DEADSOFTWARE

draw talkbubble above the player corpse when necessary
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_NEXTWEAPON = 6;
35 KEY_PREVWEAPON = 7;
36 KEY_OPEN = 8;
37 KEY_JUMP = 9;
38 KEY_CHAT = 10;
40 R_ITEM_BACKPACK = 0;
41 R_KEY_RED = 1;
42 R_KEY_GREEN = 2;
43 R_KEY_BLUE = 3;
44 R_BERSERK = 4;
46 MR_SUIT = 0;
47 MR_INVUL = 1;
48 MR_INVIS = 2;
49 MR_MAX = 2;
51 A_BULLETS = 0;
52 A_SHELLS = 1;
53 A_ROCKETS = 2;
54 A_CELLS = 3;
55 A_FUEL = 4;
56 A_HIGH = 4;
58 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
62 K_SIMPLEKILL = 0;
63 K_HARDKILL = 1;
64 K_EXTRAHARDKILL = 2;
65 K_FALLKILL = 3;
67 T_RESPAWN = 0;
68 T_SWITCH = 1;
69 T_USE = 2;
70 T_FLAGCAP = 3;
72 TEAM_NONE = 0;
73 TEAM_RED = 1;
74 TEAM_BLUE = 2;
75 TEAM_COOP = 3;
77 SHELL_BULLET = 0;
78 SHELL_SHELL = 1;
79 SHELL_DBLSHELL = 2;
81 ANGLE_NONE = Low(SmallInt);
83 CORPSE_STATE_REMOVEME = 0;
84 CORPSE_STATE_NORMAL = 1;
85 CORPSE_STATE_MESS = 2;
87 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
88 PLAYER_RECT_CX = 15+(34 div 2);
89 PLAYER_RECT_CY = 12+(52 div 2);
90 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
92 PLAYER_HP_SOFT = 100;
93 PLAYER_HP_LIMIT = 200;
94 PLAYER_AP_SOFT = 100;
95 PLAYER_AP_LIMIT = 200;
96 SUICIDE_DAMAGE = 112;
97 WEAPON_DELAY = 5;
99 PLAYER_BURN_TIME = 110;
101 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
102 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
104 type
105 TPlayerStat = record
106 Num: Integer;
107 Ping: Word;
108 Loss: Byte;
109 Name: String;
110 Team: Byte;
111 Frags: SmallInt;
112 Deaths: SmallInt;
113 Lives: Byte;
114 Kills: Word;
115 Color: TRGB;
116 Spectator: Boolean;
117 end;
119 TPlayerStatArray = Array of TPlayerStat;
121 TPlayerSavedState = record
122 Health: Integer;
123 Armor: Integer;
124 Air: Integer;
125 JetFuel: Integer;
126 CurrWeap: Byte;
127 NextWeap: WORD;
128 NextWeapDelay: Byte;
129 Ammo: Array [A_BULLETS..A_HIGH] of Word;
130 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
131 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
132 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
133 Used: Boolean;
134 end;
136 TKeyState = record
137 Pressed: Boolean;
138 Time: Word;
139 end;
141 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
142 private
143 FIamBot: Boolean;
144 FUID: Word;
145 FName: String;
146 FTeam: Byte;
147 FAlive: Boolean;
148 FSpawned: Boolean;
149 FDirection: TDirection;
150 FHealth: Integer;
151 FLives: Byte;
152 FArmor: Integer;
153 FAir: Integer;
154 FPain: Integer;
155 FPickup: Integer;
156 FKills: Integer;
157 FMonsterKills: Integer;
158 FFrags: Integer;
159 FFragCombo: Byte;
160 FLastFrag: LongWord;
161 FComboEvnt: Integer;
162 FDeath: Integer;
163 FCanJetpack: Boolean;
164 FJetFuel: Integer;
165 FFlag: Byte;
166 FSecrets: Integer;
167 FCurrWeap: Byte;
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedStateNum: Integer;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCamOld: Integer;
190 FIncCam: Integer;
191 FSlopeOld: Integer;
192 FShellTimer: Integer;
193 FShellType: Byte;
194 FSawSound: TPlayableSound;
195 FSawSoundIdle: TPlayableSound;
196 FSawSoundHit: TPlayableSound;
197 FSawSoundSelect: TPlayableSound;
198 FFlameSoundOn: TPlayableSound;
199 FFlameSoundOff: TPlayableSound;
200 FFlameSoundWork: TPlayableSound;
201 FJetSoundOn: TPlayableSound;
202 FJetSoundOff: TPlayableSound;
203 FJetSoundFly: TPlayableSound;
204 FGodMode: Boolean;
205 FNoTarget: Boolean;
206 FNoReload: Boolean;
207 FJustTeleported: Boolean;
208 FNetTime: LongWord;
209 mEDamageType: Integer;
212 function CollideLevel(XInc, YInc: Integer): Boolean;
213 function StayOnStep(XInc, YInc: Integer): Boolean;
214 function HeadInLiquid(XInc, YInc: Integer): Boolean;
215 function BodyInLiquid(XInc, YInc: Integer): Boolean;
216 function BodyInAcid(XInc, YInc: Integer): Boolean;
217 function FullInLift(XInc, YInc: Integer): Integer;
218 {procedure CollideItem();}
219 procedure FlySmoke(Times: DWORD = 1);
220 procedure OnFireFlame(Times: DWORD = 1);
221 function GetAmmoByWeapon(Weapon: Byte): Word;
222 procedure SetAction(Action: Byte; Force: Boolean = False);
223 procedure OnDamage(Angle: SmallInt); virtual;
224 function firediry(): Integer;
225 procedure DoPunch();
227 procedure Run(Direction: TDirection);
228 procedure NextWeapon();
229 procedure PrevWeapon();
230 procedure SeeUp();
231 procedure SeeDown();
232 procedure Fire();
233 procedure Jump();
234 procedure Use();
236 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
237 procedure resetWeaponQueue ();
238 function hasAmmoForWeapon (weapon: Byte): Boolean;
240 procedure doDamage (v: Integer);
242 function refreshCorpse(): Boolean;
244 public
245 FDamageBuffer: Integer;
247 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
248 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
249 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
250 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
251 FBerserk: Integer;
252 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
253 FReloading: Array [WP_FIRST..WP_LAST] of Word;
254 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
255 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
256 FColor: TRGB;
257 FPreferredTeam: Byte;
258 FSpectator: Boolean;
259 FNoRespawn: Boolean;
260 FWantsInGame: Boolean;
261 FGhost: Boolean;
262 FPhysics: Boolean;
263 FFlaming: Boolean;
264 FJetpack: Boolean;
265 FActualModelName: string;
266 FClientID: SmallInt;
267 FPing: Word;
268 FLoss: Byte;
269 FReady: Boolean;
270 FDummy: Boolean;
271 FFireTime: Integer;
272 FSpawnInvul: Integer;
273 FHandicap: Integer;
274 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
275 FCorpse: Integer;
277 // debug: viewport offset
278 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
280 function isValidViewPort (): Boolean; inline;
282 constructor Create(); virtual;
283 destructor Destroy(); override;
284 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
285 function GetRespawnPoint(): Byte;
286 procedure PressKey(Key: Byte; Time: Word = 1);
287 procedure ReleaseKeys();
288 procedure SetModel(ModelName: String);
289 procedure SetColor(Color: TRGB);
290 function GetColor(): TRGB;
291 procedure SetWeapon(W: Byte);
292 function IsKeyPressed(K: Byte): Boolean;
293 function GetKeys(): Byte;
294 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
295 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
296 function Collide(Panel: TPanel): Boolean; overload;
297 function Collide(X, Y: Integer): Boolean; overload;
298 procedure SetDirection(Direction: TDirection);
299 procedure GetSecret();
300 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
301 procedure Touch();
302 procedure Push(vx, vy: Integer);
303 procedure ChangeModel(ModelName: String);
304 procedure SwitchTeam;
305 procedure ChangeTeam(Team: Byte);
306 procedure BFGHit();
307 function GetFlag(Flag: Byte): Boolean;
308 procedure SetFlag(Flag: Byte);
309 function DropFlag(Silent: Boolean = True): Boolean;
310 procedure AllRulez(Health: Boolean);
311 procedure RestoreHealthArmor();
312 procedure FragCombo();
313 procedure GiveItem(ItemType: Byte);
314 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
315 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
316 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
317 procedure MakeBloodSimple(Count: Word);
318 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
319 procedure Reset(Force: Boolean);
320 procedure Spectate(NoMove: Boolean = False);
321 procedure SwitchNoClip;
322 procedure SoftReset();
323 procedure Draw(); virtual;
324 procedure DrawPain();
325 procedure DrawPickup();
326 procedure DrawRulez();
327 procedure DrawAim();
328 procedure DrawIndicator(Color: TRGB);
329 procedure DrawBubble();
330 procedure DrawGUI();
331 procedure PreUpdate();
332 procedure Update(); virtual;
333 procedure RememberState();
334 procedure RecallState();
335 procedure SaveState (st: TStream); virtual;
336 procedure LoadState (st: TStream); virtual;
337 procedure PauseSounds(Enable: Boolean);
338 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
339 procedure DoLerp(Level: Integer = 2);
340 procedure SetLerp(XTo, YTo: Integer);
341 procedure QueueWeaponSwitch(Weapon: Byte);
342 procedure RealizeCurrentWeapon();
343 procedure FlamerOn;
344 procedure FlamerOff;
345 procedure JetpackOn;
346 procedure JetpackOff;
347 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
349 //WARNING! this does nothing for now, but still call it!
350 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
352 procedure getMapBox (out x, y, w, h: Integer); inline;
353 procedure moveBy (dx, dy: Integer); inline;
355 function getCameraObj(): TObj;
357 public
358 property Vel: TPoint2i read FObj.Vel;
359 property Obj: TObj read FObj;
361 property Name: String read FName write FName;
362 property Model: TPlayerModel read FModel;
363 property Health: Integer read FHealth write FHealth;
364 property Lives: Byte read FLives write FLives;
365 property Armor: Integer read FArmor write FArmor;
366 property Air: Integer read FAir write FAir;
367 property JetFuel: Integer read FJetFuel write FJetFuel;
368 property Frags: Integer read FFrags write FFrags;
369 property Death: Integer read FDeath write FDeath;
370 property Kills: Integer read FKills write FKills;
371 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
372 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
373 property Secrets: Integer read FSecrets;
374 property GodMode: Boolean read FGodMode write FGodMode;
375 property NoTarget: Boolean read FNoTarget write FNoTarget;
376 property NoReload: Boolean read FNoReload write FNoReload;
377 property alive: Boolean read FAlive write FAlive;
378 property Flag: Byte read FFlag;
379 property Team: Byte read FTeam write FTeam;
380 property Direction: TDirection read FDirection;
381 property GameX: Integer read FObj.X write FObj.X;
382 property GameY: Integer read FObj.Y write FObj.Y;
383 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
384 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
385 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
386 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
387 property IncCam: Integer read FIncCam write FIncCam;
388 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
389 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
390 property UID: Word read FUID write FUID;
391 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
392 property NetTime: LongWord read FNetTime write FNetTime;
394 published
395 property eName: String read FName write FName;
396 property eHealth: Integer read FHealth write FHealth;
397 property eLives: Byte read FLives write FLives;
398 property eArmor: Integer read FArmor write FArmor;
399 property eAir: Integer read FAir write FAir;
400 property eJetFuel: Integer read FJetFuel write FJetFuel;
401 property eFrags: Integer read FFrags write FFrags;
402 property eDeath: Integer read FDeath write FDeath;
403 property eKills: Integer read FKills write FKills;
404 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
405 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
406 property eSecrets: Integer read FSecrets write FSecrets;
407 property eGodMode: Boolean read FGodMode write FGodMode;
408 property eNoTarget: Boolean read FNoTarget write FNoTarget;
409 property eNoReload: Boolean read FNoReload write FNoReload;
410 property eAlive: Boolean read FAlive write FAlive;
411 property eFlag: Byte read FFlag;
412 property eTeam: Byte read FTeam write FTeam;
413 property eDirection: TDirection read FDirection;
414 property eGameX: Integer read FObj.X write FObj.X;
415 property eGameY: Integer read FObj.Y write FObj.Y;
416 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
417 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
418 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
419 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
420 property eIncCam: Integer read FIncCam write FIncCam;
421 property eUID: Word read FUID;
422 property eJustTeleported: Boolean read FJustTeleported;
423 property eNetTime: LongWord read FNetTime;
425 // set this before assigning something to `eDamage`
426 property eDamageType: Integer read mEDamageType write mEDamageType;
427 property eDamage: Integer write doDamage;
428 end;
430 TDifficult = record
431 public
432 DiagFire: Byte;
433 InvisFire: Byte;
434 DiagPrecision: Byte;
435 FlyPrecision: Byte;
436 Cover: Byte;
437 CloseJump: Byte;
438 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
439 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
440 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
442 public
443 procedure save (st: TStream);
444 procedure load (st: TStream);
445 end;
447 TAIFlag = record
448 Name: String;
449 Value: String;
450 end;
452 TBot = class(TPlayer)
453 private
454 FSelectedWeapon: Byte;
455 FTargetUID: Word;
456 FLastVisible: DWORD;
457 FAIFlags: Array of TAIFlag;
458 FDifficult: TDifficult;
460 function GetRnd(a: Byte): Boolean;
461 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
462 function RunDirection(): TDirection;
463 function FullInStep(XInc, YInc: Integer): Boolean;
464 //function NeedItem(Item: Byte): Byte;
465 procedure SelectWeapon(Dist: Integer);
466 procedure SetAIFlag(aName, fValue: String20);
467 function GetAIFlag(aName: String20): String20;
468 procedure RemoveAIFlag(aName: String20);
469 function Healthy(): Byte;
470 procedure UpdateMove();
471 procedure UpdateCombat();
472 function KeyPressed(Key: Word): Boolean;
473 procedure ReleaseKey(Key: Byte);
474 function TargetOnScreen(TX, TY: Integer): Boolean;
475 procedure OnDamage(Angle: SmallInt); override;
477 public
478 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
479 constructor Create(); override;
480 destructor Destroy(); override;
481 procedure Draw(); override;
482 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
483 function Heal(value: Word; Soft: Boolean): Boolean; override;
484 procedure Update(); override;
485 procedure SaveState (st: TStream); override;
486 procedure LoadState (st: TStream); override;
487 end;
489 PGib = ^TGib;
490 TGib = record
491 alive: Boolean;
492 ID: DWORD;
493 MaskID: DWORD;
494 RAngle: Integer;
495 Color: TRGB;
496 Obj: TObj;
498 procedure getMapBox (out x, y, w, h: Integer); inline;
499 procedure moveBy (dx, dy: Integer); inline;
501 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
502 end;
505 PShell = ^TShell;
506 TShell = record
507 SpriteID: DWORD;
508 alive: Boolean;
509 SType: Byte;
510 RAngle: Integer;
511 Timeout: Cardinal;
512 CX, CY: Integer;
513 Obj: TObj;
515 procedure getMapBox (out x, y, w, h: Integer); inline;
516 procedure moveBy (dx, dy: Integer); inline;
518 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
519 end;
521 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
522 private
523 FModelName: String;
524 FMess: Boolean;
525 FState: Byte;
526 FDamage: Byte;
527 FColor: TRGB;
528 FObj: TObj;
529 FPlayerUID: Word;
530 FAnimation: TAnimation;
531 FAnimationMask: TAnimation;
533 public
534 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
535 destructor Destroy(); override;
536 procedure Damage(Value: Word; vx, vy: Integer);
537 procedure Update();
538 procedure Draw();
539 procedure SaveState (st: TStream);
540 procedure LoadState (st: TStream);
542 procedure getMapBox (out x, y, w, h: Integer); inline;
543 procedure moveBy (dx, dy: Integer); inline;
545 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
547 function ObjPtr (): PObj; inline;
549 property Obj: TObj read FObj; // copies object
550 property State: Byte read FState;
551 property Mess: Boolean read FMess;
552 end;
554 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
555 record
556 Goals: SmallInt;
557 end;
559 var
560 gPlayers: Array of TPlayer;
561 gCorpses: Array of TCorpse;
562 gGibs: Array of TGib;
563 gShells: Array of TShell;
564 gTeamStat: TTeamStat;
565 gFly: Boolean = False;
566 gAimLine: Boolean = False;
567 gChatBubble: Integer = 0;
568 gPlayerIndicator: Integer = 1;
569 gPlayerIndicatorStyle: Integer = 0;
570 gNumBots: Word = 0;
571 gSpectLatchPID1: Word = 0;
572 gSpectLatchPID2: Word = 0;
573 MAX_RUNVEL: Integer = 8;
574 VEL_JUMP: Integer = 10;
575 SHELL_TIMEOUT: Cardinal = 60000;
577 function Lerp(X, Y, Factor: Integer): Integer;
579 procedure g_Gibs_SetMax(Count: Word);
580 function g_Gibs_GetMax(): Word;
581 procedure g_Corpses_SetMax(Count: Word);
582 function g_Corpses_GetMax(): Word;
583 procedure g_Shells_SetMax(Count: Word);
584 function g_Shells_GetMax(): Word;
586 procedure g_Player_Init();
587 procedure g_Player_Free();
588 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
589 function g_Player_CreateFromState (st: TStream): Word;
590 procedure g_Player_Remove(UID: Word);
591 procedure g_Player_ResetTeams();
592 procedure g_Player_PreUpdate();
593 procedure g_Player_UpdateAll();
594 procedure g_Player_DrawAll();
595 procedure g_Player_DrawDebug(p: TPlayer);
596 procedure g_Player_DrawHealth();
597 procedure g_Player_RememberAll();
598 procedure g_Player_ResetAll(Force, Silent: Boolean);
599 function g_Player_Get(UID: Word): TPlayer;
600 function g_Player_GetCount(): Byte;
601 function g_Player_GetStats(): TPlayerStatArray;
602 function g_Player_ValidName(Name: String): Boolean;
603 function g_Player_CreateCorpse(Player: TPlayer): Integer;
604 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
605 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
606 procedure g_Player_UpdatePhysicalObjects();
607 procedure g_Player_DrawCorpses();
608 procedure g_Player_DrawShells();
609 procedure g_Player_RemoveAllCorpses();
610 procedure g_Player_Corpses_SaveState (st: TStream);
611 procedure g_Player_Corpses_LoadState (st: TStream);
612 procedure g_Player_ResetReady();
613 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
614 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
615 procedure g_Bot_MixNames();
616 procedure g_Bot_RemoveAll();
618 implementation
620 uses
621 {$INCLUDE ../nogl/noGLuses.inc}
622 {$IFDEF ENABLE_HOLMES}
623 g_holmes,
624 {$ENDIF}
625 e_log, g_map, g_items, g_console, g_gfx, Math,
626 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
627 wadreader, g_main, g_monsters, CONFIG, g_language,
628 g_net, g_netmsg, g_window,
629 utils, xstreams;
631 const PLR_SAVE_VERSION = 0;
633 type
634 TBotProfile = record
635 name: ShortString;
636 model: ShortString;
637 team: Byte;
638 color: TRGB;
639 diag_fire: Byte;
640 invis_fire: Byte;
641 diag_precision: Byte;
642 fly_precision: Byte;
643 cover: Byte;
644 close_jump: Byte;
645 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
646 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
647 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
648 end;
650 const
651 TIME_RESPAWN1 = 1500;
652 TIME_RESPAWN2 = 2000;
653 TIME_RESPAWN3 = 3000;
654 AIR_DEF = 360;
655 AIR_MAX = 1091;
656 JET_MAX = 540; // ~30 sec
657 PLAYER_SUIT_TIME = 30000;
658 PLAYER_INVUL_TIME = 30000;
659 PLAYER_INVIS_TIME = 35000;
660 FRAG_COMBO_TIME = 3000;
661 VEL_SW = 4;
662 VEL_FLY = 6;
663 ANGLE_RIGHTUP = 55;
664 ANGLE_RIGHTDOWN = -35;
665 ANGLE_LEFTUP = 125;
666 ANGLE_LEFTDOWN = -145;
667 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
668 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
669 BOT_MAXJUMP = 84;
670 BOT_LONGDIST = 300;
671 BOT_UNSAFEDIST = 128;
672 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
673 (R:0; G:0; B:255));
674 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
675 FlyPrecision: 32; Cover: 32; CloseJump: 32;
676 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
677 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
678 FlyPrecision: 127; Cover: 127; CloseJump: 127;
679 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
680 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
681 FlyPrecision: 255; Cover: 255; CloseJump: 255;
682 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
683 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
684 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
685 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
686 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
687 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
688 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
689 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
690 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
691 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
692 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
693 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
694 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
695 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
696 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
697 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
698 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
699 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
701 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
702 CORPSE_SIGNATURE = $50524F43; // 'CORP'
704 BOTNAMES_FILENAME = 'botnames.txt';
705 BOTLIST_FILENAME = 'botlist.txt';
707 var
708 MaxGibs: Word = 150;
709 MaxCorpses: Word = 20;
710 MaxShells: Word = 300;
711 CurrentGib: Integer = 0;
712 CurrentShell: Integer = 0;
713 BotNames: Array of String;
714 BotList: Array of TBotProfile;
715 SavedStates: Array of TPlayerSavedState;
718 function Lerp(X, Y, Factor: Integer): Integer;
719 begin
720 Result := X + ((Y - X) div Factor);
721 end;
723 function SameTeam(UID1, UID2: Word): Boolean;
724 begin
725 Result := False;
727 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
728 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
730 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
732 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
733 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
735 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
736 end;
738 procedure g_Gibs_SetMax(Count: Word);
739 begin
740 MaxGibs := Count;
741 SetLength(gGibs, Count);
743 if CurrentGib >= Count then
744 CurrentGib := 0;
745 end;
747 function g_Gibs_GetMax(): Word;
748 begin
749 Result := MaxGibs;
750 end;
752 procedure g_Shells_SetMax(Count: Word);
753 begin
754 MaxShells := Count;
755 SetLength(gShells, Count);
757 if CurrentShell >= Count then
758 CurrentShell := 0;
759 end;
761 function g_Shells_GetMax(): Word;
762 begin
763 Result := MaxShells;
764 end;
767 procedure g_Corpses_SetMax(Count: Word);
768 begin
769 MaxCorpses := Count;
770 SetLength(gCorpses, Count);
771 end;
773 function g_Corpses_GetMax(): Word;
774 begin
775 Result := MaxCorpses;
776 end;
778 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
779 var
780 a: Integer;
781 ok: Boolean;
782 begin
783 Result := 0;
785 ok := False;
786 a := 0;
788 // Åñòü ëè ìåñòî â gPlayers:
789 if gPlayers <> nil then
790 for a := 0 to High(gPlayers) do
791 if gPlayers[a] = nil then
792 begin
793 ok := True;
794 Break;
795 end;
797 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
798 if not ok then
799 begin
800 SetLength(gPlayers, Length(gPlayers)+1);
801 a := High(gPlayers);
802 end;
804 // Ñîçäàåì îáúåêò èãðîêà:
805 if Bot then
806 gPlayers[a] := TBot.Create()
807 else
808 gPlayers[a] := TPlayer.Create();
811 gPlayers[a].FActualModelName := ModelName;
812 gPlayers[a].SetModel(ModelName);
814 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
815 if gPlayers[a].FModel = nil then
816 begin
817 gPlayers[a].Free();
818 gPlayers[a] := nil;
819 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
820 Exit;
821 end;
823 if not (Team in [TEAM_RED, TEAM_BLUE]) then
824 if Random(2) = 0 then
825 Team := TEAM_RED
826 else
827 Team := TEAM_BLUE;
828 gPlayers[a].FPreferredTeam := Team;
830 case gGameSettings.GameMode of
831 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
832 GM_TDM,
833 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
834 GM_SINGLE,
835 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
836 end;
838 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
839 gPlayers[a].FColor := Color;
840 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
841 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
842 else
843 gPlayers[a].FModel.Color := Color;
845 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
846 gPlayers[a].FAlive := False;
848 Result := gPlayers[a].FUID;
849 end;
851 function g_Player_CreateFromState (st: TStream): Word;
852 var
853 a, i: Integer;
854 ok, Bot: Boolean;
855 b: Byte;
856 begin
857 result := 0;
858 if (st = nil) then exit; //???
