER_RECT.Height,
5550 Panel.X, Panel.Y,
5551 Panel.Width, Panel.Height);
5552 end;
5554 function TPlayer.Collide(X, Y: Integer): Boolean;
5555 begin
5556 X := X-FObj.X-PLAYER_RECT.X;
5557 Y := Y-FObj.Y-PLAYER_RECT.Y;
5558 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5559 (y >= 0) and (y <= PLAYER_RECT.Height);
5560 end;
5562 function g_Player_ExistingName(Name: string): Boolean;
5563 var
5564 a: Integer;
5565 begin
5566 Result := True;
5568 if gPlayers = nil then Exit;
5570 for a := 0 to High(gPlayers) do
5571 if gPlayers[a] <> nil then
5572 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5573 begin
5574 Result := False;
5575 Exit;
5576 end;
5577 end;
5579 procedure TPlayer.SetDirection(Direction: TDirection);
5580 var
5581 d: TDirection;
5582 begin
5583 d := FModel.Direction;
5585 FModel.Direction := Direction;
5586 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5588 FDirection := Direction;
5589 end;
5591 function TPlayer.GetKeys(): Byte;
5592 begin
5593 Result := 0;
5595 if R_KEY_RED in FInventory then Result := Result or KEY_RED;
5596 if R_KEY_GREEN in FInventory then Result := Result or KEY_GREEN;
5597 if R_KEY_BLUE in FInventory then Result := Result or KEY_BLUE;
5599 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5600 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5601 end;
5603 procedure TPlayer.Use();
5604 var
5605 a: Integer;
5606 begin
5607 if FTime[T_USE] > gTime then Exit;
5609 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5610 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5612 for a := 0 to High(gPlayers) do
5613 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5614 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5615 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5616 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5617 begin
5618 gPlayers[a].Touch();
5619 if g_Game_IsNet and g_Game_IsServer then
5620 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5621 end;
5623 FTime[T_USE] := gTime+120;
5624 end;
5626 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5627 var
5628 locObj: TObj;
5629 visible: Boolean = True;
5630 WX, WY, XD, YD: Integer;
5631 begin
5632 WX := X;
5633 WY := Y;
5634 XD := AX;
5635 YD := AY;
5637 case FCurrWeap of
5638 WEAPON_IRONFIST:
5639 begin
5640 visible := False;
5641 DoPunch();
5642 if R_BERSERK in FInventory then
5643 begin
5644 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5645 locobj.X := FObj.X+FObj.Rect.X;
5646 locobj.Y := FObj.Y+FObj.Rect.Y;
5647 locobj.rect.X := 0;
5648 locobj.rect.Y := 0;
5649 locobj.rect.Width := 39;
5650 locobj.rect.Height := 52;
5651 locobj.Vel.X := (xd-wx) div 2;
5652 locobj.Vel.Y := (yd-wy) div 2;
5653 locobj.Accel.X := xd-wx;
5654 locobj.Accel.y := yd-wy;
5656 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5657 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5658 else
5659 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5661 if gFlash = 1 then
5662 if FPain < 50 then
5663 FPain := min(FPain + 25, 50);
5664 end else
5665 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5666 end;
5668 WEAPON_SAW:
5669 begin
5670 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5671 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5672 begin
5673 FSawSoundSelect.Stop();
5674 FSawSound.Stop();
5675 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5676 end
5677 else if not FSawSoundHit.IsPlaying() then
5678 begin
5679 FSawSoundSelect.Stop();
5680 FSawSound.PlayAt(FObj.X, FObj.Y);
5681 end;
5682 end;
5684 WEAPON_PISTOL:
5685 begin
5686 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5687 FFireAngle := FAngle;
5688 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5689 GameVelX, GameVelY-2, SHELL_BULLET);
5690 end;
5692 WEAPON_SHOTGUN1:
5693 begin
5694 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5695 FFireAngle := FAngle;
5696 FShellTimer := 10;
5697 FShellType := SHELL_SHELL;
5698 end;
5700 WEAPON_SHOTGUN2:
5701 begin
5702 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5703 FFireAngle := FAngle;
5704 FShellTimer := 13;
5705 FShellType := SHELL_DBLSHELL;
5706 end;
5708 WEAPON_CHAINGUN:
5709 begin
5710 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5711 FFireAngle := FAngle;
5712 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5713 GameVelX, GameVelY-2, SHELL_BULLET);
5714 end;
5716 WEAPON_ROCKETLAUNCHER:
5717 begin
5718 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5719 FFireAngle := FAngle;
5720 end;
5722 WEAPON_PLASMA:
5723 begin
5724 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5725 FFireAngle := FAngle;
5726 end;
5728 WEAPON_BFG:
5729 begin
5730 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5731 FFireAngle := FAngle;
5732 end;
5734 WEAPON_SUPERCHAINGUN:
5735 begin
5736 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5737 FFireAngle := FAngle;
5738 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5739 GameVelX, GameVelY-2, SHELL_SHELL);
5740 end;
5742 WEAPON_FLAMETHROWER:
5743 begin
5744 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5745 FlamerOn;
5746 FFireAngle := FAngle;
5747 end;
5748 end;
5750 if not visible then Exit;
5752 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5753 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5754 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5755 end;
5757 procedure TPlayer.DoLerp(Level: Integer = 2);
5758 begin
5759 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5760 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5761 end;
5763 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5764 var
5765 AX, AY: Integer;
5766 begin
5767 FXTo := XTo;
5768 FYTo := YTo;
5769 if FJustTeleported or (NetInterpLevel < 1) then
5770 begin
5771 FObj.X := XTo;
5772 FObj.Y := YTo;
5773 if FJustTeleported then
5774 begin
5775 FObj.oldX := FObj.X;
5776 FObj.oldY := FObj.Y;
5777 end;
5778 end
5779 else
5780 begin
5781 AX := Abs(FXTo - FObj.X);
5782 AY := Abs(FYTo - FObj.Y);
5783 if (AX > 32) or (AX <= NetInterpLevel) then
5784 FObj.X := FXTo;
5785 if (AY > 32) or (AY <= NetInterpLevel) then
5786 FObj.Y := FYTo;
5787 end;
5788 end;
5790 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5791 begin
5792 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5793 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5794 PANEL_LIFTUP, False) then Result := -1
5795 else
5796 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5797 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5798 PANEL_LIFTDOWN, False) then Result := 1
5799 else Result := 0;
5800 end;
5802 function TPlayer.GetFlag(Flag: Byte): Boolean;
5803 var
5804 s, ts: String;
5805 evtype, a: Byte;
5806 begin
5807 Result := False;
5809 if Flag = FLAG_NONE then
5810 Exit;
5812 if not g_Game_IsServer then Exit;
5814 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5815 if (Flag = FTeam) and
5816 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5817 (FFlag <> FLAG_NONE) then
5818 begin
5819 if FFlag = FLAG_RED then
5820 s := _lc[I_PLAYER_FLAG_RED]
5821 else
5822 s := _lc[I_PLAYER_FLAG_BLUE];
5824 evtype := FLAG_STATE_SCORED;
5826 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5827 Insert('.', ts, Length(ts) + 1 - 3);
5828 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5830 g_Map_ResetFlag(FFlag);
5831 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5833 if ((Self = gPlayer1) or (Self = gPlayer2)
5834 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5835 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5836 a := 0
5837 else
5838 a := 1;
5840 if not sound_cap_flag[a].IsPlaying() then
5841 sound_cap_flag[a].Play();
5843 gTeamStat[FTeam].Score += 1;
5845 Result := True;
5846 if g_Game_IsNet then
5847 begin
5848 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5849 MH_SEND_GameStats;
5850 end;
5852 gFlags[FFlag].CaptureTime := 0;
5853 SetFlag(FLAG_NONE);
5854 Exit;
5855 end;
5857 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5858 if (Flag = FTeam) and
5859 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5860 begin
5861 if Flag = FLAG_RED then
5862 s := _lc[I_PLAYER_FLAG_RED]
5863 else
5864 s := _lc[I_PLAYER_FLAG_BLUE];
5866 evtype := FLAG_STATE_RETURNED;
5867 gFlags[Flag].CaptureTime := 0;
5869 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5871 g_Map_ResetFlag(Flag);
5872 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5874 if ((Self = gPlayer1) or (Self = gPlayer2)
5875 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5876 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5877 a := 0
5878 else
5879 a := 1;
5881 if not sound_ret_flag[a].IsPlaying() then
5882 sound_ret_flag[a].Play();
5884 Result := True;
5885 if g_Game_IsNet then
5886 begin
