DEADSOFTWARE

Assign a bot team randomly if it's not explicitly specified in its preset
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_OPEN = 6;
35 KEY_JUMP = 7;
36 KEY_CHAT = 8;
38 WP_PREV = 0;
39 WP_NEXT = 1;
40 WP_FACT = WP_PREV;
41 WP_LACT = WP_NEXT;
43 R_ITEM_BACKPACK = 0;
44 R_KEY_RED = 1;
45 R_KEY_GREEN = 2;
46 R_KEY_BLUE = 3;
47 R_BERSERK = 4;
49 MR_SUIT = 0;
50 MR_INVUL = 1;
51 MR_INVIS = 2;
52 MR_MAX = 2;
54 A_BULLETS = 0;
55 A_SHELLS = 1;
56 A_ROCKETS = 2;
57 A_CELLS = 3;
58 A_FUEL = 4;
59 A_HIGH = 4;
61 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
65 K_SIMPLEKILL = 0;
66 K_HARDKILL = 1;
67 K_EXTRAHARDKILL = 2;
68 K_FALLKILL = 3;
70 T_RESPAWN = 0;
71 T_SWITCH = 1;
72 T_USE = 2;
73 T_FLAGCAP = 3;
75 TEAM_NONE = 0;
76 TEAM_RED = 1;
77 TEAM_BLUE = 2;
78 TEAM_COOP = 3;
80 SHELL_BULLET = 0;
81 SHELL_SHELL = 1;
82 SHELL_DBLSHELL = 2;
84 ANGLE_NONE = Low(SmallInt);
86 CORPSE_STATE_REMOVEME = 0;
87 CORPSE_STATE_NORMAL = 1;
88 CORPSE_STATE_MESS = 2;
90 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
91 PLAYER_RECT_CX = 15+(34 div 2);
92 PLAYER_RECT_CY = 12+(52 div 2);
93 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
95 PLAYER_HP_SOFT = 100;
96 PLAYER_HP_LIMIT = 200;
97 PLAYER_AP_SOFT = 100;
98 PLAYER_AP_LIMIT = 200;
99 SUICIDE_DAMAGE = 112;
100 WEAPON_DELAY = 5;
102 PLAYER_BURN_TIME = 110;
104 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
105 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
107 type
108 TPlayerStat = record
109 Num: Integer;
110 Ping: Word;
111 Loss: Byte;
112 Name: String;
113 Team: Byte;
114 Frags: SmallInt;
115 Deaths: SmallInt;
116 Lives: Byte;
117 Kills: Word;
118 Color: TRGB;
119 Spectator: Boolean;
120 UID: Word;
121 end;
123 TPlayerStatArray = Array of TPlayerStat;
125 TPlayerSavedState = record
126 Health: Integer;
127 Armor: Integer;
128 Air: Integer;
129 JetFuel: Integer;
130 CurrWeap: Byte;
131 NextWeap: WORD;
132 NextWeapDelay: Byte;
133 Ammo: Array [A_BULLETS..A_HIGH] of Word;
134 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
135 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
136 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
137 Used: Boolean;
138 end;
140 TKeyState = record
141 Pressed: Boolean;
142 Time: Word;
143 end;
145 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
146 private
147 FIamBot: Boolean;
148 FUID: Word;
149 FName: String;
150 FTeam: Byte;
151 FAlive: Boolean;
152 FSpawned: Boolean;
153 FDirection: TDirection;
154 FHealth: Integer;
155 FLives: Byte;
156 FArmor: Integer;
157 FAir: Integer;
158 FPain: Integer;
159 FPickup: Integer;
160 FKills: Integer;
161 FMonsterKills: Integer;
162 FFrags: Integer;
163 FFragCombo: Byte;
164 FLastFrag: LongWord;
165 FComboEvnt: Integer;
166 FDeath: Integer;
167 FCanJetpack: Boolean;
168 FJetFuel: Integer;
169 FFlag: Byte;
170 FSecrets: Integer;
171 FCurrWeap: Byte;
172 FNextWeap: WORD;
173 FNextWeapDelay: Byte; // frames
174 FBFGFireCounter: SmallInt;
175 FLastSpawnerUID: Word;
176 FLastHit: Byte;
177 FObj: TObj;
178 FXTo, FYTo: Integer;
179 FSpectatePlayer: Integer;
180 FFirePainTime: Integer;
181 FFireAttacker: Word;
183 FSavedStateNum: Integer;
185 FModel: TPlayerModel;
186 FPunchAnim: TAnimation;
187 FActionPrior: Byte;
188 FActionAnim: Byte;
189 FActionForce: Boolean;
190 FActionChanged: Boolean;
191 FAngle: SmallInt;
192 FFireAngle: SmallInt;
193 FIncCamOld: Integer;
194 FIncCam: Integer;
195 FSlopeOld: Integer;
196 FShellTimer: Integer;
197 FShellType: Byte;
198 FSawSound: TPlayableSound;
199 FSawSoundIdle: TPlayableSound;
200 FSawSoundHit: TPlayableSound;
201 FSawSoundSelect: TPlayableSound;
202 FFlameSoundOn: TPlayableSound;
203 FFlameSoundOff: TPlayableSound;
204 FFlameSoundWork: TPlayableSound;
205 FJetSoundOn: TPlayableSound;
206 FJetSoundOff: TPlayableSound;
207 FJetSoundFly: TPlayableSound;
208 FGodMode: Boolean;
209 FNoTarget: Boolean;
210 FNoReload: Boolean;
211 FJustTeleported: Boolean;
212 FNetTime: LongWord;
213 mEDamageType: Integer;
216 function CollideLevel(XInc, YInc: Integer): Boolean;
217 function StayOnStep(XInc, YInc: Integer): Boolean;
218 function HeadInLiquid(XInc, YInc: Integer): Boolean;
219 function BodyInLiquid(XInc, YInc: Integer): Boolean;
220 function BodyInAcid(XInc, YInc: Integer): Boolean;
221 function FullInLift(XInc, YInc: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times: DWORD = 1);
224 procedure OnFireFlame(Times: DWORD = 1);
225 function GetAmmoByWeapon(Weapon: Byte): Word;
226 procedure SetAction(Action: Byte; Force: Boolean = False);
227 procedure OnDamage(Angle: SmallInt); virtual;
228 function firediry(): Integer;
229 procedure DoPunch();
231 procedure Run(Direction: TDirection);
232 procedure NextWeapon();
233 procedure PrevWeapon();
234 procedure SeeUp();
235 procedure SeeDown();
236 procedure Fire();
237 procedure Jump();
238 procedure Use();
240 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon: Byte): Boolean;
243 function hasAmmoForShooting (weapon: Byte): Boolean;
244 function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean;
246 procedure doDamage (v: Integer);
248 function refreshCorpse(): Boolean;
250 public
251 FDamageBuffer: Integer;
253 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
254 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
255 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
256 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
257 FBerserk: Integer;
258 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
259 FReloading: Array [WP_FIRST..WP_LAST] of Word;
260 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
261 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
262 FWeapSwitchMode: Byte;
263 FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
264 FSwitchToEmpty: Byte;
265 FSkipFist: Byte;
266 FColor: TRGB;
267 FPreferredTeam: Byte;
268 FSpectator: Boolean;
269 FNoRespawn: Boolean;
270 FWantsInGame: Boolean;
271 FGhost: Boolean;
272 FPhysics: Boolean;
273 FFlaming: Boolean;
274 FJetpack: Boolean;
275 FActualModelName: string;
276 FClientID: SmallInt;
277 FPing: Word;
278 FLoss: Byte;
279 FReady: Boolean;
280 FDummy: Boolean;
281 FFireTime: Integer;
282 FSpawnInvul: Integer;
283 FHandicap: Integer;
284 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
285 FCorpse: Integer;
287 // debug: viewport offset
288 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
290 function isValidViewPort (): Boolean; inline;
292 constructor Create(); virtual;
293 destructor Destroy(); override;
294 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
295 function GetRespawnPoint(): Byte;
296 procedure PressKey(Key: Byte; Time: Word = 1);
297 procedure ReleaseKeys();
298 procedure SetModel(ModelName: String);
299 procedure SetColor(Color: TRGB);
300 function GetColor(): TRGB;
301 procedure SetWeapon(W: Byte);
302 function IsKeyPressed(K: Byte): Boolean;
303 function GetKeys(): Byte;
304 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
305 procedure SetWeaponPrefs(Prefs: Array of Byte);
306 procedure SetWeaponPref(Weapon, Pref: Byte);
307 function GetWeaponPref(Weapon: Byte) : Byte;
308 function GetMorePrefered() : Byte;
309 function MaySwitch(Weapon: Byte) : Boolean;
310 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
311 function Collide(Panel: TPanel): Boolean; overload;
312 function Collide(X, Y: Integer): Boolean; overload;
313 procedure SetDirection(Direction: TDirection);
314 procedure GetSecret();
315 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
316 procedure Touch();
317 procedure Push(vx, vy: Integer);
318 procedure ChangeModel(ModelName: String);
319 procedure SwitchTeam;
320 procedure ChangeTeam(Team: Byte);
321 procedure BFGHit();
322 function GetFlag(Flag: Byte): Boolean;
323 procedure SetFlag(Flag: Byte);
324 function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
325 function TryDropFlag(): Boolean;
326 procedure AllRulez(Health: Boolean);
327 procedure RestoreHealthArmor();
328 procedure FragCombo();
329 procedure GiveItem(ItemType: Byte);
330 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
331 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
332 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
333 procedure MakeBloodSimple(Count: Word);
334 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
335 procedure Reset(Force: Boolean);
336 procedure Spectate(NoMove: Boolean = False);
337 procedure SwitchNoClip;
338 procedure SoftReset();
339 procedure Draw(); virtual;
340 procedure DrawPain();
341 procedure DrawPickup();
342 procedure DrawRulez();
343 procedure DrawAim();
344 procedure DrawIndicator(Color: TRGB);
345 procedure DrawBubble();
346 procedure DrawGUI();
347 procedure PreUpdate();
348 procedure Update(); virtual;
349 procedure RememberState();
350 procedure RecallState();
351 procedure SaveState (st: TStream); virtual;
352 procedure LoadState (st: TStream); virtual;
353 procedure PauseSounds(Enable: Boolean);
354 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
355 procedure DoLerp(Level: Integer = 2);
356 procedure SetLerp(XTo, YTo: Integer);
357 procedure ProcessWeaponAction(Action: Byte);
358 procedure QueueWeaponSwitch(Weapon: Byte);
359 procedure RealizeCurrentWeapon();
360 procedure FlamerOn;
361 procedure FlamerOff;
362 procedure JetpackOn;
363 procedure JetpackOff;
364 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
366 //WARNING! this does nothing for now, but still call it!