860 // Ñèãíàòóðà èãðîêà
861 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
862 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
864 // Áîò èëè ÷åëîâåê:
865 Bot := utils.readBool(st);
867 ok := false;
868 a := 0;
870 // Åñòü ëè ìåñòî â gPlayers:
871 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
873 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
874 if not ok then
875 begin
876 SetLength(gPlayers, Length(gPlayers)+1);
877 a := High(gPlayers);
878 end;
880 // Ñîçäàåì îáúåêò èãðîêà
881 if Bot then
882 gPlayers[a] := TBot.Create()
883 else
884 gPlayers[a] := TPlayer.Create();
885 gPlayers[a].FIamBot := Bot;
886 gPlayers[a].FPhysics := True;
888 // UID èãðîêà
889 gPlayers[a].FUID := utils.readWord(st);
890 // Èìÿ èãðîêà
891 gPlayers[a].FName := utils.readStr(st);
892 // Êîìàíäà
893 gPlayers[a].FTeam := utils.readByte(st);
894 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
895 // Æèâ ëè
896 gPlayers[a].FAlive := utils.readBool(st);
897 // Èçðàñõîäîâàë ëè âñå æèçíè
898 gPlayers[a].FNoRespawn := utils.readBool(st);
899 // Íàïðàâëåíèå
900 b := utils.readByte(st);
901 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
902 // Çäîðîâüå
903 gPlayers[a].FHealth := utils.readLongInt(st);
904 // Ôîðà
905 gPlayers[a].FHandicap := utils.readLongInt(st);
906 // Æèçíè
907 gPlayers[a].FLives := utils.readByte(st);
908 // Áðîíÿ
909 gPlayers[a].FArmor := utils.readLongInt(st);
910 // Çàïàñ âîçäóõà
911 gPlayers[a].FAir := utils.readLongInt(st);
912 // Çàïàñ ãîðþ÷åãî
913 gPlayers[a].FJetFuel := utils.readLongInt(st);
914 // Áîëü
915 gPlayers[a].FPain := utils.readLongInt(st);
916 // Óáèë
917 gPlayers[a].FKills := utils.readLongInt(st);
918 // Óáèë ìîíñòðîâ
919 gPlayers[a].FMonsterKills := utils.readLongInt(st);
920 // Ôðàãîâ
921 gPlayers[a].FFrags := utils.readLongInt(st);
922 // Ôðàãîâ ïîäðÿä
923 gPlayers[a].FFragCombo := utils.readByte(st);
924 // Âðåìÿ ïîñëåäíåãî ôðàãà
925 gPlayers[a].FLastFrag := utils.readLongWord(st);
926 // Ñìåðòåé
927 gPlayers[a].FDeath := utils.readLongInt(st);
928 // Êàêîé ôëàã íåñåò
929 gPlayers[a].FFlag := utils.readByte(st);
930 // Íàøåë ñåêðåòîâ
931 gPlayers[a].FSecrets := utils.readLongInt(st);
932 // Òåêóùåå îðóæèå
933 gPlayers[a].FCurrWeap := utils.readByte(st);
934 // Ñëåäóþùåå æåëàåìîå îðóæèå
935 gPlayers[a].FNextWeap := utils.readWord(st);
936 // ...è ïàóçà
937 gPlayers[a].FNextWeapDelay := utils.readByte(st);
938 // Âðåìÿ çàðÿäêè BFG
939 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
940 // Áóôåð óðîíà
941 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
942 // Ïîñëåäíèé óäàðèâøèé
943 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
944 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
945 gPlayers[a].FLastHit := utils.readByte(st);
946 // Îáúåêò èãðîêà:
947 Obj_LoadState(@gPlayers[a].FObj, st);
948 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
949 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
950 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
951 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
952 // Íàëè÷èå îðóæèÿ
953 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
954 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
955 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
956 // Íàëè÷èå ðþêçàêà
957 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
958 // Íàëè÷èå êðàñíîãî êëþ÷à
959 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
960 // Íàëè÷èå çåëåíîãî êëþ÷à
961 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
962 // Íàëè÷èå ñèíåãî êëþ÷à
963 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
964 // Íàëè÷èå áåðñåðêà
965 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
966 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
967 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
968 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
969 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
971 // Íàçâàíèå ìîäåëè:
972 gPlayers[a].FActualModelName := utils.readStr(st);
973 // Öâåò ìîäåëè
974 gPlayers[a].FColor.R := utils.readByte(st);
975 gPlayers[a].FColor.G := utils.readByte(st);
976 gPlayers[a].FColor.B := utils.readByte(st);
977 // Îáíîâëÿåì ìîäåëü èãðîêà
978 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
980 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
981 if (gPlayers[a].FModel = nil) then
982 begin
983 gPlayers[a].Free();
984 gPlayers[a] := nil;
985 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
986 exit;
987 end;
989 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
990 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
991 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
992 else
993 gPlayers[a].FModel.Color := gPlayers[a].FColor;
995 result := gPlayers[a].FUID;
996 end;
999 procedure g_Player_ResetTeams();
1000 var
1001 a: Integer;
1002 begin
1003 if g_Game_IsClient then
1004 Exit;
1005 if gPlayers = nil then
1006 Exit;
1007 for a := Low(gPlayers) to High(gPlayers) do
1008 if gPlayers[a] <> nil then
1009 case gGameSettings.GameMode of
1010 GM_DM:
1011 gPlayers[a].ChangeTeam(TEAM_NONE);
1012 GM_TDM, GM_CTF:
1013 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1014 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1015 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1016 else
1017 if a mod 2 = 0 then
1018 gPlayers[a].ChangeTeam(TEAM_RED)
1019 else
1020 gPlayers[a].ChangeTeam(TEAM_BLUE);
1021 GM_SINGLE,
1022 GM_COOP:
1023 gPlayers[a].ChangeTeam(TEAM_COOP);
1024 end;
1025 end;
1027 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1028 var
1029 m: SSArray;
1030 _name, _model: String;
1031 a, tr, tb: Integer;
1032 begin
1033 if not g_Game_IsServer then Exit;
1035 // Ñïèñîê íàçâàíèé ìîäåëåé:
1036 m := g_PlayerModel_GetNames();
1037 if m = nil then
1038 Exit;
1040 // Êîìàíäà:
1041 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1042 Team := TEAM_COOP // COOP
1043 else
1044 if gGameSettings.GameMode = GM_DM then
1045 Team := TEAM_NONE // DM
1046 else
1047 if Team = TEAM_NONE then // CTF / TDM
1048 begin
1049 // Àâòîáàëàíñ êîìàíä:
1050 tr := 0;
1051 tb := 0;
1053 for a := 0 to High(gPlayers) do
1054 if gPlayers[a] <> nil then
1055 begin
1056 if gPlayers[a].Team = TEAM_RED then
1057 Inc(tr)
1058 else
1059 if gPlayers[a].Team = TEAM_BLUE then
1060 Inc(tb);
1061 end;
1063 if tr > tb then
1064 Team := TEAM_BLUE
1065 else
1066 if tb > tr then
1067 Team := TEAM_RED
1068 else // tr = tb
1069 if Random(2) = 0 then
1070 Team := TEAM_RED
1071 else
1072 Team := TEAM_BLUE;
1073 end;
1075 // Âûáèðàåì áîòó èìÿ:
1076 _name := '';
1077 if BotNames <> nil then
1078 for a := 0 to High(BotNames) do
1079 if g_Player_ValidName(BotNames[a]) then
1080 begin
1081 _name := BotNames[a];
1082 Break;
1083 end;
1085 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1086 _model := m[Random(Length(m))];
1088 // Ñîçäàåì áîòà:
1089 with g_Player_Get(g_Player_Create(_model,
1090 _RGB(Min(Random(9)*32, 255),
1091 Min(Random(9)*32, 255),
1092 Min(Random(9)*32, 255)),
1093 Team, True)) as TBot do
1094 begin
1095 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1096 if _name = '' then
1097 Name := Format('DFBOT%.5d', [UID])
1098 else
1099 Name := _name;
1101 case Difficult of
1102 1: FDifficult := DIFFICULT_EASY;
1103 2: FDifficult := DIFFICULT_MEDIUM;
1104 else FDifficult := DIFFICULT_HARD;
1105 end;
1107 for a := WP_FIRST to WP_LAST do
1108 begin
1109 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1110 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1111 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1112 end;
1114 FHandicap := Handicap;
1116 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1118 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1119 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1120 Spectate();
1121 end;
1122 end;
1124 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1125 var
1126 m: SSArray;
1127 _name, _model: String;
1128 a: Integer;
1129 begin
1130 if not g_Game_IsServer then Exit;
1132 // Ñïèñîê íàçâàíèé ìîäåëåé:
1133 m := g_PlayerModel_GetNames();
1134 if m = nil then
1135 Exit;
1137 // Êîìàíäà:
1138 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1139 Team := TEAM_COOP // COOP
1140 else
1141 if gGameSettings.GameMode = GM_DM then
1142 Team := TEAM_NONE // DM
1143 else
1144 if Team = TEAM_NONE then
1145 Team := BotList[num].team; // CTF / TDM
1147 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1148 lName := AnsiLowerCase(lName);
1149 if (num < 0) or (num > Length(BotList)-1) then
1150 num := -1;
1151 if (num = -1) and (lName <> '') and (BotList <> nil) then
1152 for a := 0 to High(BotList) do
1153 if AnsiLowerCase(BotList[a].name) = lName then
1154 begin
1155 num := a;
1156 Break;
1157 end;
1158 if num = -1 then
1159 Exit;
1161 // Èìÿ áîòà:
1162 _name := BotList[num].name;
1163 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1164 if not g_Player_ValidName(_name) then
1165 repeat
1166 _name := Format('DFBOT%.2d', [Random(100)]);
1167 until g_Player_ValidName(_name);
1169 // Ìîäåëü:
1170 _model := BotList[num].model;
1171 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1172 if not InSArray(_model, m) then
1173 _model := m[Random(Length(m))];
1175 // Ñîçäàåì áîòà:
1176 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1177 begin
1178 Name := _name;
1180 FDifficult.DiagFire := BotList[num].diag_fire;
1181 FDifficult.InvisFire := BotList[num].invis_fire;
1182 FDifficult.DiagPrecision := BotList[num].diag_precision;
1183 FDifficult.FlyPrecision := BotList[num].fly_precision;
1184 FDifficult.Cover := BotList[num].cover;
1185 FDifficult.CloseJump := BotList[num].close_jump;
1187 FHandicap := Handicap;
1189 for a := WP_FIRST to WP_LAST do
1190 begin
1191 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1192 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1193 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1194 end;
1196 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1198 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1199 end;
1200 end;
1202 procedure g_Bot_RemoveAll();
1203 var
1204 a: Integer;
1205 begin
1206 if not g_Game_IsServer then Exit;
1207 if gPlayers = nil then Exit;
1209 for a := 0 to High(gPlayers) do
1210 if gPlayers[a] <> nil then
1211 if gPlayers[a] is TBot then
1212 begin
1213 gPlayers[a].Lives := 0;
1214 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1215 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1216 g_Player_Remove(gPlayers[a].FUID);
1217 end;
1219 g_Bot_MixNames();
1220 end;
1222 procedure g_Bot_MixNames();
1223 var
1224 s: String;
1225 a, b: Integer;
1226 begin
1227 if BotNames <> nil then
1228 for a := 0 to High(BotNames) do
1229 begin
1230 b := Random(Length(BotNames));
1231 s := BotNames[a];
1232 Botnames[a] := BotNames[b];
1233 BotNames[b] := s;
1234 end;
1235 end;
1237 procedure g_Player_Remove(UID: Word);
1238 var
1239 i: Integer;
1240 begin
1241 if gPlayers = nil then Exit;
1243 if g_Game_IsServer and g_Game_IsNet then
1244 MH_SEND_PlayerDelete(UID);
1246 for i := 0 to High(gPlayers) do
1247 if gPlayers[i] <> nil then
1248 if gPlayers[i].FUID = UID then
1249 begin
1250 if gPlayers[i] is TPlayer then
1251 TPlayer(gPlayers[i]).Free()
1252 else
1253 TBot(gPlayers[i]).Free();
1254 gPlayers[i] := nil;
1255 Exit;
1256 end;
1257 end;
1259 procedure g_Player_Init();
1260 var
1261 F: TextFile;
1262 s: String;
1263 a, b: Integer;
1264 config: TConfig;
1265 sa: SSArray;
1266 path: AnsiString;
1267 begin
1268 BotNames := nil;
1270 path := BOTNAMES_FILENAME;
1271 if e_FindResource(DataDirs, path) = false then
1272 Exit;
1274 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1275 AssignFile(F, path);
1276 Reset(F);
1278 while not EOF(F) do
1279 begin
1280 ReadLn(F, s);
1282 s := Trim(s);
1283 if s = '' then
1284 Continue;
1286 SetLength(BotNames, Length(BotNames)+1);
1287 BotNames[High(BotNames)] := s;
1288 end;
1290 CloseFile(F);
1292 // Ïåðåìåøèâàåì èõ:
1293 g_Bot_MixNames();
1295 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1296 config := TConfig.CreateFile(path);
1297 BotList := nil;
1298 a := 0;
1300 while config.SectionExists(IntToStr(a)) do
1301 begin
1302 SetLength(BotList, Length(BotList)+1);
1304 with BotList[High(BotList)] do
1305 begin
1306 // Èìÿ áîòà:
1307 name := config.ReadStr(IntToStr(a), 'name', '');
1308 // Ìîäåëü:
1309 model := config.ReadStr(IntToStr(a), 'model', '');
1310 // Êîìàíäà:
1311 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1312 team := TEAM_RED
1313 else
1314 team := TEAM_BLUE;
1315 // Öâåò ìîäåëè:
1316 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1317 color.R := StrToIntDef(sa[0], 0);
1318 color.G := StrToIntDef(sa[1], 0);
1319 color.B := StrToIntDef(sa[2], 0);
1320 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1321 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1322 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1323 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1324 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1325 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1326 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1327 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1328 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1329 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1330 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1331 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1332 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1333 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1334 if Length(sa) = 10 then
1335 for b := 0 to 9 do
1336 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1337 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1338 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1339 if Length(sa) = 10 then
1340 for b := 0 to 9 do
1341 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1343 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1344 if Length(sa) = 10 then
1345 for b := 0 to 9 do
1346 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1347 end;
1349 a := a + 1;
1350 end;
1352 config.Free();
1353 SetLength(SavedStates, 0);
1354 end;
1356 procedure g_Player_Free();
1357 var
1358 i: Integer;
1359 begin
1360 if gPlayers <> nil then
1361 begin
1362 for i := 0 to High(gPlayers) do
1363 if gPlayers[i] <> nil then
1364 begin
1365 if gPlayers[i] is TPlayer then
1366 TPlayer(gPlayers[i]).Free()
1367 else
1368 TBot(gPlayers[i]).Free();
1369 gPlayers[i] := nil;
1370 end;
1372 gPlayers := nil;
1373 end;
1375 gPlayer1 := nil;
1376 gPlayer2 := nil;
1377 SetLength(SavedStates, 0);
1378 end;
1380 procedure g_Player_PreUpdate();
1381 var
1382 i: Integer;
1383 begin
1384 if gPlayers = nil then Exit;
1385 for i := 0 to High(gPlayers) do
1386 if gPlayers[i] <> nil then
1387 gPlayers[i].PreUpdate();
1388 end;
1390 procedure g_Player_UpdateAll();
1391 var
1392 i: Integer;
1393 begin
1394 if gPlayers = nil then Exit;
1396 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1397 for i := 0 to High(gPlayers) do
1398 begin
1399 if gPlayers[i] <> nil then
1400 begin
1401 if gPlayers[i] is TPlayer then
1402 begin
1403 gPlayers[i].Update();
1404 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1405 end
1406 else
1407 begin
1408 // bot updates weapons in `UpdateCombat()`
1409 TBot(gPlayers[i]).Update();
1410 end;
1411 end;
1412 end;
1413 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1414 end;
1416 procedure g_Player_DrawAll();
1417 var
1418 i: Integer;
1419 begin
1420 if gPlayers = nil then Exit;
1422 for i := 0 to High(gPlayers) do
1423 if gPlayers[i] <> nil then
1424 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1425 else TBot(gPlayers[i]).Draw();
1426 end;
1428 procedure g_Player_DrawDebug(p: TPlayer);
1429 var
1430 fW, fH: Byte;
1431 begin
1432 if p = nil then Exit;
1433 if (@p.FObj) = nil then Exit;
1435 e_TextureFontGetSize(gStdFont, fW, fH);
1437 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1438 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1439 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1440 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1441 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1442 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1443 e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
1444 e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
1445 end;
1447 procedure g_Player_DrawHealth();
1448 var
1449 i: Integer;
1450 fW, fH: Byte;
1451 begin
1452 if gPlayers = nil then Exit;
1453 e_TextureFontGetSize(gStdFont, fW, fH);
1455 for i := 0 to High(gPlayers) do
1456 if gPlayers[i] <> nil then
1457 begin
1458 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1459 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1460 IntToStr(gPlayers[i].FHealth), gStdFont);
1461 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1462 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1463 IntToStr(gPlayers[i].FArmor), gStdFont);
1464 end;
1465 end;
1467 function g_Player_Get(UID: Word): TPlayer;
1468 var
1469 a: Integer;
1470 begin
1471 Result := nil;
1473 if gPlayers = nil then
1474 Exit;
1476 for a := 0 to High(gPlayers) do
1477 if gPlayers[a] <> nil then
1478 if gPlayers[a].FUID = UID then
1479 begin
1480 Result := gPlayers[a];
1481 Exit;
1482 end;
1483 end;
1485 function g_Player_GetCount(): Byte;
1486 var
1487 a: Integer;
1488 begin
1489 Result := 0;
1491 if gPlayers = nil then
1492 Exit;
1494 for a := 0 to High(gPlayers) do
1495 if gPlayers[a] <> nil then
1496 Result := Result + 1;
1497 end;
1499 function g_Player_GetStats(): TPlayerStatArray;
1500 var
1501 a: Integer;
1502 begin
1503 Result := nil;
1505 if gPlayers = nil then Exit;
1507 for a := 0 to High(gPlayers) do
1508 if gPlayers[a] <> nil then
1509 begin
1510 SetLength(Result, Length(Result)+1);
1511 with Result[High(Result)] do
1512 begin
1513 Num := a;
1514 Ping := gPlayers[a].FPing;
1515 Loss := gPlayers[a].FLoss;
1516 Name := gPlayers[a].FName;
1517 Team := gPlayers[a].FTeam;
1518 Frags := gPlayers[a].FFrags;
1519 Deaths := gPlayers[a].FDeath;
1520 Kills := gPlayers[a].FKills;
1521 Color := gPlayers[a].FModel.Color;
1522 Lives := gPlayers[a].FLives;
1523 Spectator := gPlayers[a].FSpectator;
1524 end;
1525 end;
1526 end;
1528 procedure g_Player_ResetReady();
1529 var
1530 a: Integer;
1531 begin
1532 if not g_Game_IsServer then Exit;
1533 if gPlayers = nil then Exit;
1535 for a := 0 to High(gPlayers) do
1536 if gPlayers[a] <> nil then
1537 begin
1538 gPlayers[a].FReady := False;
1539 if g_Game_IsNet then
1540 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1541 end;
1542 end;
1544 procedure g_Player_RememberAll;
1545 var
1546 i: Integer;
1547 begin
1548 for i := Low(gPlayers) to High(gPlayers) do
1549 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1550 gPlayers[i].RememberState;
1551 end;
1553 procedure g_Player_ResetAll(Force, Silent: Boolean);
1554 var
1555 i: Integer;
1556 begin
1557 gTeamStat[TEAM_RED].Goals := 0;
1558 gTeamStat[TEAM_BLUE].Goals := 0;
1560 if gPlayers <> nil then
1561 for i := 0 to High(gPlayers) do
1562 if gPlayers[i] <> nil then
1563 begin
1564 gPlayers[i].Reset(Force);
1566 if gPlayers[i] is TPlayer then
1567 begin
1568 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1569 gPlayers[i].Respawn(Silent)
1570 else
1571 gPlayers[i].Spectate();
1572 end
1573 else
1574 TBot(gPlayers[i]).Respawn(Silent);
1575 end;
1576 end;
1578 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1579 var
1580 i: Integer;
1581 find_id: DWORD;
1582 ok: Boolean;
1583 begin
1584 Result := -1;
1586 if Player.alive then
1587 Exit;
1589 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1590 i := Player.FCorpse;
1591 if (i >= 0) and (i < Length(gCorpses)) then
1592 begin
1593 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1594 gCorpses[i].FPlayerUID := 0;
1595 end;
1597 if Player.FObj.Y >= gMapInfo.Height+128 then
1598 Exit;
1600 with Player do
1601 begin
1602 if (FHealth >= -50) or (gGibsCount = 0) then
1603 begin
1604 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1605 Exit;
1607 ok := False;
1608 for find_id := 0 to High(gCorpses) do
1609 if gCorpses[find_id] = nil then
1610 begin
1611 ok := True;
1612 Break;
1613 end;
1615 if not ok then
1616 find_id := Random(Length(gCorpses));
1618 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1619 gCorpses[find_id].FColor := FModel.Color;
1620 gCorpses[find_id].FObj.Vel := FObj.Vel;
1621 gCorpses[find_id].FObj.Accel := FObj.Accel;
1622 gCorpses[find_id].FPlayerUID := FUID;
1624 Result := find_id;
1625 end
1626 else
1627 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1628 FObj.Y + PLAYER_RECT_CY,
1629 FModel.Name, FModel.Color);
1630 end;
1631 end;
1633 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1634 var
1635 SID: DWORD;
1636 begin
1637 if (gShells = nil) or (Length(gShells) = 0) then
1638 Exit;
1640 with gShells[CurrentShell] do
1641 begin
1642 SpriteID := 0;
1643 g_Obj_Init(@Obj);
1644 Obj.Rect.X := 0;
1645 Obj.Rect.Y := 0;
1646 if T = SHELL_BULLET then
1647 begin
1648 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1649 SpriteID := SID;
1650 CX := 2;
1651 CY := 1;
1652 Obj.Rect.Width := 4;
1653 Obj.Rect.Height := 2;
1654 end
1655 else
1656 begin
1657 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1658 SpriteID := SID;
1659 CX := 4;
1660 CY := 2;
1661 Obj.Rect.Width := 7;
1662 Obj.Rect.Height := 3;
1663 end;
1664 SType := T;
1665 alive := True;
1666 Obj.X := fX;
1667 Obj.Y := fY;
1668 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1669 positionChanged(); // this updates spatial accelerators
1670 RAngle := Random(360);
1671 Timeout := gTime + SHELL_TIMEOUT;
1673 if CurrentShell >= High(gShells) then
1674 CurrentShell := 0
1675 else
1676 Inc(CurrentShell);
1677 end;
1678 end;
1680 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1681 var
1682 a: Integer;
1683 GibsArray: TGibsArray;
1684 Blood: TModelBlood;
1685 begin
1686 if (gGibs = nil) or (Length(gGibs) = 0) then
1687 Exit;
1688 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1689 Exit;
1690 Blood := g_PlayerModel_GetBlood(ModelName);
1692 for a := 0 to High(GibsArray) do
1693 with gGibs[CurrentGib] do
1694 begin
1695 Color := fColor;
1696 ID := GibsArray[a].ID;
1697 MaskID := GibsArray[a].MaskID;
1698 alive := True;
1699 g_Obj_Init(@Obj);
1700 Obj.Rect := GibsArray[a].Rect;
1701 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1702 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1703 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1704 positionChanged(); // this updates spatial accelerators
1705 RAngle := Random(360);
1707 if gBloodCount > 0 then
1708 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1709 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1711 if CurrentGib >= High(gGibs) then
1712 CurrentGib := 0
1713 else
1714 Inc(CurrentGib);
1715 end;
1716 end;
1718 procedure g_Player_UpdatePhysicalObjects();
1719 var
1720 i: Integer;
1721 vel: TPoint2i;
1722 mr: Word;
1724 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1725 var
1726 k: Integer;
1727 begin
1728 k := 1 + Random(2);
1729 if T = SHELL_BULLET then
1730 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1731 else
1732 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1733 end;
1735 begin
1736 // Êóñêè ìÿñà:
1737 if gGibs <> nil then
1738 for i := 0 to High(gGibs) do
1739 if gGibs[i].alive then
1740 with gGibs[i] do
1741 begin
1742 Obj.oldX := Obj.X;
1743 Obj.oldY := Obj.Y;
1745 vel := Obj.Vel;
1746 mr := g_Obj_Move(@Obj, True, False, True);
1747 positionChanged(); // this updates spatial accelerators
1749 if WordBool(mr and MOVE_FALLOUT) then
1750 begin
1751 alive := False;
1752 Continue;
1753 end;
1755 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1756 if WordBool(mr and MOVE_HITWALL) then
1757 Obj.Vel.X := -(vel.X div 2);
1758 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1759 Obj.Vel.Y := -(vel.Y div 2);
1761 if (Obj.Vel.X >= 0) then
1762 begin // Clockwise
1763 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1764 if RAngle >= 360 then
1765 RAngle := RAngle mod 360;
1766 end else begin // Counter-clockwise
1767 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1768 if RAngle < 0 then
1769 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1770 end;
1772 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1773 if gTime mod (GAME_TICK*3) = 0 then
1774 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1775 end;
1777 // Òðóïû:
1778 if gCorpses <> nil then
1779 for i := 0 to High(gCorpses) do
1780 if gCorpses[i] <> nil then
1781 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1782 begin
1783 gCorpses[i].Free();
1784 gCorpses[i] := nil;
1785 end
1786 else
1787 gCorpses[i].Update();
1789 // Ãèëüçû:
1790 if gShells <> nil then
1791 for i := 0 to High(gShells) do
1792 if gShells[i].alive then
1793 with gShells[i] do
1794 begin
1795 Obj.oldX := Obj.X;
1796 Obj.oldY := Obj.Y;
1798 vel := Obj.Vel;
1799 mr := g_Obj_Move(@Obj, True, False, True);
1800 positionChanged(); // this updates spatial accelerators
1802 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1803 begin
1804 alive := False;
1805 Continue;
1806 end;
1808 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1809 if WordBool(mr and MOVE_HITWALL) then
1810 begin
1811 Obj.Vel.X := -(vel.X div 2);
1812 if not WordBool(mr and MOVE_INWATER) then
1813 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1814 end;
1815 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1816 begin
1817 Obj.Vel.Y := -(vel.Y div 2);
1818 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1819 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1820 begin
1821 if RAngle mod 90 <> 0 then
1822 RAngle := (RAngle div 90) * 90;
1823 end
1824 else if not WordBool(mr and MOVE_INWATER) then
1825 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1826 end;
1828 if (Obj.Vel.X >= 0) then
1829 begin // Clockwise
1830 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1831 if RAngle >= 360 then
1832 RAngle := RAngle mod 360;
1833 end else begin // Counter-clockwise
1834 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1835 if RAngle < 0 then
1836 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1837 end;
1838 end;
1839 end;
1842 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1843 begin
1844 x := Obj.X+Obj.Rect.X;
1845 y := Obj.Y+Obj.Rect.Y;
1846 w := Obj.Rect.Width;
1847 h := Obj.Rect.Height;
1848 end;
1850 procedure TGib.moveBy (dx, dy: Integer); inline;
1851 begin
1852 if (dx <> 0) or (dy <> 0) then
1853 begin
1854 Obj.X += dx;
1855 Obj.Y += dy;
1856 positionChanged();
1857 end;
1858 end;
1861 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1862 begin
1863 x := Obj.X;
1864 y := Obj.Y;
1865 w := Obj.Rect.Width;
1866 h := Obj.Rect.Height;
1867 end;
1869 procedure TShell.moveBy (dx, dy: Integer); inline;
1870 begin
1871 if (dx <> 0) or (dy <> 0) then
1872 begin
1873 Obj.X += dx;
1874 Obj.Y += dy;
1875 positionChanged();
1876 end;
1877 end;
1880 procedure TGib.positionChanged (); inline; begin end;
1881 procedure TShell.positionChanged (); inline; begin end;
1884 procedure g_Player_DrawCorpses();
1885 var
1886 i, fX, fY: Integer;
1887 a: TDFPoint;
1888 begin
1889 if gGibs <> nil then
1890 for i := 0 to High(gGibs) do
1891 if gGibs[i].alive then
1892 with gGibs[i] do
1893 begin
1894 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1895 Continue;
1897 Obj.lerp(gLerpFactor, fX, fY);
1899 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1900 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1902 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1904 e_Colors := Color;
1905 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1906 e_Colors.R := 255;