5887 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5888 MH_SEND_GameStats;
5889 end;
5890 Exit;
5891 end;
5893 // Ïîäîáðàë ÷óæîé ôëàã:
5894 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5895 begin
5896 SetFlag(Flag);
5898 if Flag = FLAG_RED then
5899 s := _lc[I_PLAYER_FLAG_RED]
5900 else
5901 s := _lc[I_PLAYER_FLAG_BLUE];
5903 evtype := FLAG_STATE_CAPTURED;
5905 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5907 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5909 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5911 if ((Self = gPlayer1) or (Self = gPlayer2)
5912 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5913 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5914 a := 0
5915 else
5916 a := 1;
5918 if not sound_get_flag[a].IsPlaying() then
5919 sound_get_flag[a].Play();
5921 Result := True;
5922 if g_Game_IsNet then
5923 begin
5924 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5925 MH_SEND_GameStats;
5926 end;
5927 end;
5928 end;
5930 procedure TPlayer.SetFlag(Flag: Byte);
5931 begin
5932 FFlag := Flag;
5933 if FModel <> nil then
5934 FModel.SetFlag(FFlag);
5935 end;
5937 function TPlayer.TryDropFlag(): Boolean;
5938 begin
5939 if (TGameOption.ALLOW_DROP_FLAG in gGameSettings.Options)
5940 then Result := DropFlag(False, TGameOption.THROW_FLAG in gGameSettings.Options)
5941 else Result := False;
5942 end;
5944 function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
5945 var
5946 s: String;
5947 a: Byte;
5948 xv, yv: Integer;
5949 begin
5950 Result := False;
5951 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5952 Exit;
5953 FTime[T_FLAGCAP] := gTime + 2000;
5954 with gFlags[FFlag] do
5955 begin
5956 Obj.X := FObj.X;
5957 Obj.Y := FObj.Y;
5958 Direction := FDirection;
5959 State := FLAG_STATE_DROPPED;
5960 Count := FLAG_TIME;
5961 if DoThrow then
5962 begin
5963 xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10);
5964 yv := FObj.Vel.Y - 2;
5965 end
5966 else
5967 begin
5968 xv := (FObj.Vel.X div 2);
5969 yv := (FObj.Vel.Y div 2) - 2;
5970 end;
5971 g_Obj_Push(@Obj, xv, yv);
5973 positionChanged(); // this updates spatial accelerators
5975 if FFlag = FLAG_RED then
5976 s := _lc[I_PLAYER_FLAG_RED]
5977 else
5978 s := _lc[I_PLAYER_FLAG_BLUE];
5980 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5981 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5983 if ((Self = gPlayer1) or (Self = gPlayer2)
5984 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5985 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5986 a := 0
5987 else
5988 a := 1;
5990 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5991 sound_lost_flag[a].Play();
5993 if g_Game_IsNet then
5994 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5995 end;
5996 SetFlag(FLAG_NONE);
5997 Result := True;
5998 end;
6000 procedure TPlayer.GetSecret();
6001 begin
6002 if (self = gPlayer1) or (self = gPlayer2) then
6003 begin
6004 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
6005 g_Sound_PlayEx('SOUND_GAME_SECRET');
6006 end;
6007 Inc(FSecrets);
6008 end;
6010 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
6011 begin
6012 Assert(Key <= High(FKeys));
6014 FKeys[Key].Pressed := True;
6015 FKeys[Key].Time := Time;
6016 end;
6018 function TPlayer.IsKeyPressed(K: Byte): Boolean;
6019 begin
6020 Result := FKeys[K].Pressed;
6021 end;
6023 procedure TPlayer.ReleaseKeys();
6024 var
6025 a: Integer;
6026 begin
6027 for a := Low(FKeys) to High(FKeys) do
6028 begin
6029 FKeys[a].Pressed := False;
6030 FKeys[a].Time := 0;
6031 end;
6032 end;
6034 procedure TPlayer.OnDamage(Angle: SmallInt);
6035 begin
6036 end;
6038 function TPlayer.firediry(): Integer;
6039 begin
6040 if FKeys[KEY_UP].Pressed then Result := -42
6041 else if FKeys[KEY_DOWN].Pressed then Result := 19
6042 else Result := 0;
6043 end;
6045 procedure TPlayer.PreserveState();
6046 var
6047 i: Integer;
6048 SavedState: TPlayerSavedState;
6049 begin
6050 SavedState.Health := FHealth;
6051 SavedState.Armor := FArmor;
6052 SavedState.Air := FAir;
6053 SavedState.JetFuel := FJetFuel;
6054 SavedState.CurrWeap := FCurrWeap;
6055 SavedState.NextWeap := FNextWeap;
6056 SavedState.NextWeapDelay := FNextWeapDelay;
6057 for i := Low(FWeapon) to High(FWeapon) do
6058 SavedState.Weapon[i] := FWeapon[i];
6059 for i := Low(FAmmo) to High(FAmmo) do
6060 SavedState.Ammo[i] := FAmmo[i];
6061 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6062 SavedState.MaxAmmo[i] := FMaxAmmo[i];
6063 SavedState.Inventory := FInventory - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6065 FSavedStateNum := -1;
6066 for i := Low(SavedStates) to High(SavedStates) do
6067 if not SavedStates[i].Used then
6068 begin
6069 FSavedStateNum := i;
6070 break;
6071 end;
6072 if FSavedStateNum < 0 then
6073 begin
6074 SetLength(SavedStates, Length(SavedStates) + 1);
6075 FSavedStateNum := High(SavedStates);
6076 end;
6078 SavedState.Used := True;
6079 SavedStates[FSavedStateNum] := SavedState;
6080 end;
6082 procedure TPlayer.RestoreState();
6083 var
6084 i: Integer;
6085 SavedState: TPlayerSavedState;
6086 begin
6087 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6088 Exit;
6090 SavedState := SavedStates[FSavedStateNum];
6091 SavedStates[FSavedStateNum].Used := False;
6092 FSavedStateNum := -1;
6094 FHealth := SavedState.Health;
6095 FArmor := SavedState.Armor;
6096 FAir := SavedState.Air;
6097 FJetFuel := SavedState.JetFuel;
6098 FCurrWeap := SavedState.CurrWeap;
6099 FNextWeap := SavedState.NextWeap;
6100 FNextWeapDelay := SavedState.NextWeapDelay;
6101 for i := Low(FWeapon) to High(FWeapon) do
6102 FWeapon[i] := SavedState.Weapon[i];
6103 for i := Low(FAmmo) to High(FAmmo) do
6104 FAmmo[i] := SavedState.Ammo[i];
6105 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6106 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6107 FInventory := SavedState.Inventory;
6109 if gGameSettings.GameType = GT_SERVER then
6110 MH_SEND_PlayerStats(FUID);
6111 end;
6113 procedure TPlayer.SaveState (st: TStream);
6114 var
6115 i: Integer;
6116 b: Byte;
6117 begin
6118 // Ñèãíàòóðà èãðîêà
6119 utils.writeSign(st, 'PLYR');
6120 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6121 // Áîò èëè ÷åëîâåê
6122 utils.writeBool(st, FIamBot);
6123 // UID èãðîêà
6124 utils.writeInt(st, Word(FUID));
6125 // Èìÿ èãðîêà
6126 utils.writeStr(st, FName);
6127 // Êîìàíäà
6128 utils.writeInt(st, Byte(FTeam));
6129 // Æèâ ëè
6130 utils.writeBool(st, FAlive);
6131 // Èçðàñõîäîâàë ëè âñå æèçíè
6132 utils.writeBool(st, FNoRespawn);
6133 // Íàïðàâëåíèå
6134 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6135 utils.writeInt(st, Byte(b));
6136 // Çäîðîâüå
6137 utils.writeInt(st, LongInt(FHealth));
6138 // Êîýôôèöèåíò èíâàëèäíîñòè
6139 utils.writeInt(st, LongInt(FHandicap));
6140 // Æèçíè
6141 utils.writeInt(st, Byte(FLives));
6142 // Áðîíÿ
6143 utils.writeInt(st, LongInt(FArmor));
6144 // Çàïàñ âîçäóõà
6145 utils.writeInt(st, LongInt(FAir));
6146 // Çàïàñ ãîðþ÷åãî
6147 utils.writeInt(st, LongInt(FJetFuel));
6148 // Áîëü
6149 utils.writeInt(st, LongInt(FPain));
6150 // Óáèë
6151 utils.writeInt(st, LongInt(FKills));
6152 // Óáèë ìîíñòðîâ
6153 utils.writeInt(st, LongInt(FMonsterKills));
6154 // Ôðàãîâ
6155 utils.writeInt(st, LongInt(FFrags));
6156 // Ôðàãîâ ïîäðÿä
6157 utils.writeInt(st, Byte(FFragCombo));
6158 // Âðåìÿ ïîñëåäíåãî ôðàãà
6159 utils.writeInt(st, LongWord(FLastFrag));
6160 // Ñìåðòåé
6161 utils.writeInt(st, LongInt(FDeath));
6162 // Êàêîé ôëàã íåñåò
6163 utils.writeInt(st, Byte(FFlag));
6164 // Íàøåë ñåêðåòîâ
6165 utils.writeInt(st, LongInt(FSecrets));
6166 // Òåêóùåå îðóæèå
6167 utils.writeInt(st, Byte(FCurrWeap));
6168 // Æåëàåìîå îðóæèå
6169 utils.writeInt(st, Word(FNextWeap));
6170 // ...è ïàóçà
6171 utils.writeInt(st, Byte(FNextWeapDelay));
6172 // Âðåìÿ çàðÿäêè BFG
6173 utils.writeInt(st, SmallInt(FBFGFireCounter));
6174 // Áóôåð óðîíà
6175 utils.writeInt(st, LongInt(FDamageBuffer));
6176 // Ïîñëåäíèé óäàðèâøèé
6177 utils.writeInt(st, Word(FLastSpawnerUID));
6178 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6179 utils.writeInt(st, Byte(FLastHit));
6180 // Îáúåêò èãðîêà
6181 Obj_SaveState(st, @FObj);
6182 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6183 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6184 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6185 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6186 // Íàëè÷èå îðóæèÿ
6187 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6188 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6189 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6190 // Íàëè÷èå ðþêçàêà
6191 utils.writeBool(st, (R_ITEM_BACKPACK in FInventory));
6192 // Íàëè÷èå êðàñíîãî êëþ÷à
6193 utils.writeBool(st, (R_KEY_RED in FInventory));