367 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
369 procedure getMapBox (out x, y, w, h: Integer); inline;
370 procedure moveBy (dx, dy: Integer); inline;
372 function getCameraObj(): TObj;
374 public
375 property Vel: TPoint2i read FObj.Vel;
376 property Obj: TObj read FObj;
378 property Name: String read FName write FName;
379 property Model: TPlayerModel read FModel;
380 property Health: Integer read FHealth write FHealth;
381 property Lives: Byte read FLives write FLives;
382 property Armor: Integer read FArmor write FArmor;
383 property Air: Integer read FAir write FAir;
384 property JetFuel: Integer read FJetFuel write FJetFuel;
385 property Frags: Integer read FFrags write FFrags;
386 property Death: Integer read FDeath write FDeath;
387 property Kills: Integer read FKills write FKills;
388 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
389 property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode;
390 property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty;
391 property SkipFist: Byte read FSkipFist write FSkipFist;
392 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
393 property Secrets: Integer read FSecrets;
394 property GodMode: Boolean read FGodMode write FGodMode;
395 property NoTarget: Boolean read FNoTarget write FNoTarget;
396 property NoReload: Boolean read FNoReload write FNoReload;
397 property alive: Boolean read FAlive write FAlive;
398 property Flag: Byte read FFlag;
399 property Team: Byte read FTeam write FTeam;
400 property Direction: TDirection read FDirection;
401 property GameX: Integer read FObj.X write FObj.X;
402 property GameY: Integer read FObj.Y write FObj.Y;
403 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
404 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
405 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
406 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
407 property IncCam: Integer read FIncCam write FIncCam;
408 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
409 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
410 property UID: Word read FUID write FUID;
411 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
412 property NetTime: LongWord read FNetTime write FNetTime;
414 published
415 property eName: String read FName write FName;
416 property eHealth: Integer read FHealth write FHealth;
417 property eLives: Byte read FLives write FLives;
418 property eArmor: Integer read FArmor write FArmor;
419 property eAir: Integer read FAir write FAir;
420 property eJetFuel: Integer read FJetFuel write FJetFuel;
421 property eFrags: Integer read FFrags write FFrags;
422 property eDeath: Integer read FDeath write FDeath;
423 property eKills: Integer read FKills write FKills;
424 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
425 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
426 property eSecrets: Integer read FSecrets write FSecrets;
427 property eGodMode: Boolean read FGodMode write FGodMode;
428 property eNoTarget: Boolean read FNoTarget write FNoTarget;
429 property eNoReload: Boolean read FNoReload write FNoReload;
430 property eAlive: Boolean read FAlive write FAlive;
431 property eFlag: Byte read FFlag;
432 property eTeam: Byte read FTeam write FTeam;
433 property eDirection: TDirection read FDirection;
434 property eGameX: Integer read FObj.X write FObj.X;
435 property eGameY: Integer read FObj.Y write FObj.Y;
436 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
437 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
438 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
439 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
440 property eIncCam: Integer read FIncCam write FIncCam;
441 property eUID: Word read FUID;
442 property eJustTeleported: Boolean read FJustTeleported;
443 property eNetTime: LongWord read FNetTime;
445 // set this before assigning something to `eDamage`
446 property eDamageType: Integer read mEDamageType write mEDamageType;
447 property eDamage: Integer write doDamage;
448 end;
450 TDifficult = record
451 public
452 DiagFire: Byte;
453 InvisFire: Byte;
454 DiagPrecision: Byte;
455 FlyPrecision: Byte;
456 Cover: Byte;
457 CloseJump: Byte;
458 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
459 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
460 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
462 public
463 procedure save (st: TStream);
464 procedure load (st: TStream);
465 end;
467 TAIFlag = record
468 Name: String;
469 Value: String;
470 end;
472 TBot = class(TPlayer)
473 private
474 FSelectedWeapon: Byte;
475 FTargetUID: Word;
476 FLastVisible: DWORD;
477 FAIFlags: Array of TAIFlag;
478 FDifficult: TDifficult;
480 function GetRnd(a: Byte): Boolean;
481 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
482 function RunDirection(): TDirection;
483 function FullInStep(XInc, YInc: Integer): Boolean;
484 //function NeedItem(Item: Byte): Byte;
485 procedure SelectWeapon(Dist: Integer);
486 procedure SetAIFlag(aName, fValue: String20);
487 function GetAIFlag(aName: String20): String20;
488 procedure RemoveAIFlag(aName: String20);
489 function Healthy(): Byte;
490 procedure UpdateMove();
491 procedure UpdateCombat();
492 function KeyPressed(Key: Word): Boolean;
493 procedure ReleaseKey(Key: Byte);
494 function TargetOnScreen(TX, TY: Integer): Boolean;
495 procedure OnDamage(Angle: SmallInt); override;
497 public
498 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
499 constructor Create(); override;
500 destructor Destroy(); override;
501 procedure Draw(); override;
502 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
503 function Heal(value: Word; Soft: Boolean): Boolean; override;
504 procedure Update(); override;
505 procedure SaveState (st: TStream); override;
506 procedure LoadState (st: TStream); override;
507 end;
509 PGib = ^TGib;
510 TGib = record
511 alive: Boolean;
512 ID: DWORD;
513 MaskID: DWORD;
514 RAngle: Integer;
515 Color: TRGB;
516 Obj: TObj;
518 procedure getMapBox (out x, y, w, h: Integer); inline;
519 procedure moveBy (dx, dy: Integer); inline;
521 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
522 end;
525 PShell = ^TShell;
526 TShell = record
527 SpriteID: DWORD;
528 alive: Boolean;
529 SType: Byte;
530 RAngle: Integer;
531 Timeout: Cardinal;
532 CX, CY: Integer;
533 Obj: TObj;
535 procedure getMapBox (out x, y, w, h: Integer); inline;
536 procedure moveBy (dx, dy: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
539 end;
541 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
542 private
543 FModelName: String;
544 FMess: Boolean;
545 FState: Byte;
546 FDamage: Byte;
547 FColor: TRGB;
548 FObj: TObj;
549 FPlayerUID: Word;
550 FAnimation: TAnimation;
551 FAnimationMask: TAnimation;
553 public
554 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
555 destructor Destroy(); override;
556 procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
557 procedure Update();
558 procedure Draw();
559 procedure SaveState (st: TStream);
560 procedure LoadState (st: TStream);
562 procedure getMapBox (out x, y, w, h: Integer); inline;
563 procedure moveBy (dx, dy: Integer); inline;
565 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
567 function ObjPtr (): PObj; inline;
569 property Obj: TObj read FObj; // copies object
570 property State: Byte read FState;
571 property Mess: Boolean read FMess;
572 end;
574 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
575 record
576 Score: SmallInt;
577 end;
579 var
580 gPlayers: Array of TPlayer;
581 gCorpses: Array of TCorpse;
582 gGibs: Array of TGib;
583 gShells: Array of TShell;
584 gTeamStat: TTeamStat;
585 gFly: Boolean = False;
586 gAimLine: Boolean = False;
587 gChatBubble: Integer = 0;
588 gPlayerIndicator: Integer = 1;
589 gPlayerIndicatorStyle: Integer = 0;
590 gNumBots: Word = 0;
591 gSpectLatchPID1: Word = 0;
592 gSpectLatchPID2: Word = 0;
593 MAX_RUNVEL: Integer = 8;
594 VEL_JUMP: Integer = 10;
595 SHELL_TIMEOUT: Cardinal = 60000;
597 function Lerp(X, Y, Factor: Integer): Integer;
599 procedure g_Gibs_SetMax(Count: Word);
600 function g_Gibs_GetMax(): Word;
601 procedure g_Corpses_SetMax(Count: Word);
602 function g_Corpses_GetMax(): Word;
603 procedure g_Force_Model_Set(Mode: Word);
604 function g_Force_Model_Get(): Word;
605 procedure g_Forced_Model_SetName(Model: String);
606 function g_Forced_Model_GetName(): String;
607 procedure g_Shells_SetMax(Count: Word);
608 function g_Shells_GetMax(): Word;
610 procedure g_Player_Init();
611 procedure g_Player_Free();
612 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
613 function g_Player_CreateFromState (st: TStream): Word;
614 procedure g_Player_Remove(UID: Word);
615 procedure g_Player_ResetTeams();
616 procedure g_Player_PreUpdate();
617 procedure g_Player_UpdateAll();
618 procedure g_Player_DrawAll();
619 procedure g_Player_DrawDebug(p: TPlayer);
620 procedure g_Player_DrawHealth();
621 procedure g_Player_RememberAll();
622 procedure g_Player_ResetAll(Force, Silent: Boolean);
623 function g_Player_Get(UID: Word): TPlayer;
624 function g_Player_GetCount(): Byte;
625 function g_Player_GetStats(): TPlayerStatArray;
626 function g_Player_ExistingName(Name: String): Boolean;
627 function g_Player_CreateCorpse(Player: TPlayer): Integer;
628 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
629 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
630 procedure g_Player_UpdatePhysicalObjects();
631 procedure g_Player_DrawCorpses();
632 procedure g_Player_DrawShells();
633 procedure g_Player_RemoveAllCorpses();
634 procedure g_Player_Corpses_SaveState (st: TStream);
635 procedure g_Player_Corpses_LoadState (st: TStream);
636 procedure g_Player_ResetReady();
637 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
638 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
639 procedure g_Bot_MixNames();
640 procedure g_Bot_RemoveAll();
641 function g_Bot_GetCount(): Integer;
643 implementation
645 uses
646 {$INCLUDE ../nogl/noGLuses.inc}
647 {$IFDEF ENABLE_HOLMES}
648 g_holmes,
649 {$ENDIF}
650 e_log, g_map, g_items, g_console, g_gfx, Math,
651 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
652 wadreader, g_main, g_monsters, CONFIG, g_language,
653 g_net, g_netmsg, g_window,
654 utils, xstreams;
656 const PLR_SAVE_VERSION = 0;
658 type
659 TBotProfile = record
660 name: ShortString;
661 model: ShortString;
662 team: Byte;
663 color: TRGB;
664 diag_fire: Byte;
665 invis_fire: Byte;
666 diag_precision: Byte;
667 fly_precision: Byte;
668 cover: Byte;
669 close_jump: Byte;
670 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
671 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
672 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
673 end;
675 const
676 TIME_RESPAWN1 = 1500;
677 TIME_RESPAWN2 = 2000;
678 TIME_RESPAWN3 = 3000;
679 AIR_DEF = 360;
680 AIR_MAX = 1091;
681 JET_MAX = 540; // ~30 sec
682 PLAYER_SUIT_TIME = 30000;
683 PLAYER_INVUL_TIME = 30000;
684 PLAYER_INVIS_TIME = 35000;
685 FRAG_COMBO_TIME = 3000;
686 VEL_SW = 4;
687 VEL_FLY = 6;
688 ANGLE_RIGHTUP = 55;
689 ANGLE_RIGHTDOWN = -35;
690 ANGLE_LEFTUP = 125;
691 ANGLE_LEFTDOWN = -145;
692 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
693 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
694 BOT_MAXJUMP = 84;
695 BOT_LONGDIST = 300;
696 BOT_UNSAFEDIST = 128;
697 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
698 (R:0; G:0; B:255));
699 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
700 FlyPrecision: 32; Cover: 32; CloseJump: 32;
701 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
702 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
703 FlyPrecision: 127; Cover: 127; CloseJump: 127;
704 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
705 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
706 FlyPrecision: 255; Cover: 255; CloseJump: 255;
707 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
708 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
709 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
710 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
711 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
712 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
713 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
714 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
715 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
716 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
717 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
718 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
719 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
720 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
721 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
722 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
723 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
724 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
726 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
727 CORPSE_SIGNATURE = $50524F43; // 'CORP'
729 BOTNAMES_FILENAME = 'botnames.txt';
730 BOTLIST_FILENAME = 'botlist.txt';
732 var
733 MaxGibs: Word = 150;
734 MaxCorpses: Word = 20;
735 MaxShells: Word = 300;
736 ForceModel: Word = 0;
737 ForcedModelName: String = STD_PLAYER_MODEL;
738 CurrentGib: Integer = 0;
739 CurrentShell: Integer = 0;
740 BotNames: Array of String;
741 BotList: Array of TBotProfile;
742 SavedStates: Array of TPlayerSavedState;
745 function Lerp(X, Y, Factor: Integer): Integer;
746 begin
747 Result := X + ((Y - X) div Factor);
748 end;
750 function SameTeam(UID1, UID2: Word): Boolean;
751 begin
752 Result := False;
754 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
755 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
757 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
759 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
760 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
762 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
763 end;
765 procedure g_Gibs_SetMax(Count: Word);
766 begin
767 MaxGibs := Count;
768 SetLength(gGibs, Count);
770 if CurrentGib >= Count then
771 CurrentGib := 0;
772 end;
774 function g_Gibs_GetMax(): Word;
775 begin
776 Result := MaxGibs;
777 end;
779 procedure g_Shells_SetMax(Count: Word);
780 begin
781 MaxShells := Count;
782 SetLength(gShells, Count);
784 if CurrentShell >= Count then
785 CurrentShell := 0;
786 end;
788 function g_Shells_GetMax(): Word;
789 begin
790 Result := MaxShells;
791 end;
794 procedure g_Corpses_SetMax(Count: Word);
795 begin
796 MaxCorpses := Count;
797 SetLength(gCorpses, Count);
798 end;
800 function g_Corpses_GetMax(): Word;
801 begin
802 Result := MaxCorpses;
803 end;
805 procedure g_Force_Model_Set(Mode: Word);
806 begin
807 ForceModel := Mode;
808 end;
810 function g_Force_Model_Get(): Word;
811 begin
812 Result := ForceModel;
813 end;
815 procedure g_Forced_Model_SetName(Model: String);
816 begin
817 ForcedModelName := Model;
818 end;
820 function g_Forced_Model_GetName(): String;
821 begin
822 Result := ForcedModelName;
823 end;
825 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
826 var
827 a: Integer;
828 ok: Boolean;
829 begin
830 Result := 0;
832 ok := False;
833 a := 0;
835 // Åñòü ëè ìåñòî â gPlayers:
836 if gPlayers <> nil then
837 for a := 0 to High(gPlayers) do
838 if gPlayers[a] = nil then
839 begin
840 ok := True;
841 Break;
842 end;
844 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
845 if not ok then
846 begin
847 SetLength(gPlayers, Length(gPlayers)+1);
848 a := High(gPlayers);
849 end;
851 // Ñîçäàåì îáúåêò èãðîêà:
852 if Bot then
853 gPlayers[a] := TBot.Create()
854 else
855 gPlayers[a] := TPlayer.Create();
858 gPlayers[a].FActualModelName := ModelName;
859 gPlayers[a].SetModel(ModelName);
860 if Bot and (g_Force_Model_Get() <> 0) then
861 gPlayers[a].SetModel(g_Forced_Model_GetName());
863 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
864 if gPlayers[a].FModel = nil then
865 begin
866 gPlayers[a].Free();
867 gPlayers[a] := nil;
868 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
869 Exit;
870 end;
872 if not (Team in [TEAM_RED, TEAM_BLUE]) then
873 if Random(2) = 0 then
874 Team := TEAM_RED
875 else
876 Team := TEAM_BLUE;
877 gPlayers[a].FPreferredTeam := Team;
879 case gGameSettings.GameMode of
880 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
881 GM_TDM,
882 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
883 GM_SINGLE,
884 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
885 end;
887 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
888 gPlayers[a].FColor := Color;
889 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
890 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
891 else
892 gPlayers[a].FModel.Color := Color;
894 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
895 gPlayers[a].FAlive := False;
897 Result := gPlayers[a].FUID;
898 end;
900 function g_Player_CreateFromState (st: TStream): Word;
901 var a: Integer; ok, Bot: Boolean; pos: Int64;
902 begin
903 assert(st <> nil);
905 // check signature and entity type
906 pos := st.Position;
907 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
908 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
909 Bot := utils.readBool(st);
910 st.Position := pos;
912 // find free player slot
913 ok := false;
914 for a := 0 to High(gPlayers) do
915 if gPlayers[a] = nil then
916 begin
917 ok := true;
918 break;
919 end;
921 // allocate player slot
922 if not ok then
923 begin
924 SetLength(gPlayers, Length(gPlayers)+1);
925 a := High(gPlayers);
926 end;
928 // create entity and load state
929 if Bot then
930 begin
931 gPlayers[a] := TBot.Create();
932 if (g_Force_Model_Get() <> 0) then
933 gPlayers[a].SetModel(g_Forced_Model_GetName());
934 end
935 else
936 gPlayers[a] := TPlayer.Create();
937 gPlayers[a].FPhysics := True; // ???