1907 e_Colors.G := 255;
1908 e_Colors.B := 255;
1909 end;
1911 if gCorpses <> nil then
1912 for i := 0 to High(gCorpses) do
1913 if gCorpses[i] <> nil then
1914 gCorpses[i].Draw();
1915 end;
1917 procedure g_Player_DrawShells();
1918 var
1919 i, fX, fY: Integer;
1920 a: TDFPoint;
1921 begin
1922 if gShells <> nil then
1923 for i := 0 to High(gShells) do
1924 if gShells[i].alive then
1925 with gShells[i] do
1926 begin
1927 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1928 Continue;
1930 Obj.lerp(gLerpFactor, fX, fY);
1932 a.X := CX;
1933 a.Y := CY;
1935 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1936 end;
1937 end;
1939 procedure g_Player_RemoveAllCorpses();
1940 var
1941 i: Integer;
1942 begin
1943 gGibs := nil;
1944 gShells := nil;
1945 SetLength(gGibs, MaxGibs);
1946 SetLength(gShells, MaxGibs);
1947 CurrentGib := 0;
1948 CurrentShell := 0;
1950 if gCorpses <> nil then
1951 for i := 0 to High(gCorpses) do
1952 gCorpses[i].Free();
1954 gCorpses := nil;
1955 SetLength(gCorpses, MaxCorpses);
1956 end;
1958 procedure g_Player_Corpses_SaveState (st: TStream);
1959 var
1960 count, i: Integer;
1961 begin
1962 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1963 count := 0;
1964 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1966 // Êîëè÷åñòâî òðóïîâ
1967 utils.writeInt(st, LongInt(count));
1969 if (count = 0) then exit;
1971 // Ñîõðàíÿåì òðóïû
1972 for i := 0 to High(gCorpses) do
1973 begin
1974 if gCorpses[i] <> nil then
1975 begin
1976 // Íàçâàíèå ìîäåëè
1977 utils.writeStr(st, gCorpses[i].FModelName);
1978 // Òèï ñìåðòè
1979 utils.writeBool(st, gCorpses[i].Mess);
1980 // Ñîõðàíÿåì äàííûå òðóïà:
1981 gCorpses[i].SaveState(st);
1982 end;
1983 end;
1984 end;
1987 procedure g_Player_Corpses_LoadState (st: TStream);
1988 var
1989 count, i: Integer;
1990 str: String;
1991 b: Boolean;
1992 begin
1993 assert(st <> nil);
1995 g_Player_RemoveAllCorpses();
1997 // Êîëè÷åñòâî òðóïîâ:
1998 count := utils.readLongInt(st);
1999 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
2001 if (count = 0) then exit;
2003 // Çàãðóæàåì òðóïû
2004 for i := 0 to count-1 do
2005 begin
2006 // Íàçâàíèå ìîäåëè:
2007 str := utils.readStr(st);
2008 // Òèï ñìåðòè
2009 b := utils.readBool(st);
2010 // Ñîçäàåì òðóï
2011 gCorpses[i] := TCorpse.Create(0, 0, str, b);
2012 // Çàãðóæàåì äàííûå òðóïà
2013 gCorpses[i].LoadState(st);
2014 end;
2015 end;
2018 { T P l a y e r : }
2020 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
2022 procedure TPlayer.BFGHit();
2023 begin
2024 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2025 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2026 if g_Game_IsServer and g_Game_IsNet then
2027 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2028 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2029 0, NET_GFX_BFGHIT);
2030 end;
2032 procedure TPlayer.ChangeModel(ModelName: string);
2033 var
2034 locModel: TPlayerModel;
2035 begin
2036 locModel := g_PlayerModel_Get(ModelName);
2037 if locModel = nil then Exit;
2039 FModel.Free();
2040 FModel := locModel;
2041 end;
2043 procedure TPlayer.SetModel(ModelName: string);
2044 var
2045 m: TPlayerModel;
2046 begin
2047 m := g_PlayerModel_Get(ModelName);
2048 if m = nil then
2049 begin
2050 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2051 m := g_PlayerModel_Get('doomer');
2052 if m = nil then
2053 begin
2054 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2055 Exit;
2056 end;
2057 end;
2059 if FModel <> nil then
2060 FModel.Free();
2062 FModel := m;
2064 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2065 FModel.Color := FColor
2066 else
2067 FModel.Color := TEAMCOLOR[FTeam];
2068 FModel.SetWeapon(FCurrWeap);
2069 FModel.SetFlag(FFlag);
2070 SetDirection(FDirection);
2071 end;
2073 procedure TPlayer.SetColor(Color: TRGB);
2074 begin
2075 FColor := Color;
2076 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2077 if FModel <> nil then FModel.Color := Color;
2078 end;
2080 function TPlayer.GetColor(): TRGB;
2081 begin
2082 result := FModel.Color;
2083 end;
2085 procedure TPlayer.SwitchTeam;
2086 begin
2087 if g_Game_IsClient then
2088 Exit;
2089 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2091 if gGameOn and FAlive then
2092 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2094 if FTeam = TEAM_RED then
2095 begin
2096 ChangeTeam(TEAM_BLUE);
2097 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2098 if g_Game_IsNet then
2099 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2100 end
2101 else
2102 begin
2103 ChangeTeam(TEAM_RED);
2104 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2105 if g_Game_IsNet then
2106 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2107 end;
2108 FPreferredTeam := FTeam;
2109 end;
2111 procedure TPlayer.ChangeTeam(Team: Byte);
2112 var
2113 OldTeam: Byte;
2114 begin
2115 OldTeam := FTeam;
2116 FTeam := Team;
2117 case Team of
2118 TEAM_RED, TEAM_BLUE:
2119 FModel.Color := TEAMCOLOR[Team];
2120 else
2121 FModel.Color := FColor;
2122 end;
2123 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2124 MH_SEND_PlayerStats(FUID);
2125 end;
2128 procedure TPlayer.CollideItem();
2129 var
2130 i: Integer;
2131 r: Boolean;
2132 begin
2133 if gItems = nil then Exit;
2134 if not FAlive then Exit;
2136 for i := 0 to High(gItems) do
2137 with gItems[i] do
2138 begin
2139 if (ItemType <> ITEM_NONE) and alive then
2140 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2141 PLAYER_RECT.Height, @Obj) then
2142 begin
2143 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2145 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2146 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2147 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2148 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2149 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2151 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2152 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2153 (gGameSettings.GameType = GT_SINGLE) and
2154 (g_Player_GetCount() > 1)) then
2155 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2156 end;
2157 end;
2158 end;
2161 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2162 begin
2163 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2164 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2165 False);
2166 end;
2168 constructor TPlayer.Create();
2169 begin
2170 viewPortX := 0;
2171 viewPortY := 0;
2172 viewPortW := 0;
2173 viewPortH := 0;
2174 mEDamageType := HIT_SOME;
2176 FIamBot := False;
2177 FDummy := False;
2178 FSpawned := False;
2180 FSawSound := TPlayableSound.Create();
2181 FSawSoundIdle := TPlayableSound.Create();
2182 FSawSoundHit := TPlayableSound.Create();
2183 FSawSoundSelect := TPlayableSound.Create();
2184 FFlameSoundOn := TPlayableSound.Create();
2185 FFlameSoundOff := TPlayableSound.Create();
2186 FFlameSoundWork := TPlayableSound.Create();
2187 FJetSoundFly := TPlayableSound.Create();
2188 FJetSoundOn := TPlayableSound.Create();
2189 FJetSoundOff := TPlayableSound.Create();
2191 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2192 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2193 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2194 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2195 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2196 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2197 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2198 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2199 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2200 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2202 FSpectatePlayer := -1;
2203 FClientID := -1;
2204 FPing := 0;
2205 FLoss := 0;
2206 FSavedStateNum := -1;
2207 FShellTimer := -1;
2208 FFireTime := 0;
2209 FFirePainTime := 0;
2210 FFireAttacker := 0;
2211 FHandicap := 100;
2212 FCorpse := -1;
2214 FActualModelName := 'doomer';
2216 g_Obj_Init(@FObj);
2217 FObj.Rect := PLAYER_RECT;
2219 FBFGFireCounter := -1;
2220 FJustTeleported := False;
2221 FNetTime := 0;
2223 FWaitForFirstSpawn := false;
2225 resetWeaponQueue();
2226 end;
2228 procedure TPlayer.positionChanged (); inline;
2229 begin
2230 end;
2232 procedure TPlayer.doDamage (v: Integer);
2233 begin
2234 if (v <= 0) then exit;
2235 if (v > 32767) then v := 32767;
2236 Damage(v, 0, 0, 0, mEDamageType);
2237 end;
2239 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2240 var
2241 c: Word;
2242 begin
2243 if (not g_Game_IsClient) and (not FAlive) then
2244 Exit;
2246 FLastHit := t;
2248 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2249 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2250 begin
2251 if not g_Game_IsClient then
2252 begin
2253 FArmor := 0;
2254 if t = HIT_TRAP then
2255 begin
2256 // Ëîâóøêà óáèâàåò ñðàçó:
2257 FHealth := -100;
2258 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2259 end;
2260 if t = HIT_SELF then
2261 begin
2262 // Ñàìîóáèéñòâî:
2263 FHealth := 0;
2264 Kill(K_SIMPLEKILL, SpawnerUID, t);
2265 end;
2266 end;
2267 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2268 FMegaRulez[MR_SUIT] := 0;
2269 FMegaRulez[MR_INVUL] := 0;
2270 FMegaRulez[MR_INVIS] := 0;
2271 FSpawnInvul := 0;
2272 FBerserk := 0;
2273 end;
2275 // Íî îò îñòàëüíîãî ñïàñàåò:
2276 if FMegaRulez[MR_INVUL] >= gTime then
2277 Exit;
2279 // ×èò-êîä "ÃÎÐÅÖ":
2280 if FGodMode then
2281 Exit;
2283 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2284 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2285 (SpawnerUID = FUID) or
2286 (not SameTeam(FUID, SpawnerUID)) then
2287 begin
2288 FLastSpawnerUID := SpawnerUID;
2290 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2291 if gBloodCount > 0 then
2292 begin
2293 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2294 if value div 4 <= c then
2295 c := c - (value div 4)
2296 else
2297 c := 0;
2299 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2300 MakeBloodSimple(c)
2301 else
2302 case t of
2303 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2304 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2305 end;
2307 if t = HIT_WATER then
2308 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2309 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2310 end;
2312 // Áóôåð óðîíà:
2313 if FAlive then
2314 Inc(FDamageBuffer, value);
2316 // Âñïûøêà áîëè:
2317 if gFlash <> 0 then
2318 FPain := FPain + value;
2319 end;
2321 if g_Game_IsServer and g_Game_IsNet then
2322 begin
2323 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2324 MH_SEND_PlayerStats(FUID);
2325 MH_SEND_PlayerPos(False, FUID);
2326 end;
2327 end;
2329 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2330 begin
2331 Result := False;
2332 if g_Game_IsClient then
2333 Exit;
2334 if not FAlive then
2335 Exit;
2337 if Soft and (FHealth < PLAYER_HP_SOFT) then
2338 begin
2339 IncMax(FHealth, value, PLAYER_HP_SOFT);
2340 Result := True;
2341 end;
2342 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2343 begin
2344 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2345 Result := True;
2346 end;
2348 if Result and g_Game_IsServer and g_Game_IsNet then
2349 MH_SEND_PlayerStats(FUID);
2350 end;
2352 destructor TPlayer.Destroy();
2353 begin
2354 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2355 gPlayer1 := nil;
2356 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2357 gPlayer2 := nil;
2359 FSawSound.Free();
2360 FSawSoundIdle.Free();
2361 FSawSoundHit.Free();
2362 FSawSoundSelect.Free();
2363 FFlameSoundOn.Free();
2364 FFlameSoundOff.Free();
2365 FFlameSoundWork.Free();
2366 FJetSoundFly.Free();
2367 FJetSoundOn.Free();
2368 FJetSoundOff.Free();
2369 FModel.Free();
2370 if FPunchAnim <> nil then
2371 FPunchAnim.Free();
2373 inherited;
2374 end;
2376 procedure TPlayer.DrawIndicator(Color: TRGB);
2377 var
2378 indX, indY, fX, fY, fSlope: Integer;
2379 indW, indH: Word;
2380 indA: Single;
2381 a: TDFPoint;
2382 nW, nH: Byte;
2383 ID: DWORD;
2384 c: TRGB;
2385 begin
2386 if FAlive then
2387 begin
2388 FObj.lerp(gLerpFactor, fX, fY);
2389 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2391 case gPlayerIndicatorStyle of
2392 0:
2393 begin
2394 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2395 begin
2396 e_GetTextureSize(ID, @indW, @indH);
2397 a.X := indW div 2;
2398 a.Y := indH div 2;
2400 if (FObj.X + FObj.Rect.X) < 0 then
2401 begin
2402 indA := 90;
2403 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2404 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2405 end
2407 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2408 begin
2409 indA := 270;
2410 indX := fX + FObj.Rect.X - indH;
2411 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2412 end
2414 else if (FObj.Y - indH) < 0 then
2415 begin
2416 indA := 180;
2417 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2418 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2419 end
2421 else
2422 begin
2423 indA := 0;
2424 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2425 indY := fY - indH;
2426 end;
2428 indY := indY + fSlope;
2429 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2430 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2432 c := e_Colors;
2433 e_Colors := Color;
2434 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2435 e_Colors := c;
2436 end;
2437 end;
2439 1:
2440 begin
2441 e_TextureFontGetSize(gStdFont, nW, nH);
2442 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2443 indY := fY - nH + fSlope;
2444 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2445 end;
2446 end;
2447 end;
2448 end;
2450 procedure TPlayer.DrawBubble();
2451 var
2452 bubX, bubY, fX, fY: Integer;
2453 ID: LongWord;
2454 Rb, Gb, Bb,
2455 Rw, Gw, Bw: SmallInt;
2456 Dot: Byte;
2457 CObj: TObj;
2458 begin
2459 CObj := getCameraObj();
2460 CObj.lerp(gLerpFactor, fX, fY);
2461 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2462 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2463 bubY := fY+FObj.Rect.Y - 18;
2464 Rb := 64;
2465 Gb := 64;
2466 Bb := 64;
2467 Rw := 240;
2468 Gw := 240;
2469 Bw := 240;
2470 case gChatBubble of
2471 1: // simple textual non-bubble
2472 begin
2473 bubX := fX+FObj.Rect.X - 11;
2474 bubY := fY+FObj.Rect.Y - 17;
2475 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2476 Exit;
2477 end;
2478 2: // advanced pixel-perfect bubble
2479 begin
2480 if FTeam = TEAM_RED then
2481 Rb := 255
2482 else
2483 if FTeam = TEAM_BLUE then
2484 Bb := 255;
2485 end;
2486 3: // colored bubble
2487 begin
2488 Rb := FModel.Color.R;
2489 Gb := FModel.Color.G;
2490 Bb := FModel.Color.B;
2491 Rw := Min(Rb * 2 + 64, 255);
2492 Gw := Min(Gb * 2 + 64, 255);
2493 Bw := Min(Bb * 2 + 64, 255);
2494 if (Abs(Rw - Rb) < 32)
2495 or (Abs(Gw - Gb) < 32)
2496 or (Abs(Bw - Bb) < 32) then
2497 begin
2498 Rb := Max(Rw div 2 - 16, 0);
2499 Gb := Max(Gw div 2 - 16, 0);
2500 Bb := Max(Bw div 2 - 16, 0);
2501 end;
2502 end;
2503 4: // custom textured bubble
2504 begin
2505 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2506 if FDirection = TDirection.D_RIGHT then
2507 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2508 else
2509 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2510 Exit;
2511 end;
2512 end;
2514 // Outer borders
2515 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2516 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2517 // Inner box
2518 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2520 // Tail
2521 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2522 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2523 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);
2524 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);
2525 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);
2526 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);
2528 // Dots
2529 Dot := 6;
2530 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2531 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2532 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2533 end;
2535 procedure TPlayer.Draw();
2536 var
2537 ID: DWORD;
2538 w, h: Word;
2539 dr: Boolean;
2540 Mirror: TMirrorType;
2541 fX, fY, fSlope: Integer;
2542 begin
2543 FObj.lerp(gLerpFactor, fX, fY);
2544 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2546 if FAlive then
2547 begin
2548 if Direction = TDirection.D_RIGHT then
2549 Mirror := TMirrorType.None
2550 else
2551 Mirror := TMirrorType.Horizontal;
2553 if FPunchAnim <> nil then
2554 begin
2555 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2556 fY+fSlope+FObj.Rect.Y-11, Mirror);
2557 if FPunchAnim.played then
2558 begin
2559 FPunchAnim.Free;
2560 FPunchAnim := nil;
2561 end;
2562 end;
2564 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2565 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2566 begin
2567 e_GetTextureSize(ID, @w, @h);
2568 if FDirection = TDirection.D_LEFT then
2569 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2570 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2571 else
2572 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2573 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2574 end;
2576 if FMegaRulez[MR_INVIS] > gTime then
2577 begin
2578 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2579 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2580 begin
2581 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2582 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2583 else
2584 dr := True;
2585 if dr then
2586 FModel.Draw(fX, fY+fSlope, 200)
2587 else
2588 FModel.Draw(fX, fY+fSlope);
2589 end
2590 else
2591 FModel.Draw(fX, fY+fSlope, 254);
2592 end
2593 else
2594 FModel.Draw(fX, fY+fSlope);
2595 end;
2597 if g_debug_Frames then
2598 begin
2599 e_DrawQuad(FObj.X+FObj.Rect.X,
2600 FObj.Y+FObj.Rect.Y,
2601 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2602 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2603 0, 255, 0);
2604 end;
2606 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2607 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2608 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2609 DrawBubble();
2610 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2611 if gAimLine and alive and
2612 ((Self = gPlayer1) or (Self = gPlayer2)) then
2613 DrawAim();
2614 end;
2617 procedure TPlayer.DrawAim();
2618 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2619 var
2620 ex, ey: Integer;
2621 begin
2623 {$IFDEF ENABLE_HOLMES}
2624 if isValidViewPort and (self = gPlayer1) then
2625 begin
2626 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2627 end;
2628 {$ENDIF}
2630 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2631 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2632 begin
2633 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2634 end
2635 else
2636 begin
2637 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2638 end;
2639 end;
2641 var
2642 wx, wy, xx, yy: Integer;
2643 angle: SmallInt;
2644 sz, len: Word;
2645 begin
2646 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2647 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2648 angle := FAngle;
2649 len := 1024;
2650 sz := 2;
2651 case FCurrWeap of
2652 0: begin // Punch
2653 len := 12;
2654 sz := 4;
2655 end;
2656 1: begin // Chainsaw
2657 len := 24;
2658 sz := 6;
2659 end;
2660 2: begin // Pistol
2661 len := 1024;
2662 sz := 2;
2663 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2664 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2665 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2666 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2667 end;
2668 3: begin // Shotgun
2669 len := 1024;
2670 sz := 3;
2671 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2672 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2673 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2674 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2675 end;
2676 4: begin // Double Shotgun
2677 len := 1024;
2678 sz := 4;
2679 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2680 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2681 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2682 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2683 end;
2684 5: begin // Chaingun
2685 len := 1024;
2686 sz := 3;
2687 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2688 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2689 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2690 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2691 end;
2692 6: begin // Rocket Launcher
2693 len := 1024;
2694 sz := 7;
2695 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2696 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2697 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2698 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2699 end;
2700 7: begin // Plasmagun
2701 len := 1024;
2702 sz := 5;
2703 if angle = ANGLE_RIGHTUP then Inc(angle);
2704 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2705 if angle = ANGLE_LEFTUP then Dec(angle);
2706 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2707 end;
2708 8: begin // BFG
2709 len := 1024;
2710 sz := 12;
2711 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2712 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2713 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2714 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2715 end;
2716 9: begin // Super Chaingun
2717 len := 1024;
2718 sz := 4;
2719 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2720 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2721 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2722 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2723 end;
2724 end;
2725 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2726 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2727 {$IF DEFINED(D2F_DEBUG)}
2728 drawCast(sz, wx, wy, xx, yy);
2729 {$ELSE}
2730 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2731 {$ENDIF}
2732 end;
2734 procedure TPlayer.DrawGUI();
2735 var
2736 ID: DWORD;
2737 X, Y, SY, a, p, m: Integer;
2738 tw, th: Word;
2739 cw, ch: Byte;
2740 s: string;
2741 stat: TPlayerStatArray;
2742 begin
2743 X := gPlayerScreenSize.X;
2744 SY := gPlayerScreenSize.Y;
2745 Y := 0;
2747 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2748 begin
2749 if gGameSettings.GameMode = GM_CTF then
2750 a := 32 + 8
2751 else
2752 a := 0;
2753 if gGameSettings.GameMode = GM_CTF then
2754 begin
2755 s := 'TEXTURE_PLAYER_REDFLAG';
2756 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2757 s := 'TEXTURE_PLAYER_REDFLAG_S';
2758 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2759 s := 'TEXTURE_PLAYER_REDFLAG_D';
2760 if g_Texture_Get(s, ID) then
2761 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2762 end;
2764 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2765 e_CharFont_GetSize(gMenuFont, s, tw, th);
2766 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2768 if gGameSettings.GameMode = GM_CTF then
2769 begin
2770 s := 'TEXTURE_PLAYER_BLUEFLAG';
2771 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2772 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2773 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2774 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2775 if g_Texture_Get(s, ID) then
2776 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2777 end;
2779 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2780 e_CharFont_GetSize(gMenuFont, s, tw, th);
2781 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2782 end;
2784 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2785 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2786 0, False, False);
2788 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2789 e_Draw(ID, X+2, Y, 0, True, False);
2791 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2792 begin
2793 if gShowStat then
2794 begin
2795 s := IntToStr(Frags);
2796 e_CharFont_GetSize(gMenuFont, s, tw, th);
2797 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2799 s := '';
2800 p := 1;
2801 m := 0;
2802 stat := g_Player_GetStats();
2803 if stat <> nil then
2804 begin
2805 p := 1;
2807 for a := 0 to High(stat) do
2808 if stat[a].Name <> Name then
2809 begin
2810 if stat[a].Frags > m then m := stat[a].Frags;
2811 if stat[a].Frags > Frags then p := p+1;
2812 end;
2813 end;
2815 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2816 if Frags >= m then s := s+'+' else s := s+'-';
2817 s := s+IntToStr(Abs(Frags-m));
2819 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2820 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2821 end;
2823 if gLMSRespawn > LMS_RESPAWN_NONE then
2824 begin
2825 s := _lc[I_GAME_WARMUP];
2826 e_CharFont_GetSize(gMenuFont, s, tw, th);
2827 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2828 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2829 end
2830 else if gShowLives and (gGameSettings.MaxLives > 0) then
2831 begin
2832 s := IntToStr(Lives);
2833 e_CharFont_GetSize(gMenuFont, s, tw, th);
2834 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2835 end;
2836 end;
2838 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2839 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2841 if R_BERSERK in FRulez then
2842 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2843 else
2844 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2846 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2847 e_Draw(ID, X+36, Y+77, 0, True, False);
2849 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2850 e_CharFont_GetSize(gMenuFont, s, tw, th);
2851 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2853 s := IntToStr(FArmor);
2854 e_CharFont_GetSize(gMenuFont, s, tw, th);
2855 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2857 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2859 case FCurrWeap of
2860 WEAPON_KASTET:
2861 begin
2862 s := '--';
2863 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2864 end;
2865 WEAPON_SAW:
2866 begin
2867 s := '--';
2868 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2869 end;
2870 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2871 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2872 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2873 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2874 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2875 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2876 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2877 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2878 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2879 end;
2881 e_CharFont_GetSize(gMenuFont, s, tw, th);
2882 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2883 e_Draw(ID, X+20, Y+160, 0, True, False);
2885 if R_KEY_RED in FRulez then
2886 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2888 if R_KEY_GREEN in FRulez then
2889 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2891 if R_KEY_BLUE in FRulez then
2892 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2894 if FJetFuel > 0 then
2895 begin
2896 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2897 e_Draw(ID, X+2, Y+116, 0, True, False);
2898 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2899 e_Draw(ID, X+2, Y+126, 0, True, False);
2900 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2901 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2902 end
2903 else
2904 begin
2905 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2906 e_Draw(ID, X+2, Y+124, 0, True, False);
2907 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2908 end;
2910 if gShowPing and g_Game_IsClient then
2911 begin