6194 // Íàëè÷èå çåëåíîãî êëþ÷à
6195 utils.writeBool(st, (R_KEY_GREEN in FInventory));
6196 // Íàëè÷èå ñèíåãî êëþ÷à
6197 utils.writeBool(st, (R_KEY_BLUE in FInventory));
6198 // Íàëè÷èå áåðñåðêà
6199 utils.writeBool(st, (R_BERSERK in FInventory));
6200 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6201 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FPowerups[i]));
6202 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6203 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6204 // Íàçâàíèå ìîäåëè
6205 utils.writeStr(st, FModel.Name);
6206 // Öâåò ìîäåëè
6207 utils.writeInt(st, Byte(FColor.R));
6208 utils.writeInt(st, Byte(FColor.G));
6209 utils.writeInt(st, Byte(FColor.B));
6210 end;
6213 procedure TPlayer.LoadState (st: TStream);
6214 var
6215 i: Integer;
6216 str: String;
6217 b: Byte;
6218 begin
6219 assert(st <> nil);
6221 // Ñèãíàòóðà èãðîêà
6222 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6223 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6224 // Áîò èëè ÷åëîâåê:
6225 FIamBot := utils.readBool(st);
6226 // UID èãðîêà
6227 FUID := utils.readWord(st);
6228 // Èìÿ èãðîêà
6229 str := utils.readStr(st);
6230 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6231 // Êîìàíäà
6232 FTeam := utils.readByte(st);
6233 // Æèâ ëè
6234 FAlive := utils.readBool(st);
6235 // Èçðàñõîäîâàë ëè âñå æèçíè
6236 FNoRespawn := utils.readBool(st);
6237 // Íàïðàâëåíèå
6238 b := utils.readByte(st);
6239 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6240 // Çäîðîâüå
6241 FHealth := utils.readLongInt(st);
6242 // Êîýôôèöèåíò èíâàëèäíîñòè
6243 FHandicap := utils.readLongInt(st);
6244 // Æèçíè
6245 FLives := utils.readByte(st);
6246 // Áðîíÿ
6247 FArmor := utils.readLongInt(st);
6248 // Çàïàñ âîçäóõà
6249 FAir := utils.readLongInt(st);
6250 // Çàïàñ ãîðþ÷åãî
6251 FJetFuel := utils.readLongInt(st);
6252 // Áîëü
6253 FPain := utils.readLongInt(st);
6254 // Óáèë
6255 FKills := utils.readLongInt(st);
6256 // Óáèë ìîíñòðîâ
6257 FMonsterKills := utils.readLongInt(st);
6258 // Ôðàãîâ
6259 FFrags := utils.readLongInt(st);
6260 // Ôðàãîâ ïîäðÿä
6261 FFragCombo := utils.readByte(st);
6262 // Âðåìÿ ïîñëåäíåãî ôðàãà
6263 FLastFrag := utils.readLongWord(st);
6264 // Ñìåðòåé
6265 FDeath := utils.readLongInt(st);
6266 // Êàêîé ôëàã íåñåò
6267 FFlag := utils.readByte(st);
6268 // Íàøåë ñåêðåòîâ
6269 FSecrets := utils.readLongInt(st);
6270 // Òåêóùåå îðóæèå
6271 FCurrWeap := utils.readByte(st);
6272 // Æåëàåìîå îðóæèå
6273 FNextWeap := utils.readWord(st);
6274 // ...è ïàóçà
6275 FNextWeapDelay := utils.readByte(st);
6276 // Âðåìÿ çàðÿäêè BFG
6277 FBFGFireCounter := utils.readSmallInt(st);
6278 // Áóôåð óðîíà
6279 FDamageBuffer := utils.readLongInt(st);
6280 // Ïîñëåäíèé óäàðèâøèé
6281 FLastSpawnerUID := utils.readWord(st);
6282 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6283 FLastHit := utils.readByte(st);
6284 // Îáúåêò èãðîêà
6285 Obj_LoadState(@FObj, st);
6286 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6287 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6288 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6289 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6290 // Íàëè÷èå îðóæèÿ
6291 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6292 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6293 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6294 // Íàëè÷èå ðþêçàêà
6295 if utils.readBool(st) then FInventory += [R_ITEM_BACKPACK];
6296 // Íàëè÷èå êðàñíîãî êëþ÷à
6297 if utils.readBool(st) then FInventory += [R_KEY_RED];
6298 // Íàëè÷èå çåëåíîãî êëþ÷à
6299 if utils.readBool(st) then FInventory += [R_KEY_GREEN];
6300 // Íàëè÷èå ñèíåãî êëþ÷à
6301 if utils.readBool(st) then FInventory += [R_KEY_BLUE];
6302 // Íàëè÷èå áåðñåðêà
6303 if utils.readBool(st) then FInventory += [R_BERSERK];
6304 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6305 for i := MR_SUIT to MR_MAX do FPowerups[i] := utils.readLongWord(st);
6306 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6307 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6308 // Íàçâàíèå ìîäåëè
6309 str := utils.readStr(st);
6310 // Öâåò ìîäåëè
6311 FColor.R := utils.readByte(st);
6312 FColor.G := utils.readByte(st);
6313 FColor.B := utils.readByte(st);
6314 if (self = gPlayer1) then
6315 begin
6316 str := gPlayer1Settings.Model;
6317 FColor := gPlayer1Settings.Color;
6318 end
6319 else if (self = gPlayer2) then
6320 begin
6321 str := gPlayer2Settings.Model;
6322 FColor := gPlayer2Settings.Color;
6323 end;
6324 // Îáíîâëÿåì ìîäåëü èãðîêà
6325 SetModel(str);
6326 if gGameSettings.GameMode in [GM_TDM, GM_CTF]
6327 then FModel.Color := TEAMCOLOR[FTeam]
6328 else FModel.Color := FColor;
6329 end;
6332 procedure TPlayer.TankRamboCheats(Health: Boolean);
6333 var
6334 a: Integer;
6335 begin
6336 if Health then
6337 begin
6338 FHealth := PLAYER_HP_LIMIT;
6339 FArmor := PLAYER_AP_LIMIT;
6340 Exit;
6341 end;
6343 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6344 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6345 FInventory += [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6346 end;
6348 procedure TPlayer.RestoreHealthArmor();
6349 begin
6350 FHealth := PLAYER_HP_LIMIT;
6351 FArmor := PLAYER_AP_LIMIT;
6352 end;
6354 procedure TPlayer.FragCombo();
6355 var
6356 Param: Integer;
6357 begin
6358 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6359 Exit;
6360 if gTime - FLastFrag < FRAG_COMBO_TIME then
6361 begin
6362 if FFragCombo < 5 then
6363 Inc(FFragCombo);
6364 Param := FUID or (FFragCombo shl 16);
6365 if (FComboEvnt >= Low(gDelayedEvents)) and
6366 (FComboEvnt <= High(gDelayedEvents)) and
6367 gDelayedEvents[FComboEvnt].Pending and
6368 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6369 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6370 begin
6371 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6372 gDelayedEvents[FComboEvnt].DENum := Param;
6373 end
6374 else
6375 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6376 end
6377 else
6378 FFragCombo := 1;
6380 FLastFrag := gTime;
6381 end;
6383 procedure TPlayer.GiveItem(ItemType: Byte);
6384 begin
6385 case ItemType of
6386 ITEM_SUIT:
6387 if FPowerups[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6388 FPowerups[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6390 ITEM_OXYGEN:
6391 if FAir < AIR_MAX then FAir := AIR_MAX;
6393 ITEM_MEDKIT_BLACK:
6394 begin
6395 if not (R_BERSERK in FInventory) then
6396 begin
6397 FInventory += [R_BERSERK];
6398 if FBFGFireCounter < 1 then
6399 begin
6400 FCurrWeap := WEAPON_IRONFIST;
6401 resetWeaponQueue();
6402 FModel.SetWeapon(WEAPON_IRONFIST);
6403 end;
6404 if gFlash <> 0 then FPain += 100;
6405 FBerserk := gTime+30000;
6406 end;
6407 if FHealth < PLAYER_HP_SOFT then
6408 begin
6409 FHealth := PLAYER_HP_SOFT;
6410 FBerserk := gTime+30000;
6411 end;
6412 end;
6414 ITEM_INVUL:
6415 if FPowerups[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6416 begin
6417 FPowerups[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6418 FSpawnInvul := 0;
6419 end;
6421 ITEM_INVIS:
6422 if FPowerups[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6423 FPowerups[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6425 ITEM_JETPACK:
6426 if FJetFuel < JET_MAX then FJetFuel := JET_MAX;
6428 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6429 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6431 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6432 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6434 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6435 ITEM_SPHERE_WHITE:
6436 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6437 begin
6438 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6439 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6440 end;
6442 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6443 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6444 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6445 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6446 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6447 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6448 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6449 ITEM_WEAPON_SUPERCHAINGUN: FWeapon[WEAPON_SUPERCHAINGUN] := True;
6450 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6452 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6453 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6454 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6455 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6456 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6457 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6458 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6459 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6460 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6462 ITEM_AMMO_BACKPACK:
6463 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6464 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6465 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6466 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6467 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6468 begin
6469 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6470 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6471 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6472 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6473 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6475 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6476 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6477 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6478 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6480 FInventory += [R_ITEM_BACKPACK];
6481 end;
6483 ITEM_KEY_RED: if not (R_KEY_RED in FInventory) then FInventory += [R_KEY_RED];
6484 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FInventory) then FInventory += [R_KEY_GREEN];
6485 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FInventory) then FInventory += [R_KEY_BLUE];
6487 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6488 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6490 else
6491 Exit;
6492 end;
6493 if g_Game_IsNet and g_Game_IsServer then
6494 MH_SEND_PlayerStats(FUID);
6495 end;
6497 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6498 var
6499 id, i: DWORD;
6500 Anim: TAnimation;
6501 begin
6502 if (Random(5) = 1) and (Times = 1) then
6503 Exit;
6505 if BodyInLiquid(0, 0) then
6506 begin
6507 g_Game_Effect_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6508 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6509 Exit;
6510 end;
6512 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6513 begin
6514 for i := 1 to Times do
6515 begin
6516 Anim := TAnimation.Create(id, False, 3);
6517 Anim.Alpha := 150;
6518 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6519 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6520 Anim.Free();
6521 end;
6522 end;
6523 end;
6525 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6526 var
6527 id, i: DWORD;
6528 Anim: TAnimation;
6529 begin
6530 if (Random(10) = 1) and (Times = 1) then
6531 Exit;
6533 if g_Frames_Get(id, 'FRAMES_FLAME') then
6534 begin
6535 for i := 1 to Times do
6536 begin
6537 Anim := TAnimation.Create(id, False, 3);
6538 Anim.Alpha := 0;
6539 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6540 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6541 Anim.Free();
6542 end;
6543 end;
6544 end;
6546 procedure TPlayer.PauseSounds(Enable: Boolean);
6547 begin
6548 FSawSound.Pause(Enable);
6549 FSawSoundIdle.Pause(Enable);
6550 FSawSoundHit.Pause(Enable);
6551 FSawSoundSelect.Pause(Enable);
6552 FFlameSoundOn.Pause(Enable);
6553 FFlameSoundOff.Pause(Enable);
6554 FFlameSoundWork.Pause(Enable);
6555 FJetSoundFly.Pause(Enable);
6556 FJetSoundOn.Pause(Enable);
6557 FJetSoundOff.Pause(Enable);
6558 end;
6560 { T C o r p s e : }
6562 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6563 begin
6564 g_Obj_Init(@FObj);
6565 FObj.X := X;
6566 FObj.Y := Y;
6567 FObj.Rect := PLAYER_CORPSERECT;
6568 FModelName := ModelName;
6569 FMess := aMess;
6571 if FMess then
6572 begin
6573 FState := CORPSE_STATE_MESS;
6574 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6575 end
6576 else
6577 begin
6578 FState := CORPSE_STATE_NORMAL;
6579 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6580 end;
6581 end;
6583 destructor TCorpse.Destroy();
6584 begin
6585 FAnimation.Free();
6587 inherited;
6588 end;
6590 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6592 procedure TCorpse.positionChanged (); inline; begin end;
6594 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6595 begin
6596 if (dx <> 0) or (dy <> 0) then
6597 begin
6598 FObj.X += dx;
6599 FObj.Y += dy;
6600 positionChanged();
6601 end;
6602 end;
6605 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6606 begin
6607 x := FObj.X+PLAYER_CORPSERECT.X;
6608 y := FObj.Y+PLAYER_CORPSERECT.Y;
6609 w := PLAYER_CORPSERECT.Width;
6610 h := PLAYER_CORPSERECT.Height;
6611 end;
6614 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
6615 var
6616 pm: TPlayerModel;
6617 Blood: TModelBlood;
6618 begin
6619 if FState = CORPSE_STATE_REMOVEME then
6620 Exit;
6622 FDamage := FDamage + Value;
6624 if FDamage > 150 then
6625 begin
6626 if FAnimation <> nil then
6627 begin
6628 FAnimation.Free();
6629 FAnimation := nil;
6631 FState := CORPSE_STATE_REMOVEME;
6633 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6634 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6635 FModelName, FColor);
6636 // Çâóê ìÿñà îò òðóïà:
6637 pm := g_PlayerModel_Get(FModelName);
6638 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6639 pm.Free;
6641 // Çëîâåùèé ñìåõ:
6642 if (gBodyKillEvent <> -1)
6643 and gDelayedEvents[gBodyKillEvent].Pending then
6644 gDelayedEvents[gBodyKillEvent].Pending := False;
6645 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
6646 end;
6647 end
6648 else
6649 begin
6650 Blood := g_PlayerModel_GetBlood(FModelName);
6651 FObj.Vel.X := FObj.Vel.X + vx;
6652 FObj.Vel.Y := FObj.Vel.Y + vy;
6653 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6654 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6655 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6656 Blood.R, Blood.G, Blood.B, Blood.Kind);
6657 end;
6658 end;
6660 procedure TCorpse.Draw();
6661 var
6662 fX, fY: Integer;
6663 begin
6664 if FState = CORPSE_STATE_REMOVEME then
6665 Exit;
6667 FObj.lerp(gLerpFactor, fX, fY);
6669 if FAnimation <> nil then
6670 FAnimation.Draw(fX, fY, TMirrorType.None);
6672 if FAnimationMask <> nil then
6673 begin
6674 e_Colors := FColor;
6675 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6676 e_Colors.R := 255;
6677 e_Colors.G := 255;
6678 e_Colors.B := 255;
6679 end;
6680 end;
6682 procedure TCorpse.Update();
6683 var
6684 st: Word;
6685 begin
6686 if FState = CORPSE_STATE_REMOVEME then
6687 Exit;
6689 FObj.oldX := FObj.X;
6690 FObj.oldY := FObj.Y;
6692 if gTime mod (GAME_TICK*2) <> 0 then
6693 begin
6694 g_Obj_Move(@FObj, True, True, True);
6695 positionChanged(); // this updates spatial accelerators
6696 Exit;
6697 end;
6699 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6700 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6702 st := g_Obj_Move(@FObj, True, True, True);
6703 positionChanged(); // this updates spatial accelerators
6705 if WordBool(st and MOVE_FALLOUT) then
6706 begin
6707 FState := CORPSE_STATE_REMOVEME;
6708 Exit;
6709 end;
6711 if FAnimation <> nil then
6712 FAnimation.Update();
6713 if FAnimationMask <> nil then
6714 FAnimationMask.Update();
6715 end;
6718 procedure TCorpse.SaveState (st: TStream);
6719 var
6720 anim: Boolean;
6721 begin
6722 assert(st <> nil);
6724 // Ñèãíàòóðà òðóïà
6725 utils.writeSign(st, 'CORP');
6726 utils.writeInt(st, Byte(0));
6727 // Ñîñòîÿíèå
6728 utils.writeInt(st, Byte(FState));
6729 // Íàêîïëåííûé óðîí
6730 utils.writeInt(st, Byte(FDamage));
6731 // Öâåò
6732 utils.writeInt(st, Byte(FColor.R));
6733 utils.writeInt(st, Byte(FColor.G));
6734 utils.writeInt(st, Byte(FColor.B));
6735 // Îáúåêò òðóïà
6736 Obj_SaveState(st, @FObj);
6737 utils.writeInt(st, Word(FPlayerUID));
6738 // Åñòü ëè àíèìàöèÿ
6739 anim := (FAnimation <> nil);
6740 utils.writeBool(st, anim);
6741 // Åñëè åñòü - ñîõðàíÿåì
6742 if anim then FAnimation.SaveState(st);
6743 // Åñòü ëè ìàñêà àíèìàöèè
6744 anim := (FAnimationMask <> nil);
6745 utils.writeBool(st, anim);
6746 // Åñëè åñòü - ñîõðàíÿåì
6747 if anim then FAnimationMask.SaveState(st);
6748 end;
6751 procedure TCorpse.LoadState (st: TStream);
6752 var
6753 anim: Boolean;
6754 begin
6755 assert(st <> nil);
6757 // Ñèãíàòóðà òðóïà
6758 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6759 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6760 // Ñîñòîÿíèå
6761 FState := utils.readByte(st);
6762 // Íàêîïëåííûé óðîí
6763 FDamage := utils.readByte(st);
6764 // Öâåò
6765 FColor.R := utils.readByte(st);
6766 FColor.G := utils.readByte(st);
6767 FColor.B := utils.readByte(st);
6768 // Îáúåêò òðóïà
6769 Obj_LoadState(@FObj, st);
6770 FPlayerUID := utils.readWord(st);
6771 // Åñòü ëè àíèìàöèÿ
6772 anim := utils.readBool(st);
6773 // Åñëè åñòü - çàãðóæàåì
6774 if anim then
6775 begin
6776 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6777 FAnimation.LoadState(st);
6778 end;
6779 // Åñòü ëè ìàñêà àíèìàöèè
6780 anim := utils.readBool(st);
6781 // Åñëè åñòü - çàãðóæàåì
6782 if anim then
6783 begin