938 gPlayers[a].LoadState(st);
940 result := gPlayers[a].FUID;
941 end;
944 procedure g_Player_ResetTeams();
945 var
946 a: Integer;
947 begin
948 if g_Game_IsClient then
949 Exit;
950 if gPlayers = nil then
951 Exit;
952 for a := Low(gPlayers) to High(gPlayers) do
953 if gPlayers[a] <> nil then
954 case gGameSettings.GameMode of
955 GM_DM:
956 gPlayers[a].ChangeTeam(TEAM_NONE);
957 GM_TDM, GM_CTF:
958 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
959 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
960 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
961 else
962 if a mod 2 = 0 then
963 gPlayers[a].ChangeTeam(TEAM_RED)
964 else
965 gPlayers[a].ChangeTeam(TEAM_BLUE);
966 GM_SINGLE,
967 GM_COOP:
968 gPlayers[a].ChangeTeam(TEAM_COOP);
969 end;
970 end;
972 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
973 var
974 m: SSArray;
975 _name, _model: String;
976 a, tr, tb: Integer;
977 begin
978 if not g_Game_IsServer then Exit;
980 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
981 if (g_Bot_GetCount() >= gMaxBots) then Exit;
983 // Ñïèñîê íàçâàíèé ìîäåëåé:
984 m := g_PlayerModel_GetNames();
985 if m = nil then
986 Exit;
988 // Êîìàíäà:
989 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
990 Team := TEAM_COOP // COOP
991 else
992 if gGameSettings.GameMode = GM_DM then
993 Team := TEAM_NONE // DM
994 else
995 if Team = TEAM_NONE then // CTF / TDM
996 begin
997 // Àâòîáàëàíñ êîìàíä:
998 tr := 0;
999 tb := 0;
1001 for a := 0 to High(gPlayers) do
1002 if gPlayers[a] <> nil then
1003 begin
1004 if gPlayers[a].Team = TEAM_RED then
1005 Inc(tr)
1006 else
1007 if gPlayers[a].Team = TEAM_BLUE then
1008 Inc(tb);
1009 end;
1011 if tr > tb then
1012 Team := TEAM_BLUE
1013 else
1014 if tb > tr then
1015 Team := TEAM_RED
1016 else // tr = tb
1017 if Random(2) = 0 then
1018 Team := TEAM_RED
1019 else
1020 Team := TEAM_BLUE;
1021 end;
1023 // Âûáèðàåì áîòó èìÿ:
1024 _name := '';
1025 if BotNames <> nil then
1026 for a := 0 to High(BotNames) do
1027 if g_Player_ExistingName(BotNames[a]) then
1028 begin
1029 _name := BotNames[a];
1030 Break;
1031 end;
1033 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1034 _model := m[Random(Length(m))];
1036 // Ñîçäàåì áîòà:
1037 with g_Player_Get(g_Player_Create(_model,
1038 _RGB(Min(Random(9)*32, 255),
1039 Min(Random(9)*32, 255),
1040 Min(Random(9)*32, 255)),
1041 Team, True)) as TBot do
1042 begin
1043 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1044 if _name = '' then
1045 Name := Format('DFBOT%.5d', [UID])
1046 else
1047 Name := _name;
1049 case Difficult of
1050 1: FDifficult := DIFFICULT_EASY;
1051 2: FDifficult := DIFFICULT_MEDIUM;
1052 else FDifficult := DIFFICULT_HARD;
1053 end;
1055 for a := WP_FIRST to WP_LAST do
1056 begin
1057 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1058 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1059 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1060 end;
1062 FHandicap := Handicap;
1064 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1066 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1067 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1068 Spectate();
1069 end;
1070 end;
1072 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1073 var
1074 m: SSArray;
1075 _name, _model: String;
1076 a: Integer;
1077 begin
1078 if not g_Game_IsServer then Exit;
1080 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
1081 if (g_Bot_GetCount() >= gMaxBots) then Exit;
1083 // Ñïèñîê íàçâàíèé ìîäåëåé:
1084 m := g_PlayerModel_GetNames();
1085 if m = nil then
1086 Exit;
1088 // Êîìàíäà:
1089 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1090 Team := TEAM_COOP // COOP
1091 else
1092 if gGameSettings.GameMode = GM_DM then
1093 Team := TEAM_NONE // DM
1094 else
1095 if Team = TEAM_NONE then
1096 Team := BotList[num].team; // CTF / TDM
1098 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1099 if lName = '' then
1100 num := Random(Length(BotList))
1101 else
1102 begin
1103 if (num < 0) or (num > Length(BotList)-1) then
1104 num := -1;
1105 if (num = -1) and (BotList <> nil) then
1106 lName := AnsiLowerCase(lName);
1107 for a := 0 to High(BotList) do
1108 if AnsiLowerCase(BotList[a].name) = lName then
1109 begin
1110 num := a;
1111 Break;
1112 end;
1113 if num = -1 then
1114 Exit;
1115 end;
1117 // Èìÿ áîòà:
1118 _name := BotList[num].name;
1119 if (_name = '') and (BotNames <> nil) then
1120 for a := 0 to High(BotNames) do
1121 if g_Player_ExistingName(BotNames[a]) then
1122 begin
1123 _name := BotNames[a];
1124 Break;
1125 end;
1127 // Ìîäåëü:
1128 _model := BotList[num].model;
1129 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1130 if not InSArray(_model, m) then
1131 _model := m[Random(Length(m))];
1133 // Ñîçäàåì áîòà:
1134 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1135 begin
1136 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1137 if _name = ''
1138 then Name := Format('DFBOT%.5d', [UID])
1139 else Name := _name;
1141 FDifficult.DiagFire := BotList[num].diag_fire;
1142 FDifficult.InvisFire := BotList[num].invis_fire;
1143 FDifficult.DiagPrecision := BotList[num].diag_precision;
1144 FDifficult.FlyPrecision := BotList[num].fly_precision;
1145 FDifficult.Cover := BotList[num].cover;
1146 FDifficult.CloseJump := BotList[num].close_jump;
1148 FHandicap := Handicap;
1150 for a := WP_FIRST to WP_LAST do
1151 begin
1152 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1153 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1154 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1155 end;
1157 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1159 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1160 end;
1161 end;
1163 procedure g_Bot_RemoveAll();
1164 var
1165 a: Integer;
1166 begin
1167 if not g_Game_IsServer then Exit;
1168 if gPlayers = nil then Exit;
1170 for a := 0 to High(gPlayers) do
1171 if gPlayers[a] <> nil then
1172 if gPlayers[a] is TBot then
1173 begin
1174 gPlayers[a].Lives := 0;
1175 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1176 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1177 g_Player_Remove(gPlayers[a].FUID);
1178 end;
1180 g_Bot_MixNames();
1181 end;
1183 procedure g_Bot_MixNames();
1184 var
1185 s: String;
1186 a, b: Integer;
1187 begin
1188 if BotNames <> nil then
1189 for a := 0 to High(BotNames) do
1190 begin
1191 b := Random(Length(BotNames));
1192 s := BotNames[a];
1193 Botnames[a] := BotNames[b];
1194 BotNames[b] := s;
1195 end;
1196 end;
1198 procedure g_Player_Remove(UID: Word);
1199 var
1200 i: Integer;
1201 begin
1202 if gPlayers = nil then Exit;
1204 if g_Game_IsServer and g_Game_IsNet then
1205 MH_SEND_PlayerDelete(UID);
1207 for i := 0 to High(gPlayers) do
1208 if gPlayers[i] <> nil then
1209 if gPlayers[i].FUID = UID then
1210 begin
1211 if gPlayers[i] is TPlayer then
1212 TPlayer(gPlayers[i]).Free()
1213 else
1214 TBot(gPlayers[i]).Free();
1215 gPlayers[i] := nil;
1216 Exit;
1217 end;
1218 end;
1220 procedure g_Player_Init();
1221 var
1222 F: TextFile;
1223 s: String;
1224 a, b: Integer;
1225 config: TConfig;
1226 sa: SSArray;
1227 path: AnsiString;
1228 begin
1229 BotNames := nil;
1230 BotList := nil;
1232 path := BOTNAMES_FILENAME;
1233 if e_FindResource(DataDirs, path) then
1234 begin
1235 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1236 AssignFile(F, path);
1237 Reset(F);
1239 while not EOF(F) do
1240 begin
1241 ReadLn(F, s);
1243 s := Trim(s);
1244 if s = '' then
1245 Continue;
1247 SetLength(BotNames, Length(BotNames)+1);
1248 BotNames[High(BotNames)] := s;
1249 end;
1251 CloseFile(F);
1253 // Ïåðåìåøèâàåì èõ:
1254 g_Bot_MixNames();
1255 end;
1257 path := BOTLIST_FILENAME;
1258 if e_FindResource(DataDirs, path) then
1259 begin
1260 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1261 config := TConfig.CreateFile(path);
1262 a := 0;
1264 while config.SectionExists(IntToStr(a)) do
1265 begin
1266 SetLength(BotList, Length(BotList)+1);
1268 with BotList[High(BotList)] do
1269 begin
1270 name := config.ReadStr(IntToStr(a), 'name', ''); // Èìÿ áîòà
1271 model := config.ReadStr(IntToStr(a), 'model', ''); // Ìîäåëü
1273 // Êîìàíäà
1274 s := config.ReadStr(IntToStr(a), 'team', '');
1275 if s = 'red' then
1276 team := TEAM_RED
1277 else if s = 'blue' then
1278 team := TEAM_BLUE
1279 else
1280 team := TEAM_NONE;
1282 // Öâåò ìîäåëè
1283 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1284 SetLength(sa, 3);
1285 color.R := StrToIntDef(sa[0], 0);
1286 color.G := StrToIntDef(sa[1], 0);
1287 color.B := StrToIntDef(sa[2], 0);
1289 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0); // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì
1290 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0); // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó
1291 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0); // Òî÷íîñòü ñòðåëüáû ïîä óãëîì
1292 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0); // Òî÷íîñòü ñòðåëüáû â ïîëåòå
1293 cover := config.ReadInt(IntToStr(a), 'cover', 0); // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ
1294 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0); // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà
1296 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ
1297 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1298 if Length(sa) = 10 then
1299 for b := 0 to 9 do
1300 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1302 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ
1303 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1304 if Length(sa) = 10 then
1305 for b := 0 to 9 do
1306 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1308 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1309 if Length(sa) = 10 then
1310 for b := 0 to 9 do
1311 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1312 end;
1314 a += 1;
1315 end;
1317 config.Free();
1318 end;
1320 SetLength(SavedStates, 0);
1321 end;
1323 procedure g_Player_Free();
1324 var
1325 i: Integer;
1326 begin
1327 if gPlayers <> nil then
1328 begin
1329 for i := 0 to High(gPlayers) do
1330 if gPlayers[i] <> nil then
1331 begin
1332 if gPlayers[i] is TPlayer then
1333 TPlayer(gPlayers[i]).Free()
1334 else
1335 TBot(gPlayers[i]).Free();
1336 gPlayers[i] := nil;
1337 end;
1339 gPlayers := nil;
1340 end;
1342 gPlayer1 := nil;
1343 gPlayer2 := nil;
1344 SetLength(SavedStates, 0);
1345 end;
1347 procedure g_Player_PreUpdate();
1348 var
1349 i: Integer;
1350 begin
1351 if gPlayers = nil then Exit;
1352 for i := 0 to High(gPlayers) do
1353 if gPlayers[i] <> nil then
1354 gPlayers[i].PreUpdate();
1355 end;
1357 procedure g_Player_UpdateAll();
1358 var
1359 i: Integer;
1360 begin
1361 if gPlayers = nil then Exit;
1363 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1364 for i := 0 to High(gPlayers) do
1365 begin
1366 if gPlayers[i] <> nil then
1367 begin
1368 if gPlayers[i] is TPlayer then
1369 begin
1370 gPlayers[i].Update();
1371 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1372 end
1373 else
1374 begin
1375 // bot updates weapons in `UpdateCombat()`
1376 TBot(gPlayers[i]).Update();
1377 end;
1378 end;
1379 end;
1380 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1381 end;
1383 procedure g_Player_DrawAll();
1384 var
1385 i: Integer;
1386 begin
1387 if gPlayers = nil then Exit;
1389 for i := 0 to High(gPlayers) do
1390 if gPlayers[i] <> nil then
1391 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1392 else TBot(gPlayers[i]).Draw();
1393 end;
1395 procedure g_Player_DrawDebug(p: TPlayer);
1396 var
1397 fW, fH: Byte;
1398 begin
1399 if p = nil then Exit;
1400 if (@p.FObj) = nil then Exit;
1402 e_TextureFontGetSize(gStdFont, fW, fH);
1404 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1405 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1406 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1407 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1408 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1409 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1410 e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
1411 e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
1412 end;
1414 procedure g_Player_DrawHealth();
1415 var
1416 i: Integer;
1417 fW, fH: Byte;
1418 begin
1419 if gPlayers = nil then Exit;
1420 e_TextureFontGetSize(gStdFont, fW, fH);
1422 for i := 0 to High(gPlayers) do
1423 if gPlayers[i] <> nil then
1424 begin
1425 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1426 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1427 IntToStr(gPlayers[i].FHealth), gStdFont);