2912 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2913 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2914 Y := Y + 16;
2915 end;
2917 if FSpectator then
2918 begin
2919 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2920 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2921 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2922 if FNoRespawn then
2923 begin
2924 e_TextureFontGetSize(gStdFont, cw, ch);
2925 s := _lc[I_PLAYER_SPECT4];
2926 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2927 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2928 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2929 end;
2931 end;
2932 end;
2934 procedure TPlayer.DrawRulez();
2935 var
2936 dr: Boolean;
2937 begin
2938 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2939 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2940 begin
2941 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2942 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2943 else
2944 dr := True;
2946 if dr then
2947 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2948 191, 191, 191, 0, TBlending.Invert);
2949 end;
2951 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2952 if FMegaRulez[MR_SUIT] >= gTime then
2953 begin
2954 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2955 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2956 else
2957 dr := True;
2959 if dr then
2960 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2961 0, 96, 0, 200, TBlending.None);
2962 end;
2964 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2965 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2966 begin
2967 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2968 255, 0, 0, 200, TBlending.None);
2969 end;
2970 end;
2972 procedure TPlayer.DrawPain();
2973 var
2974 a, h: Integer;
2975 begin
2976 if FPain = 0 then Exit;
2978 a := FPain;
2980 if a < 15 then h := 0
2981 else if a < 35 then h := 1
2982 else if a < 55 then h := 2
2983 else if a < 75 then h := 3
2984 else if a < 95 then h := 4
2985 else h := 5;
2987 //if a > 255 then a := 255;
2989 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2990 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2991 end;
2993 procedure TPlayer.DrawPickup();
2994 var
2995 a, h: Integer;
2996 begin
2997 if FPickup = 0 then Exit;
2999 a := FPickup;
3001 if a < 15 then h := 1
3002 else if a < 35 then h := 2
3003 else if a < 55 then h := 3
3004 else if a < 75 then h := 4
3005 else h := 5;
3007 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
3008 end;
3010 procedure TPlayer.DoPunch();
3011 var
3012 id: DWORD;
3013 st: String;
3014 begin
3015 if FPunchAnim <> nil then begin
3016 FPunchAnim.reset();
3017 FPunchAnim.Free;
3018 FPunchAnim := nil;
3019 end;
3020 st := 'FRAMES_PUNCH';
3021 if R_BERSERK in FRulez then
3022 st := st + '_BERSERK';
3023 if FKeys[KEY_UP].Pressed then
3024 st := st + '_UP'
3025 else if FKeys[KEY_DOWN].Pressed then
3026 st := st + '_DN';
3027 g_Frames_Get(id, st);
3028 FPunchAnim := TAnimation.Create(id, False, 1);
3029 end;
3031 procedure TPlayer.Fire();
3032 var
3033 f, DidFire: Boolean;
3034 wx, wy, xd, yd: Integer;
3035 locobj: TObj;
3036 begin
3037 if g_Game_IsClient then Exit;
3038 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3039 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3041 if FSpectator then
3042 begin
3043 Respawn(False);
3044 Exit;
3045 end;
3047 if FReloading[FCurrWeap] <> 0 then Exit;
3049 DidFire := False;
3051 f := False;
3052 wx := FObj.X+WEAPONPOINT[FDirection].X;
3053 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3054 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3055 yd := wy+firediry();
3057 case FCurrWeap of
3058 WEAPON_KASTET:
3059 begin
3060 DoPunch();
3061 if R_BERSERK in FRulez then
3062 begin
3063 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3064 locobj.X := FObj.X+FObj.Rect.X;
3065 locobj.Y := FObj.Y+FObj.Rect.Y;
3066 locobj.rect.X := 0;
3067 locobj.rect.Y := 0;
3068 locobj.rect.Width := 39;
3069 locobj.rect.Height := 52;
3070 locobj.Vel.X := (xd-wx) div 2;
3071 locobj.Vel.Y := (yd-wy) div 2;
3072 locobj.Accel.X := xd-wx;
3073 locobj.Accel.y := yd-wy;
3075 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3076 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3077 else
3078 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3080 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3081 end
3082 else
3083 begin
3084 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3085 end;
3087 DidFire := True;
3088 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3089 end;
3091 WEAPON_SAW:
3092 begin
3093 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3094 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3095 begin
3096 FSawSoundSelect.Stop();
3097 FSawSound.Stop();
3098 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3099 end
3100 else if not FSawSoundHit.IsPlaying() then
3101 begin
3102 FSawSoundSelect.Stop();
3103 FSawSound.PlayAt(FObj.X, FObj.Y);
3104 end;
3106 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3107 DidFire := True;
3108 f := True;
3109 end;
3111 WEAPON_PISTOL:
3112 if FAmmo[A_BULLETS] > 0 then
3113 begin
3114 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3115 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3116 Dec(FAmmo[A_BULLETS]);
3117 FFireAngle := FAngle;
3118 f := True;
3119 DidFire := True;
3120 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3121 GameVelX, GameVelY-2, SHELL_BULLET);
3122 end;
3124 WEAPON_SHOTGUN1:
3125 if FAmmo[A_SHELLS] > 0 then
3126 begin
3127 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3128 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3129 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3130 Dec(FAmmo[A_SHELLS]);
3131 FFireAngle := FAngle;
3132 f := True;
3133 DidFire := True;
3134 FShellTimer := 10;
3135 FShellType := SHELL_SHELL;
3136 end;
3138 WEAPON_SHOTGUN2:
3139 if FAmmo[A_SHELLS] >= 2 then
3140 begin
3141 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3142 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3143 Dec(FAmmo[A_SHELLS], 2);
3144 FFireAngle := FAngle;
3145 f := True;
3146 DidFire := True;
3147 FShellTimer := 13;
3148 FShellType := SHELL_DBLSHELL;
3149 end;
3151 WEAPON_CHAINGUN:
3152 if FAmmo[A_BULLETS] > 0 then
3153 begin
3154 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3155 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
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_ROCKETLAUNCHER:
3166 if FAmmo[A_ROCKETS] > 0 then
3167 begin
3168 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3169 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3170 Dec(FAmmo[A_ROCKETS]);
3171 FFireAngle := FAngle;
3172 f := True;
3173 DidFire := True;
3174 end;
3176 WEAPON_PLASMA:
3177 if FAmmo[A_CELLS] > 0 then
3178 begin
3179 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3180 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3181 Dec(FAmmo[A_CELLS]);
3182 FFireAngle := FAngle;
3183 f := True;
3184 DidFire := True;
3185 end;
3187 WEAPON_BFG:
3188 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3189 begin
3190 FBFGFireCounter := 17;
3191 if not FNoReload then
3192 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3193 Dec(FAmmo[A_CELLS], 40);
3194 DidFire := True;
3195 end;
3197 WEAPON_SUPERPULEMET:
3198 if FAmmo[A_SHELLS] > 0 then
3199 begin
3200 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3201 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3202 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3203 Dec(FAmmo[A_SHELLS]);
3204 FFireAngle := FAngle;
3205 f := True;
3206 DidFire := True;
3207 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3208 GameVelX, GameVelY-2, SHELL_SHELL);
3209 end;
3211 WEAPON_FLAMETHROWER:
3212 if FAmmo[A_FUEL] > 0 then
3213 begin
3214 g_Weapon_flame(wx, wy, xd, yd, FUID);
3215 FlamerOn;
3216 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3217 Dec(FAmmo[A_FUEL]);
3218 FFireAngle := FAngle;
3219 f := True;
3220 DidFire := True;
3221 end
3222 else
3223 begin
3224 FlamerOff;
3225 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3226 end;
3227 end;
3229 if g_Game_IsNet then
3230 begin
3231 if DidFire then
3232 begin
3233 if FCurrWeap <> WEAPON_BFG then
3234 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3235 else
3236 if not FNoReload then
3237 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3238 end;
3240 MH_SEND_PlayerStats(FUID);
3241 end;
3243 if not f then Exit;
3245 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3246 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3247 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3248 end;
3250 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3251 begin
3252 case Weapon of
3253 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3254 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3255 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3256 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3257 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3258 else Result := 0;
3259 end;
3260 end;
3262 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3263 begin
3264 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3265 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3266 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3267 end;
3269 procedure TPlayer.FlamerOn;
3270 begin
3271 FFlameSoundOff.Stop();
3272 FFlameSoundOff.SetPosition(0);
3273 if FFlaming then
3274 begin
3275 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3276 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3277 end
3278 else
3279 begin
3280 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3281 FFlaming := True;
3282 end;
3283 end;
3285 procedure TPlayer.FlamerOff;
3286 begin
3287 if FFlaming then
3288 begin
3289 FFlameSoundOn.Stop();
3290 FFlameSoundOn.SetPosition(0);
3291 FFlameSoundWork.Stop();
3292 FFlameSoundWork.SetPosition(0);
3293 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3294 FFlaming := False;
3295 end;
3296 end;
3298 procedure TPlayer.JetpackOn;
3299 begin
3300 FJetSoundFly.Stop;
3301 FJetSoundOff.Stop;
3302 FJetSoundOn.SetPosition(0);
3303 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3304 FlySmoke(8);
3305 end;
3307 procedure TPlayer.JetpackOff;
3308 begin
3309 FJetSoundFly.Stop;
3310 FJetSoundOn.Stop;
3311 FJetSoundOff.SetPosition(0);
3312 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3313 end;
3315 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3316 begin
3317 if Timeout <= 0 then
3318 exit;
3319 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3320 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3321 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3322 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3323 if FFireTime <= 0 then
3324 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3325 FFireTime := Timeout;
3326 FFireAttacker := Attacker;
3327 if g_Game_IsNet and g_Game_IsServer then
3328 MH_SEND_PlayerStats(FUID);
3329 end;
3331 procedure TPlayer.Jump();
3332 begin
3333 if gFly or FJetpack then
3334 begin
3335 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3336 if FObj.Vel.Y > -VEL_FLY then
3337 FObj.Vel.Y := FObj.Vel.Y - 3;
3338 if FJetpack then
3339 begin
3340 if FJetFuel > 0 then
3341 Dec(FJetFuel);
3342 if (FJetFuel < 1) and g_Game_IsServer then
3343 begin
3344 FJetpack := False;
3345 JetpackOff;
3346 if g_Game_IsNet then
3347 MH_SEND_PlayerStats(FUID);
3348 end;
3349 end;
3350 Exit;
3351 end;
3353 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3354 if FGhost then
3355 FCanJetpack := False;
3357 // Ïðûãàåì èëè âñïëûâàåì:
3358 if (CollideLevel(0, 1) or
3359 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3360 PLAYER_RECT.Height-33, PANEL_STEP, False)
3361 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3362 begin
3363 FObj.Vel.Y := -VEL_JUMP;
3364 FCanJetpack := False;
3365 end
3366 else
3367 begin
3368 if BodyInLiquid(0, 0) then
3369 FObj.Vel.Y := -VEL_SW
3370 else if (FJetFuel > 0) and FCanJetpack and
3371 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3372 begin
3373 FJetpack := True;
3374 JetpackOn;
3375 if g_Game_IsNet then
3376 MH_SEND_PlayerStats(FUID);
3377 end;
3378 end;
3379 end;
3381 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3382 var
3383 a, i, k, ab, ar: Byte;
3384 s: String;
3385 mon: TMonster;
3386 plr: TPlayer;
3387 srv, netsrv: Boolean;
3388 DoFrags: Boolean;
3389 OldLR: Byte;
3390 KP: TPlayer;
3391 it: PItem;
3393 procedure PushItem(t: Byte);
3394 var
3395 id: DWORD;
3396 begin
3397 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3398 it := g_Items_ByIdx(id);
3399 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3400 begin
3401 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3402 (FObj.Vel.Y div 2)-Random(9));
3403 it.positionChanged(); // this updates spatial accelerators
3404 end
3405 else
3406 begin
3407 if KillType = K_HARDKILL then // -5..+5; -5..0
3408 begin
3409 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3410 (FObj.Vel.Y div 2)-Random(6));
3411 end
3412 else // -3..+3; -3..0
3413 begin
3414 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3415 (FObj.Vel.Y div 2)-Random(4));
3416 end;
3417 it.positionChanged(); // this updates spatial accelerators
3418 end;
3420 if g_Game_IsNet and g_Game_IsServer then
3421 MH_SEND_ItemSpawn(True, id);
3422 end;
3424 begin
3425 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3426 Srv := g_Game_IsServer;
3427 Netsrv := g_Game_IsServer and g_Game_IsNet;
3428 if Srv then FDeath := FDeath + 1;
3429 if FAlive then
3430 begin
3431 if FGhost then
3432 FGhost := False;
3433 if not FPhysics then
3434 FPhysics := True;
3435 FAlive := False;
3436 end;
3437 FShellTimer := -1;
3439 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3440 begin
3441 if FLives > 0 then FLives := FLives - 1;
3442 if FLives = 0 then FNoRespawn := True;
3443 end;
3445 // Íîìåð òèïà ñìåðòè:
3446 a := 1;
3447 case KillType of
3448 K_SIMPLEKILL: a := 1;
3449 K_HARDKILL: a := 2;
3450 K_EXTRAHARDKILL: a := 3;
3451 K_FALLKILL: a := 4;
3452 end;
3454 // Çâóê ñìåðòè:
3455 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3456 for i := 1 to 3 do
3457 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3458 Break;
3460 // Âðåìÿ ðåñïàóíà:
3461 if Srv then
3462 case KillType of
3463 K_SIMPLEKILL:
3464 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3465 K_HARDKILL:
3466 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3467 K_EXTRAHARDKILL, K_FALLKILL:
3468 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3469 end;
3471 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3472 case KillType of
3473 K_SIMPLEKILL:
3474 SetAction(A_DIE1);
3475 K_HARDKILL, K_EXTRAHARDKILL:
3476 SetAction(A_DIE2);
3477 end;
3479 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3480 if (KillType <> K_FALLKILL) and (Srv) then
3481 g_Monsters_killedp();
3483 if SpawnerUID = FUID then
3484 begin // Ñàìîóáèëñÿ
3485 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3486 begin
3487 Dec(FFrags);
3488 FLastFrag := 0;
3489 end;
3490 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3491 end
3492 else
3493 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3494 begin // Óáèò äðóãèì èãðîêîì
3495 KP := g_Player_Get(SpawnerUID);
3496 if (KP <> nil) and Srv then
3497 begin
3498 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3499 if SameTeam(FUID, SpawnerUID) then
3500 begin
3501 Dec(KP.FFrags);
3502 KP.FLastFrag := 0;
3503 end else
3504 begin
3505 Inc(KP.FFrags);
3506 KP.FragCombo();
3507 end;
3509 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3510 Inc(gTeamStat[KP.Team].Goals,
3511 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3513 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3514 end;
3516 plr := g_Player_Get(SpawnerUID);
3517 if plr = nil then
3518 s := '?'
3519 else
3520 s := plr.FName;
3522 case KillType of
3523 K_HARDKILL:
3524 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3525 [FName, s]),
3526 gShowKillMsg);
3527 K_EXTRAHARDKILL:
3528 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3529 [FName, s]),
3530 gShowKillMsg);
3531 else
3532 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3533 [FName, s]),
3534 gShowKillMsg);
3535 end;
3536 end
3537 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3538 begin // Óáèò ìîíñòðîì
3539 mon := g_Monsters_ByUID(SpawnerUID);
3540 if mon = nil then
3541 s := '?'
3542 else
3543 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3545 case KillType of
3546 K_HARDKILL:
3547 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3548 [FName, s]),
3549 gShowKillMsg);
3550 K_EXTRAHARDKILL:
3551 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3552 [FName, s]),
3553 gShowKillMsg);
3554 else
3555 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3556 [FName, s]),
3557 gShowKillMsg);
3558 end;
3559 end
3560 else // Îñîáûå òèïû ñìåðòè
3561 case t of
3562 HIT_DISCON: ;
3563 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3564 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3565 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3566 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3567 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3568 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3569 end;
3571 if Srv then
3572 begin
3573 // Âûáðîñ îðóæèÿ:
3574 for a := WP_FIRST to WP_LAST do
3575 if FWeapon[a] then
3576 begin
3577 case a of
3578 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3579 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3580 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3581 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3582 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3583 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3584 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3585 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3586 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3587 else i := 0;
3588 end;
3590 if i <> 0 then
3591 PushItem(i);
3592 end;
3594 // Âûáðîñ ðþêçàêà:
3595 if R_ITEM_BACKPACK in FRulez then
3596 PushItem(ITEM_AMMO_BACKPACK);
3598 // Âûáðîñ ðàêåòíîãî ðàíöà:
3599 if FJetFuel > 0 then
3600 PushItem(ITEM_JETPACK);
3602 // Âûáðîñ êëþ÷åé:
3603 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3604 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3605 begin
3606 if R_KEY_RED in FRulez then
3607 PushItem(ITEM_KEY_RED);
3609 if R_KEY_GREEN in FRulez then
3610 PushItem(ITEM_KEY_GREEN);
3612 if R_KEY_BLUE in FRulez then
3613 PushItem(ITEM_KEY_BLUE);
3614 end;
3616 // Âûáðîñ ôëàãà:
3617 DropFlag(KillType = K_FALLKILL);
3618 end;
3620 FCorpse := g_Player_CreateCorpse(Self);
3622 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3623 (gLMSRespawn = LMS_RESPAWN_NONE) then
3624 begin
3625 a := 0;
3626 k := 0;
3627 ar := 0;
3628 ab := 0;
3629 for i := Low(gPlayers) to High(gPlayers) do
3630 begin
3631 if gPlayers[i] = nil then continue;
3632 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3633 begin
3634 Inc(a);
3635 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3636 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3637 k := i;
3638 end;
3639 end;
3641 OldLR := gLMSRespawn;
3642 if (gGameSettings.GameMode = GM_COOP) then
3643 begin
3644 if (a = 0) then
3645 begin
3646 // everyone is dead, restart the map
3647 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3648 if Netsrv then
3649 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3650 gLMSRespawn := LMS_RESPAWN_FINAL;
3651 gLMSRespawnTime := gTime + 5000;
3652 end
3653 else if (a = 1) then
3654 begin
3655 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3656 if (gPlayers[k] = gPlayer1) or
3657 (gPlayers[k] = gPlayer2) then
3658 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3659 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3660 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3661 end;
3662 end
3663 else if (gGameSettings.GameMode = GM_TDM) then
3664 begin
3665 if (ab = 0) and (ar <> 0) then
3666 begin
3667 // blu team ded
3668 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3669 if Netsrv then
3670 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3671 Inc(gTeamStat[TEAM_RED].Goals);
3672 gLMSRespawn := LMS_RESPAWN_FINAL;
3673 gLMSRespawnTime := gTime + 5000;
3674 end
3675 else if (ar = 0) and (ab <> 0) then
3676 begin
3677 // red team ded
3678 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3679 if Netsrv then
3680 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3681 Inc(gTeamStat[TEAM_BLUE].Goals);
3682 gLMSRespawn := LMS_RESPAWN_FINAL;
3683 gLMSRespawnTime := gTime + 5000;
3684 end
3685 else if (ar = 0) and (ab = 0) then
3686 begin
3687 // everyone ded
3688 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3689 if Netsrv then
3690 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3691 gLMSRespawn := LMS_RESPAWN_FINAL;
3692 gLMSRespawnTime := gTime + 5000;
3693 end;
3694 end
3695 else if (gGameSettings.GameMode = GM_DM) then
3696 begin
3697 if (a = 1) then
3698 begin
3699 if gPlayers[k] <> nil then
3700 with gPlayers[k] do
3701 begin
3702 // survivor is the winner
3703 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3704 if Netsrv then
3705 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3706 Inc(FFrags);
3707 end;
3708 gLMSRespawn := LMS_RESPAWN_FINAL;
3709 gLMSRespawnTime := gTime + 5000;
3710 end
3711 else if (a = 0) then
3712 begin
3713 // everyone is dead, restart the map
3714 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3715 if Netsrv then
3716 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3717 gLMSRespawn := LMS_RESPAWN_FINAL;
3718 gLMSRespawnTime := gTime + 5000;
3719 end;
3720 end;
3721 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3722 begin
3723 if NetMode = NET_SERVER then
3724 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3725 else
3726 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3727 end;
3728 end;
3730 if Netsrv then
3731 begin
3732 MH_SEND_PlayerStats(FUID);
3733 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3734 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3735 end;
3737 if srv and FNoRespawn then Spectate(True);
3738 FWantsInGame := True;
3739 end;
3741 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3742 begin
3743 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3744 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3745 end;
3747 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3748 begin
3749 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3750 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3751 end;
3753 procedure TPlayer.MakeBloodSimple(Count: Word);
3754 begin
3755 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3756 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3757 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3758 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3759 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3760 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3761 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3762 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3763 end;
3765 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3766 begin
3767 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3768 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3769 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3770 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3771 end;
3773 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3774 begin
3775 if g_Game_IsClient then Exit;
3776 if Weapon > High(FWeapon) then Exit;
3777 FNextWeap := FNextWeap or (1 shl Weapon);
3778 end;
3780 procedure TPlayer.resetWeaponQueue ();
3781 begin
3782 FNextWeap := 0;
3783 FNextWeapDelay := 0;
3784 end;
3786 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3787 begin
3788 result := false;
3789 case weapon of
3790 WEAPON_KASTET, WEAPON_SAW: result := true;
3791 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3792 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3793 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3794 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3795 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3796 else result := (weapon < length(FWeapon));
3797 end;
3798 end;
3800 // return 255 for "no switch"
3801 function TPlayer.getNextWeaponIndex (): Byte;
3802 var
3803 i: Word;
3804 wantThisWeapon: array[0..64] of Boolean;
3805 wwc: Integer = 0; //HACK!
3806 dir, cwi: Integer;
3807 begin
3808 result := 255; // default result: "no switch"
3809 // had weapon cycling on previous frame? remove that flag
3810 if (FNextWeap and $2000) <> 0 then
3811 begin
3812 FNextWeap := FNextWeap and $1FFF;
3813 FNextWeapDelay := 0;
3814 end;
3815 // cycling has priority
3816 if (FNextWeap and $C000) <> 0 then
3817 begin
3818 if (FNextWeap and $8000) <> 0 then
3819 dir := 1
3820 else
3821 dir := -1;
3822 FNextWeap := FNextWeap or $2000; // we need this
3823 if FNextWeapDelay > 0 then
3824 exit; // cooldown time
3825 cwi := FCurrWeap;
3826 for i := 0 to High(FWeapon) do
3827 begin
3828 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3829 if FWeapon[cwi] then
3830 begin
3831 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3832 result := Byte(cwi);
3833 FNextWeapDelay := WEAPON_DELAY;
3834 exit;
3835 end;
3836 end;
3837 resetWeaponQueue();
3838 exit;
3839 end;
3840 // no cycling
3841 for i := 0 to High(wantThisWeapon) do
3842 wantThisWeapon[i] := false;
3843 for i := 0 to High(FWeapon) do
3844 if (FNextWeap and (1 shl i)) <> 0 then
3845 begin
3846 wantThisWeapon[i] := true;
3847 Inc(wwc);
3848 end;
3849 // exclude currently selected weapon from the set
3850 wantThisWeapon[FCurrWeap] := false;
3851 // slow down alterations a little
3852 if wwc > 1 then
3853 begin
3854 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3855 // more than one weapon requested, assume "alteration" and check alteration delay
3856 if FNextWeapDelay > 0 then
3857 begin
3858 FNextWeap := 0;
3859 exit;
3860 end; // yeah
3861 end;
3862 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3863 // but clear all counters if no weapon should be switched
3864 if wwc < 1 then
3865 begin
3866 resetWeaponQueue();
3867 exit;
3868 end;
3869 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3870 // try weapons in descending order
3871 for i := High(FWeapon) downto 0 do
3872 begin
3873 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3874 begin
3875 // i found her!
3876 result := Byte(i);
3877 resetWeaponQueue();
3878 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3879 exit;
3880 end;
3881 end;
3882 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3883 resetWeaponQueue();
3884 end;
3886 procedure TPlayer.RealizeCurrentWeapon();
3887 function switchAllowed (): Boolean;
3888 var
3889 i: Byte;
3890 begin
3891 result := false;
3892 if FBFGFireCounter <> -1 then
3893 exit;
3894 if FTime[T_SWITCH] > gTime then
3895 exit;
3896 for i := WP_FIRST to WP_LAST do
3897 if FReloading[i] > 0 then
3898 exit;
3899 result := true;
3900 end;
3902 var
3903 nw: Byte;
3904 begin
3905 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3906 //FNextWeap := FNextWeap and $1FFF;
3907 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3909 if not switchAllowed then
3910 begin
3911 //HACK for weapon cycling
3912 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3913 exit;
3914 end;
3916 nw := getNextWeaponIndex();
3917 if nw = 255 then exit; // don't reset anything here
3918 if nw > High(FWeapon) then
3919 begin
3920 // don't forget to reset queue here!