6784 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6785 FAnimationMask.LoadState(st);
6786 end;
6787 end;
6789 { T B o t : }
6791 constructor TBot.Create();
6792 var
6793 a: Integer;
6794 begin
6795 inherited Create();
6797 FPhysics := True;
6798 FSpectator := False;
6799 FGhost := False;
6801 FIamBot := True;
6803 Inc(gNumBots);
6805 for a := WP_FIRST to WP_LAST do
6806 begin
6807 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6808 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6809 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6810 end;
6811 end;
6813 destructor TBot.Destroy();
6814 begin
6815 Dec(gNumBots);
6816 inherited Destroy();
6817 end;
6819 procedure TBot.Draw();
6820 begin
6821 inherited Draw();
6823 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6824 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6825 end;
6827 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6828 begin
6829 inherited Respawn(Silent, Force);
6831 FAIFlags := nil;
6832 FSelectedWeapon := FCurrWeap;
6833 resetWeaponQueue();
6834 FTargetUID := 0;
6835 end;
6837 procedure TBot.UpdateCombat();
6838 type
6839 TTarget = record
6840 UID: Word;
6841 X, Y: Integer;
6842 Rect: TRectWH;
6843 cX, cY: Integer;
6844 Dist: Word;
6845 Line: Boolean;
6846 Visible: Boolean;
6847 IsPlayer: Boolean;
6848 end;
6850 TTargetRecord = array of TTarget;
6852 function Compare(a, b: TTarget): Integer;
6853 begin
6854 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6855 Result := -1
6856 else
6857 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6858 Result := 1
6859 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6860 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6861 begin
6862 if a.Dist > b.Dist then // B áëèæå
6863 Result := 1
6864 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6865 Result := -1;
6866 end
6867 else // Ñòðàííî -> A
6868 Result := -1;
6869 end;
6871 var
6872 a, x1, y1, x2, y2: Integer;
6873 targets: TTargetRecord;
6874 ammo: Word;
6875 Target, BestTarget: TTarget;
6876 firew, fireh: Integer;
6877 angle: SmallInt;
6878 mon: TMonster;
6879 pla, tpla: TPlayer;
6880 vsPlayer, vsMonster, ok: Boolean;
6883 function monsUpdate (mon: TMonster): Boolean;
6884 begin
6885 result := false; // don't stop
6886 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6887 begin
6888 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6890 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6891 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6893 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6894 if g_TraceVector(x1, y1, x2, y2) then
6895 begin
6896 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6897 SetLength(targets, Length(targets)+1);
6898 with targets[High(targets)] do
6899 begin
6900 UID := mon.UID;
6901 X := mon.Obj.X;
6902 Y := mon.Obj.Y;
6903 cX := x2;
6904 cY := y2;
6905 Rect := mon.Obj.Rect;
6906 Dist := g_PatchLength(x1, y1, x2, y2);
6907 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6908 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6909 Visible := True;
6910 IsPlayer := False;
6911 end;
6912 end;
6913 end;
6914 end;
6916 begin
6917 vsPlayer := TGameOption.BOTS_VS_PLAYERS in gGameSettings.Options;
6918 vsMonster := TGameOption.BOTS_VS_MONSTERS in gGameSettings.Options;
6920 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6921 if FCurrWeap <> FSelectedWeapon then
6922 NextWeapon();
6924 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6925 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6926 begin
6927 RemoveAIFlag('NEEDFIRE');
6929 case FCurrWeap of
6930 WEAPON_PLASMA, WEAPON_SUPERCHAINGUN, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6931 WEAPON_SAW, WEAPON_IRONFIST, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6932 else PressKey(KEY_FIRE);
6933 end;
6934 end;
6936 // Êîîðäèíàòû ñòâîëà:
6937 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6938 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6940 Target.UID := FTargetUID;
6942 ok := False;
6943 if Target.UID <> 0 then
6944 begin // Öåëü åñòü - íàñòðàèâàåì
6945 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6946 vsPlayer then
6947 begin // Èãðîê
6948 tpla := g_Player_Get(Target.UID);
6949 if tpla <> nil then
6950 with tpla do
6951 begin
6952 if (@FObj) <> nil then
6953 begin
6954 Target.X := FObj.X;
6955 Target.Y := FObj.Y;
6956 end;
6957 end;
6959 Target.cX := Target.X + PLAYER_RECT_CX;
6960 Target.cY := Target.Y + PLAYER_RECT_CY;
6961 Target.Rect := PLAYER_RECT;
6962 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6963 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6964 (y1-4 > Target.Y+PLAYER_RECT.Y);
6965 Target.IsPlayer := True;
6966 ok := True;
6967 end
6968 else
6969 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6970 vsMonster then
6971 begin // Ìîíñòð
6972 mon := g_Monsters_ByUID(Target.UID);
6973 if mon <> nil then
6974 begin
6975 Target.X := mon.Obj.X;
6976 Target.Y := mon.Obj.Y;
6978 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6979 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6980 Target.Rect := mon.Obj.Rect;
6981 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6982 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6983 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6984 Target.IsPlayer := False;
6985 ok := True;
6986 end;
6987 end;
6988 end;
6990 if not ok then
6991 begin // Öåëè íåò - îáíóëÿåì
6992 Target.X := 0;
6993 Target.Y := 0;
6994 Target.cX := 0;
6995 Target.cY := 0;
6996 Target.Visible := False;
6997 Target.Line := False;
6998 Target.IsPlayer := False;
6999 end;
7001 targets := nil;
7003 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
7004 if (not Target.Line) or (not Target.Visible) then
7005 begin
7006 // Èãðîêè:
7007 if vsPlayer then
7008 for a := 0 to High(gPlayers) do
7009 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
7010 (gPlayers[a].FUID <> FUID) and
7011 (not SameTeam(FUID, gPlayers[a].FUID)) and
7012 (not gPlayers[a].NoTarget) and
7013 (gPlayers[a].FPowerups[MR_INVIS] < gTime) then
7014 begin
7015 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
7016 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
7017 Continue;
7019 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
7020 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
7022 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7023 if g_TraceVector(x1, y1, x2, y2) then
7024 begin
7025 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7026 SetLength(targets, Length(targets)+1);
7027 with targets[High(targets)] do
7028 begin
7029 UID := gPlayers[a].FUID;
7030 X := gPlayers[a].FObj.X;
7031 Y := gPlayers[a].FObj.Y;
7032 cX := x2;
7033 cY := y2;
7034 Rect := PLAYER_RECT;
7035 Dist := g_PatchLength(x1, y1, x2, y2);
7036 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
7037 (y1-4 > Target.Y+PLAYER_RECT.Y);
7038 Visible := True;
7039 IsPlayer := True;
7040 end;
7041 end;
7042 end;
7044 // Ìîíñòðû:
7045 if vsMonster then g_Mons_ForEach(monsUpdate);
7046 end;
7048 // Åñëè åñòü âîçìîæíûå öåëè:
7049 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7050 if targets <> nil then
7051 begin
7052 // Âûáèðàåì íàèëó÷øóþ öåëü:
7053 BestTarget := targets[0];
7054 if Length(targets) > 1 then
7055 for a := 1 to High(targets) do
7056 if Compare(BestTarget, targets[a]) = 1 then
7057 BestTarget := targets[a];
7059 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7060 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
7061 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
7062 begin
7063 Target := BestTarget;
7065 if (Healthy() = 3) or ((Healthy() = 2)) then
7066 begin // Åñëè çäîðîâû - äîãîíÿåì
7067 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7068 SetAIFlag('GORIGHT', '1');
7069 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7070 SetAIFlag('GOLEFT', '1');
7071 end
7072 else
7073 begin // Åñëè ïîáèòû - óáåãàåì
7074 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7075 SetAIFlag('GORIGHT', '1');
7076 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7077 SetAIFlag('GOLEFT', '1');
7078 end;
7080 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7081 SelectWeapon(Abs(x1-Target.cX));
7082 end;
7083 end;
7085 // Åñëè åñòü öåëü:
7086 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7087 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7088 if Target.UID <> 0 then
7089 begin
7090 if not TargetOnScreen(Target.X + Target.Rect.X,
7091 Target.Y + Target.Rect.Y) then
7092 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7093 if (Healthy() = 3) or ((Healthy() = 2)) then
7094 begin // Åñëè çäîðîâû - äîãîíÿåì
7095 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7096 SetAIFlag('GORIGHT', '1');