1428 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1429 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1430 IntToStr(gPlayers[i].FArmor), gStdFont);
1431 end;
1432 end;
1434 function g_Player_Get(UID: Word): TPlayer;
1435 var
1436 a: Integer;
1437 begin
1438 Result := nil;
1440 if gPlayers = nil then
1441 Exit;
1443 for a := 0 to High(gPlayers) do
1444 if gPlayers[a] <> nil then
1445 if gPlayers[a].FUID = UID then
1446 begin
1447 Result := gPlayers[a];
1448 Exit;
1449 end;
1450 end;
1452 function g_Player_GetCount(): Byte;
1453 var
1454 a: Integer;
1455 begin
1456 Result := 0;
1458 if gPlayers = nil then
1459 Exit;
1461 for a := 0 to High(gPlayers) do
1462 if gPlayers[a] <> nil then
1463 Result := Result + 1;
1464 end;
1466 function g_Bot_GetCount(): Integer;
1467 var
1468 a: Integer;
1469 begin
1470 Result := 0;
1472 if gPlayers = nil then
1473 Exit;
1475 for a := 0 to High(gPlayers) do
1476 if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then
1477 Result := Result + 1;
1478 end;
1480 function g_Player_GetStats(): TPlayerStatArray;
1481 var
1482 a: Integer;
1483 begin
1484 Result := nil;
1486 if gPlayers = nil then Exit;
1488 for a := 0 to High(gPlayers) do
1489 if gPlayers[a] <> nil then
1490 begin
1491 SetLength(Result, Length(Result)+1);
1492 with Result[High(Result)] do
1493 begin
1494 Num := a;
1495 Ping := gPlayers[a].FPing;
1496 Loss := gPlayers[a].FLoss;
1497 Name := gPlayers[a].FName;
1498 Team := gPlayers[a].FTeam;
1499 Frags := gPlayers[a].FFrags;
1500 Deaths := gPlayers[a].FDeath;
1501 Kills := gPlayers[a].FKills;
1502 Color := gPlayers[a].FModel.Color;
1503 Lives := gPlayers[a].FLives;
1504 Spectator := gPlayers[a].FSpectator;
1505 UID := gPlayers[a].FUID;
1506 end;
1507 end;
1508 end;
1510 procedure g_Player_ResetReady();
1511 var
1512 a: Integer;
1513 begin
1514 if not g_Game_IsServer then Exit;
1515 if gPlayers = nil then Exit;
1517 for a := 0 to High(gPlayers) do
1518 if gPlayers[a] <> nil then
1519 begin
1520 gPlayers[a].FReady := False;
1521 if g_Game_IsNet then
1522 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1523 end;
1524 end;
1526 procedure g_Player_RememberAll;
1527 var
1528 i: Integer;
1529 begin
1530 for i := Low(gPlayers) to High(gPlayers) do
1531 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1532 gPlayers[i].RememberState;
1533 end;
1535 procedure g_Player_ResetAll(Force, Silent: Boolean);
1536 var
1537 i: Integer;
1538 begin
1539 gTeamStat[TEAM_RED].Score := 0;
1540 gTeamStat[TEAM_BLUE].Score := 0;
1542 if gPlayers <> nil then
1543 for i := 0 to High(gPlayers) do
1544 if gPlayers[i] <> nil then
1545 begin
1546 gPlayers[i].Reset(Force);
1548 if gPlayers[i] is TPlayer then
1549 begin
1550 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1551 gPlayers[i].Respawn(Silent)
1552 else
1553 gPlayers[i].Spectate();
1554 end
1555 else
1556 TBot(gPlayers[i]).Respawn(Silent);
1557 end;
1558 end;
1560 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1561 var
1562 i: Integer;
1563 find_id: DWORD;
1564 ok: Boolean;
1565 begin
1566 Result := -1;
1568 if Player.alive then
1569 Exit;
1571 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1572 i := Player.FCorpse;
1573 if (i >= 0) and (i < Length(gCorpses)) then
1574 begin
1575 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1576 gCorpses[i].FPlayerUID := 0;
1577 end;
1579 if Player.FObj.Y >= gMapInfo.Height+128 then
1580 Exit;
1582 with Player do
1583 begin
1584 if (FHealth >= -50) or (gGibsCount = 0) then
1585 begin
1586 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1587 Exit;
1589 ok := False;
1590 for find_id := 0 to High(gCorpses) do
1591 if gCorpses[find_id] = nil then
1592 begin
1593 ok := True;
1594 Break;
1595 end;
1597 if not ok then
1598 find_id := Random(Length(gCorpses));
1600 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1601 gCorpses[find_id].FColor := FModel.Color;
1602 gCorpses[find_id].FObj.Vel := FObj.Vel;
1603 gCorpses[find_id].FObj.Accel := FObj.Accel;
1604 gCorpses[find_id].FPlayerUID := FUID;
1606 Result := find_id;
1607 end
1608 else
1609 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1610 FObj.Y + PLAYER_RECT_CY,
1611 FModel.Name, FModel.Color);
1612 end;
1613 end;
1615 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1616 var
1617 SID: DWORD;
1618 begin
1619 if (gShells = nil) or (Length(gShells) = 0) then
1620 Exit;
1622 with gShells[CurrentShell] do
1623 begin
1624 SpriteID := 0;
1625 g_Obj_Init(@Obj);
1626 Obj.Rect.X := 0;
1627 Obj.Rect.Y := 0;
1628 if T = SHELL_BULLET then
1629 begin
1630 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1631 SpriteID := SID;
1632 CX := 2;
1633 CY := 1;
1634 Obj.Rect.Width := 4;
1635 Obj.Rect.Height := 2;
1636 end
1637 else
1638 begin
1639 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1640 SpriteID := SID;
1641 CX := 4;
1642 CY := 2;
1643 Obj.Rect.Width := 7;
1644 Obj.Rect.Height := 3;
1645 end;
1646 SType := T;
1647 alive := True;
1648 Obj.X := fX;
1649 Obj.Y := fY;
1650 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1651 positionChanged(); // this updates spatial accelerators
1652 RAngle := Random(360);
1653 Timeout := gTime + SHELL_TIMEOUT;
1655 if CurrentShell >= High(gShells) then
1656 CurrentShell := 0
1657 else
1658 Inc(CurrentShell);
1659 end;
1660 end;
1662 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1663 var
1664 a: Integer;
1665 GibsArray: TGibsArray;
1666 Blood: TModelBlood;
1667 begin
1668 if (gGibs = nil) or (Length(gGibs) = 0) then
1669 Exit;
1670 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1671 Exit;
1672 Blood := g_PlayerModel_GetBlood(ModelName);
1674 for a := 0 to High(GibsArray) do
1675 with gGibs[CurrentGib] do
1676 begin
1677 Color := fColor;
1678 ID := GibsArray[a].ID;
1679 MaskID := GibsArray[a].MaskID;
1680 alive := True;
1681 g_Obj_Init(@Obj);
1682 Obj.Rect := GibsArray[a].Rect;
1683 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1684 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1685 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1686 positionChanged(); // this updates spatial accelerators
1687 RAngle := Random(360);
1689 if gBloodCount > 0 then
1690 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1691 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1693 if CurrentGib >= High(gGibs) then
1694 CurrentGib := 0
1695 else
1696 Inc(CurrentGib);
1697 end;
1698 end;
1700 procedure g_Player_UpdatePhysicalObjects();
1701 var
1702 i: Integer;
1703 vel: TPoint2i;
1704 mr: Word;
1706 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1707 var
1708 k: Integer;
1709 begin
1710 k := 1 + Random(2);
1711 if T = SHELL_BULLET then
1712 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1713 else
1714 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1715 end;
1717 begin
1718 // Êóñêè ìÿñà:
1719 if gGibs <> nil then
1720 for i := 0 to High(gGibs) do
1721 if gGibs[i].alive then
1722 with gGibs[i] do
1723 begin
1724 Obj.oldX := Obj.X;
1725 Obj.oldY := Obj.Y;
1727 vel := Obj.Vel;
1728 mr := g_Obj_Move(@Obj, True, False, True);
1729 positionChanged(); // this updates spatial accelerators
1731 if WordBool(mr and MOVE_FALLOUT) then
1732 begin
1733 alive := False;
1734 Continue;
1735 end;
1737 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1738 if WordBool(mr and MOVE_HITWALL) then
1739 Obj.Vel.X := -(vel.X div 2);
1740 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1741 Obj.Vel.Y := -(vel.Y div 2);
1743 if (Obj.Vel.X >= 0) then
1744 begin // Clockwise
1745 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1746 if RAngle >= 360 then
1747 RAngle := RAngle mod 360;
1748 end else begin // Counter-clockwise
1749 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1750 if RAngle < 0 then
1751 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1752 end;
1754 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1755 if gTime mod (GAME_TICK*3) = 0 then
1756 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1757 end;
1759 // Òðóïû:
1760 if gCorpses <> nil then
1761 for i := 0 to High(gCorpses) do
1762 if gCorpses[i] <> nil then
1763 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1764 begin
1765 gCorpses[i].Free();
1766 gCorpses[i] := nil;
1767 end
1768 else
1769 gCorpses[i].Update();
1771 // Ãèëüçû:
1772 if gShells <> nil then
1773 for i := 0 to High(gShells) do
1774 if gShells[i].alive then
1775 with gShells[i] do
1776 begin
1777 Obj.oldX := Obj.X;
1778 Obj.oldY := Obj.Y;
1780 vel := Obj.Vel;
1781 mr := g_Obj_Move(@Obj, True, False, True);
1782 positionChanged(); // this updates spatial accelerators
1784 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1785 begin
1786 alive := False;
1787 Continue;
1788 end;
1790 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1791 if WordBool(mr and MOVE_HITWALL) then
1792 begin
1793 Obj.Vel.X := -(vel.X div 2);
1794 if not WordBool(mr and MOVE_INWATER) then
1795 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1796 end;
1797 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1798 begin
1799 Obj.Vel.Y := -(vel.Y div 2);
1800 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1801 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1802 begin
1803 if RAngle mod 90 <> 0 then
1804 RAngle := (RAngle div 90) * 90;
1805 end
1806 else if not WordBool(mr and MOVE_INWATER) then
1807 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1808 end;
1810 if (Obj.Vel.X >= 0) then
1811 begin // Clockwise
1812 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1813 if RAngle >= 360 then
1814 RAngle := RAngle mod 360;
1815 end else begin // Counter-clockwise
1816 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1817 if RAngle < 0 then
1818 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1819 end;
1820 end;
1821 end;
1824 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1825 begin
1826 x := Obj.X+Obj.Rect.X;
1827 y := Obj.Y+Obj.Rect.Y;
1828 w := Obj.Rect.Width;
1829 h := Obj.Rect.Height;
1830 end;
1832 procedure TGib.moveBy (dx, dy: Integer); inline;
1833 begin
1834 if (dx <> 0) or (dy <> 0) then
1835 begin
1836 Obj.X += dx;
1837 Obj.Y += dy;
1838 positionChanged();
1839 end;
1840 end;
1843 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1844 begin
1845 x := Obj.X;
1846 y := Obj.Y;
1847 w := Obj.Rect.Width;
1848 h := Obj.Rect.Height;
1849 end;
1851 procedure TShell.moveBy (dx, dy: Integer); inline;
1852 begin
1853 if (dx <> 0) or (dy <> 0) then
1854 begin
1855 Obj.X += dx;
1856 Obj.Y += dy;
1857 positionChanged();
1858 end;
1859 end;
1862 procedure TGib.positionChanged (); inline; begin end;
1863 procedure TShell.positionChanged (); inline; begin end;
1866 procedure g_Player_DrawCorpses();
1867 var
1868 i, fX, fY: Integer;
1869 a: TDFPoint;
1870 begin
1871 if gGibs <> nil then
1872 for i := 0 to High(gGibs) do
1873 if gGibs[i].alive then
1874 with gGibs[i] do
1875 begin
1876 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1877 Continue;
1879 Obj.lerp(gLerpFactor, fX, fY);
1881 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1882 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1884 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1886 e_Colors := Color;
1887 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1888 e_Colors.R := 255;
1889 e_Colors.G := 255;
1890 e_Colors.B := 255;
1891 end;
1893 if gCorpses <> nil then
1894 for i := 0 to High(gCorpses) do
1895 if gCorpses[i] <> nil then
1896 gCorpses[i].Draw();
1897 end;
1899 procedure g_Player_DrawShells();
1900 var
1901 i, fX, fY: Integer;
1902 a: TDFPoint;
1903 begin
1904 if gShells <> nil then
1905 for i := 0 to High(gShells) do
1906 if gShells[i].alive then
1907 with gShells[i] do
1908 begin
1909 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1910 Continue;
1912 Obj.lerp(gLerpFactor, fX, fY);
1914 a.X := CX;
1915 a.Y := CY;
1917 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1918 end;
1919 end;
1921 procedure g_Player_RemoveAllCorpses();
1922 var
1923 i: Integer;
1924 begin
1925 gGibs := nil;
1926 gShells := nil;
1927 SetLength(gGibs, MaxGibs);
1928 SetLength(gShells, MaxGibs);
1929 CurrentGib := 0;
1930 CurrentShell := 0;
1932 if gCorpses <> nil then
1933 for i := 0 to High(gCorpses) do
1934 gCorpses[i].Free();
1936 gCorpses := nil;
1937 SetLength(gCorpses, MaxCorpses);
1938 end;
1940 procedure g_Player_Corpses_SaveState (st: TStream);
1941 var
1942 count, i: Integer;
1943 begin
1944 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1945 count := 0;
1946 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1948 // Êîëè÷åñòâî òðóïîâ
1949 utils.writeInt(st, LongInt(count));
1951 if (count = 0) then exit;
1953 // Ñîõðàíÿåì òðóïû
1954 for i := 0 to High(gCorpses) do
1955 begin