3921 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3922 resetWeaponQueue();
3923 exit;
3924 end;
3926 if FWeapon[nw] then
3927 begin
3928 FCurrWeap := nw;
3929 FTime[T_SWITCH] := gTime+156;
3930 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3931 FModel.SetWeapon(FCurrWeap);
3932 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3933 end;
3934 end;
3936 procedure TPlayer.NextWeapon();
3937 begin
3938 if g_Game_IsClient then Exit;
3939 FNextWeap := $8000;
3940 end;
3942 procedure TPlayer.PrevWeapon();
3943 begin
3944 if g_Game_IsClient then Exit;
3945 FNextWeap := $4000;
3946 end;
3948 procedure TPlayer.SetWeapon(W: Byte);
3949 begin
3950 if FCurrWeap <> W then
3951 if W = WEAPON_SAW then
3952 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3954 FCurrWeap := W;
3955 FModel.SetWeapon(CurrWeap);
3956 resetWeaponQueue();
3957 end;
3959 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3961 function allowBerserkSwitching (): Boolean;
3962 begin
3963 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3964 result := true;
3965 if gBerserkAutoswitch then exit;
3966 if not conIsCheatsEnabled then exit;
3967 result := false;
3968 end;
3970 var
3971 a: Boolean;
3972 begin
3973 Result := False;
3974 if g_Game_IsClient then Exit;
3976 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3977 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3978 remove := not a;
3980 case ItemType of
3981 ITEM_MEDKIT_SMALL:
3982 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3983 begin
3984 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3985 Result := True;
3986 remove := True;
3987 FFireTime := 0;
3988 if gFlash = 2 then Inc(FPickup, 5);
3989 end;
3991 ITEM_MEDKIT_LARGE:
3992 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3993 begin
3994 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3995 Result := True;
3996 remove := True;
3997 FFireTime := 0;
3998 if gFlash = 2 then Inc(FPickup, 5);
3999 end;
4001 ITEM_ARMOR_GREEN:
4002 if FArmor < PLAYER_AP_SOFT then
4003 begin
4004 FArmor := PLAYER_AP_SOFT;
4005 Result := True;
4006 remove := True;
4007 if gFlash = 2 then Inc(FPickup, 5);
4008 end;
4010 ITEM_ARMOR_BLUE:
4011 if FArmor < PLAYER_AP_LIMIT then
4012 begin
4013 FArmor := PLAYER_AP_LIMIT;
4014 Result := True;
4015 remove := True;
4016 if gFlash = 2 then Inc(FPickup, 5);
4017 end;
4019 ITEM_SPHERE_BLUE:
4020 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4021 begin
4022 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4023 Result := True;
4024 remove := True;
4025 FFireTime := 0;
4026 if gFlash = 2 then Inc(FPickup, 5);
4027 end;
4029 ITEM_SPHERE_WHITE:
4030 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4031 begin
4032 if FHealth < PLAYER_HP_LIMIT then
4033 FHealth := PLAYER_HP_LIMIT;
4034 if FArmor < PLAYER_AP_LIMIT then
4035 FArmor := PLAYER_AP_LIMIT;
4036 Result := True;
4037 remove := True;
4038 FFireTime := 0;
4039 if gFlash = 2 then Inc(FPickup, 5);
4040 end;
4042 ITEM_WEAPON_SAW:
4043 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4044 begin
4045 FWeapon[WEAPON_SAW] := True;
4046 Result := True;
4047 if gFlash = 2 then Inc(FPickup, 5);
4048 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4049 end;
4051 ITEM_WEAPON_SHOTGUN1:
4052 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4053 begin
4054 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4055 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4057 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4058 FWeapon[WEAPON_SHOTGUN1] := True;
4059 Result := True;
4060 if gFlash = 2 then Inc(FPickup, 5);
4061 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4062 end;
4064 ITEM_WEAPON_SHOTGUN2:
4065 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4066 begin
4067 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4069 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4070 FWeapon[WEAPON_SHOTGUN2] := True;
4071 Result := True;
4072 if gFlash = 2 then Inc(FPickup, 5);
4073 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4074 end;
4076 ITEM_WEAPON_CHAINGUN:
4077 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4078 begin
4079 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4081 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4082 FWeapon[WEAPON_CHAINGUN] := True;
4083 Result := True;
4084 if gFlash = 2 then Inc(FPickup, 5);
4085 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4086 end;
4088 ITEM_WEAPON_ROCKETLAUNCHER:
4089 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4090 begin
4091 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4093 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4094 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4095 Result := True;
4096 if gFlash = 2 then Inc(FPickup, 5);
4097 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4098 end;
4100 ITEM_WEAPON_PLASMA:
4101 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4102 begin
4103 if a and FWeapon[WEAPON_PLASMA] then Exit;
4105 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4106 FWeapon[WEAPON_PLASMA] := True;
4107 Result := True;
4108 if gFlash = 2 then Inc(FPickup, 5);
4109 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4110 end;
4112 ITEM_WEAPON_BFG:
4113 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4114 begin
4115 if a and FWeapon[WEAPON_BFG] then Exit;
4117 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4118 FWeapon[WEAPON_BFG] := True;
4119 Result := True;
4120 if gFlash = 2 then Inc(FPickup, 5);
4121 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4122 end;
4124 ITEM_WEAPON_SUPERPULEMET:
4125 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4126 begin
4127 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4129 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4130 FWeapon[WEAPON_SUPERPULEMET] := True;
4131 Result := True;
4132 if gFlash = 2 then Inc(FPickup, 5);
4133 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4134 end;
4136 ITEM_WEAPON_FLAMETHROWER:
4137 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4138 begin
4139 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4141 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4142 FWeapon[WEAPON_FLAMETHROWER] := True;
4143 Result := True;
4144 if gFlash = 2 then Inc(FPickup, 5);
4145 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4146 end;
4148 ITEM_AMMO_BULLETS:
4149 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4150 begin
4151 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4152 Result := True;
4153 remove := True;
4154 if gFlash = 2 then Inc(FPickup, 5);
4155 end;
4157 ITEM_AMMO_BULLETS_BOX:
4158 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4159 begin
4160 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4161 Result := True;
4162 remove := True;
4163 if gFlash = 2 then Inc(FPickup, 5);
4164 end;
4166 ITEM_AMMO_SHELLS:
4167 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4168 begin
4169 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4170 Result := True;
4171 remove := True;
4172 if gFlash = 2 then Inc(FPickup, 5);
4173 end;
4175 ITEM_AMMO_SHELLS_BOX:
4176 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4177 begin
4178 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4179 Result := True;
4180 remove := True;
4181 if gFlash = 2 then Inc(FPickup, 5);
4182 end;
4184 ITEM_AMMO_ROCKET:
4185 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4186 begin
4187 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4188 Result := True;
4189 remove := True;
4190 if gFlash = 2 then Inc(FPickup, 5);
4191 end;
4193 ITEM_AMMO_ROCKET_BOX:
4194 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4195 begin
4196 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4197 Result := True;
4198 remove := True;
4199 if gFlash = 2 then Inc(FPickup, 5);
4200 end;
4202 ITEM_AMMO_CELL:
4203 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4204 begin
4205 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4206 Result := True;
4207 remove := True;
4208 if gFlash = 2 then Inc(FPickup, 5);
4209 end;
4211 ITEM_AMMO_CELL_BIG:
4212 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4213 begin
4214 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4215 Result := True;
4216 remove := True;
4217 if gFlash = 2 then Inc(FPickup, 5);
4218 end;
4220 ITEM_AMMO_FUELCAN:
4221 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4222 begin
4223 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4224 Result := True;
4225 remove := True;
4226 if gFlash = 2 then Inc(FPickup, 5);
4227 end;
4229 ITEM_AMMO_BACKPACK:
4230 if not(R_ITEM_BACKPACK in FRulez) or
4231 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4232 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4233 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4234 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4235 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4236 begin
4237 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4238 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4239 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4240 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4241 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4243 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4244 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4245 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4246 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4247 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4248 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4249 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4250 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4251 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4252 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4254 FRulez := FRulez + [R_ITEM_BACKPACK];
4255 Result := True;
4256 remove := True;
4257 if gFlash = 2 then Inc(FPickup, 5);
4258 end;
4260 ITEM_KEY_RED:
4261 if not(R_KEY_RED in FRulez) then
4262 begin
4263 Include(FRulez, R_KEY_RED);
4264 Result := True;
4265 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4266 if gFlash = 2 then Inc(FPickup, 5);
4267 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4268 end;
4270 ITEM_KEY_GREEN:
4271 if not(R_KEY_GREEN in FRulez) then
4272 begin
4273 Include(FRulez, R_KEY_GREEN);
4274 Result := True;
4275 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4276 if gFlash = 2 then Inc(FPickup, 5);
4277 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4278 end;
4280 ITEM_KEY_BLUE:
4281 if not(R_KEY_BLUE in FRulez) then
4282 begin
4283 Include(FRulez, R_KEY_BLUE);
4284 Result := True;
4285 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4286 if gFlash = 2 then Inc(FPickup, 5);
4287 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4288 end;
4290 ITEM_SUIT:
4291 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4292 begin
4293 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4294 Result := True;
4295 remove := True;
4296 FFireTime := 0;
4297 if gFlash = 2 then Inc(FPickup, 5);
4298 end;
4300 ITEM_OXYGEN:
4301 if FAir < AIR_MAX then
4302 begin
4303 FAir := AIR_MAX;
4304 Result := True;
4305 remove := True;
4306 if gFlash = 2 then Inc(FPickup, 5);
4307 end;
4309 ITEM_MEDKIT_BLACK:
4310 begin
4311 if not (R_BERSERK in FRulez) then
4312 begin
4313 Include(FRulez, R_BERSERK);
4314 if allowBerserkSwitching then
4315 begin
4316 FCurrWeap := WEAPON_KASTET;
4317 resetWeaponQueue();
4318 FModel.SetWeapon(WEAPON_KASTET);
4319 end;
4320 if gFlash <> 0 then
4321 begin
4322 Inc(FPain, 100);
4323 if gFlash = 2 then Inc(FPickup, 5);
4324 end;
4325 FBerserk := gTime+30000;
4326 Result := True;
4327 remove := True;
4328 FFireTime := 0;
4329 end;
4330 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4331 begin
4332 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4333 FBerserk := gTime+30000;
4334 Result := True;
4335 remove := True;
4336 FFireTime := 0;
4337 end;
4338 end;
4340 ITEM_INVUL:
4341 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4342 begin
4343 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4344 FSpawnInvul := 0;
4345 Result := True;
4346 remove := True;
4347 if gFlash = 2 then Inc(FPickup, 5);
4348 end;
4350 ITEM_BOTTLE:
4351 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4352 begin
4353 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4354 Result := True;
4355 remove := True;
4356 FFireTime := 0;
4357 if gFlash = 2 then Inc(FPickup, 5);
4358 end;
4360 ITEM_HELMET:
4361 if FArmor < PLAYER_AP_LIMIT then
4362 begin
4363 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4364 Result := True;
4365 remove := True;
4366 if gFlash = 2 then Inc(FPickup, 5);
4367 end;
4369 ITEM_JETPACK:
4370 if FJetFuel < JET_MAX then
4371 begin
4372 FJetFuel := JET_MAX;
4373 Result := True;
4374 remove := True;
4375 if gFlash = 2 then Inc(FPickup, 5);
4376 end;
4378 ITEM_INVIS:
4379 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4380 begin
4381 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4382 Result := True;
4383 remove := True;
4384 if gFlash = 2 then Inc(FPickup, 5);
4385 end;
4386 end;
4387 end;
4389 procedure TPlayer.Touch();
4390 begin
4391 if not FAlive then
4392 Exit;
4393 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4394 if FIamBot then
4395 begin
4396 // Áðîñèòü ôëàã òîâàðèùó:
4397 if gGameSettings.GameMode = GM_CTF then
4398 DropFlag();
4399 end;
4400 end;
4402 procedure TPlayer.Push(vx, vy: Integer);
4403 begin
4404 if (not FPhysics) and FGhost then
4405 Exit;
4406 FObj.Accel.X := FObj.Accel.X + vx;
4407 FObj.Accel.Y := FObj.Accel.Y + vy;
4408 if g_Game_IsNet and g_Game_IsServer then
4409 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4410 end;
4412 procedure TPlayer.Reset(Force: Boolean);
4413 begin
4414 if Force then
4415 FAlive := False;
4417 FSpawned := False;
4418 FTime[T_RESPAWN] := 0;
4419 FTime[T_FLAGCAP] := 0;
4420 FGodMode := False;
4421 FNoTarget := False;
4422 FNoReload := False;
4423 FFrags := 0;
4424 FLastFrag := 0;
4425 FComboEvnt := -1;
4426 FKills := 0;
4427 FMonsterKills := 0;
4428 FDeath := 0;
4429 FSecrets := 0;
4430 FSpawnInvul := 0;
4431 FCorpse := -1;
4432 FReady := False;
4433 if FNoRespawn then
4434 begin
4435 FSpectator := False;
4436 FGhost := False;
4437 FPhysics := True;
4438 FSpectatePlayer := -1;
4439 FNoRespawn := False;
4440 end;
4441 FLives := gGameSettings.MaxLives;
4443 SetFlag(FLAG_NONE);
4444 end;
4446 procedure TPlayer.SoftReset();
4447 begin
4448 ReleaseKeys();
4450 FDamageBuffer := 0;
4451 FSlopeOld := 0;
4452 FIncCamOld := 0;
4453 FIncCam := 0;
4454 FBFGFireCounter := -1;
4455 FShellTimer := -1;
4456 FPain := 0;
4457 FLastHit := 0;
4458 FLastFrag := 0;
4459 FComboEvnt := -1;
4461 SetFlag(FLAG_NONE);
4462 SetAction(A_STAND, True);
4463 end;
4465 function TPlayer.GetRespawnPoint(): Byte;
4466 var
4467 c: Byte;
4468 begin
4469 Result := 255;
4470 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4472 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4473 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4474 begin
4475 if (Self = gPlayer1) or (Self = gPlayer2) then
4476 begin
4477 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4478 if Self = gPlayer1 then
4479 c := RESPAWNPOINT_PLAYER1
4480 else
4481 c := RESPAWNPOINT_PLAYER2;
4482 if g_Map_GetPointCount(c) > 0 then
4483 begin
4484 Result := c;
4485 Exit;
4486 end;
4488 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4489 if Self = gPlayer1 then
4490 c := RESPAWNPOINT_PLAYER2
4491 else
4492 c := RESPAWNPOINT_PLAYER1;
4493 if g_Map_GetPointCount(c) > 0 then
4494 begin
4495 Result := c;
4496 Exit;
4497 end;
4498 end else
4499 begin
4500 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4501 if Random(2) = 0 then
4502 c := RESPAWNPOINT_PLAYER1
4503 else
4504 c := RESPAWNPOINT_PLAYER2;
4505 if g_Map_GetPointCount(c) > 0 then
4506 begin
4507 Result := c;
4508 Exit;
4509 end;
4510 end;
4512 // Òî÷êà ëþáîé èç êîìàíä
4513 if Random(2) = 0 then
4514 c := RESPAWNPOINT_RED
4515 else
4516 c := RESPAWNPOINT_BLUE;
4517 if g_Map_GetPointCount(c) > 0 then
4518 begin
4519 Result := c;
4520 Exit;
4521 end;
4523 // Òî÷êà DM
4524 c := RESPAWNPOINT_DM;
4525 if g_Map_GetPointCount(c) > 0 then
4526 begin
4527 Result := c;
4528 Exit;
4529 end;
4530 end;
4532 // Ìÿñîïîâàë
4533 if gGameSettings.GameMode = GM_DM then
4534 begin
4535 // Òî÷êà DM
4536 c := RESPAWNPOINT_DM;
4537 if g_Map_GetPointCount(c) > 0 then
4538 begin
4539 Result := c;
4540 Exit;
4541 end;
4543 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4544 if Random(2) = 0 then
4545 c := RESPAWNPOINT_PLAYER1
4546 else
4547 c := RESPAWNPOINT_PLAYER2;
4548 if g_Map_GetPointCount(c) > 0 then
4549 begin
4550 Result := c;
4551 Exit;
4552 end;
4554 // Òî÷êà ëþáîé èç êîìàíä
4555 if Random(2) = 0 then
4556 c := RESPAWNPOINT_RED
4557 else
4558 c := RESPAWNPOINT_BLUE;
4559 if g_Map_GetPointCount(c) > 0 then
4560 begin
4561 Result := c;
4562 Exit;
4563 end;
4564 end;
4566 // Êîìàíäíûå
4567 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4568 begin
4569 // Òî÷êà ñâîåé êîìàíäû
4570 c := RESPAWNPOINT_DM;
4571 if FTeam = TEAM_RED then
4572 c := RESPAWNPOINT_RED;
4573 if FTeam = TEAM_BLUE then
4574 c := RESPAWNPOINT_BLUE;
4575 if g_Map_GetPointCount(c) > 0 then
4576 begin
4577 Result := c;
4578 Exit;
4579 end;
4581 // Òî÷êà DM
4582 c := RESPAWNPOINT_DM;
4583 if g_Map_GetPointCount(c) > 0 then
4584 begin
4585 Result := c;
4586 Exit;
4587 end;
4589 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4590 if Random(2) = 0 then
4591 c := RESPAWNPOINT_PLAYER1
4592 else
4593 c := RESPAWNPOINT_PLAYER2;
4594 if g_Map_GetPointCount(c) > 0 then
4595 begin
4596 Result := c;
4597 Exit;
4598 end;
4600 // Òî÷êà äðóãîé êîìàíäû
4601 c := RESPAWNPOINT_DM;
4602 if FTeam = TEAM_RED then
4603 c := RESPAWNPOINT_BLUE;
4604 if FTeam = TEAM_BLUE then
4605 c := RESPAWNPOINT_RED;
4606 if g_Map_GetPointCount(c) > 0 then
4607 begin
4608 Result := c;
4609 Exit;
4610 end;
4611 end;
4612 end;
4614 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4615 var
4616 RespawnPoint: TRespawnPoint;
4617 a, b, c: Byte;
4618 Anim: TAnimation;
4619 ID: DWORD;
4620 begin
4621 FSlopeOld := 0;
4622 FIncCamOld := 0;
4623 FIncCam := 0;
4624 FBFGFireCounter := -1;
4625 FShellTimer := -1;
4626 FPain := 0;
4627 FLastHit := 0;
4628 FSpawnInvul := 0;
4629 FCorpse := -1;
4631 if not g_Game_IsServer then
4632 Exit;
4633 if FDummy then
4634 Exit;
4635 FWantsInGame := True;
4636 FJustTeleported := True;
4637 if Force then
4638 begin
4639 FTime[T_RESPAWN] := 0;
4640 FAlive := False;
4641 end;
4642 FNetTime := 0;
4643 // if server changes MaxLives we gotta be ready
4644 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4646 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4647 if FTime[T_RESPAWN] > gTime then
4648 Exit;
4650 // Ïðîñðàë âñå æèçíè:
4651 if FNoRespawn then
4652 begin
4653 if not FSpectator then Spectate(True);
4654 FWantsInGame := True;
4655 Exit;
4656 end;
4658 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4659 begin // "Ñâîÿ èãðà"
4660 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4661 FRulez := FRulez-[R_BERSERK];
4662 end
4663 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4664 begin
4665 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4666 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4667 end;
4669 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4670 c := GetRespawnPoint();
4672 ReleaseKeys();
4673 SetFlag(FLAG_NONE);
4675 // Âîñêðåøåíèå áåç îðóæèÿ:
4676 if not FAlive then
4677 begin
4678 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4679 FArmor := 0;
4680 FAlive := True;
4681 FAir := AIR_DEF;
4682 FJetFuel := 0;
4684 for a := WP_FIRST to WP_LAST do
4685 begin
4686 FWeapon[a] := False;
4687 FReloading[a] := 0;
4688 end;
4690 FWeapon[WEAPON_PISTOL] := True;
4691 FWeapon[WEAPON_KASTET] := True;
4692 FCurrWeap := WEAPON_PISTOL;
4693 resetWeaponQueue();
4695 FModel.SetWeapon(FCurrWeap);
4697 for b := A_BULLETS to A_HIGH do
4698 FAmmo[b] := 0;
4700 FAmmo[A_BULLETS] := 50;
4702 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4703 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4704 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4705 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4706 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4708 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4709 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4710 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4711 else
4712 FRulez := [];
4713 end;
4715 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4716 if not g_Map_GetPoint(c, RespawnPoint) then
4717 begin
4718 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4719 Exit;
4720 end;
4722 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4723 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4724 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4725 FObj.oldX := FObj.X; // don't interpolate after respawn
4726 FObj.oldY := FObj.Y;
4727 FObj.Vel.X := 0;
4728 FObj.Vel.Y := 0;
4729 FObj.Accel.X := 0;
4730 FObj.Accel.Y := 0;
4732 FDirection := RespawnPoint.Direction;
4733 if FDirection = TDirection.D_LEFT then
4734 FAngle := 180
4735 else
4736 FAngle := 0;
4738 SetAction(A_STAND, True);
4739 FModel.Direction := FDirection;
4741 for a := Low(FTime) to High(FTime) do
4742 FTime[a] := 0;
4744 for a := Low(FMegaRulez) to High(FMegaRulez) do
4745 FMegaRulez[a] := 0;
4747 // Respawn invulnerability
4748 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4749 begin
4750 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4751 FSpawnInvul := FMegaRulez[MR_INVUL];
4752 end;
4754 FDamageBuffer := 0;
4755 FJetpack := False;
4756 FCanJetpack := False;
4757 FFlaming := False;
4758 FFireTime := 0;
4759 FFirePainTime := 0;
4760 FFireAttacker := 0;
4762 // Àíèìàöèÿ âîçðîæäåíèÿ:
4763 if (not gLoadGameMode) and (not Silent) then
4764 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4765 begin
4766 Anim := TAnimation.Create(ID, False, 3);
4767 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4768 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4769 Anim.Free();
4770 end;
4772 FSpectator := False;
4773 FGhost := False;
4774 FPhysics := True;
4775 FSpectatePlayer := -1;
4776 FSpawned := True;
4778 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4779 gPlayer1 := self;
4780 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4781 gPlayer2 := self;
4783 if g_Game_IsNet then
4784 begin
4785 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4786 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4787 if not Silent then
4788 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4789 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4790 0, NET_GFX_TELE);
4791 end;
4792 end;
4794 procedure TPlayer.Spectate(NoMove: Boolean = False);
4795 begin
4796 if FAlive then
4797 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4798 else if (not NoMove) then
4799 begin
4800 GameX := gMapInfo.Width div 2;
4801 GameY := gMapInfo.Height div 2;
4802 end;
4803 FXTo := GameX;
4804 FYTo := GameY;
4806 FAlive := False;
4807 FSpectator := True;
4808 FGhost := True;
4809 FPhysics := False;
4810 FWantsInGame := False;
4811 FSpawned := False;
4812 FCorpse := -1;
4814 if FNoRespawn then
4815 begin
4816 if Self = gPlayer1 then
4817 begin
4818 gSpectLatchPID1 := FUID;
4819 gPlayer1 := nil;
4820 end
4821 else if Self = gPlayer2 then
4822 begin
4823 gSpectLatchPID2 := FUID;
4824 gPlayer2 := nil;
4825 end;
4826 end;
4828 if g_Game_IsNet then
4829 MH_SEND_PlayerStats(FUID);
4830 end;
4832 procedure TPlayer.SwitchNoClip;
4833 begin
4834 if not FAlive then
4835 Exit;
4836 FGhost := not FGhost;
4837 FPhysics := not FGhost;
4838 if FGhost then
4839 begin
4840 FXTo := FObj.X;
4841 FYTo := FObj.Y;
4842 end else
4843 begin
4844 FObj.Accel.X := 0;
4845 FObj.Accel.Y := 0;
4846 end;
4847 end;
4849 procedure TPlayer.Run(Direction: TDirection);
4850 var
4851 a, b: Integer;
4852 begin
4853 if MAX_RUNVEL > 8 then
4854 FlySmoke();
4856 // Áåæèì:
4857 if Direction = TDirection.D_LEFT then
4858 begin
4859 if FObj.Vel.X > -MAX_RUNVEL then
4860 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4861 end
4862 else
4863 if FObj.Vel.X < MAX_RUNVEL then
4864 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4866 // Âîçìîæíî, ïèíàåì êóñêè:
4867 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4868 begin
4869 b := Abs(FObj.Vel.X);
4870 if b > 1 then b := b * (Random(8 div b) + 1);
4871 for a := 0 to High(gGibs) do
4872 begin
4873 if gGibs[a].alive and
4874 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4875 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4876 begin
4877 // Ïèíàåì êóñêè
4878 if FObj.Vel.X < 0 then
4879 begin
4880 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4881 end
4882 else
4883 begin
4884 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4885 end;
4886 gGibs[a].positionChanged(); // this updates spatial accelerators
4887 end;
4888 end;
4889 end;
4891 SetAction(A_WALK);
4892 end;
4894 procedure TPlayer.SeeDown();
4895 begin
4896 SetAction(A_SEEDOWN);
4898 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4900 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4901 end;
4903 procedure TPlayer.SeeUp();
4904 begin
4905 SetAction(A_SEEUP);
4907 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4909 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4910 end;
4912 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4913 var
4914 Prior: Byte;
4915 begin
4916 case Action of
4917 A_WALK: Prior := 3;
4918 A_DIE1: Prior := 5;
4919 A_DIE2: Prior := 5;
4920 A_ATTACK: Prior := 2;
4921 A_SEEUP: Prior := 1;
4922 A_SEEDOWN: Prior := 1;
4923 A_ATTACKUP: Prior := 2;
4924 A_ATTACKDOWN: Prior := 2;
4925 A_PAIN: Prior := 4;
4926 else Prior := 0;
4927 end;
4929 if (Prior > FActionPrior) or Force then
4930 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4931 begin
4932 FActionPrior := Prior;
4933 FActionAnim := Action;
4934 FActionForce := Force;
4935 FActionChanged := True;
4936 end;
4938 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4939 end;
4941 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4942 begin
4943 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4944 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4945 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4946 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4947 end;
4949 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4950 var
4951 Anim: TAnimation;
4952 ID: DWORD;
4953 begin
4954 Result := False;
4956 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4957 begin
4958 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4959 if g_Game_IsServer and g_Game_IsNet then
4960 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4961 Exit;
4962 end;
4964 FJustTeleported := True;
4966 Anim := nil;
4967 if not silent then
4968 begin
4969 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4970 begin
4971 Anim := TAnimation.Create(ID, False, 3);
4972 end;
4974 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4975 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4976 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4977 if g_Game_IsServer and g_Game_IsNet then
4978 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4979 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4980 NET_GFX_TELE);
4981 end;
4983 FObj.X := X-PLAYER_RECT.X;
4984 FObj.Y := Y-PLAYER_RECT.Y;
4985 FObj.oldX := FObj.X; // don't interpolate after respawn
4986 FObj.oldY := FObj.Y;
4987 if FAlive and FGhost then
4988 begin
4989 FXTo := FObj.X;
4990 FYTo := FObj.Y;
4991 end;
4993 if not g_Game_IsNet then
4994 begin
4995 if dir = 1 then
4996 begin
4997 SetDirection(TDirection.D_LEFT);
4998 FAngle := 180;
4999 end
5000 else
5001 if dir = 2 then
5002 begin
5003 SetDirection(TDirection.D_RIGHT);
5004 FAngle := 0;
5005 end
5006 else
5007 if dir = 3 then
5008 begin // îáðàòíîå
5009 if FDirection = TDirection.D_RIGHT then
5010 begin
5011 SetDirection(TDirection.D_LEFT);
5012 FAngle := 180;
5013 end
5014 else
5015 begin
5016 SetDirection(TDirection.D_RIGHT);
5017 FAngle := 0;
5018 end;
5019 end;
5020 end;
5022 if not silent and (Anim <> nil) then
5023 begin
5024 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5025 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
5026 Anim.Free();
5028 if g_Game_IsServer and g_Game_IsNet then
5029 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5030 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
5031 NET_GFX_TELE);
5032 end;
5034 Result := True;
5035 end;
5037 function nonz(a: Single): Single;
5038 begin
5039 if a <> 0 then
5040 Result := a
5041 else
5042 Result := 1;
5043 end;
5045 function TPlayer.refreshCorpse(): Boolean;
5046 var
5047 i: Integer;
5048 begin
5049 Result := False;
5050 FCorpse := -1;
5051 if FAlive or FSpectator then
5052 Exit;
5053 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5054 Exit;
5055 for i := 0 to High(gCorpses) do
5056 if gCorpses[i] <> nil then
5057 if gCorpses[i].FPlayerUID = FUID then
5058 begin
5059 Result := True;
5060 FCorpse := i;
5061 break;
5062 end;
5063 end;
5065 function TPlayer.getCameraObj(): TObj;
5066 begin
5067 if (not FAlive) and (not FSpectator) and
5068 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
5069 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
5070 begin
5071 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
5072 Result := gCorpses[FCorpse].FObj;
5073 end
5074 else
5075 begin
5076 Result := FObj;
5077 end;
5078 end;
5080 procedure TPlayer.PreUpdate();
5081 begin
5082 FSlopeOld := FObj.slopeUpLeft;
5083 FIncCamOld := FIncCam;
5084 FObj.oldX := FObj.X;
5085 FObj.oldY := FObj.Y;
5086 end;
5088 procedure TPlayer.Update();
5089 var
5090 b: Byte;
5091 i, ii, wx, wy, xd, yd, k: Integer;
5092 blockmon, headwater, dospawn: Boolean;
5093 NetServer: Boolean;
5094 AnyServer: Boolean;
5095 SetSpect: Boolean;
5096 begin
5097 NetServer := g_Game_IsNet and g_Game_IsServer;
5098 AnyServer := g_Game_IsServer;