7097 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7098 SetAIFlag('GOLEFT', '1');
7099 end
7100 else
7101 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7102 Target.UID := 0;
7103 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7104 SetAIFlag('GORIGHT', '1');
7105 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7106 SetAIFlag('GOLEFT', '1');
7107 end;
7108 end
7109 else
7110 begin // Öåëü ïîêà íà "ýêðàíå"
7111 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7112 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7113 FLastVisible := gTime;
7114 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7115 if (Abs(FObj.Y-Target.Y) <= 128) then
7116 begin
7117 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7118 SetAIFlag('GORIGHT', '1');
7119 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7120 SetAIFlag('GOLEFT', '1');
7121 end;
7122 end;
7124 // Âûáèðàåì óãîë ââåðõ:
7125 if FDirection = TDirection.D_LEFT then
7126 angle := ANGLE_LEFTUP
7127 else
7128 angle := ANGLE_RIGHTUP;
7130 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7131 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7133 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7134 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7135 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7136 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7137 Target.Rect.Width, Target.Rect.Height) and
7138 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7139 begin // òî íóæíî ñòðåëÿòü ââåðõ
7140 SetAIFlag('NEEDFIRE', '1');
7141 SetAIFlag('NEEDSEEUP', '1');
7142 end;
7144 // Âûáèðàåì óãîë âíèç:
7145 if FDirection = TDirection.D_LEFT then
7146 angle := ANGLE_LEFTDOWN
7147 else
7148 angle := ANGLE_RIGHTDOWN;
7150 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7151 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7153 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7154 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7155 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7156 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7157 Target.Rect.Width, Target.Rect.Height) and
7158 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7159 begin // òî íóæíî ñòðåëÿòü âíèç
7160 SetAIFlag('NEEDFIRE', '1');
7161 SetAIFlag('NEEDSEEDOWN', '1');
7162 end;
7164 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7165 if Target.Visible and
7166 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7167 (y1-4 > Target.Y+Target.Rect.Y) then
7168 begin
7169 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7170 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7171 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7172 begin // òî íóæíî ñòðåëÿòü âïåðåä
7173 SetAIFlag('NEEDFIRE', '1');
7174 SetAIFlag('NEEDSEEDOWN', '');
7175 SetAIFlag('NEEDSEEUP', '');
7176 end;
7177 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7178 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7179 if GetRnd(FDifficult.CloseJump) then
7180 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7181 if Abs(FObj.X-Target.X) < 128 then
7182 a := 4
7183 else
7184 a := 30;
7185 if Random(a) = 0 then
7186 SetAIFlag('NEEDJUMP', '1');
7187 end;
7188 end;
7190 // Åñëè öåëü âñå åùå åñòü:
7191 if Target.UID <> 0 then
7192 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7193 Target.UID := 0 // òî çàáûòü öåëü
7194 else // Åñëè âèäåëè íåäàâíî
7195 begin // íî öåëü óáèëè
7196 if Target.IsPlayer then
7197 begin // Öåëü - èãðîê
7198 pla := g_Player_Get(Target.UID);
7199 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7200 (pla.FPowerups[MR_INVIS] >= gTime) then
7201 Target.UID := 0; // òî çàáûòü öåëü
7202 end
7203 else
7204 begin // Öåëü - ìîíñòð
7205 mon := g_Monsters_ByUID(Target.UID);
7206 if (mon = nil) or (not mon.alive) then
7207 Target.UID := 0; // òî çàáûòü öåëü
7208 end;
7209 end;
7210 end; // if Target.UID <> 0
7212 FTargetUID := Target.UID;
7214 // Åñëè âîçìîæíûõ öåëåé íåò:
7215 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7216 if targets = nil then
7217 if GetAIFlag('ATTACKLEFT') <> '' then
7218 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7219 RemoveAIFlag('ATTACKLEFT');
7221 SetAIFlag('NEEDJUMP', '1');
7223 if RunDirection() = TDirection.D_RIGHT then
7224 begin // Èäåì íå â òó ñòîðîíó
7225 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7226 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7227 SetAIFlag('NEEDFIRE', '1');
7228 SetAIFlag('GOLEFT', '1');
7229 end;
7230 end
7231 else
7232 begin // Èäåì â íóæíóþ ñòîðîíó
7233 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7234 SetAIFlag('NEEDFIRE', '1');
7235 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7236 SetAIFlag('GORIGHT', '1');
7237 end;
7238 end
7239 else
7240 if GetAIFlag('ATTACKRIGHT') <> '' then
7241 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7242 RemoveAIFlag('ATTACKRIGHT');
7244 SetAIFlag('NEEDJUMP', '1');
7246 if RunDirection() = TDirection.D_LEFT then
7247 begin // Èäåì íå â òó ñòîðîíó
7248 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7249 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7250 SetAIFlag('NEEDFIRE', '1');
7251 SetAIFlag('GORIGHT', '1');
7252 end;
7253 end
7254 else
7255 begin
7256 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7257 SetAIFlag('NEEDFIRE', '1');
7258 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7259 SetAIFlag('GOLEFT', '1');
7260 end;
7261 end;
7263 //HACK! (does it belongs there?)
7264 RealizeCurrentWeapon();
7266 // Åñëè åñòü âîçìîæíûå öåëè:
7267 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7268 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7269 for a := 0 to High(targets) do
7270 begin
7271 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7272 if GetRnd(FDifficult.DiagFire) then
7273 begin
7274 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7275 if FDirection = TDirection.D_LEFT then
7276 angle := ANGLE_LEFTUP
7277 else
7278 angle := ANGLE_RIGHTUP;
7280 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7281 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7283 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7284 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7285 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7286 targets[a].Rect.Width, targets[a].Rect.Height) and
7287 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7288 begin
7289 SetAIFlag('NEEDFIRE', '1');
7290 SetAIFlag('NEEDSEEUP', '1');
7291 end;
7293 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7294 if FDirection = TDirection.D_LEFT then
7295 angle := ANGLE_LEFTDOWN
7296 else
7297 angle := ANGLE_RIGHTDOWN;
7299 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7300 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7302 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7303 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7304 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7305 targets[a].Rect.Width, targets[a].Rect.Height) and
7306 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7307 begin
7308 SetAIFlag('NEEDFIRE', '1');
7309 SetAIFlag('NEEDSEEDOWN', '1');
7310 end;
7311 end;
7313 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7314 if targets[a].Line and targets[a].Visible and
7315 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7316 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7317 begin
7318 SetAIFlag('NEEDFIRE', '1');
7319 Break;
7320 end;
7321 end;
7323 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7324 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7325 PLAYER_RECT.Width, PLAYER_RECT.Height,
7326 40+GetInterval(FDifficult.Cover, 40)) then
7327 SetAIFlag('NEEDJUMP', '1');
7329 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7330 ammo := GetAmmoByWeapon(FCurrWeap);
7331 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7332 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7333 (ammo = 0) then
7334 SetAIFlag('SELECTWEAPON', '1');
7336 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7337 if GetAIFlag('SELECTWEAPON') = '1' then
7338 begin
7339 SelectWeapon(-1);
7340 RemoveAIFlag('SELECTWEAPON');
7341 end;
7342 end;
7344 procedure TBot.Update();
7345 var
7346 EnableAI: Boolean;
7347 begin
7348 if not FAlive then
7349 begin // Respawn
7350 ReleaseKeys();
7351 PressKey(KEY_UP);
7352 end
7353 else
7354 begin
7355 EnableAI := True;
7357 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7358 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7359 EnableAI := False;
7360 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7361 EnableAI := False;
7362 if g_debug_BotAIOff = 3 then
7363 EnableAI := False;
7365 if EnableAI then
7366 begin
7367 UpdateMove();
7368 UpdateCombat();
7369 end
7370 else
7371 begin