1956 if gCorpses[i] <> nil then
1957 begin
1958 // Íàçâàíèå ìîäåëè
1959 utils.writeStr(st, gCorpses[i].FModelName);
1960 // Òèï ñìåðòè
1961 utils.writeBool(st, gCorpses[i].Mess);
1962 // Ñîõðàíÿåì äàííûå òðóïà:
1963 gCorpses[i].SaveState(st);
1964 end;
1965 end;
1966 end;
1969 procedure g_Player_Corpses_LoadState (st: TStream);
1970 var
1971 count, i: Integer;
1972 str: String;
1973 b: Boolean;
1974 begin
1975 assert(st <> nil);
1977 g_Player_RemoveAllCorpses();
1979 // Êîëè÷åñòâî òðóïîâ:
1980 count := utils.readLongInt(st);
1981 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1983 if (count = 0) then exit;
1985 // Çàãðóæàåì òðóïû
1986 for i := 0 to count-1 do
1987 begin
1988 // Íàçâàíèå ìîäåëè:
1989 str := utils.readStr(st);
1990 // Òèï ñìåðòè
1991 b := utils.readBool(st);
1992 // Ñîçäàåì òðóï
1993 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1994 // Çàãðóæàåì äàííûå òðóïà
1995 gCorpses[i].LoadState(st);
1996 end;
1997 end;
2000 { T P l a y e r : }
2002 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
2004 procedure TPlayer.BFGHit();
2005 begin
2006 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2007 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2008 if g_Game_IsServer and g_Game_IsNet then
2009 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2010 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2011 0, NET_GFX_BFGHIT);
2012 end;
2014 procedure TPlayer.ChangeModel(ModelName: string);
2015 var
2016 locModel: TPlayerModel;
2017 begin
2018 locModel := g_PlayerModel_Get(ModelName);
2019 if locModel = nil then Exit;
2021 FModel.Free();
2022 FModel := locModel;
2023 end;
2025 procedure TPlayer.SetModel(ModelName: string);
2026 var
2027 m: TPlayerModel;
2028 begin
2029 m := g_PlayerModel_Get(ModelName);
2030 if m = nil then
2031 begin
2032 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2033 m := g_PlayerModel_Get('doomer');
2034 if m = nil then
2035 begin
2036 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2037 Exit;
2038 end;
2039 end;
2041 if FModel <> nil then
2042 FModel.Free();
2044 FModel := m;
2046 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2047 FModel.Color := FColor
2048 else
2049 FModel.Color := TEAMCOLOR[FTeam];
2050 FModel.SetWeapon(FCurrWeap);
2051 FModel.SetFlag(FFlag);
2052 SetDirection(FDirection);
2053 end;
2055 procedure TPlayer.SetColor(Color: TRGB);
2056 begin
2057 FColor := Color;
2058 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2059 if FModel <> nil then FModel.Color := Color;
2060 end;
2064 function TPlayer.GetColor(): TRGB;
2065 begin
2066 result := FModel.Color;
2067 end;
2069 procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte);
2070 var
2071 i: Integer;
2072 begin
2073 for i := WP_FIRST to WP_LAST + 1 do
2074 begin
2075 if (Prefs[i] > WP_LAST + 1) then
2076 FWeapPreferences[i] := 0
2077 else
2078 FWeapPreferences[i] := Prefs[i];
2079 end;
2080 end;
2082 procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte);
2083 begin
2084 if (Weapon > WP_LAST + 1) then
2085 exit
2086 else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then
2087 FWeapPreferences[Weapon] := Pref
2088 else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then
2089 FWeapPreferences[Weapon] := 0;
2090 end;
2092 function TPlayer.GetWeaponPref(Weapon: Byte) : Byte;
2093 begin
2094 if (Weapon > WP_LAST + 1) then
2095 result := 0
2096 else if (FWeapPreferences[Weapon] > WP_LAST + 1) then
2097 result := 0
2098 else
2099 result := FWeapPreferences[Weapon];
2100 end;
2102 function TPlayer.GetMorePrefered() : Byte;
2103 var
2104 testedWeap, i: Byte;
2105 begin
2106 testedWeap := FCurrWeap;
2107 for i := WP_FIRST to WP_LAST do
2108 if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
2109 testedWeap := i;
2110 if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
2111 testedWeap := WEAPON_KASTET;
2112 result := testedWeap;
2113 end;
2115 function TPlayer.maySwitch(Weapon: Byte) : Boolean;
2116 begin
2117 result := true;
2118 if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then
2119 begin
2120 if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then
2121 result := false;
2122 end
2123 else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then
2124 result := false;
2125 end;
2127 procedure TPlayer.SwitchTeam;
2128 begin
2129 if g_Game_IsClient then
2130 Exit;
2131 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2133 if gGameOn and FAlive then
2134 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2136 if FTeam = TEAM_RED then
2137 begin
2138 ChangeTeam(TEAM_BLUE);
2139 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2140 if g_Game_IsNet then
2141 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2142 end
2143 else
2144 begin
2145 ChangeTeam(TEAM_RED);
2146 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2147 if g_Game_IsNet then
2148 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2149 end;
2150 FPreferredTeam := FTeam;
2151 end;
2153 procedure TPlayer.ChangeTeam(Team: Byte);
2154 var
2155 OldTeam: Byte;
2156 begin
2157 OldTeam := FTeam;
2158 FTeam := Team;
2159 case Team of
2160 TEAM_RED, TEAM_BLUE:
2161 FModel.Color := TEAMCOLOR[Team];
2162 else
2163 FModel.Color := FColor;
2164 end;
2165 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2166 MH_SEND_PlayerStats(FUID);
2167 end;
2170 procedure TPlayer.CollideItem();
2171 var
2172 i: Integer;
2173 r: Boolean;
2174 begin
2175 if gItems = nil then Exit;
2176 if not FAlive then Exit;
2178 for i := 0 to High(gItems) do
2179 with gItems[i] do
2180 begin
2181 if (ItemType <> ITEM_NONE) and alive then
2182 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2183 PLAYER_RECT.Height, @Obj) then
2184 begin
2185 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2187 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2188 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2189 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2190 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2191 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2193 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2194 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2195 (gGameSettings.GameType = GT_SINGLE) and
2196 (g_Player_GetCount() > 1)) then
2197 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2198 end;
2199 end;
2200 end;
2203 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2204 begin
2205 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2206 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2207 False);
2208 end;
2210 constructor TPlayer.Create();
2211 begin
2212 viewPortX := 0;
2213 viewPortY := 0;
2214 viewPortW := 0;
2215 viewPortH := 0;
2216 mEDamageType := HIT_SOME;
2218 FIamBot := False;
2219 FDummy := False;
2220 FSpawned := False;
2222 FSawSound := TPlayableSound.Create();
2223 FSawSoundIdle := TPlayableSound.Create();
2224 FSawSoundHit := TPlayableSound.Create();
2225 FSawSoundSelect := TPlayableSound.Create();
2226 FFlameSoundOn := TPlayableSound.Create();
2227 FFlameSoundOff := TPlayableSound.Create();
2228 FFlameSoundWork := TPlayableSound.Create();
2229 FJetSoundFly := TPlayableSound.Create();
2230 FJetSoundOn := TPlayableSound.Create();
2231 FJetSoundOff := TPlayableSound.Create();
2233 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2234 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2235 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2236 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2237 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2238 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2239 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2240 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2241 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2242 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2244 FSpectatePlayer := -1;
2245 FClientID := -1;
2246 FPing := 0;
2247 FLoss := 0;
2248 FSavedStateNum := -1;
2249 FShellTimer := -1;
2250 FFireTime := 0;
2251 FFirePainTime := 0;
2252 FFireAttacker := 0;
2253 FHandicap := 100;
2254 FCorpse := -1;
2256 FActualModelName := 'doomer';
2258 g_Obj_Init(@FObj);
2259 FObj.Rect := PLAYER_RECT;
2261 FBFGFireCounter := -1;
2262 FJustTeleported := False;
2263 FNetTime := 0;
2265 FWaitForFirstSpawn := false;
2267 resetWeaponQueue();
2268 end;
2270 procedure TPlayer.positionChanged (); inline;
2271 begin
2272 end;
2274 procedure TPlayer.doDamage (v: Integer);
2275 begin
2276 if (v <= 0) then exit;
2277 if (v > 32767) then v := 32767;
2278 Damage(v, 0, 0, 0, mEDamageType);
2279 end;
2281 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2282 var
2283 c: Word;
2284 begin
2285 if (not g_Game_IsClient) and (not FAlive) then
2286 Exit;
2288 FLastHit := t;
2290 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2291 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2292 begin
2293 if not g_Game_IsClient then
2294 begin
2295 FArmor := 0;
2296 if t = HIT_TRAP then
2297 begin
2298 // Ëîâóøêà óáèâàåò ñðàçó:
2299 FHealth := -100;
2300 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2301 end;
2302 if t = HIT_SELF then
2303 begin
2304 // Ñàìîóáèéñòâî:
2305 FHealth := 0;
2306 Kill(K_SIMPLEKILL, SpawnerUID, t);
2307 end;
2308 end;
2309 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2310 FMegaRulez[MR_SUIT] := 0;
2311 FMegaRulez[MR_INVUL] := 0;
2312 FMegaRulez[MR_INVIS] := 0;
2313 FSpawnInvul := 0;
2314 FBerserk := 0;
2315 end;
2317 // Íî îò îñòàëüíîãî ñïàñàåò:
2318 if FMegaRulez[MR_INVUL] >= gTime then
2319 Exit;
2321 // ×èò-êîä "ÃÎÐÅÖ":
2322 if FGodMode then
2323 Exit;
2325 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2326 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2327 (SpawnerUID = FUID) or
2328 (not SameTeam(FUID, SpawnerUID)) then
2329 begin
2330 FLastSpawnerUID := SpawnerUID;
2332 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2333 if gBloodCount > 0 then
2334 begin
2335 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2336 if value div 4 <= c then
2337 c := c - (value div 4)
2338 else
2339 c := 0;
2341 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2342 MakeBloodSimple(c)
2343 else
2344 case t of
2345 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2346 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2347 end;
2349 if t = HIT_WATER then
2350 begin
2351 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2352 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2353 if Random(2) = 0
2354 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2355 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2356 end;
2357 end;
2359 // Áóôåð óðîíà:
2360 if FAlive then
2361 Inc(FDamageBuffer, value);
2363 // Âñïûøêà áîëè:
2364 if gFlash <> 0 then
2365 FPain := FPain + value;
2366 end;
2368 if g_Game_IsServer and g_Game_IsNet then
2369 begin
2370 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2371 MH_SEND_PlayerStats(FUID);
2372 MH_SEND_PlayerPos(False, FUID);
2373 end;
2374 end;
2376 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2377 begin
2378 Result := False;
2379 if g_Game_IsClient then
2380 Exit;
2381 if not FAlive then
2382 Exit;
2384 if Soft and (FHealth < PLAYER_HP_SOFT) then
2385 begin
2386 IncMax(FHealth, value, PLAYER_HP_SOFT);
2387 Result := True;
2388 end;
2389 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2390 begin
2391 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2392 Result := True;
2393 end;
2395 if Result and g_Game_IsServer and g_Game_IsNet then
2396 MH_SEND_PlayerStats(FUID);
2397 end;
2399 destructor TPlayer.Destroy();
2400 begin
2401 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2402 gPlayer1 := nil;
2403 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2404 gPlayer2 := nil;
2406 FSawSound.Free();
2407 FSawSoundIdle.Free();
2408 FSawSoundHit.Free();
2409 FSawSoundSelect.Free();
2410 FFlameSoundOn.Free();
2411 FFlameSoundOff.Free();
2412 FFlameSoundWork.Free();
2413 FJetSoundFly.Free();
2414 FJetSoundOn.Free();
2415 FJetSoundOff.Free();
2416 FModel.Free();
2417 if FPunchAnim <> nil then
2418 FPunchAnim.Free();
2420 inherited;
2421 end;
2423 procedure TPlayer.DrawIndicator(Color: TRGB);
2424 var
2425 indX, indY, fX, fY, fSlope: Integer;
2426 indW, indH: Word;
2427 indA: Single;
2428 a: TDFPoint;
2429 nW, nH: Byte;
2430 ID: DWORD;
2431 c: TRGB;
2432 begin
2433 if FAlive then
2434 begin
2435 FObj.lerp(gLerpFactor, fX, fY);
2436 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2438 case gPlayerIndicatorStyle of
2439 0:
2440 begin
2441 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2442 begin
2443 e_GetTextureSize(ID, @indW, @indH);
2444 a.X := indW div 2;
2445 a.Y := indH div 2;