5100 if g_Game_IsClient and (NetInterpLevel > 0) then
5101 DoLerp(NetInterpLevel + 1)
5102 else
5103 if FGhost then
5104 DoLerp(4);
5106 if NetServer then
5107 if FClientID >= 0 then
5108 begin
5109 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5110 if NetClients[FClientID].Peer^.packetsSent > 0 then
5111 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5112 else
5113 FLoss := 0;
5114 end else
5115 begin
5116 FPing := 0;
5117 FLoss := 0;
5118 end;
5120 if FAlive and (FPunchAnim <> nil) then
5121 FPunchAnim.Update();
5123 if FAlive and (gFly or FJetpack) then
5124 FlySmoke();
5126 if FDirection = TDirection.D_LEFT then
5127 FAngle := 180
5128 else
5129 FAngle := 0;
5131 if FAlive and (not FGhost) then
5132 begin
5133 if FKeys[KEY_UP].Pressed then
5134 SeeUp();
5135 if FKeys[KEY_DOWN].Pressed then
5136 SeeDown();
5137 end;
5139 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5140 (FIncCam <> 0) then
5141 begin
5142 i := g_basic.Sign(FIncCam);
5143 FIncCam := Abs(FIncCam);
5144 DecMin(FIncCam, 5, 0);
5145 FIncCam := FIncCam*i;
5146 end;
5148 // no need to do that each second frame, weapon queue will take care of it
5149 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5150 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5152 if gTime mod (GAME_TICK*2) <> 0 then
5153 begin
5154 if (FObj.Vel.X = 0) and FAlive then
5155 begin
5156 if FKeys[KEY_LEFT].Pressed then
5157 Run(TDirection.D_LEFT);
5158 if FKeys[KEY_RIGHT].Pressed then
5159 Run(TDirection.D_RIGHT);
5160 end;
5162 if FPhysics then
5163 begin
5164 g_Obj_Move(@FObj, True, True, True);
5165 positionChanged(); // this updates spatial accelerators
5166 end;
5168 Exit;
5169 end;
5171 FActionChanged := False;
5173 if FAlive then
5174 begin
5175 // Let alive player do some actions
5176 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5177 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5178 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5179 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5180 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5181 else
5182 begin
5183 if AnyServer then
5184 begin
5185 FlamerOff;
5186 if NetServer then MH_SEND_PlayerStats(FUID);
5187 end;
5188 end;
5189 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5190 if FKeys[KEY_JUMP].Pressed then Jump()
5191 else
5192 begin
5193 if AnyServer and FJetpack then
5194 begin
5195 FJetpack := False;
5196 JetpackOff;
5197 if NetServer then MH_SEND_PlayerStats(FUID);
5198 end;
5199 FCanJetpack := True;
5200 end;
5201 end
5202 else // Dead
5203 begin
5204 dospawn := False;
5205 if not FGhost then
5206 for k := Low(FKeys) to KEY_CHAT-1 do
5207 begin
5208 if FKeys[k].Pressed then
5209 begin
5210 dospawn := True;
5211 break;
5212 end;
5213 end;
5214 if dospawn then
5215 begin
5216 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5217 Respawn(False)
5218 else // Single
5219 if (FTime[T_RESPAWN] <= gTime) and
5220 gGameOn and (not FAlive) then
5221 begin
5222 if (g_Player_GetCount() > 1) then
5223 Respawn(False)
5224 else
5225 begin
5226 gExit := EXIT_RESTART;
5227 Exit;
5228 end;
5229 end;
5230 end;
5231 // Dead spectator actions
5232 if FGhost then
5233 begin
5234 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5235 if FKeys[KEY_FIRE].Pressed and AnyServer then
5236 begin
5237 if FSpectator then
5238 begin
5239 if (FSpectatePlayer >= High(gPlayers)) then
5240 FSpectatePlayer := -1
5241 else
5242 begin
5243 SetSpect := False;
5244 for I := FSpectatePlayer + 1 to High(gPlayers) do
5245 if gPlayers[I] <> nil then
5246 if gPlayers[I].alive then
5247 if gPlayers[I].UID <> FUID then
5248 begin
5249 FSpectatePlayer := I;
5250 SetSpect := True;
5251 break;
5252 end;
5254 if not SetSpect then FSpectatePlayer := -1;
5255 end;
5257 ReleaseKeys;
5258 end;
5259 end;
5260 end;
5261 end;
5262 // No clipping
5263 if FGhost then
5264 begin
5265 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5266 begin
5267 FYTo := FObj.Y - 32;
5268 FSpectatePlayer := -1;
5269 end;
5270 if FKeys[KEY_DOWN].Pressed then
5271 begin
5272 FYTo := FObj.Y + 32;
5273 FSpectatePlayer := -1;
5274 end;
5275 if FKeys[KEY_LEFT].Pressed then
5276 begin
5277 FXTo := FObj.X - 32;
5278 FSpectatePlayer := -1;
5279 end;
5280 if FKeys[KEY_RIGHT].Pressed then
5281 begin
5282 FXTo := FObj.X + 32;
5283 FSpectatePlayer := -1;
5284 end;
5286 if (FXTo < -64) then
5287 FXTo := -64
5288 else if (FXTo > gMapInfo.Width + 32) then
5289 FXTo := gMapInfo.Width + 32;
5290 if (FYTo < -72) then
5291 FYTo := -72
5292 else if (FYTo > gMapInfo.Height + 32) then
5293 FYTo := gMapInfo.Height + 32;
5294 end;
5296 if FPhysics then
5297 begin
5298 g_Obj_Move(@FObj, True, True, True);
5299 positionChanged(); // this updates spatial accelerators
5300 end
5301 else
5302 begin
5303 FObj.Vel.X := 0;
5304 FObj.Vel.Y := 0;
5305 if FSpectator then
5306 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5307 if gPlayers[FSpectatePlayer] <> nil then
5308 if gPlayers[FSpectatePlayer].alive then
5309 begin
5310 FXTo := gPlayers[FSpectatePlayer].GameX;
5311 FYTo := gPlayers[FSpectatePlayer].GameY;
5312 end;
5313 end;
5315 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5316 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5317 PANEL_BLOCKMON, True);
5318 headwater := HeadInLiquid(0, 0);
5320 // Ñîïðîòèâëåíèå âîçäóõà:
5321 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5322 if FObj.Vel.X <> 0 then
5323 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5325 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5326 DecMin(FPain, 5, 0);
5327 DecMin(FPickup, 1, 0);
5329 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5330 begin
5331 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5332 FMegaRulez[MR_SUIT] := 0;
5333 FMegaRulez[MR_INVUL] := 0;
5334 FMegaRulez[MR_INVIS] := 0;
5335 Kill(K_FALLKILL, 0, HIT_FALL);
5336 end;
5338 i := 9;
5340 if FAlive then
5341 begin
5342 if FCurrWeap = WEAPON_SAW then
5343 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5344 FSawSoundSelect.IsPlaying()) then
5345 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5347 if FJetpack then
5348 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5349 (not FJetSoundOff.IsPlaying()) then
5350 begin
5351 FJetSoundFly.SetPosition(0);
5352 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5353 end;
5355 for b := WP_FIRST to WP_LAST do
5356 if FReloading[b] > 0 then
5357 if FNoReload then
5358 FReloading[b] := 0
5359 else
5360 Dec(FReloading[b]);
5362 if FShellTimer > -1 then
5363 if FShellTimer = 0 then
5364 begin
5365 if FShellType = SHELL_SHELL then
5366 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5367 GameVelX, GameVelY-2, SHELL_SHELL)
5368 else if FShellType = SHELL_DBLSHELL then
5369 begin
5370 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5371 GameVelX+1, GameVelY-2, SHELL_SHELL);
5372 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5373 GameVelX-1, GameVelY-2, SHELL_SHELL);
5374 end;
5375 FShellTimer := -1;
5376 end else Dec(FShellTimer);
5378 if (FBFGFireCounter > -1) then
5379 if FBFGFireCounter = 0 then
5380 begin
5381 if AnyServer then
5382 begin
5383 wx := FObj.X+WEAPONPOINT[FDirection].X;
5384 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5385 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5386 yd := wy+firediry();
5387 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5388 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5389 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5390 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5391 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5392 end;
5394 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5395 FBFGFireCounter := -1;
5396 end else
5397 if FNoReload then
5398 FBFGFireCounter := 0
5399 else
5400 Dec(FBFGFireCounter);
5402 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5403 begin
5404 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5406 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5407 end;
5409 if (headwater or blockmon) then
5410 begin
5411 Dec(FAir);
5413 if FAir < -9 then
5414 begin
5415 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5416 FAir := 0;
5417 end
5418 else if (FAir mod 31 = 0) and not blockmon then
5419 begin
5420 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5421 if Random(2) = 0 then
5422 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5423 else
5424 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5425 end;
5426 end else if FAir < AIR_DEF then
5427 FAir := AIR_DEF;
5429 if FFireTime > 0 then
5430 begin
5431 if BodyInLiquid(0, 0) then
5432 begin
5433 FFireTime := 0;
5434 FFirePainTime := 0;
5435 end
5436 else if FMegaRulez[MR_SUIT] >= gTime then
5437 begin
5438 if FMegaRulez[MR_SUIT] = gTime then
5439 FFireTime := 1;
5440 FFirePainTime := 0;
5441 end
5442 else
5443 begin
5444 OnFireFlame(1);
5445 if FFirePainTime <= 0 then
5446 begin
5447 if g_Game_IsServer then
5448 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5449 FFirePainTime := 12 - FFireTime div 12;
5450 end;
5451 FFirePainTime := FFirePainTime - 1;
5452 FFireTime := FFireTime - 1;
5453 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5454 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5455 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5456 MH_SEND_PlayerStats(FUID);
5457 end;
5458 end;
5460 if FDamageBuffer > 0 then
5461 begin
5462 if FDamageBuffer >= 9 then
5463 begin
5464 SetAction(A_PAIN);
5466 if FDamageBuffer < 30 then i := 9
5467 else if FDamageBuffer < 100 then i := 18
5468 else i := 27;
5469 end;
5471 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5472 FArmor := FArmor-(FDamageBuffer-ii);
5473 FHealth := FHealth-ii;
5474 if FArmor < 0 then
5475 begin
5476 FHealth := FHealth+FArmor;
5477 FArmor := 0;
5478 end;
5480 if AnyServer then
5481 if FHealth <= 0 then
5482 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5483 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5484 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5486 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5487 begin
5488 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5489 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5490 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5491 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5492 end;
5494 FDamageBuffer := 0;
5495 end;
5497 {CollideItem();}
5498 end; // if FAlive then ...
5500 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5501 begin
5502 FModel.ChangeAnimation(FActionAnim, FActionForce);
5503 FModel.GetCurrentAnimation.MinLength := i;
5504 FModel.GetCurrentAnimationMask.MinLength := i;
5505 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5507 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5508 then SetAction(A_STAND, True);
5510 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5512 for b := Low(FKeys) to High(FKeys) do
5513 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5514 end;
5517 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5518 begin
5519 x := FObj.X+PLAYER_RECT.X;
5520 y := FObj.Y+PLAYER_RECT.Y;
5521 w := PLAYER_RECT.Width;
5522 h := PLAYER_RECT.Height;
5523 end;
5526 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5527 begin
5528 if (dx <> 0) or (dy <> 0) then
5529 begin
5530 FObj.X += dx;
5531 FObj.Y += dy;
5532 positionChanged();
5533 end;
5534 end;
5537 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5538 begin
5539 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5540 FObj.Y+PLAYER_RECT.Y,
5541 PLAYER_RECT.Width,
5542 PLAYER_RECT.Height,
5543 X, Y,
5544 Width, Height);
5545 end;
5547 function TPlayer.Collide(Panel: TPanel): Boolean;
5548 begin
5549 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5550 FObj.Y+PLAYER_RECT.Y,
5551 PLAYER_RECT.Width,
5552 PLAYER_RECT.Height,
5553 Panel.X, Panel.Y,
5554 Panel.Width, Panel.Height);
5555 end;
5557 function TPlayer.Collide(X, Y: Integer): Boolean;
5558 begin
5559 X := X-FObj.X-PLAYER_RECT.X;
5560 Y := Y-FObj.Y-PLAYER_RECT.Y;
5561 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5562 (y >= 0) and (y <= PLAYER_RECT.Height);
5563 end;
5565 function g_Player_ValidName(Name: string): Boolean;
5566 var
5567 a: Integer;
5568 begin
5569 Result := True;
5571 if gPlayers = nil then Exit;
5573 for a := 0 to High(gPlayers) do
5574 if gPlayers[a] <> nil then
5575 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5576 begin
5577 Result := False;
5578 Exit;
5579 end;
5580 end;
5582 procedure TPlayer.SetDirection(Direction: TDirection);
5583 var
5584 d: TDirection;
5585 begin
5586 d := FModel.Direction;
5588 FModel.Direction := Direction;
5589 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5591 FDirection := Direction;
5592 end;
5594 function TPlayer.GetKeys(): Byte;
5595 begin
5596 Result := 0;
5598 if R_KEY_RED in FRulez then Result := KEY_RED;
5599 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5600 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5602 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5603 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5604 end;
5606 procedure TPlayer.Use();
5607 var
5608 a: Integer;
5609 begin
5610 if FTime[T_USE] > gTime then Exit;
5612 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5613 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5615 for a := 0 to High(gPlayers) do
5616 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5617 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5618 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5619 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5620 begin
5621 gPlayers[a].Touch();
5622 if g_Game_IsNet and g_Game_IsServer then
5623 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5624 end;
5626 FTime[T_USE] := gTime+120;
5627 end;
5629 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5630 var
5631 locObj: TObj;
5632 F: Boolean;
5633 WX, WY, XD, YD: Integer;
5634 begin
5635 F := False;
5636 WX := X;
5637 WY := Y;
5638 XD := AX;
5639 YD := AY;
5641 case FCurrWeap of
5642 WEAPON_KASTET:
5643 begin
5644 DoPunch();
5645 if R_BERSERK in FRulez then
5646 begin
5647 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5648 locobj.X := FObj.X+FObj.Rect.X;
5649 locobj.Y := FObj.Y+FObj.Rect.Y;
5650 locobj.rect.X := 0;
5651 locobj.rect.Y := 0;
5652 locobj.rect.Width := 39;
5653 locobj.rect.Height := 52;
5654 locobj.Vel.X := (xd-wx) div 2;
5655 locobj.Vel.Y := (yd-wy) div 2;
5656 locobj.Accel.X := xd-wx;
5657 locobj.Accel.y := yd-wy;
5659 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5660 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5661 else
5662 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5664 if gFlash = 1 then
5665 if FPain < 50 then
5666 FPain := min(FPain + 25, 50);
5667 end else
5668 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5669 end;
5671 WEAPON_SAW:
5672 begin
5673 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5674 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5675 begin
5676 FSawSoundSelect.Stop();
5677 FSawSound.Stop();
5678 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5679 end
5680 else if not FSawSoundHit.IsPlaying() then
5681 begin
5682 FSawSoundSelect.Stop();
5683 FSawSound.PlayAt(FObj.X, FObj.Y);
5684 end;
5685 f := True;
5686 end;
5688 WEAPON_PISTOL:
5689 begin
5690 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5691 FFireAngle := FAngle;
5692 f := True;
5693 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5694 GameVelX, GameVelY-2, SHELL_BULLET);
5695 end;
5697 WEAPON_SHOTGUN1:
5698 begin
5699 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5700 FFireAngle := FAngle;
5701 f := True;
5702 FShellTimer := 10;
5703 FShellType := SHELL_SHELL;
5704 end;
5706 WEAPON_SHOTGUN2:
5707 begin
5708 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5709 FFireAngle := FAngle;
5710 f := True;
5711 FShellTimer := 13;
5712 FShellType := SHELL_DBLSHELL;
5713 end;
5715 WEAPON_CHAINGUN:
5716 begin
5717 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5718 FFireAngle := FAngle;
5719 f := True;
5720 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5721 GameVelX, GameVelY-2, SHELL_BULLET);
5722 end;
5724 WEAPON_ROCKETLAUNCHER:
5725 begin
5726 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5727 FFireAngle := FAngle;
5728 f := True;
5729 end;
5731 WEAPON_PLASMA:
5732 begin
5733 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5734 FFireAngle := FAngle;
5735 f := True;
5736 end;
5738 WEAPON_BFG:
5739 begin
5740 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5741 FFireAngle := FAngle;
5742 f := True;
5743 end;
5745 WEAPON_SUPERPULEMET:
5746 begin
5747 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5748 FFireAngle := FAngle;
5749 f := True;
5750 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5751 GameVelX, GameVelY-2, SHELL_SHELL);
5752 end;
5754 WEAPON_FLAMETHROWER:
5755 begin
5756 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5757 FlamerOn;
5758 FFireAngle := FAngle;
5759 f := True;
5760 end;
5761 end;
5763 if not f then Exit;
5765 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5766 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5767 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5768 end;
5770 procedure TPlayer.DoLerp(Level: Integer = 2);
5771 begin
5772 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5773 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5774 end;
5776 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5777 var
5778 AX, AY: Integer;
5779 begin
5780 FXTo := XTo;
5781 FYTo := YTo;
5782 if NetInterpLevel < 1 then
5783 begin
5784 FObj.X := XTo;
5785 FObj.Y := YTo;
5786 end
5787 else
5788 begin
5789 AX := Abs(FXTo - FObj.X);
5790 AY := Abs(FYTo - FObj.Y);
5791 if (AX > 32) or (AX <= NetInterpLevel) then
5792 FObj.X := FXTo;
5793 if (AY > 32) or (AY <= NetInterpLevel) then
5794 FObj.Y := FYTo;
5795 end;
5796 end;
5798 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5799 begin
5800 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5801 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5802 PANEL_LIFTUP, False) then Result := -1
5803 else
5804 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5805 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5806 PANEL_LIFTDOWN, False) then Result := 1
5807 else Result := 0;
5808 end;
5810 function TPlayer.GetFlag(Flag: Byte): Boolean;
5811 var
5812 s, ts: String;
5813 evtype, a: Byte;
5814 begin
5815 Result := False;
5817 if Flag = FLAG_NONE then
5818 Exit;
5820 if not g_Game_IsServer then Exit;
5822 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5823 if (Flag = FTeam) and
5824 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5825 (FFlag <> FLAG_NONE) then
5826 begin
5827 if FFlag = FLAG_RED then
5828 s := _lc[I_PLAYER_FLAG_RED]
5829 else
5830 s := _lc[I_PLAYER_FLAG_BLUE];
5832 evtype := FLAG_STATE_SCORED;
5834 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5835 Insert('.', ts, Length(ts) + 1 - 3);
5836 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5838 g_Map_ResetFlag(FFlag);
5839 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5841 if ((Self = gPlayer1) or (Self = gPlayer2)
5842 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5843 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5844 a := 0
5845 else
5846 a := 1;
5848 if not sound_cap_flag[a].IsPlaying() then
5849 sound_cap_flag[a].Play();
5851 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5853 Result := True;
5854 if g_Game_IsNet then
5855 begin
5856 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5857 MH_SEND_GameStats;
5858 end;
5860 gFlags[FFlag].CaptureTime := 0;
5861 SetFlag(FLAG_NONE);
5862 Exit;
5863 end;
5865 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5866 if (Flag = FTeam) and
5867 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5868 begin
5869 if Flag = FLAG_RED then
5870 s := _lc[I_PLAYER_FLAG_RED]
5871 else
5872 s := _lc[I_PLAYER_FLAG_BLUE];
5874 evtype := FLAG_STATE_RETURNED;
5875 gFlags[Flag].CaptureTime := 0;
5877 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5879 g_Map_ResetFlag(Flag);
5880 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5882 if ((Self = gPlayer1) or (Self = gPlayer2)
5883 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5884 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5885 a := 0
5886 else
5887 a := 1;
5889 if not sound_ret_flag[a].IsPlaying() then
5890 sound_ret_flag[a].Play();
5892 Result := True;
5893 if g_Game_IsNet then
5894 begin
5895 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5896 MH_SEND_GameStats;
5897 end;
5898 Exit;
5899 end;
5901 // Ïîäîáðàë ÷óæîé ôëàã:
5902 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5903 begin
5904 SetFlag(Flag);
5906 if Flag = FLAG_RED then
5907 s := _lc[I_PLAYER_FLAG_RED]
5908 else
5909 s := _lc[I_PLAYER_FLAG_BLUE];
5911 evtype := FLAG_STATE_CAPTURED;
5913 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5915 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5917 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5919 if ((Self = gPlayer1) or (Self = gPlayer2)
5920 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5921 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5922 a := 0
5923 else
5924 a := 1;
5926 if not sound_get_flag[a].IsPlaying() then
5927 sound_get_flag[a].Play();
5929 Result := True;
5930 if g_Game_IsNet then
5931 begin
5932 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5933 MH_SEND_GameStats;
5934 end;
5935 end;
5936 end;
5938 procedure TPlayer.SetFlag(Flag: Byte);
5939 begin
5940 FFlag := Flag;
5941 if FModel <> nil then
5942 FModel.SetFlag(FFlag);
5943 end;
5945 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5946 var
5947 s: String;
5948 a: Byte;
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 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5962 (FObj.Vel.Y div 2)-2+Random(5));
5963 positionChanged(); // this updates spatial accelerators
5965 if FFlag = FLAG_RED then
5966 s := _lc[I_PLAYER_FLAG_RED]
5967 else
5968 s := _lc[I_PLAYER_FLAG_BLUE];
5970 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5971 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5973 if ((Self = gPlayer1) or (Self = gPlayer2)
5974 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5975 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5976 a := 0
5977 else
5978 a := 1;
5980 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5981 sound_lost_flag[a].Play();
5983 if g_Game_IsNet then
5984 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5985 end;
5986 SetFlag(FLAG_NONE);
5987 Result := True;
5988 end;
5990 procedure TPlayer.GetSecret();
5991 begin
5992 if (self = gPlayer1) or (self = gPlayer2) then
5993 begin
5994 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5995 g_Sound_PlayEx('SOUND_GAME_SECRET');
5996 end;
5997 Inc(FSecrets);
5998 end;
6000 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
6001 begin
6002 Assert(Key <= High(FKeys));
6004 FKeys[Key].Pressed := True;
6005 FKeys[Key].Time := Time;
6006 end;
6008 function TPlayer.IsKeyPressed(K: Byte): Boolean;
6009 begin
6010 Result := FKeys[K].Pressed;
6011 end;
6013 procedure TPlayer.ReleaseKeys();
6014 var
6015 a: Integer;
6016 begin
6017 for a := Low(FKeys) to High(FKeys) do
6018 begin
6019 FKeys[a].Pressed := False;
6020 FKeys[a].Time := 0;
6021 end;
6022 end;
6024 procedure TPlayer.OnDamage(Angle: SmallInt);
6025 begin
6026 end;
6028 function TPlayer.firediry(): Integer;
6029 begin
6030 if FKeys[KEY_UP].Pressed then Result := -42
6031 else if FKeys[KEY_DOWN].Pressed then Result := 19
6032 else Result := 0;
6033 end;
6035 procedure TPlayer.RememberState();
6036 var
6037 i: Integer;
6038 SavedState: TPlayerSavedState;
6039 begin
6040 SavedState.Health := FHealth;
6041 SavedState.Armor := FArmor;
6042 SavedState.Air := FAir;
6043 SavedState.JetFuel := FJetFuel;
6044 SavedState.CurrWeap := FCurrWeap;
6045 SavedState.NextWeap := FNextWeap;
6046 SavedState.NextWeapDelay := FNextWeapDelay;
6047 for i := Low(FWeapon) to High(FWeapon) do
6048 SavedState.Weapon[i] := FWeapon[i];
6049 for i := Low(FAmmo) to High(FAmmo) do
6050 SavedState.Ammo[i] := FAmmo[i];
6051 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6052 SavedState.MaxAmmo[i] := FMaxAmmo[i];
6053 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6055 FSavedStateNum := -1;
6056 for i := Low(SavedStates) to High(SavedStates) do
6057 if not SavedStates[i].Used then
6058 begin
6059 FSavedStateNum := i;
6060 break;
6061 end;
6062 if FSavedStateNum < 0 then
6063 begin
6064 SetLength(SavedStates, Length(SavedStates) + 1);
6065 FSavedStateNum := High(SavedStates);
6066 end;
6068 SavedState.Used := True;
6069 SavedStates[FSavedStateNum] := SavedState;
6070 end;
6072 procedure TPlayer.RecallState();
6073 var
6074 i: Integer;
6075 SavedState: TPlayerSavedState;
6076 begin
6077 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6078 Exit;
6080 SavedState := SavedStates[FSavedStateNum];
6081 SavedStates[FSavedStateNum].Used := False;
6082 FSavedStateNum := -1;
6084 FHealth := SavedState.Health;
6085 FArmor := SavedState.Armor;
6086 FAir := SavedState.Air;
6087 FJetFuel := SavedState.JetFuel;
6088 FCurrWeap := SavedState.CurrWeap;
6089 FNextWeap := SavedState.NextWeap;
6090 FNextWeapDelay := SavedState.NextWeapDelay;
6091 for i := Low(FWeapon) to High(FWeapon) do
6092 FWeapon[i] := SavedState.Weapon[i];
6093 for i := Low(FAmmo) to High(FAmmo) do
6094 FAmmo[i] := SavedState.Ammo[i];
6095 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6096 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6097 FRulez := SavedState.Rulez;
6099 if gGameSettings.GameType = GT_SERVER then
6100 MH_SEND_PlayerStats(FUID);
6101 end;
6103 procedure TPlayer.SaveState (st: TStream);
6104 var
6105 i: Integer;
6106 b: Byte;
6107 begin
6108 // Ñèãíàòóðà èãðîêà
6109 utils.writeSign(st, 'PLYR');
6110 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6111 // Áîò èëè ÷åëîâåê
6112 utils.writeBool(st, FIamBot);
6113 // UID èãðîêà
6114 utils.writeInt(st, Word(FUID));
6115 // Èìÿ èãðîêà
6116 utils.writeStr(st, FName);
6117 // Êîìàíäà
6118 utils.writeInt(st, Byte(FTeam));
6119 // Æèâ ëè
6120 utils.writeBool(st, FAlive);
6121 // Èçðàñõîäîâàë ëè âñå æèçíè
6122 utils.writeBool(st, FNoRespawn);
6123 // Íàïðàâëåíèå
6124 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6125 utils.writeInt(st, Byte(b));
6126 // Çäîðîâüå
6127 utils.writeInt(st, LongInt(FHealth));
6128 // Êîýôôèöèåíò èíâàëèäíîñòè
6129 utils.writeInt(st, LongInt(FHandicap));
6130 // Æèçíè
6131 utils.writeInt(st, Byte(FLives));
6132 // Áðîíÿ
6133 utils.writeInt(st, LongInt(FArmor));
6134 // Çàïàñ âîçäóõà
6135 utils.writeInt(st, LongInt(FAir));
6136 // Çàïàñ ãîðþ÷åãî
6137 utils.writeInt(st, LongInt(FJetFuel));
6138 // Áîëü
6139 utils.writeInt(st, LongInt(FPain));
6140 // Óáèë
6141 utils.writeInt(st, LongInt(FKills));
6142 // Óáèë ìîíñòðîâ
6143 utils.writeInt(st, LongInt(FMonsterKills));
6144 // Ôðàãîâ
6145 utils.writeInt(st, LongInt(FFrags));
6146 // Ôðàãîâ ïîäðÿä
6147 utils.writeInt(st, Byte(FFragCombo));
6148 // Âðåìÿ ïîñëåäíåãî ôðàãà
6149 utils.writeInt(st, LongWord(FLastFrag));
6150 // Ñìåðòåé
6151 utils.writeInt(st, LongInt(FDeath));
6152 // Êàêîé ôëàã íåñåò
6153 utils.writeInt(st, Byte(FFlag));
6154 // Íàøåë ñåêðåòîâ
6155 utils.writeInt(st, LongInt(FSecrets));
6156 // Òåêóùåå îðóæèå
6157 utils.writeInt(st, Byte(FCurrWeap));
6158 // Æåëàåìîå îðóæèå
6159 utils.writeInt(st, Word(FNextWeap));
6160 // ...è ïàóçà
6161 utils.writeInt(st, Byte(FNextWeapDelay));
6162 // Âðåìÿ çàðÿäêè BFG
6163 utils.writeInt(st, SmallInt(FBFGFireCounter));
6164 // Áóôåð óðîíà
6165 utils.writeInt(st, LongInt(FDamageBuffer));
6166 // Ïîñëåäíèé óäàðèâøèé
6167 utils.writeInt(st, Word(FLastSpawnerUID));
6168 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6169 utils.writeInt(st, Byte(FLastHit));
6170 // Îáúåêò èãðîêà
6171 Obj_SaveState(st, @FObj);
6172 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6173 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6174 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6175 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6176 // Íàëè÷èå îðóæèÿ
6177 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6178 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6179 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6180 // Íàëè÷èå ðþêçàêà
6181 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6182 // Íàëè÷èå êðàñíîãî êëþ÷à
6183 utils.writeBool(st, (R_KEY_RED in FRulez));
6184 // Íàëè÷èå çåëåíîãî êëþ÷à
6185 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6186 // Íàëè÷èå ñèíåãî êëþ÷à
6187 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6188 // Íàëè÷èå áåðñåðêà
6189 utils.writeBool(st, (R_BERSERK in FRulez));
6190 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6191 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6192 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6193 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6194 // Íàçâàíèå ìîäåëè
6195 utils.writeStr(st, FModel.Name);
6196 // Öâåò ìîäåëè
6197 utils.writeInt(st, Byte(FColor.R));
6198 utils.writeInt(st, Byte(FColor.G));
6199 utils.writeInt(st, Byte(FColor.B));
6200 end;
6203 procedure TPlayer.LoadState (st: TStream);
6204 var
6205 i: Integer;
6206 str: String;
6207 b: Byte;
6208 begin
6209 assert(st <> nil);
6211 // Ñèãíàòóðà èãðîêà
6212 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6213 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6214 // Áîò èëè ÷åëîâåê:
6215 FIamBot := utils.readBool(st);
6216 // UID èãðîêà
6217 FUID := utils.readWord(st);
6218 // Èìÿ èãðîêà
6219 str := utils.readStr(st);
6220 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6221 // Êîìàíäà
6222 FTeam := utils.readByte(st);
6223 // Æèâ ëè
6224 FAlive := utils.readBool(st);
6225 // Èçðàñõîäîâàë ëè âñå æèçíè
6226 FNoRespawn := utils.readBool(st);
6227 // Íàïðàâëåíèå
6228 b := utils.readByte(st);
6229 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6230 // Çäîðîâüå
6231 FHealth := utils.readLongInt(st);