7372 RealizeCurrentWeapon();
7373 end;
7374 end;
7376 inherited Update();
7377 end;
7379 procedure TBot.ReleaseKey(Key: Byte);
7380 begin
7381 with FKeys[Key] do
7382 begin
7383 Pressed := False;
7384 Time := 0;
7385 end;
7386 end;
7388 function TBot.KeyPressed(Key: Word): Boolean;
7389 begin
7390 Result := FKeys[Key].Pressed;
7391 end;
7393 function TBot.GetAIFlag(aName: String20): String20;
7394 var
7395 a: Integer;
7396 begin
7397 Result := '';
7399 aName := LowerCase(aName);
7401 if FAIFlags <> nil then
7402 for a := 0 to High(FAIFlags) do
7403 if LowerCase(FAIFlags[a].Name) = aName then
7404 begin
7405 Result := FAIFlags[a].Value;
7406 Break;
7407 end;
7408 end;
7410 procedure TBot.RemoveAIFlag(aName: String20);
7411 var
7412 a, b: Integer;
7413 begin
7414 if FAIFlags = nil then Exit;
7416 aName := LowerCase(aName);
7418 for a := 0 to High(FAIFlags) do
7419 if LowerCase(FAIFlags[a].Name) = aName then
7420 begin
7421 if a <> High(FAIFlags) then
7422 for b := a to High(FAIFlags)-1 do
7423 FAIFlags[b] := FAIFlags[b+1];
7425 SetLength(FAIFlags, Length(FAIFlags)-1);
7426 Break;
7427 end;
7428 end;
7430 procedure TBot.SetAIFlag(aName, fValue: String20);
7431 var
7432 a: Integer;
7433 ok: Boolean;
7434 begin
7435 a := 0;
7436 ok := False;
7438 aName := LowerCase(aName);
7440 if FAIFlags <> nil then
7441 for a := 0 to High(FAIFlags) do
7442 if LowerCase(FAIFlags[a].Name) = aName then
7443 begin
7444 ok := True;
7445 Break;
7446 end;
7448 if ok then FAIFlags[a].Value := fValue
7449 else
7450 begin
7451 SetLength(FAIFlags, Length(FAIFlags)+1);
7452 with FAIFlags[High(FAIFlags)] do
7453 begin
7454 Name := aName;
7455 Value := fValue;
7456 end;
7457 end;
7458 end;
7460 procedure TBot.UpdateMove;
7462 procedure GoLeft(Time: Word = 1);
7463 begin
7464 ReleaseKey(KEY_LEFT);
7465 ReleaseKey(KEY_RIGHT);
7466 PressKey(KEY_LEFT, Time);
7467 SetDirection(TDirection.D_LEFT);
7468 end;
7470 procedure GoRight(Time: Word = 1);
7471 begin
7472 ReleaseKey(KEY_LEFT);
7473 ReleaseKey(KEY_RIGHT);
7474 PressKey(KEY_RIGHT, Time);
7475 SetDirection(TDirection.D_RIGHT);
7476 end;
7478 function Rnd(a: Word): Boolean;
7479 begin
7480 Result := Random(a) = 0;
7481 end;
7483 procedure Turn(Time: Word = 1200);
7484 begin
7485 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7486 end;
7488 procedure Stop();
7489 begin
7490 ReleaseKey(KEY_LEFT);
7491 ReleaseKey(KEY_RIGHT);
7492 end;
7494 function CanRunLeft(): Boolean;
7495 begin
7496 Result := not CollideLevel(-1, 0);
7497 end;
7499 function CanRunRight(): Boolean;
7500 begin
7501 Result := not CollideLevel(1, 0);
7502 end;
7504 function CanRun(): Boolean;
7505 begin
7506 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7507 end;
7509 procedure Jump(Time: Word = 30);
7510 begin
7511 PressKey(KEY_JUMP, Time);
7512 end;
7514 function NearHole(): Boolean;
7515 var
7516 x, sx: Integer;
7517 begin
7518 { TODO 5 : Ëåñòíèöû }
7519 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7520 for x := 1 to PLAYER_RECT.Width do
7521 if (not StayOnStep(x*sx, 0)) and
7522 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7523 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7524 begin
7525 Result := True;
7526 Exit;
7527 end;
7529 Result := False;
7530 end;
7532 function BorderHole(): Boolean;
7533 var
7534 x, sx, xx: Integer;
7535 begin
7536 { TODO 5 : Ëåñòíèöû }
7537 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7538 for x := 1 to PLAYER_RECT.Width do
7539 if (not StayOnStep(x*sx, 0)) and
7540 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7541 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7542 begin
7543 for xx := x to x+32 do
7544 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7545 begin
7546 Result := True;
7547 Exit;
7548 end;
7549 end;
7551 Result := False;
7552 end;
7554 function NearDeepHole(): Boolean;
7555 var
7556 x, sx, y: Integer;
7557 begin
7558 Result := False;
7560 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7561 y := 3;
7563 for x := 1 to PLAYER_RECT.Width do
7564 if (not StayOnStep(x*sx, 0)) and
7565 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7566 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7567 begin
7568 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7569 begin
7570 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7571 y := y+1;
7572 end;
7574 Result := True;
7575 end else Result := False;
7576 end;
7578 function OverDeepHole(): Boolean;
7579 var
7580 y: Integer;
7581 begin
7582 Result := False;
7584 y := 1;
7585 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7586 begin
7587 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7588 y := y+1;
7589 end;
7591 Result := True;
7592 end;
7594 function OnGround(): Boolean;
7595 begin
7596 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7597 end;
7599 function OnLadder(): Boolean;
7600 begin
7601 Result := FullInStep(0, 0);
7602 end;
7604 function BelowLadder(): Boolean;
7605 begin
7606 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7607 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7608 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7609 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7610 end;
7612 function BelowLiftUp(): Boolean;
7613 begin
7614 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7615 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7616 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7617 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7618 end;
7620 function OnTopLift(): Boolean;
7621 begin
7622 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7623 end;
7625 function CanJumpOver(): Boolean;
7626 var
7627 sx, y: Integer;
7628 begin
7629 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7631 Result := False;
7633 if not CollideLevel(sx, 0) then Exit;
7635 for y := 1 to BOT_MAXJUMP do
7636 if CollideLevel(0, -y) then Exit else
7637 if not CollideLevel(sx, -y) then
7638 begin
7639 Result := True;
7640 Exit;
7641 end;
7642 end;
7644 function CanJumpUp(Dist: ShortInt): Boolean;
7645 var
7646 y, yy: Integer;
7647 c: Boolean;
7648 begin
7649 Result := False;
7651 if CollideLevel(Dist, 0) then Exit;
7653 c := False;
7654 for y := 0 to BOT_MAXJUMP do
7655 if CollideLevel(Dist, -y) then
7656 begin
7657 c := True;
7658 Break;
7659 end;
7661 if not c then Exit;
7663 c := False;
7664 for yy := y+1 to BOT_MAXJUMP do
7665 if not CollideLevel(Dist, -yy) then
7666 begin
7667 c := True;
7668 Break;
7669 end;
7671 if not c then Exit;
7673 c := False;
7674 for y := 0 to BOT_MAXJUMP do
7675 if CollideLevel(0, -y) then
7676 begin
7677 c := True;
7678 Break;
7679 end;
7681 if c then Exit;
7683 if y < yy then Exit;
7685 Result := True;
7686 end;
7688 function IsSafeTrigger(): Boolean;
7689 var
7690 a: Integer;
7691 begin
7692 Result := True;
7693 if gTriggers = nil then
7694 Exit;
7695 for a := 0 to High(gTriggers) do
7696 if Collide(gTriggers[a].X,
7697 gTriggers[a].Y,
7698 gTriggers[a].Width,
7699 gTriggers[a].Height) and
7700 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7701 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7702 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7703 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7704 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7705 Result := False;
7706 end;
7708 begin
7709 // Âîçìîæíî, íàæèìàåì êíîïêó:
7710 if Rnd(16) and IsSafeTrigger() then
7711 PressKey(KEY_OPEN);
7713 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7714 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7715 begin
7716 ReleaseKey(KEY_LEFT);
7717 ReleaseKey(KEY_RIGHT);
7718 Jump();
7719 end;
7721 // Èäåì âëåâî, åñëè íàäî áûëî:
7722 if GetAIFlag('GOLEFT') <> '' then
7723 begin
7724 RemoveAIFlag('GOLEFT');
7725 if CanRunLeft() then
7726 GoLeft(360);
7727 end;
7729 // Èäåì âïðàâî, åñëè íàäî áûëî:
7730 if GetAIFlag('GORIGHT') <> '' then
7731 begin
7732 RemoveAIFlag('GORIGHT');
7733 if CanRunRight() then
7734 GoRight(360);
7735 end;
7737 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7738 if FObj.X < -32 then
7739 GoRight(360)
7740 else
7741 if FObj.X+32 > gMapInfo.Width then
7742 GoLeft(360);
7744 // Ïðûãàåì, åñëè íàäî áûëî:
7745 if GetAIFlag('NEEDJUMP') <> '' then
7746 begin
7747 Jump(0);
7748 RemoveAIFlag('NEEDJUMP');
7749 end;
7751 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7752 if GetAIFlag('NEEDSEEUP') <> '' then
7753 begin
7754 ReleaseKey(KEY_UP);
7755 ReleaseKey(KEY_DOWN);
7756 PressKey(KEY_UP, 20);
7757 RemoveAIFlag('NEEDSEEUP');
7758 end;
7760 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7761 if GetAIFlag('NEEDSEEDOWN') <> '' then
7762 begin
7763 ReleaseKey(KEY_UP);
7764 ReleaseKey(KEY_DOWN);
7765 PressKey(KEY_DOWN, 20);
7766 RemoveAIFlag('NEEDSEEDOWN');
7767 end;