2447 if (FObj.X + FObj.Rect.X) < 0 then
2448 begin
2449 indA := 90;
2450 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2451 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2452 end
2454 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2455 begin
2456 indA := 270;
2457 indX := fX + FObj.Rect.X - indH;
2458 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2459 end
2461 else if (FObj.Y - indH) < 0 then
2462 begin
2463 indA := 180;
2464 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2465 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2466 end
2468 else
2469 begin
2470 indA := 0;
2471 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2472 indY := fY - indH;
2473 end;
2475 indY := indY + fSlope;
2476 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2477 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2479 c := e_Colors;
2480 e_Colors := Color;
2481 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2482 e_Colors := c;
2483 end;
2484 end;
2486 1:
2487 begin
2488 e_TextureFontGetSize(gStdFont, nW, nH);
2489 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2490 indY := fY - nH + fSlope;
2491 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2492 end;
2493 end;
2494 end;
2495 end;
2497 procedure TPlayer.DrawBubble();
2498 var
2499 bubX, bubY, fX, fY: Integer;
2500 ID: LongWord;
2501 Rb, Gb, Bb,
2502 Rw, Gw, Bw: SmallInt;
2503 Dot: Byte;
2504 CObj: TObj;
2505 begin
2506 CObj := getCameraObj();
2507 CObj.lerp(gLerpFactor, fX, fY);
2508 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2509 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2510 bubY := fY+FObj.Rect.Y - 18;
2511 Rb := 64;
2512 Gb := 64;
2513 Bb := 64;
2514 Rw := 240;
2515 Gw := 240;
2516 Bw := 240;
2517 case gChatBubble of
2518 1: // simple textual non-bubble
2519 begin
2520 bubX := fX+FObj.Rect.X - 11;
2521 bubY := fY+FObj.Rect.Y - 17;
2522 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2523 Exit;
2524 end;
2525 2: // advanced pixel-perfect bubble
2526 begin
2527 if FTeam = TEAM_RED then
2528 Rb := 255
2529 else
2530 if FTeam = TEAM_BLUE then
2531 Bb := 255;
2532 end;
2533 3: // colored bubble
2534 begin
2535 Rb := FModel.Color.R;
2536 Gb := FModel.Color.G;
2537 Bb := FModel.Color.B;
2538 Rw := Min(Rb * 2 + 64, 255);
2539 Gw := Min(Gb * 2 + 64, 255);
2540 Bw := Min(Bb * 2 + 64, 255);
2541 if (Abs(Rw - Rb) < 32)
2542 or (Abs(Gw - Gb) < 32)
2543 or (Abs(Bw - Bb) < 32) then
2544 begin
2545 Rb := Max(Rw div 2 - 16, 0);
2546 Gb := Max(Gw div 2 - 16, 0);
2547 Bb := Max(Bw div 2 - 16, 0);
2548 end;
2549 end;
2550 4: // custom textured bubble
2551 begin
2552 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2553 if FDirection = TDirection.D_RIGHT then
2554 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2555 else
2556 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2557 Exit;
2558 end;
2559 end;
2561 // Outer borders
2562 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2563 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2564 // Inner box
2565 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2567 // Tail
2568 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2569 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2570 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);
2571 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);
2572 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);
2573 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);
2575 // Dots
2576 Dot := 6;
2577 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2578 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2579 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2580 end;
2582 procedure TPlayer.Draw();
2583 var
2584 ID: DWORD;
2585 w, h: Word;
2586 dr: Boolean;
2587 Mirror: TMirrorType;
2588 fX, fY, fSlope: Integer;
2589 begin
2590 FObj.lerp(gLerpFactor, fX, fY);
2591 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2593 if FAlive then
2594 begin
2595 if Direction = TDirection.D_RIGHT then
2596 Mirror := TMirrorType.None
2597 else
2598 Mirror := TMirrorType.Horizontal;
2600 if FPunchAnim <> nil then
2601 begin
2602 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2603 fY+fSlope+FObj.Rect.Y-11, Mirror);
2604 if FPunchAnim.played then
2605 begin
2606 FPunchAnim.Free;
2607 FPunchAnim := nil;
2608 end;
2609 end;
2611 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2612 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2613 begin
2614 e_GetTextureSize(ID, @w, @h);
2615 if FDirection = TDirection.D_LEFT then
2616 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2617 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2618 else
2619 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2620 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2621 end;
2623 if FMegaRulez[MR_INVIS] > gTime then
2624 begin
2625 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2626 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2627 begin
2628 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2629 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2630 else
2631 dr := True;
2632 if dr then
2633 FModel.Draw(fX, fY+fSlope, 200)
2634 else
2635 FModel.Draw(fX, fY+fSlope);
2636 end
2637 else
2638 FModel.Draw(fX, fY+fSlope, 254);
2639 end
2640 else
2641 FModel.Draw(fX, fY+fSlope);
2642 end;
2644 if g_debug_Frames then
2645 begin
2646 e_DrawQuad(FObj.X+FObj.Rect.X,
2647 FObj.Y+FObj.Rect.Y,
2648 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2649 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2650 0, 255, 0);
2651 end;
2653 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2654 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2655 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2656 DrawBubble();
2657 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2658 if gAimLine and alive and
2659 ((Self = gPlayer1) or (Self = gPlayer2)) then
2660 DrawAim();
2661 end;
2664 procedure TPlayer.DrawAim();
2665 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2666 var
2667 ex, ey: Integer;
2668 begin
2670 {$IFDEF ENABLE_HOLMES}
2671 if isValidViewPort and (self = gPlayer1) then
2672 begin
2673 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2674 end;
2675 {$ENDIF}
2677 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2678 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2679 begin
2680 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2681 end
2682 else
2683 begin
2684 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2685 end;
2686 end;
2688 var
2689 wx, wy, xx, yy: Integer;
2690 angle: SmallInt;
2691 sz, len: Word;
2692 begin
2693 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2694 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2695 angle := FAngle;
2696 len := 1024;
2697 sz := 2;
2698 case FCurrWeap of
2699 0: begin // Punch
2700 len := 12;
2701 sz := 4;
2702 end;
2703 1: begin // Chainsaw
2704 len := 24;
2705 sz := 6;
2706 end;
2707 2: begin // Pistol
2708 len := 1024;
2709 sz := 2;
2710 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2711 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2712 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2713 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2714 end;
2715 3: begin // Shotgun
2716 len := 1024;
2717 sz := 3;
2718 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2719 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2720 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2721 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2722 end;
2723 4: begin // Double Shotgun
2724 len := 1024;
2725 sz := 4;
2726 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2727 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2728 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2729 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2730 end;
2731 5: begin // Chaingun
2732 len := 1024;
2733 sz := 3;
2734 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2735 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2736 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2737 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2738 end;
2739 6: begin // Rocket Launcher
2740 len := 1024;
2741 sz := 7;
2742 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2743 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2744 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2745 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2746 end;
2747 7: begin // Plasmagun
2748 len := 1024;
2749 sz := 5;
2750 if angle = ANGLE_RIGHTUP then Inc(angle);
2751 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2752 if angle = ANGLE_LEFTUP then Dec(angle);
2753 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2754 end;
2755 8: begin // BFG
2756 len := 1024;
2757 sz := 12;
2758 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2759 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2760 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2761 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2762 end;
2763 9: begin // Super Chaingun
2764 len := 1024;
2765 sz := 4;
2766 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2767 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2768 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2769 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2770 end;
2771 end;
2772 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2773 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2774 {$IF DEFINED(D2F_DEBUG)}
2775 drawCast(sz, wx, wy, xx, yy);
2776 {$ELSE}
2777 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2778 {$ENDIF}
2779 end;
2781 procedure TPlayer.DrawGUI();
2782 var
2783 ID: DWORD;
2784 X, Y, SY, a, p, m: Integer;
2785 tw, th: Word;
2786 cw, ch: Byte;
2787 s: string;
2788 stat: TPlayerStatArray;
2789 begin
2790 X := gPlayerScreenSize.X;
2791 SY := gPlayerScreenSize.Y;
2792 Y := 0;
2794 if gShowScore and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2795 begin
2796 if gGameSettings.GameMode = GM_CTF then
2797 a := 32 + 8
2798 else
2799 a := 0;
2800 if gGameSettings.GameMode = GM_CTF then
2801 begin
2802 s := 'TEXTURE_PLAYER_REDFLAG';
2803 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2804 s := 'TEXTURE_PLAYER_REDFLAG_S';
2805 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2806 s := 'TEXTURE_PLAYER_REDFLAG_D';
2807 if g_Texture_Get(s, ID) then
2808 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2809 end;
2811 s := IntToStr(gTeamStat[TEAM_RED].Score);
2812 e_CharFont_GetSize(gMenuFont, s, tw, th);
2813 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2815 if gGameSettings.GameMode = GM_CTF then
2816 begin
2817 s := 'TEXTURE_PLAYER_BLUEFLAG';
2818 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2819 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2820 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2821 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2822 if g_Texture_Get(s, ID) then
2823 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2824 end;
2826 s := IntToStr(gTeamStat[TEAM_BLUE].Score);
2827 e_CharFont_GetSize(gMenuFont, s, tw, th);
2828 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2829 end;
2831 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2832 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2833 0, False, False);
2835 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2836 e_Draw(ID, X+2, Y, 0, True, False);
2838 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2839 begin
2840 if gShowStat then
2841 begin
2842 s := IntToStr(Frags);
2843 e_CharFont_GetSize(gMenuFont, s, tw, th);
2844 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2846 s := '';
2847 p := 1;
2848 m := 0;
2849 stat := g_Player_GetStats();
2850 if stat <> nil then
2851 begin
2852 p := 1;
2854 for a := 0 to High(stat) do
2855 if stat[a].Name <> Name then
2856 begin
2857 if stat[a].Frags > m then m := stat[a].Frags;
2858 if stat[a].Frags > Frags then p := p+1;
2859 end;
2860 end;
2862 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2863 if Frags >= m then s := s+'+' else s := s+'-';
2864 s := s+IntToStr(Abs(Frags-m));
2866 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2867 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2868 end;
2870 if gLMSRespawn > LMS_RESPAWN_NONE then
2871 begin
2872 s := _lc[I_GAME_WARMUP];
2873 e_CharFont_GetSize(gMenuFont, s, tw, th);
2874 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2875 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2876 end
2877 else if gShowLives and (gGameSettings.MaxLives > 0) then
2878 begin
2879 s := IntToStr(Lives);