6232 // Êîýôôèöèåíò èíâàëèäíîñòè
6233 FHandicap := utils.readLongInt(st);
6234 // Æèçíè
6235 FLives := utils.readByte(st);
6236 // Áðîíÿ
6237 FArmor := utils.readLongInt(st);
6238 // Çàïàñ âîçäóõà
6239 FAir := utils.readLongInt(st);
6240 // Çàïàñ ãîðþ÷åãî
6241 FJetFuel := utils.readLongInt(st);
6242 // Áîëü
6243 FPain := utils.readLongInt(st);
6244 // Óáèë
6245 FKills := utils.readLongInt(st);
6246 // Óáèë ìîíñòðîâ
6247 FMonsterKills := utils.readLongInt(st);
6248 // Ôðàãîâ
6249 FFrags := utils.readLongInt(st);
6250 // Ôðàãîâ ïîäðÿä
6251 FFragCombo := utils.readByte(st);
6252 // Âðåìÿ ïîñëåäíåãî ôðàãà
6253 FLastFrag := utils.readLongWord(st);
6254 // Ñìåðòåé
6255 FDeath := utils.readLongInt(st);
6256 // Êàêîé ôëàã íåñåò
6257 FFlag := utils.readByte(st);
6258 // Íàøåë ñåêðåòîâ
6259 FSecrets := utils.readLongInt(st);
6260 // Òåêóùåå îðóæèå
6261 FCurrWeap := utils.readByte(st);
6262 // Æåëàåìîå îðóæèå
6263 FNextWeap := utils.readWord(st);
6264 // ...è ïàóçà
6265 FNextWeapDelay := utils.readByte(st);
6266 // Âðåìÿ çàðÿäêè BFG
6267 FBFGFireCounter := utils.readSmallInt(st);
6268 // Áóôåð óðîíà
6269 FDamageBuffer := utils.readLongInt(st);
6270 // Ïîñëåäíèé óäàðèâøèé
6271 FLastSpawnerUID := utils.readWord(st);
6272 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6273 FLastHit := utils.readByte(st);
6274 // Îáúåêò èãðîêà
6275 Obj_LoadState(@FObj, st);
6276 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6277 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6278 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6279 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6280 // Íàëè÷èå îðóæèÿ
6281 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6282 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6283 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6284 // Íàëè÷èå ðþêçàêà
6285 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6286 // Íàëè÷èå êðàñíîãî êëþ÷à
6287 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6288 // Íàëè÷èå çåëåíîãî êëþ÷à
6289 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6290 // Íàëè÷èå ñèíåãî êëþ÷à
6291 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6292 // Íàëè÷èå áåðñåðêà
6293 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6294 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6295 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6296 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6297 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6298 // Íàçâàíèå ìîäåëè
6299 str := utils.readStr(st);
6300 // Öâåò ìîäåëè
6301 FColor.R := utils.readByte(st);
6302 FColor.G := utils.readByte(st);
6303 FColor.B := utils.readByte(st);
6304 if (self = gPlayer1) then
6305 begin
6306 str := gPlayer1Settings.Model;
6307 FColor := gPlayer1Settings.Color;
6308 end
6309 else if (self = gPlayer2) then
6310 begin
6311 str := gPlayer2Settings.Model;
6312 FColor := gPlayer2Settings.Color;
6313 end;
6314 // Îáíîâëÿåì ìîäåëü èãðîêà
6315 SetModel(str);
6316 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6317 FModel.Color := TEAMCOLOR[FTeam]
6318 else
6319 FModel.Color := FColor;
6320 end;
6323 procedure TPlayer.AllRulez(Health: Boolean);
6324 var
6325 a: Integer;
6326 begin
6327 if Health then
6328 begin
6329 FHealth := PLAYER_HP_LIMIT;
6330 FArmor := PLAYER_AP_LIMIT;
6331 Exit;
6332 end;
6334 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6335 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6336 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6337 end;
6339 procedure TPlayer.RestoreHealthArmor();
6340 begin
6341 FHealth := PLAYER_HP_LIMIT;
6342 FArmor := PLAYER_AP_LIMIT;
6343 end;
6345 procedure TPlayer.FragCombo();
6346 var
6347 Param: Integer;
6348 begin
6349 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6350 Exit;
6351 if gTime - FLastFrag < FRAG_COMBO_TIME then
6352 begin
6353 if FFragCombo < 5 then
6354 Inc(FFragCombo);
6355 Param := FUID or (FFragCombo shl 16);
6356 if (FComboEvnt >= Low(gDelayedEvents)) and
6357 (FComboEvnt <= High(gDelayedEvents)) and
6358 gDelayedEvents[FComboEvnt].Pending and
6359 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6360 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6361 begin
6362 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6363 gDelayedEvents[FComboEvnt].DENum := Param;
6364 end
6365 else
6366 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6367 end
6368 else
6369 FFragCombo := 1;
6371 FLastFrag := gTime;
6372 end;
6374 procedure TPlayer.GiveItem(ItemType: Byte);
6375 begin
6376 case ItemType of
6377 ITEM_SUIT:
6378 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6379 begin
6380 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6381 end;
6383 ITEM_OXYGEN:
6384 if FAir < AIR_MAX then
6385 begin
6386 FAir := AIR_MAX;
6387 end;
6389 ITEM_MEDKIT_BLACK:
6390 begin
6391 if not (R_BERSERK in FRulez) then
6392 begin
6393 Include(FRulez, R_BERSERK);
6394 if FBFGFireCounter < 1 then
6395 begin
6396 FCurrWeap := WEAPON_KASTET;
6397 resetWeaponQueue();
6398 FModel.SetWeapon(WEAPON_KASTET);
6399 end;
6400 if gFlash <> 0 then
6401 Inc(FPain, 100);
6402 FBerserk := gTime+30000;
6403 end;
6404 if FHealth < PLAYER_HP_SOFT then
6405 begin
6406 FHealth := PLAYER_HP_SOFT;
6407 FBerserk := gTime+30000;
6408 end;
6409 end;
6411 ITEM_INVUL:
6412 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6413 begin
6414 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6415 FSpawnInvul := 0;
6416 end;
6418 ITEM_INVIS:
6419 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6420 begin
6421 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6422 end;
6424 ITEM_JETPACK:
6425 if FJetFuel < JET_MAX then
6426 begin
6427 FJetFuel := JET_MAX;
6428 end;
6430 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6431 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6433 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6434 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6436 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6437 ITEM_SPHERE_WHITE:
6438 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6439 begin
6440 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6441 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6442 end;
6444 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6445 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6446 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6447 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6448 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6449 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6450 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6451 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6452 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6454 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6455 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6456 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6457 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6458 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6459 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6460 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6461 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6462 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6464 ITEM_AMMO_BACKPACK:
6465 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6466 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6467 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6468 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6469 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6470 begin
6471 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6472 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6473 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6474 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6475 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6477 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6478 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6479 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6480 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6482 FRulez := FRulez + [R_ITEM_BACKPACK];
6483 end;
6485 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6486 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6487 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6489 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6490 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6492 else
6493 Exit;
6494 end;
6495 if g_Game_IsNet and g_Game_IsServer then
6496 MH_SEND_PlayerStats(FUID);
6497 end;
6499 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6500 var
6501 id, i: DWORD;
6502 Anim: TAnimation;
6503 begin
6504 if (Random(5) = 1) and (Times = 1) then
6505 Exit;
6507 if BodyInLiquid(0, 0) then
6508 begin
6509 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6510 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6511 if Random(2) = 0 then
6512 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6513 else
6514 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6515 Exit;
6516 end;
6518 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6519 begin
6520 for i := 1 to Times do
6521 begin
6522 Anim := TAnimation.Create(id, False, 3);
6523 Anim.Alpha := 150;
6524 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6525 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6526 Anim.Free();
6527 end;
6528 end;
6529 end;
6531 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6532 var
6533 id, i: DWORD;
6534 Anim: TAnimation;
6535 begin
6536 if (Random(10) = 1) and (Times = 1) then
6537 Exit;
6539 if g_Frames_Get(id, 'FRAMES_FLAME') then
6540 begin
6541 for i := 1 to Times do
6542 begin
6543 Anim := TAnimation.Create(id, False, 3);
6544 Anim.Alpha := 0;
6545 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6546 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6547 Anim.Free();
6548 end;
6549 end;
6550 end;
6552 procedure TPlayer.PauseSounds(Enable: Boolean);
6553 begin
6554 FSawSound.Pause(Enable);
6555 FSawSoundIdle.Pause(Enable);
6556 FSawSoundHit.Pause(Enable);
6557 FSawSoundSelect.Pause(Enable);
6558 FFlameSoundOn.Pause(Enable);
6559 FFlameSoundOff.Pause(Enable);
6560 FFlameSoundWork.Pause(Enable);
6561 FJetSoundFly.Pause(Enable);
6562 FJetSoundOn.Pause(Enable);
6563 FJetSoundOff.Pause(Enable);
6564 end;
6566 { T C o r p s e : }
6568 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6569 begin
6570 g_Obj_Init(@FObj);
6571 FObj.X := X;
6572 FObj.Y := Y;
6573 FObj.Rect := PLAYER_CORPSERECT;
6574 FModelName := ModelName;
6575 FMess := aMess;
6577 if FMess then
6578 begin
6579 FState := CORPSE_STATE_MESS;
6580 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6581 end
6582 else
6583 begin
6584 FState := CORPSE_STATE_NORMAL;
6585 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6586 end;
6587 end;
6589 destructor TCorpse.Destroy();
6590 begin
6591 FAnimation.Free();
6593 inherited;
6594 end;
6596 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6598 procedure TCorpse.positionChanged (); inline; begin end;
6600 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6601 begin
6602 if (dx <> 0) or (dy <> 0) then
6603 begin
6604 FObj.X += dx;
6605 FObj.Y += dy;
6606 positionChanged();
6607 end;
6608 end;
6611 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6612 begin
6613 x := FObj.X+PLAYER_CORPSERECT.X;
6614 y := FObj.Y+PLAYER_CORPSERECT.Y;
6615 w := PLAYER_CORPSERECT.Width;
6616 h := PLAYER_CORPSERECT.Height;
6617 end;
6620 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6621 var
6622 pm: TPlayerModel;
6623 Blood: TModelBlood;
6624 begin
6625 if FState = CORPSE_STATE_REMOVEME then
6626 Exit;
6628 FDamage := FDamage + Value;
6630 if FDamage > 150 then
6631 begin
6632 if FAnimation <> nil then
6633 begin
6634 FAnimation.Free();
6635 FAnimation := nil;
6637 FState := CORPSE_STATE_REMOVEME;
6639 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6640 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6641 FModelName, FColor);
6642 // Çâóê ìÿñà îò òðóïà:
6643 pm := g_PlayerModel_Get(FModelName);
6644 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6645 pm.Free;
6647 // Çëîâåùèé ñìåõ:
6648 if (gBodyKillEvent <> -1)
6649 and gDelayedEvents[gBodyKillEvent].Pending then
6650 gDelayedEvents[gBodyKillEvent].Pending := False;
6651 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6652 end;
6653 end
6654 else
6655 begin
6656 Blood := g_PlayerModel_GetBlood(FModelName);
6657 FObj.Vel.X := FObj.Vel.X + vx;
6658 FObj.Vel.Y := FObj.Vel.Y + vy;
6659 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6660 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6661 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6662 Blood.R, Blood.G, Blood.B, Blood.Kind);
6663 end;
6664 end;
6666 procedure TCorpse.Draw();
6667 var
6668 fX, fY: Integer;
6669 begin
6670 if FState = CORPSE_STATE_REMOVEME then
6671 Exit;
6673 FObj.lerp(gLerpFactor, fX, fY);
6675 if FAnimation <> nil then
6676 FAnimation.Draw(fX, fY, TMirrorType.None);
6678 if FAnimationMask <> nil then
6679 begin
6680 e_Colors := FColor;
6681 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6682 e_Colors.R := 255;
6683 e_Colors.G := 255;
6684 e_Colors.B := 255;
6685 end;
6686 end;
6688 procedure TCorpse.Update();
6689 var
6690 st: Word;
6691 begin
6692 if FState = CORPSE_STATE_REMOVEME then
6693 Exit;
6695 FObj.oldX := FObj.X;
6696 FObj.oldY := FObj.Y;
6698 if gTime mod (GAME_TICK*2) <> 0 then
6699 begin
6700 g_Obj_Move(@FObj, True, True, True);
6701 positionChanged(); // this updates spatial accelerators
6702 Exit;
6703 end;
6705 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6706 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6708 st := g_Obj_Move(@FObj, True, True, True);
6709 positionChanged(); // this updates spatial accelerators
6711 if WordBool(st and MOVE_FALLOUT) then
6712 begin
6713 FState := CORPSE_STATE_REMOVEME;
6714 Exit;
6715 end;
6717 if FAnimation <> nil then
6718 FAnimation.Update();
6719 if FAnimationMask <> nil then
6720 FAnimationMask.Update();
6721 end;
6724 procedure TCorpse.SaveState (st: TStream);
6725 var
6726 anim: Boolean;
6727 begin
6728 assert(st <> nil);
6730 // Ñèãíàòóðà òðóïà
6731 utils.writeSign(st, 'CORP');
6732 utils.writeInt(st, Byte(0));
6733 // Ñîñòîÿíèå
6734 utils.writeInt(st, Byte(FState));
6735 // Íàêîïëåííûé óðîí
6736 utils.writeInt(st, Byte(FDamage));
6737 // Öâåò
6738 utils.writeInt(st, Byte(FColor.R));
6739 utils.writeInt(st, Byte(FColor.G));
6740 utils.writeInt(st, Byte(FColor.B));
6741 // Îáúåêò òðóïà
6742 Obj_SaveState(st, @FObj);
6743 utils.writeInt(st, Word(FPlayerUID));
6744 // Åñòü ëè àíèìàöèÿ
6745 anim := (FAnimation <> nil);
6746 utils.writeBool(st, anim);
6747 // Åñëè åñòü - ñîõðàíÿåì
6748 if anim then FAnimation.SaveState(st);
6749 // Åñòü ëè ìàñêà àíèìàöèè
6750 anim := (FAnimationMask <> nil);
6751 utils.writeBool(st, anim);
6752 // Åñëè åñòü - ñîõðàíÿåì
6753 if anim then FAnimationMask.SaveState(st);
6754 end;
6757 procedure TCorpse.LoadState (st: TStream);
6758 var
6759 anim: Boolean;
6760 begin
6761 assert(st <> nil);
6763 // Ñèãíàòóðà òðóïà
6764 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6765 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6766 // Ñîñòîÿíèå
6767 FState := utils.readByte(st);
6768 // Íàêîïëåííûé óðîí
6769 FDamage := utils.readByte(st);
6770 // Öâåò
6771 FColor.R := utils.readByte(st);
6772 FColor.G := utils.readByte(st);
6773 FColor.B := utils.readByte(st);
6774 // Îáúåêò òðóïà
6775 Obj_LoadState(@FObj, st);
6776 FPlayerUID := utils.readWord(st);
6777 // Åñòü ëè àíèìàöèÿ
6778 anim := utils.readBool(st);
6779 // Åñëè åñòü - çàãðóæàåì
6780 if anim then
6781 begin
6782 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6783 FAnimation.LoadState(st);
6784 end;
6785 // Åñòü ëè ìàñêà àíèìàöèè
6786 anim := utils.readBool(st);
6787 // Åñëè åñòü - çàãðóæàåì
6788 if anim then
6789 begin
6790 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6791 FAnimationMask.LoadState(st);
6792 end;
6793 end;
6795 { T B o t : }
6797 constructor TBot.Create();
6798 var
6799 a: Integer;
6800 begin
6801 inherited Create();
6803 FPhysics := True;
6804 FSpectator := False;
6805 FGhost := False;
6807 FIamBot := True;
6809 Inc(gNumBots);
6811 for a := WP_FIRST to WP_LAST do
6812 begin
6813 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6814 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6815 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6816 end;
6817 end;
6819 destructor TBot.Destroy();
6820 begin
6821 Dec(gNumBots);
6822 inherited Destroy();
6823 end;
6825 procedure TBot.Draw();
6826 begin
6827 inherited Draw();
6829 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6830 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6831 end;
6833 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6834 begin
6835 inherited Respawn(Silent, Force);
6837 FAIFlags := nil;
6838 FSelectedWeapon := FCurrWeap;
6839 resetWeaponQueue();
6840 FTargetUID := 0;
6841 end;
6843 procedure TBot.UpdateCombat();
6844 type
6845 TTarget = record
6846 UID: Word;
6847 X, Y: Integer;
6848 Rect: TRectWH;
6849 cX, cY: Integer;
6850 Dist: Word;
6851 Line: Boolean;
6852 Visible: Boolean;
6853 IsPlayer: Boolean;
6854 end;
6856 TTargetRecord = array of TTarget;
6858 function Compare(a, b: TTarget): Integer;
6859 begin
6860 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6861 Result := -1
6862 else
6863 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6864 Result := 1
6865 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6866 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6867 begin
6868 if a.Dist > b.Dist then // B áëèæå
6869 Result := 1
6870 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6871 Result := -1;
6872 end
6873 else // Ñòðàííî -> A
6874 Result := -1;
6875 end;
6877 var
6878 a, x1, y1, x2, y2: Integer;
6879 targets: TTargetRecord;
6880 ammo: Word;
6881 Target, BestTarget: TTarget;
6882 firew, fireh: Integer;
6883 angle: SmallInt;
6884 mon: TMonster;
6885 pla, tpla: TPlayer;
6886 vsPlayer, vsMonster, ok: Boolean;
6889 function monsUpdate (mon: TMonster): Boolean;
6890 begin
6891 result := false; // don't stop
6892 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6893 begin
6894 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6896 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6897 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6899 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6900 if g_TraceVector(x1, y1, x2, y2) then
6901 begin
6902 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6903 SetLength(targets, Length(targets)+1);
6904 with targets[High(targets)] do
6905 begin
6906 UID := mon.UID;
6907 X := mon.Obj.X;
6908 Y := mon.Obj.Y;
6909 cX := x2;
6910 cY := y2;
6911 Rect := mon.Obj.Rect;
6912 Dist := g_PatchLength(x1, y1, x2, y2);
6913 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6914 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6915 Visible := True;
6916 IsPlayer := False;
6917 end;
6918 end;
6919 end;
6920 end;
6922 begin
6923 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6924 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6926 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6927 if FCurrWeap <> FSelectedWeapon then
6928 NextWeapon();
6930 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6931 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6932 begin
6933 RemoveAIFlag('NEEDFIRE');
6935 case FCurrWeap of
6936 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6937 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6938 else PressKey(KEY_FIRE);
6939 end;
6940 end;
6942 // Êîîðäèíàòû ñòâîëà:
6943 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6944 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6946 Target.UID := FTargetUID;
6948 ok := False;
6949 if Target.UID <> 0 then
6950 begin // Öåëü åñòü - íàñòðàèâàåì
6951 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6952 vsPlayer then
6953 begin // Èãðîê
6954 tpla := g_Player_Get(Target.UID);
6955 if tpla <> nil then
6956 with tpla do
6957 begin
6958 if (@FObj) <> nil then
6959 begin
6960 Target.X := FObj.X;
6961 Target.Y := FObj.Y;
6962 end;
6963 end;
6965 Target.cX := Target.X + PLAYER_RECT_CX;
6966 Target.cY := Target.Y + PLAYER_RECT_CY;
6967 Target.Rect := PLAYER_RECT;
6968 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6969 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6970 (y1-4 > Target.Y+PLAYER_RECT.Y);
6971 Target.IsPlayer := True;
6972 ok := True;
6973 end
6974 else
6975 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6976 vsMonster then
6977 begin // Ìîíñòð
6978 mon := g_Monsters_ByUID(Target.UID);
6979 if mon <> nil then
6980 begin
6981 Target.X := mon.Obj.X;
6982 Target.Y := mon.Obj.Y;
6984 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6985 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6986 Target.Rect := mon.Obj.Rect;
6987 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6988 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6989 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6990 Target.IsPlayer := False;
6991 ok := True;
6992 end;
6993 end;
6994 end;
6996 if not ok then
6997 begin // Öåëè íåò - îáíóëÿåì
6998 Target.X := 0;
6999 Target.Y := 0;
7000 Target.cX := 0;
7001 Target.cY := 0;
7002 Target.Visible := False;
7003 Target.Line := False;
7004 Target.IsPlayer := False;
7005 end;
7007 targets := nil;
7009 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
7010 if (not Target.Line) or (not Target.Visible) then
7011 begin
7012 // Èãðîêè:
7013 if vsPlayer then
7014 for a := 0 to High(gPlayers) do
7015 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
7016 (gPlayers[a].FUID <> FUID) and
7017 (not SameTeam(FUID, gPlayers[a].FUID)) and
7018 (not gPlayers[a].NoTarget) and
7019 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
7020 begin
7021 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
7022 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
7023 Continue;
7025 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
7026 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
7028 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7029 if g_TraceVector(x1, y1, x2, y2) then
7030 begin
7031 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7032 SetLength(targets, Length(targets)+1);
7033 with targets[High(targets)] do
7034 begin
7035 UID := gPlayers[a].FUID;
7036 X := gPlayers[a].FObj.X;
7037 Y := gPlayers[a].FObj.Y;
7038 cX := x2;
7039 cY := y2;
7040 Rect := PLAYER_RECT;
7041 Dist := g_PatchLength(x1, y1, x2, y2);
7042 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
7043 (y1-4 > Target.Y+PLAYER_RECT.Y);
7044 Visible := True;
7045 IsPlayer := True;
7046 end;
7047 end;
7048 end;
7050 // Ìîíñòðû:
7051 if vsMonster then g_Mons_ForEach(monsUpdate);
7052 end;
7054 // Åñëè åñòü âîçìîæíûå öåëè:
7055 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7056 if targets <> nil then
7057 begin
7058 // Âûáèðàåì íàèëó÷øóþ öåëü:
7059 BestTarget := targets[0];
7060 if Length(targets) > 1 then
7061 for a := 1 to High(targets) do
7062 if Compare(BestTarget, targets[a]) = 1 then
7063 BestTarget := targets[a];
7065 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7066 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
7067 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
7068 begin
7069 Target := BestTarget;
7071 if (Healthy() = 3) or ((Healthy() = 2)) then
7072 begin // Åñëè çäîðîâû - äîãîíÿåì
7073 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7074 SetAIFlag('GORIGHT', '1');
7075 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7076 SetAIFlag('GOLEFT', '1');
7077 end
7078 else
7079 begin // Åñëè ïîáèòû - óáåãàåì
7080 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7081 SetAIFlag('GORIGHT', '1');
7082 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7083 SetAIFlag('GOLEFT', '1');
7084 end;
7086 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7087 SelectWeapon(Abs(x1-Target.cX));
7088 end;
7089 end;
7091 // Åñëè åñòü öåëü:
7092 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7093 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7094 if Target.UID <> 0 then
7095 begin
7096 if not TargetOnScreen(Target.X + Target.Rect.X,
7097 Target.Y + Target.Rect.Y) then
7098 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7099 if (Healthy() = 3) or ((Healthy() = 2)) then
7100 begin // Åñëè çäîðîâû - äîãîíÿåì
7101 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7102 SetAIFlag('GORIGHT', '1');
7103 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7104 SetAIFlag('GOLEFT', '1');
7105 end
7106 else
7107 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7108 Target.UID := 0;
7109 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7110 SetAIFlag('GORIGHT', '1');
7111 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7112 SetAIFlag('GOLEFT', '1');
7113 end;
7114 end
7115 else
7116 begin // Öåëü ïîêà íà "ýêðàíå"
7117 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7118 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7119 FLastVisible := gTime;
7120 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7121 if (Abs(FObj.Y-Target.Y) <= 128) then
7122 begin
7123 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7124 SetAIFlag('GORIGHT', '1');
7125 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7126 SetAIFlag('GOLEFT', '1');
7127 end;
7128 end;
7130 // Âûáèðàåì óãîë ââåðõ:
7131 if FDirection = TDirection.D_LEFT then
7132 angle := ANGLE_LEFTUP
7133 else
7134 angle := ANGLE_RIGHTUP;
7136 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7137 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7139 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7140 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7141 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7142 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7143 Target.Rect.Width, Target.Rect.Height) and
7144 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7145 begin // òî íóæíî ñòðåëÿòü ââåðõ
7146 SetAIFlag('NEEDFIRE', '1');
7147 SetAIFlag('NEEDSEEUP', '1');
7148 end;
7150 // Âûáèðàåì óãîë âíèç:
7151 if FDirection = TDirection.D_LEFT then
7152 angle := ANGLE_LEFTDOWN
7153 else
7154 angle := ANGLE_RIGHTDOWN;
7156 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7157 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7159 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7160 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7161 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7162 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7163 Target.Rect.Width, Target.Rect.Height) and
7164 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7165 begin // òî íóæíî ñòðåëÿòü âíèç
7166 SetAIFlag('NEEDFIRE', '1');
7167 SetAIFlag('NEEDSEEDOWN', '1');
7168 end;
7170 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7171 if Target.Visible and
7172 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7173 (y1-4 > Target.Y+Target.Rect.Y) then
7174 begin
7175 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7176 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7177 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7178 begin // òî íóæíî ñòðåëÿòü âïåðåä
7179 SetAIFlag('NEEDFIRE', '1');
7180 SetAIFlag('NEEDSEEDOWN', '');
7181 SetAIFlag('NEEDSEEUP', '');
7182 end;
7183 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7184 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7185 if GetRnd(FDifficult.CloseJump) then
7186 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7187 if Abs(FObj.X-Target.X) < 128 then
7188 a := 4
7189 else
7190 a := 30;
7191 if Random(a) = 0 then
7192 SetAIFlag('NEEDJUMP', '1');
7193 end;
7194 end;
7196 // Åñëè öåëü âñå åùå åñòü:
7197 if Target.UID <> 0 then
7198 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7199 Target.UID := 0 // òî çàáûòü öåëü
7200 else // Åñëè âèäåëè íåäàâíî
7201 begin // íî öåëü óáèëè
7202 if Target.IsPlayer then
7203 begin // Öåëü - èãðîê
7204 pla := g_Player_Get(Target.UID);
7205 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7206 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7207 Target.UID := 0; // òî çàáûòü öåëü
7208 end
7209 else
7210 begin // Öåëü - ìîíñòð
7211 mon := g_Monsters_ByUID(Target.UID);
7212 if (mon = nil) or (not mon.alive) then
7213 Target.UID := 0; // òî çàáûòü öåëü
7214 end;
7215 end;
7216 end; // if Target.UID <> 0
7218 FTargetUID := Target.UID;
7220 // Åñëè âîçìîæíûõ öåëåé íåò:
7221 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7222 if targets = nil then
7223 if GetAIFlag('ATTACKLEFT') <> '' then
7224 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7225 RemoveAIFlag('ATTACKLEFT');
7227 SetAIFlag('NEEDJUMP', '1');
7229 if RunDirection() = TDirection.D_RIGHT then
7230 begin // Èäåì íå â òó ñòîðîíó
7231 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7232 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7233 SetAIFlag('NEEDFIRE', '1');
7234 SetAIFlag('GOLEFT', '1');
7235 end;
7236 end
7237 else
7238 begin // Èäåì â íóæíóþ ñòîðîíó
7239 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7240 SetAIFlag('NEEDFIRE', '1');
7241 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7242 SetAIFlag('GORIGHT', '1');
7243 end;
7244 end
7245 else
7246 if GetAIFlag('ATTACKRIGHT') <> '' then
7247 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7248 RemoveAIFlag('ATTACKRIGHT');
7250 SetAIFlag('NEEDJUMP', '1');
7252 if RunDirection() = TDirection.D_LEFT then
7253 begin // Èäåì íå â òó ñòîðîíó
7254 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7255 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7256 SetAIFlag('NEEDFIRE', '1');
7257 SetAIFlag('GORIGHT', '1');
7258 end;
7259 end
7260 else
7261 begin
7262 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7263 SetAIFlag('NEEDFIRE', '1');
7264 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7265 SetAIFlag('GOLEFT', '1');
7266 end;
7267 end;
7269 //HACK! (does it belongs there?)