7769 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7770 if GetAIFlag('GOINHOLE') <> '' then
7771 if not OnGround() then
7772 begin
7773 ReleaseKey(KEY_LEFT);
7774 ReleaseKey(KEY_RIGHT);
7775 RemoveAIFlag('GOINHOLE');
7776 SetAIFlag('FALLINHOLE', '1');
7777 end;
7779 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7780 if GetAIFlag('FALLINHOLE') <> '' then
7781 if OnGround() then
7782 RemoveAIFlag('FALLINHOLE');
7784 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7785 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7786 if GetAIFlag('FALLINHOLE') = '' then
7787 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7788 if Rnd(2) then
7789 GoLeft(360)
7790 else
7791 GoRight(360);
7793 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7794 if OnGround() and
7795 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7796 Rnd(8) then
7797 Jump();
7799 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7800 if OnGround() and NearHole() then
7801 if NearDeepHole() then // Åñëè ýòî áåçäíà
7802 case Random(6) of
7803 0..3: Turn(); // Áåæèì îáðàòíî
7804 4: Jump(); // Ïðûãàåì
7805 5: begin // Ïðûãàåì îáðàòíî
7806 Turn();
7807 Jump();
7808 end;
7809 end
7810 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7811 if GetAIFlag('GOINHOLE') = '' then
7812 case Random(6) of
7813 0: Turn(); // Íå íóæíî òóäà
7814 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7815 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7816 if BorderHole() then
7817 SetAIFlag('GOINHOLE', '1');
7818 end;
7820 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7821 if (not CanRun()) and OnGround() then
7822 begin
7823 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7824 if CanJumpOver() or OnLadder() then
7825 Jump()
7826 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7827 if Random(2) = 0 then
7828 begin
7829 if IsSafeTrigger() then
7830 PressKey(KEY_OPEN);
7831 end else
7832 Turn();
7833 end;
7835 // Îñòàëîñü ìàëî âîçäóõà:
7836 if FAir < 36 * 2 then
7837 Jump(20);
7839 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7840 if (FPowerups[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7841 if BodyInAcid(0, 0) then
7842 Jump();
7843 end;
7845 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7846 begin
7847 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7848 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7849 end;
7851 {function TBot.NeedItem(Item: Byte): Byte;
7852 begin
7853 Result := 4;
7854 end;}
7856 procedure TBot.SelectWeapon(Dist: Integer);
7857 var
7858 a: Integer;
7860 function HaveAmmo(weapon: Byte): Boolean;
7861 begin
7862 case weapon of
7863 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7864 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7865 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7866 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7867 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7868 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7869 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7870 WEAPON_SUPERCHAINGUN: Result := FAmmo[A_SHELLS] >= 1;
7871 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7872 else Result := True;
7873 end;
7874 end;
7876 begin
7877 if Dist = -1 then Dist := BOT_LONGDIST;
7879 if Dist > BOT_LONGDIST then
7880 begin // Äàëüíèé áîé
7881 for a := 0 to 9 do
7882 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7883 begin
7884 FSelectedWeapon := FDifficult.WeaponPrior[a];
7885 Break;
7886 end;
7887 end
7888 else //if Dist > BOT_UNSAFEDIST then
7889 begin // Áëèæíèé áîé
7890 for a := 0 to 9 do
7891 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7892 begin
7893 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7894 Break;
7895 end;
7896 end;
7897 { else
7898 begin
7899 for a := 0 to 9 do
7900 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7901 begin
7902 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7903 Break;
7904 end;
7905 end;}
7906 end;
7908 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7909 begin
7910 Result := inherited PickItem(ItemType, force, remove);
7912 if Result then SetAIFlag('SELECTWEAPON', '1');
7913 end;
7915 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7916 begin
7917 Result := inherited Heal(value, Soft);
7918 end;
7920 function TBot.Healthy(): Byte;
7921 begin
7922 if FPowerups[MR_INVUL] >= gTime then Result := 3
7923 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7924 else if (FHealth > 50) then Result := 2
7925 else if (FHealth > 20) then Result := 1
7926 else Result := 0;
7927 end;
7929 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7930 begin
7931 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7932 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7933 end;
7935 procedure TBot.OnDamage(Angle: SmallInt);
7936 var
7937 pla: TPlayer;
7938 mon: TMonster;
7939 ok: Boolean;
7940 begin
7941 inherited;
7943 if (Angle = 0) or (Angle = 180) then
7944 begin
7945 ok := False;
7946 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7947 (TGameOption.BOTS_VS_PLAYERS in gGameSettings.Options) then
7948 begin // Èãðîê
7949 pla := g_Player_Get(FLastSpawnerUID);
7950 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7951 pla.FObj.Y + PLAYER_RECT.Y);
7952 end
7953 else
7954 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7955 (TGameOption.BOTS_VS_MONSTERS in gGameSettings.Options) then
7956 begin // Ìîíñòð
7957 mon := g_Monsters_ByUID(FLastSpawnerUID);
7958 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7959 mon.Obj.Y + mon.Obj.Rect.Y);
7960 end;
7962 if ok then
7963 if Angle = 0 then
7964 SetAIFlag('ATTACKLEFT', '1')
7965 else
7966 SetAIFlag('ATTACKRIGHT', '1');
7967 end;
7968 end;
7970 function TBot.RunDirection(): TDirection;
7971 begin
7972 if Abs(Vel.X) >= 1 then
7973 begin
7974 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7975 end else
7976 Result := FDirection;
7977 end;
7979 function TBot.GetRnd(a: Byte): Boolean;
7980 begin
7981 if a = 0 then Result := False
7982 else if a = 255 then Result := True
7983 else Result := Random(256) > 255-a;
7984 end;
7986 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7987 begin
7988 Result := Round((255-a)/255*radius*(Random(2)-1));
7989 end;
7992 procedure TDifficult.save (st: TStream);
7993 begin
7994 utils.writeInt(st, Byte(DiagFire));
7995 utils.writeInt(st, Byte(InvisFire));
7996 utils.writeInt(st, Byte(DiagPrecision));
7997 utils.writeInt(st, Byte(FlyPrecision));
7998 utils.writeInt(st, Byte(Cover));
7999 utils.writeInt(st, Byte(CloseJump));
8000 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8001 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8002 end;
8004 procedure TDifficult.load (st: TStream);
8005 begin
8006 DiagFire := utils.readByte(st);
8007 InvisFire := utils.readByte(st);
8008 DiagPrecision := utils.readByte(st);
8009 FlyPrecision := utils.readByte(st);
8010 Cover := utils.readByte(st);
8011 CloseJump := utils.readByte(st);
8012 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8013 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8014 end;
8017 procedure TBot.SaveState (st: TStream);
8018 var
8019 i: Integer;
8020 dw: Integer;
8021 begin
8022 inherited SaveState(st);
8023 utils.writeSign(st, 'BOT0');
8024 // Âûáðàííîå îðóæèå
8025 utils.writeInt(st, Byte(FSelectedWeapon));
8026 // UID öåëè
8027 utils.writeInt(st, Word(FTargetUID));
8028 // Âðåìÿ ïîòåðè öåëè
8029 utils.writeInt(st, LongWord(FLastVisible));
8030 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8031 dw := Length(FAIFlags);
8032 utils.writeInt(st, LongInt(dw));
8033 // Ôëàãè ÈÈ
8034 for i := 0 to dw-1 do
8035 begin
8036 utils.writeStr(st, FAIFlags[i].Name, 20);
8037 utils.writeStr(st, FAIFlags[i].Value, 20);
8038 end;
8039 // Íàñòðîéêè ñëîæíîñòè
8040 FDifficult.save(st);
8041 end;
8044 procedure TBot.LoadState (st: TStream);
8045 var
8046 i: Integer;
8047 dw: Integer;
8048 begin
8049 inherited LoadState(st);
8050 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
8051 // Âûáðàííîå îðóæèå
8052 FSelectedWeapon := utils.readByte(st);
8053 // UID öåëè
8054 FTargetUID := utils.readWord(st);
8055 // Âðåìÿ ïîòåðè öåëè
8056 FLastVisible := utils.readLongWord(st);
8057 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8058 dw := utils.readLongInt(st);
8059 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
8060 SetLength(FAIFlags, dw);
8061 // Ôëàãè ÈÈ
8062 for i := 0 to dw-1 do
8063 begin
8064 FAIFlags[i].Name := utils.readStr(st, 20);
8065 FAIFlags[i].Value := utils.readStr(st, 20);
8066 end;
8067 // Íàñòðîéêè ñëîæíîñòè
8068 FDifficult.load(st);
8069 end;
8072 begin
8073 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
8074 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8075 end.