2880 e_CharFont_GetSize(gMenuFont, s, tw, th);
2881 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2882 end;
2883 end;
2885 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2886 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2888 if R_BERSERK in FRulez then
2889 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2890 else
2891 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2893 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2894 e_Draw(ID, X+36, Y+77, 0, True, False);
2896 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2897 e_CharFont_GetSize(gMenuFont, s, tw, th);
2898 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2900 s := IntToStr(FArmor);
2901 e_CharFont_GetSize(gMenuFont, s, tw, th);
2902 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2904 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2906 case FCurrWeap of
2907 WEAPON_KASTET:
2908 begin
2909 s := '--';
2910 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2911 end;
2912 WEAPON_SAW:
2913 begin
2914 s := '--';
2915 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2916 end;
2917 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2918 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2919 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2920 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2921 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2922 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2923 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2924 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2925 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2926 end;
2928 e_CharFont_GetSize(gMenuFont, s, tw, th);
2929 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2930 e_Draw(ID, X+20, Y+160, 0, True, False);
2932 if R_KEY_RED in FRulez then
2933 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2935 if R_KEY_GREEN in FRulez then
2936 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2938 if R_KEY_BLUE in FRulez then
2939 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2941 if FJetFuel > 0 then
2942 begin
2943 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2944 e_Draw(ID, X+2, Y+116, 0, True, False);
2945 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2946 e_Draw(ID, X+2, Y+126, 0, True, False);
2947 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2948 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2949 end
2950 else
2951 begin
2952 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2953 e_Draw(ID, X+2, Y+124, 0, True, False);
2954 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2955 end;
2957 if gShowPing and g_Game_IsClient then
2958 begin
2959 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2960 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2961 Y := Y + 16;
2962 end;
2964 if FSpectator then
2965 begin
2966 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2967 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2968 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2969 if FNoRespawn then
2970 begin
2971 e_TextureFontGetSize(gStdFont, cw, ch);
2972 s := _lc[I_PLAYER_SPECT4];
2973 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2974 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2975 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2976 end;
2978 end;
2979 end;
2981 procedure TPlayer.DrawRulez();
2982 var
2983 dr: Boolean;
2984 begin
2985 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2986 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2987 begin
2988 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2989 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2990 else
2991 dr := True;
2993 if dr then
2994 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2995 191, 191, 191, 0, TBlending.Invert);
2996 end;
2998 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2999 if FMegaRulez[MR_SUIT] >= gTime then
3000 begin
3001 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
3002 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
3003 else
3004 dr := True;
3006 if dr then
3007 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
3008 0, 96, 0, 200, TBlending.None);
3009 end;
3011 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
3012 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
3013 begin
3014 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
3015 255, 0, 0, 200, TBlending.None);
3016 end;
3017 end;
3019 procedure TPlayer.DrawPain();
3020 var
3021 a, h: Integer;
3022 begin
3023 if FPain = 0 then Exit;
3025 a := FPain;
3027 if a < 15 then h := 0
3028 else if a < 35 then h := 1
3029 else if a < 55 then h := 2
3030 else if a < 75 then h := 3
3031 else if a < 95 then h := 4
3032 else h := 5;
3034 //if a > 255 then a := 255;
3036 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
3037 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
3038 end;
3040 procedure TPlayer.DrawPickup();
3041 var
3042 a, h: Integer;
3043 begin
3044 if FPickup = 0 then Exit;
3046 a := FPickup;
3048 if a < 15 then h := 1
3049 else if a < 35 then h := 2
3050 else if a < 55 then h := 3
3051 else if a < 75 then h := 4
3052 else h := 5;
3054 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
3055 end;
3057 procedure TPlayer.DoPunch();
3058 var
3059 id: DWORD;
3060 st: String;
3061 begin
3062 if FPunchAnim <> nil then begin
3063 FPunchAnim.reset();
3064 FPunchAnim.Free;
3065 FPunchAnim := nil;
3066 end;
3067 st := 'FRAMES_PUNCH';
3068 if R_BERSERK in FRulez then
3069 st := st + '_BERSERK';
3070 if FKeys[KEY_UP].Pressed then
3071 st := st + '_UP'
3072 else if FKeys[KEY_DOWN].Pressed then
3073 st := st + '_DN';
3074 g_Frames_Get(id, st);
3075 FPunchAnim := TAnimation.Create(id, False, 1);
3076 end;
3078 procedure TPlayer.Fire();
3079 var
3080 f, DidFire: Boolean;
3081 wx, wy, xd, yd: Integer;
3082 locobj: TObj;
3083 begin
3084 if g_Game_IsClient then Exit;
3085 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3086 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3088 if FSpectator then
3089 begin
3090 Respawn(False);
3091 Exit;
3092 end;
3094 if FReloading[FCurrWeap] <> 0 then Exit;
3096 DidFire := False;
3098 f := False;
3099 wx := FObj.X+WEAPONPOINT[FDirection].X;
3100 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3101 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3102 yd := wy+firediry();
3104 case FCurrWeap of
3105 WEAPON_KASTET:
3106 begin
3107 DoPunch();
3108 if R_BERSERK in FRulez then
3109 begin
3110 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3111 locobj.X := FObj.X+FObj.Rect.X;
3112 locobj.Y := FObj.Y+FObj.Rect.Y;
3113 locobj.rect.X := 0;
3114 locobj.rect.Y := 0;
3115 locobj.rect.Width := 39;
3116 locobj.rect.Height := 52;
3117 locobj.Vel.X := (xd-wx) div 2;
3118 locobj.Vel.Y := (yd-wy) div 2;
3119 locobj.Accel.X := xd-wx;
3120 locobj.Accel.y := yd-wy;
3122 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3123 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3124 else
3125 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3127 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3128 end
3129 else
3130 begin
3131 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3132 end;
3134 DidFire := True;
3135 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3136 end;
3138 WEAPON_SAW:
3139 begin
3140 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3141 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3142 begin
3143 FSawSoundSelect.Stop();
3144 FSawSound.Stop();
3145 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3146 end
3147 else if not FSawSoundHit.IsPlaying() then
3148 begin
3149 FSawSoundSelect.Stop();
3150 FSawSound.PlayAt(FObj.X, FObj.Y);
3151 end;
3153 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3154 DidFire := True;
3155 f := True;
3156 end;
3158 WEAPON_PISTOL:
3159 if FAmmo[A_BULLETS] > 0 then
3160 begin
3161 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3162 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3163 Dec(FAmmo[A_BULLETS]);
3164 FFireAngle := FAngle;
3165 f := True;
3166 DidFire := True;
3167 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3168 GameVelX, GameVelY-2, SHELL_BULLET);
3169 end;
3171 WEAPON_SHOTGUN1:
3172 if FAmmo[A_SHELLS] > 0 then
3173 begin
3174 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3175 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3176 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3177 Dec(FAmmo[A_SHELLS]);
3178 FFireAngle := FAngle;
3179 f := True;
3180 DidFire := True;
3181 FShellTimer := 10;
3182 FShellType := SHELL_SHELL;
3183 end;
3185 WEAPON_SHOTGUN2:
3186 if FAmmo[A_SHELLS] >= 2 then
3187 begin
3188 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3189 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3190 Dec(FAmmo[A_SHELLS], 2);
3191 FFireAngle := FAngle;
3192 f := True;
3193 DidFire := True;
3194 FShellTimer := 13;
3195 FShellType := SHELL_DBLSHELL;
3196 end;
3198 WEAPON_CHAINGUN:
3199 if FAmmo[A_BULLETS] > 0 then
3200 begin
3201 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3202 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3203 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3204 Dec(FAmmo[A_BULLETS]);
3205 FFireAngle := FAngle;
3206 f := True;
3207 DidFire := True;
3208 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3209 GameVelX, GameVelY-2, SHELL_BULLET);
3210 end;
3212 WEAPON_ROCKETLAUNCHER:
3213 if FAmmo[A_ROCKETS] > 0 then
3214 begin
3215 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3216 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3217 Dec(FAmmo[A_ROCKETS]);
3218 FFireAngle := FAngle;
3219 f := True;
3220 DidFire := True;
3221 end;
3223 WEAPON_PLASMA:
3224 if FAmmo[A_CELLS] > 0 then
3225 begin
3226 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3227 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3228 Dec(FAmmo[A_CELLS]);
3229 FFireAngle := FAngle;
3230 f := True;
3231 DidFire := True;
3232 end;
3234 WEAPON_BFG:
3235 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3236 begin
3237 FBFGFireCounter := 17;
3238 if not FNoReload then
3239 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3240 Dec(FAmmo[A_CELLS], 40);
3241 DidFire := True;
3242 end;
3244 WEAPON_SUPERPULEMET:
3245 if FAmmo[A_SHELLS] > 0 then
3246 begin
3247 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3248 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3249 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3250 Dec(FAmmo[A_SHELLS]);
3251 FFireAngle := FAngle;
3252 f := True;
3253 DidFire := True;
3254 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3255 GameVelX, GameVelY-2, SHELL_SHELL);
3256 end;
3258 WEAPON_FLAMETHROWER:
3259 if FAmmo[A_FUEL] > 0 then
3260 begin
3261 g_Weapon_flame(wx, wy, xd, yd, FUID);
3262 FlamerOn;
3263 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3264 Dec(FAmmo[A_FUEL]);
3265 FFireAngle := FAngle;
3266 f := True;
3267 DidFire := True;
3268 end
3269 else
3270 begin
3271 FlamerOff;
3272 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3273 end;
3274 end;
3276 if g_Game_IsNet then
3277 begin
3278 if DidFire then
3279 begin
3280 if FCurrWeap <> WEAPON_BFG then
3281 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3282 else
3283 if not FNoReload then
3284 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3285 end;
3287 MH_SEND_PlayerStats(FUID);
3288 end;
3290 if not f then Exit;
3292 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3293 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3294 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3295 end;
3297 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3298 begin
3299 case Weapon of
3300 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3301 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3302 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3303 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3304 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3305 else Result := 0;
3306 end;
3307 end;
3309 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3310 begin
3311 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3312 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3313 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3314 end;
3316 procedure TPlayer.FlamerOn;
3317 begin
3318 FFlameSoundOff.Stop();
3319 FFlameSoundOff.SetPosition(0);
3320 if FFlaming then
3321 begin
3322 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3323 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3324 end
3325 else
3326 begin
3327 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3328 FFlaming := True;