7270 RealizeCurrentWeapon();
7272 // Åñëè åñòü âîçìîæíûå öåëè:
7273 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7274 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7275 for a := 0 to High(targets) do
7276 begin
7277 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7278 if GetRnd(FDifficult.DiagFire) then
7279 begin
7280 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7281 if FDirection = TDirection.D_LEFT then
7282 angle := ANGLE_LEFTUP
7283 else
7284 angle := ANGLE_RIGHTUP;
7286 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7287 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7289 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7290 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7291 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7292 targets[a].Rect.Width, targets[a].Rect.Height) and
7293 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7294 begin
7295 SetAIFlag('NEEDFIRE', '1');
7296 SetAIFlag('NEEDSEEUP', '1');
7297 end;
7299 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7300 if FDirection = TDirection.D_LEFT then
7301 angle := ANGLE_LEFTDOWN
7302 else
7303 angle := ANGLE_RIGHTDOWN;
7305 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7306 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7308 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7309 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7310 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7311 targets[a].Rect.Width, targets[a].Rect.Height) and
7312 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7313 begin
7314 SetAIFlag('NEEDFIRE', '1');
7315 SetAIFlag('NEEDSEEDOWN', '1');
7316 end;
7317 end;
7319 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7320 if targets[a].Line and targets[a].Visible and
7321 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7322 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7323 begin
7324 SetAIFlag('NEEDFIRE', '1');
7325 Break;
7326 end;
7327 end;
7329 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7330 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7331 PLAYER_RECT.Width, PLAYER_RECT.Height,
7332 40+GetInterval(FDifficult.Cover, 40)) then
7333 SetAIFlag('NEEDJUMP', '1');
7335 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7336 ammo := GetAmmoByWeapon(FCurrWeap);
7337 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7338 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7339 (ammo = 0) then
7340 SetAIFlag('SELECTWEAPON', '1');
7342 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7343 if GetAIFlag('SELECTWEAPON') = '1' then
7344 begin
7345 SelectWeapon(-1);
7346 RemoveAIFlag('SELECTWEAPON');
7347 end;
7348 end;
7350 procedure TBot.Update();
7351 var
7352 EnableAI: Boolean;
7353 begin
7354 if not FAlive then
7355 begin // Respawn
7356 ReleaseKeys();
7357 PressKey(KEY_UP);
7358 end
7359 else
7360 begin
7361 EnableAI := True;
7363 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7364 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7365 EnableAI := False;
7366 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7367 EnableAI := False;
7368 if g_debug_BotAIOff = 3 then
7369 EnableAI := False;
7371 if EnableAI then
7372 begin
7373 UpdateMove();
7374 UpdateCombat();
7375 end
7376 else
7377 begin
7378 RealizeCurrentWeapon();
7379 end;
7380 end;
7382 inherited Update();
7383 end;
7385 procedure TBot.ReleaseKey(Key: Byte);
7386 begin
7387 with FKeys[Key] do
7388 begin
7389 Pressed := False;
7390 Time := 0;
7391 end;
7392 end;
7394 function TBot.KeyPressed(Key: Word): Boolean;
7395 begin
7396 Result := FKeys[Key].Pressed;
7397 end;
7399 function TBot.GetAIFlag(aName: String20): String20;
7400 var
7401 a: Integer;
7402 begin
7403 Result := '';
7405 aName := LowerCase(aName);
7407 if FAIFlags <> nil then
7408 for a := 0 to High(FAIFlags) do
7409 if LowerCase(FAIFlags[a].Name) = aName then
7410 begin
7411 Result := FAIFlags[a].Value;
7412 Break;
7413 end;
7414 end;
7416 procedure TBot.RemoveAIFlag(aName: String20);
7417 var
7418 a, b: Integer;
7419 begin
7420 if FAIFlags = nil then Exit;
7422 aName := LowerCase(aName);
7424 for a := 0 to High(FAIFlags) do
7425 if LowerCase(FAIFlags[a].Name) = aName then
7426 begin
7427 if a <> High(FAIFlags) then
7428 for b := a to High(FAIFlags)-1 do
7429 FAIFlags[b] := FAIFlags[b+1];
7431 SetLength(FAIFlags, Length(FAIFlags)-1);
7432 Break;
7433 end;
7434 end;
7436 procedure TBot.SetAIFlag(aName, fValue: String20);
7437 var
7438 a: Integer;
7439 ok: Boolean;
7440 begin
7441 a := 0;
7442 ok := False;
7444 aName := LowerCase(aName);
7446 if FAIFlags <> nil then
7447 for a := 0 to High(FAIFlags) do
7448 if LowerCase(FAIFlags[a].Name) = aName then
7449 begin
7450 ok := True;
7451 Break;
7452 end;
7454 if ok then FAIFlags[a].Value := fValue
7455 else
7456 begin
7457 SetLength(FAIFlags, Length(FAIFlags)+1);
7458 with FAIFlags[High(FAIFlags)] do
7459 begin
7460 Name := aName;
7461 Value := fValue;
7462 end;
7463 end;
7464 end;
7466 procedure TBot.UpdateMove;
7468 procedure GoLeft(Time: Word = 1);
7469 begin
7470 ReleaseKey(KEY_LEFT);
7471 ReleaseKey(KEY_RIGHT);
7472 PressKey(KEY_LEFT, Time);
7473 SetDirection(TDirection.D_LEFT);
7474 end;
7476 procedure GoRight(Time: Word = 1);
7477 begin
7478 ReleaseKey(KEY_LEFT);
7479 ReleaseKey(KEY_RIGHT);
7480 PressKey(KEY_RIGHT, Time);
7481 SetDirection(TDirection.D_RIGHT);
7482 end;
7484 function Rnd(a: Word): Boolean;
7485 begin
7486 Result := Random(a) = 0;
7487 end;
7489 procedure Turn(Time: Word = 1200);
7490 begin
7491 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7492 end;
7494 procedure Stop();
7495 begin
7496 ReleaseKey(KEY_LEFT);
7497 ReleaseKey(KEY_RIGHT);
7498 end;
7500 function CanRunLeft(): Boolean;
7501 begin
7502 Result := not CollideLevel(-1, 0);
7503 end;
7505 function CanRunRight(): Boolean;
7506 begin
7507 Result := not CollideLevel(1, 0);
7508 end;
7510 function CanRun(): Boolean;
7511 begin
7512 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7513 end;
7515 procedure Jump(Time: Word = 30);
7516 begin
7517 PressKey(KEY_JUMP, Time);
7518 end;
7520 function NearHole(): Boolean;
7521 var
7522 x, sx: Integer;
7523 begin
7524 { TODO 5 : Ëåñòíèöû }
7525 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7526 for x := 1 to PLAYER_RECT.Width do
7527 if (not StayOnStep(x*sx, 0)) and
7528 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7529 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7530 begin
7531 Result := True;
7532 Exit;
7533 end;
7535 Result := False;
7536 end;
7538 function BorderHole(): Boolean;
7539 var
7540 x, sx, xx: Integer;
7541 begin
7542 { TODO 5 : Ëåñòíèöû }
7543 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7544 for x := 1 to PLAYER_RECT.Width do
7545 if (not StayOnStep(x*sx, 0)) and
7546 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7547 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7548 begin
7549 for xx := x to x+32 do
7550 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7551 begin
7552 Result := True;
7553 Exit;
7554 end;
7555 end;
7557 Result := False;
7558 end;
7560 function NearDeepHole(): Boolean;
7561 var
7562 x, sx, y: Integer;
7563 begin
7564 Result := False;
7566 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7567 y := 3;
7569 for x := 1 to PLAYER_RECT.Width do
7570 if (not StayOnStep(x*sx, 0)) and
7571 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7572 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7573 begin
7574 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7575 begin
7576 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7577 y := y+1;
7578 end;
7580 Result := True;
7581 end else Result := False;
7582 end;
7584 function OverDeepHole(): Boolean;
7585 var
7586 y: Integer;
7587 begin
7588 Result := False;
7590 y := 1;
7591 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7592 begin
7593 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7594 y := y+1;
7595 end;
7597 Result := True;
7598 end;
7600 function OnGround(): Boolean;
7601 begin
7602 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7603 end;
7605 function OnLadder(): Boolean;
7606 begin
7607 Result := FullInStep(0, 0);
7608 end;
7610 function BelowLadder(): Boolean;
7611 begin
7612 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7613 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7614 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7615 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7616 end;
7618 function BelowLiftUp(): Boolean;
7619 begin
7620 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7621 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7622 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7623 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7624 end;
7626 function OnTopLift(): Boolean;
7627 begin
7628 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7629 end;
7631 function CanJumpOver(): Boolean;
7632 var
7633 sx, y: Integer;
7634 begin
7635 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7637 Result := False;
7639 if not CollideLevel(sx, 0) then Exit;
7641 for y := 1 to BOT_MAXJUMP do
7642 if CollideLevel(0, -y) then Exit else
7643 if not CollideLevel(sx, -y) then
7644 begin
7645 Result := True;
7646 Exit;
7647 end;
7648 end;
7650 function CanJumpUp(Dist: ShortInt): Boolean;
7651 var
7652 y, yy: Integer;
7653 c: Boolean;
7654 begin
7655 Result := False;
7657 if CollideLevel(Dist, 0) then Exit;
7659 c := False;
7660 for y := 0 to BOT_MAXJUMP do
7661 if CollideLevel(Dist, -y) then
7662 begin
7663 c := True;
7664 Break;
7665 end;
7667 if not c then Exit;
7669 c := False;
7670 for yy := y+1 to BOT_MAXJUMP do
7671 if not CollideLevel(Dist, -yy) then
7672 begin
7673 c := True;
7674 Break;
7675 end;
7677 if not c then Exit;
7679 c := False;
7680 for y := 0 to BOT_MAXJUMP do
7681 if CollideLevel(0, -y) then
7682 begin
7683 c := True;
7684 Break;
7685 end;
7687 if c then Exit;
7689 if y < yy then Exit;
7691 Result := True;
7692 end;
7694 function IsSafeTrigger(): Boolean;
7695 var
7696 a: Integer;
7697 begin
7698 Result := True;
7699 if gTriggers = nil then
7700 Exit;
7701 for a := 0 to High(gTriggers) do
7702 if Collide(gTriggers[a].X,
7703 gTriggers[a].Y,
7704 gTriggers[a].Width,
7705 gTriggers[a].Height) and
7706 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7707 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7708 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7709 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7710 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7711 Result := False;
7712 end;
7714 begin
7715 // Âîçìîæíî, íàæèìàåì êíîïêó:
7716 if Rnd(16) and IsSafeTrigger() then
7717 PressKey(KEY_OPEN);
7719 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7720 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7721 begin
7722 ReleaseKey(KEY_LEFT);
7723 ReleaseKey(KEY_RIGHT);
7724 Jump();
7725 end;
7727 // Èäåì âëåâî, åñëè íàäî áûëî:
7728 if GetAIFlag('GOLEFT') <> '' then
7729 begin
7730 RemoveAIFlag('GOLEFT');
7731 if CanRunLeft() then
7732 GoLeft(360);
7733 end;
7735 // Èäåì âïðàâî, åñëè íàäî áûëî:
7736 if GetAIFlag('GORIGHT') <> '' then
7737 begin
7738 RemoveAIFlag('GORIGHT');
7739 if CanRunRight() then
7740 GoRight(360);
7741 end;
7743 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7744 if FObj.X < -32 then
7745 GoRight(360)
7746 else
7747 if FObj.X+32 > gMapInfo.Width then
7748 GoLeft(360);
7750 // Ïðûãàåì, åñëè íàäî áûëî:
7751 if GetAIFlag('NEEDJUMP') <> '' then
7752 begin
7753 Jump(0);
7754 RemoveAIFlag('NEEDJUMP');
7755 end;
7757 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7758 if GetAIFlag('NEEDSEEUP') <> '' then
7759 begin
7760 ReleaseKey(KEY_UP);
7761 ReleaseKey(KEY_DOWN);
7762 PressKey(KEY_UP, 20);
7763 RemoveAIFlag('NEEDSEEUP');
7764 end;
7766 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7767 if GetAIFlag('NEEDSEEDOWN') <> '' then
7768 begin
7769 ReleaseKey(KEY_UP);
7770 ReleaseKey(KEY_DOWN);
7771 PressKey(KEY_DOWN, 20);
7772 RemoveAIFlag('NEEDSEEDOWN');
7773 end;
7775 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7776 if GetAIFlag('GOINHOLE') <> '' then
7777 if not OnGround() then
7778 begin
7779 ReleaseKey(KEY_LEFT);
7780 ReleaseKey(KEY_RIGHT);
7781 RemoveAIFlag('GOINHOLE');
7782 SetAIFlag('FALLINHOLE', '1');
7783 end;
7785 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7786 if GetAIFlag('FALLINHOLE') <> '' then
7787 if OnGround() then
7788 RemoveAIFlag('FALLINHOLE');
7790 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7791 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7792 if GetAIFlag('FALLINHOLE') = '' then
7793 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7794 if Rnd(2) then
7795 GoLeft(360)
7796 else
7797 GoRight(360);
7799 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7800 if OnGround() and
7801 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7802 Rnd(8) then
7803 Jump();
7805 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7806 if OnGround() and NearHole() then
7807 if NearDeepHole() then // Åñëè ýòî áåçäíà
7808 case Random(6) of
7809 0..3: Turn(); // Áåæèì îáðàòíî
7810 4: Jump(); // Ïðûãàåì
7811 5: begin // Ïðûãàåì îáðàòíî
7812 Turn();
7813 Jump();
7814 end;
7815 end
7816 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7817 if GetAIFlag('GOINHOLE') = '' then
7818 case Random(6) of
7819 0: Turn(); // Íå íóæíî òóäà
7820 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7821 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7822 if BorderHole() then
7823 SetAIFlag('GOINHOLE', '1');
7824 end;
7826 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7827 if (not CanRun()) and OnGround() then
7828 begin
7829 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7830 if CanJumpOver() or OnLadder() then
7831 Jump()
7832 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7833 if Random(2) = 0 then
7834 begin
7835 if IsSafeTrigger() then
7836 PressKey(KEY_OPEN);
7837 end else
7838 Turn();
7839 end;
7841 // Îñòàëîñü ìàëî âîçäóõà:
7842 if FAir < 36 * 2 then
7843 Jump(20);
7845 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7846 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7847 if BodyInAcid(0, 0) then
7848 Jump();
7849 end;
7851 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7852 begin
7853 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7854 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7855 end;
7857 {function TBot.NeedItem(Item: Byte): Byte;
7858 begin
7859 Result := 4;
7860 end;}
7862 procedure TBot.SelectWeapon(Dist: Integer);
7863 var
7864 a: Integer;
7866 function HaveAmmo(weapon: Byte): Boolean;
7867 begin
7868 case weapon of
7869 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7870 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7871 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7872 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7873 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7874 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7875 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7876 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7877 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7878 else Result := True;
7879 end;
7880 end;
7882 begin
7883 if Dist = -1 then Dist := BOT_LONGDIST;
7885 if Dist > BOT_LONGDIST then
7886 begin // Äàëüíèé áîé
7887 for a := 0 to 9 do
7888 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7889 begin
7890 FSelectedWeapon := FDifficult.WeaponPrior[a];
7891 Break;
7892 end;
7893 end
7894 else //if Dist > BOT_UNSAFEDIST then
7895 begin // Áëèæíèé áîé
7896 for a := 0 to 9 do
7897 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7898 begin
7899 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7900 Break;
7901 end;
7902 end;
7903 { else
7904 begin
7905 for a := 0 to 9 do
7906 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7907 begin
7908 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7909 Break;
7910 end;
7911 end;}
7912 end;
7914 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7915 begin
7916 Result := inherited PickItem(ItemType, force, remove);
7918 if Result then SetAIFlag('SELECTWEAPON', '1');
7919 end;
7921 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7922 begin
7923 Result := inherited Heal(value, Soft);
7924 end;
7926 function TBot.Healthy(): Byte;
7927 begin
7928 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7929 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7930 else if (FHealth > 50) then Result := 2
7931 else if (FHealth > 20) then Result := 1
7932 else Result := 0;
7933 end;
7935 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7936 begin
7937 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7938 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7939 end;
7941 procedure TBot.OnDamage(Angle: SmallInt);
7942 var
7943 pla: TPlayer;
7944 mon: TMonster;
7945 ok: Boolean;
7946 begin
7947 inherited;
7949 if (Angle = 0) or (Angle = 180) then
7950 begin
7951 ok := False;
7952 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7953 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7954 begin // Èãðîê
7955 pla := g_Player_Get(FLastSpawnerUID);
7956 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7957 pla.FObj.Y + PLAYER_RECT.Y);
7958 end
7959 else
7960 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7961 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7962 begin // Ìîíñòð
7963 mon := g_Monsters_ByUID(FLastSpawnerUID);
7964 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7965 mon.Obj.Y + mon.Obj.Rect.Y);
7966 end;
7968 if ok then
7969 if Angle = 0 then
7970 SetAIFlag('ATTACKLEFT', '1')
7971 else
7972 SetAIFlag('ATTACKRIGHT', '1');
7973 end;
7974 end;
7976 function TBot.RunDirection(): TDirection;
7977 begin
7978 if Abs(Vel.X) >= 1 then
7979 begin
7980 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7981 end else
7982 Result := FDirection;
7983 end;
7985 function TBot.GetRnd(a: Byte): Boolean;
7986 begin
7987 if a = 0 then Result := False
7988 else if a = 255 then Result := True
7989 else Result := Random(256) > 255-a;
7990 end;
7992 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7993 begin
7994 Result := Round((255-a)/255*radius*(Random(2)-1));
7995 end;
7998 procedure TDifficult.save (st: TStream);
7999 begin
8000 utils.writeInt(st, Byte(DiagFire));
8001 utils.writeInt(st, Byte(InvisFire));
8002 utils.writeInt(st, Byte(DiagPrecision));
8003 utils.writeInt(st, Byte(FlyPrecision));
8004 utils.writeInt(st, Byte(Cover));
8005 utils.writeInt(st, Byte(CloseJump));
8006 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8007 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8008 end;
8010 procedure TDifficult.load (st: TStream);
8011 begin
8012 DiagFire := utils.readByte(st);
8013 InvisFire := utils.readByte(st);
8014 DiagPrecision := utils.readByte(st);
8015 FlyPrecision := utils.readByte(st);
8016 Cover := utils.readByte(st);
8017 CloseJump := utils.readByte(st);
8018 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8019 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8020 end;
8023 procedure TBot.SaveState (st: TStream);
8024 var
8025 i: Integer;
8026 dw: Integer;
8027 begin
8028 inherited SaveState(st);
8029 utils.writeSign(st, 'BOT0');
8030 // Âûáðàííîå îðóæèå
8031 utils.writeInt(st, Byte(FSelectedWeapon));
8032 // UID öåëè
8033 utils.writeInt(st, Word(FTargetUID));
8034 // Âðåìÿ ïîòåðè öåëè
8035 utils.writeInt(st, LongWord(FLastVisible));
8036 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8037 dw := Length(FAIFlags);
8038 utils.writeInt(st, LongInt(dw));
8039 // Ôëàãè ÈÈ
8040 for i := 0 to dw-1 do
8041 begin
8042 utils.writeStr(st, FAIFlags[i].Name, 20);
8043 utils.writeStr(st, FAIFlags[i].Value, 20);
8044 end;
8045 // Íàñòðîéêè ñëîæíîñòè
8046 FDifficult.save(st);
8047 end;
8050 procedure TBot.LoadState (st: TStream);
8051 var
8052 i: Integer;
8053 dw: Integer;
8054 begin
8055 inherited LoadState(st);
8056 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
8057 // Âûáðàííîå îðóæèå
8058 FSelectedWeapon := utils.readByte(st);
8059 // UID öåëè
8060 FTargetUID := utils.readWord(st);
8061 // Âðåìÿ ïîòåðè öåëè
8062 FLastVisible := utils.readLongWord(st);
8063 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8064 dw := utils.readLongInt(st);
8065 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
8066 SetLength(FAIFlags, dw);
8067 // Ôëàãè ÈÈ
8068 for i := 0 to dw-1 do
8069 begin
8070 FAIFlags[i].Name := utils.readStr(st, 20);
8071 FAIFlags[i].Value := utils.readStr(st, 20);
8072 end;
8073 // Íàñòðîéêè ñëîæíîñòè
8074 FDifficult.load(st);
8075 end;
8078 begin
8079 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
8080 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');
8081 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8082 end.