3329 end;
3330 end;
3332 procedure TPlayer.FlamerOff;
3333 begin
3334 if FFlaming then
3335 begin
3336 FFlameSoundOn.Stop();
3337 FFlameSoundOn.SetPosition(0);
3338 FFlameSoundWork.Stop();
3339 FFlameSoundWork.SetPosition(0);
3340 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3341 FFlaming := False;
3342 end;
3343 end;
3345 procedure TPlayer.JetpackOn;
3346 begin
3347 FJetSoundFly.Stop;
3348 FJetSoundOff.Stop;
3349 FJetSoundOn.SetPosition(0);
3350 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3351 FlySmoke(8);
3352 end;
3354 procedure TPlayer.JetpackOff;
3355 begin
3356 FJetSoundFly.Stop;
3357 FJetSoundOn.Stop;
3358 FJetSoundOff.SetPosition(0);
3359 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3360 end;
3362 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3363 begin
3364 if Timeout <= 0 then
3365 exit;
3366 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3367 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3368 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3369 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3370 if FFireTime <= 0 then
3371 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3372 FFireTime := Timeout;
3373 FFireAttacker := Attacker;
3374 if g_Game_IsNet and g_Game_IsServer then
3375 MH_SEND_PlayerStats(FUID);
3376 end;
3378 procedure TPlayer.Jump();
3379 begin
3380 if gFly or FJetpack then
3381 begin
3382 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3383 if FObj.Vel.Y > -VEL_FLY then
3384 FObj.Vel.Y := FObj.Vel.Y - 3;
3385 if FJetpack then
3386 begin
3387 if FJetFuel > 0 then
3388 Dec(FJetFuel);
3389 if (FJetFuel < 1) and g_Game_IsServer then
3390 begin
3391 FJetpack := False;
3392 JetpackOff;
3393 if g_Game_IsNet then
3394 MH_SEND_PlayerStats(FUID);
3395 end;
3396 end;
3397 Exit;
3398 end;
3400 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3401 if FGhost then
3402 FCanJetpack := False;
3404 // Ïðûãàåì èëè âñïëûâàåì:
3405 if (CollideLevel(0, 1) or
3406 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3407 PLAYER_RECT.Height-33, PANEL_STEP, False)
3408 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3409 begin
3410 FObj.Vel.Y := -VEL_JUMP;
3411 FCanJetpack := False;
3412 end
3413 else
3414 begin
3415 if BodyInLiquid(0, 0) then
3416 FObj.Vel.Y := -VEL_SW
3417 else if (FJetFuel > 0) and FCanJetpack and
3418 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3419 begin
3420 FJetpack := True;
3421 JetpackOn;
3422 if g_Game_IsNet then
3423 MH_SEND_PlayerStats(FUID);
3424 end;
3425 end;
3426 end;
3428 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3429 var
3430 a, i, k, ab, ar: Byte;
3431 s: String;
3432 mon: TMonster;
3433 plr: TPlayer;
3434 srv, netsrv: Boolean;
3435 DoFrags: Boolean;
3436 OldLR: Byte;
3437 KP: TPlayer;
3438 it: PItem;
3440 procedure PushItem(t: Byte);
3441 var
3442 id: DWORD;
3443 begin
3444 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3445 it := g_Items_ByIdx(id);
3446 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3447 begin
3448 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3449 (FObj.Vel.Y div 2)-Random(9));
3450 it.positionChanged(); // this updates spatial accelerators
3451 end
3452 else
3453 begin
3454 if KillType = K_HARDKILL then // -5..+5; -5..0
3455 begin
3456 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3457 (FObj.Vel.Y div 2)-Random(6));
3458 end
3459 else // -3..+3; -3..0
3460 begin
3461 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3462 (FObj.Vel.Y div 2)-Random(4));
3463 end;
3464 it.positionChanged(); // this updates spatial accelerators
3465 end;
3467 if g_Game_IsNet and g_Game_IsServer then
3468 MH_SEND_ItemSpawn(True, id);
3469 end;
3471 begin
3472 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3473 Srv := g_Game_IsServer;
3474 Netsrv := g_Game_IsServer and g_Game_IsNet;
3475 if Srv then FDeath := FDeath + 1;
3476 if FAlive then
3477 begin
3478 if FGhost then
3479 FGhost := False;
3480 if not FPhysics then
3481 FPhysics := True;
3482 FAlive := False;
3483 end;
3484 FShellTimer := -1;
3486 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3487 begin
3488 if FLives > 0 then FLives := FLives - 1;
3489 if FLives = 0 then FNoRespawn := True;
3490 end;
3492 // Íîìåð òèïà ñìåðòè:
3493 a := 1;
3494 case KillType of
3495 K_SIMPLEKILL: a := 1;
3496 K_HARDKILL: a := 2;
3497 K_EXTRAHARDKILL: a := 3;
3498 K_FALLKILL: a := 4;
3499 end;
3501 // Çâóê ñìåðòè:
3502 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3503 for i := 1 to 3 do
3504 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3505 Break;
3507 // Âðåìÿ ðåñïàóíà:
3508 if Srv then
3509 case KillType of
3510 K_SIMPLEKILL:
3511 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3512 K_HARDKILL:
3513 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3514 K_EXTRAHARDKILL, K_FALLKILL:
3515 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3516 end;
3518 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3519 case KillType of
3520 K_SIMPLEKILL:
3521 SetAction(A_DIE1);
3522 K_HARDKILL, K_EXTRAHARDKILL:
3523 SetAction(A_DIE2);
3524 end;
3526 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3527 if (KillType <> K_FALLKILL) and (Srv) then
3528 g_Monsters_killedp();
3530 if SpawnerUID = FUID then
3531 begin // Ñàìîóáèëñÿ
3532 if Srv then
3533 begin
3534 if gGameSettings.GameMode = GM_TDM then
3535 Dec(gTeamStat[FTeam].Score);
3536 if DoFrags or (gGameSettings.GameMode = GM_TDM) then
3537 begin
3538 Dec(FFrags);
3539 FLastFrag := 0;
3540 end;
3541 end;
3542 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3543 end
3544 else
3545 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3546 begin // Óáèò äðóãèì èãðîêîì
3547 KP := g_Player_Get(SpawnerUID);
3548 if (KP <> nil) and Srv then
3549 begin
3550 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3551 if SameTeam(FUID, SpawnerUID) then
3552 begin
3553 Dec(KP.FFrags);
3554 KP.FLastFrag := 0;
3555 end else
3556 begin
3557 Inc(KP.FFrags);
3558 KP.FragCombo();
3559 end;
3561 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3562 Inc(gTeamStat[KP.Team].Score,
3563 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3565 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3566 end;
3568 plr := g_Player_Get(SpawnerUID);
3569 if plr = nil then
3570 s := '?'
3571 else
3572 s := plr.FName;
3574 case KillType of
3575 K_HARDKILL:
3576 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3577 [FName, s]),
3578 gShowKillMsg);
3579 K_EXTRAHARDKILL:
3580 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3581 [FName, s]),
3582 gShowKillMsg);
3583 else
3584 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3585 [FName, s]),
3586 gShowKillMsg);
3587 end;
3588 end
3589 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3590 begin // Óáèò ìîíñòðîì
3591 mon := g_Monsters_ByUID(SpawnerUID);
3592 if mon = nil then
3593 s := '?'
3594 else
3595 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3597 case KillType of
3598 K_HARDKILL:
3599 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3600 [FName, s]),
3601 gShowKillMsg);
3602 K_EXTRAHARDKILL:
3603 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3604 [FName, s]),
3605 gShowKillMsg);
3606 else
3607 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3608 [FName, s]),
3609 gShowKillMsg);
3610 end;
3611 end
3612 else // Îñîáûå òèïû ñìåðòè
3613 case t of
3614 HIT_DISCON: ;
3615 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3616 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3617 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3618 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3619 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3620 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3621 end;
3623 if Srv then
3624 begin
3625 // Âûáðîñ îðóæèÿ:
3626 for a := WP_FIRST to WP_LAST do
3627 if FWeapon[a] then
3628 begin
3629 case a of
3630 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3631 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3632 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3633 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3634 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3635 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3636 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3637 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3638 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3639 else i := 0;
3640 end;
3642 if i <> 0 then
3643 PushItem(i);
3644 end;
3646 // Âûáðîñ ðþêçàêà:
3647 if R_ITEM_BACKPACK in FRulez then
3648 PushItem(ITEM_AMMO_BACKPACK);
3650 // Âûáðîñ ðàêåòíîãî ðàíöà:
3651 if FJetFuel > 0 then
3652 PushItem(ITEM_JETPACK);
3654 // Âûáðîñ êëþ÷åé:
3655 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3656 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3657 begin
3658 if R_KEY_RED in FRulez then
3659 PushItem(ITEM_KEY_RED);
3661 if R_KEY_GREEN in FRulez then
3662 PushItem(ITEM_KEY_GREEN);
3664 if R_KEY_BLUE in FRulez then
3665 PushItem(ITEM_KEY_BLUE);
3666 end;
3668 // Âûáðîñ ôëàãà:
3669 DropFlag(KillType = K_FALLKILL);
3670 end;
3672 FCorpse := g_Player_CreateCorpse(Self);
3674 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3675 (gLMSRespawn = LMS_RESPAWN_NONE) then
3676 begin
3677 a := 0;
3678 k := 0;
3679 ar := 0;
3680 ab := 0;
3681 for i := Low(gPlayers) to High(gPlayers) do
3682 begin
3683 if gPlayers[i] = nil then continue;
3684 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3685 begin
3686 Inc(a);
3687 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3688 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3689 k := i;
3690 end;
3691 end;
3693 OldLR := gLMSRespawn;
3694 if (gGameSettings.GameMode = GM_COOP) then
3695 begin
3696 if (a = 0) then
3697 begin
3698 // everyone is dead, restart the map
3699 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3700 if Netsrv then
3701 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3702 gLMSRespawn := LMS_RESPAWN_FINAL;
3703 gLMSRespawnTime := gTime + 5000;
3704 end
3705 else if (a = 1) then
3706 begin
3707 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3708 if (gPlayers[k] = gPlayer1) or
3709 (gPlayers[k] = gPlayer2) then
3710 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3711 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3712 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3713 end;
3714 end
3715 else if (gGameSettings.GameMode = GM_TDM) then
3716 begin
3717 if (ab = 0) and (ar <> 0) then
3718 begin
3719 // blu team ded
3720 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3721 if Netsrv then
3722 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3723 Inc(gTeamStat[TEAM_RED].Score);
3724 gLMSRespawn := LMS_RESPAWN_FINAL;
3725 gLMSRespawnTime := gTime + 5000;
3726 end
3727 else if (ar = 0) and (ab <> 0) then
3728 begin
3729 // red team ded
3730 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3731 if Netsrv then
3732 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3733 Inc(gTeamStat[TEAM_BLUE].Score);
3734 gLMSRespawn := LMS_RESPAWN_FINAL;
3735 gLMSRespawnTime := gTime + 5000;
3736 end
3737 else if (ar = 0) and (ab = 0) then
3738 begin
3739 // everyone ded
3740 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3741 if Netsrv then
3742 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3743 gLMSRespawn := LMS_RESPAWN_FINAL;
3744 gLMSRespawnTime := gTime + 5000;
3745 end;
3746 end
3747 else if (gGameSettings.GameMode = GM_DM) then
3748 begin
3749 if (a = 1) then
3750 begin
3751 if gPlayers[k] <> nil then
3752 with gPlayers[k] do
3753 begin
3754 // survivor is the winner
3755 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3756 if Netsrv then
3757 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3758 Inc(FFrags);
3759 end;
3760 gLMSRespawn := LMS_RESPAWN_FINAL;
3761 gLMSRespawnTime := gTime + 5000;
3762 end
3763 else if (a = 0) then
3764 begin
3765 // everyone is dead, restart the map
3766 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3767 if Netsrv then
3768 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3769 gLMSRespawn := LMS_RESPAWN_FINAL;
3770 gLMSRespawnTime := gTime + 5000;
3771 end;
3772 end;
3773 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3774 begin
3775 if NetMode = NET_SERVER then
3776 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3777 else
3778 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3779 end;
3780 end;
3782 if Netsrv then
3783 begin
3784 MH_SEND_PlayerStats(FUID);
3785 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3786 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3787 end;
3789 if srv and FNoRespawn then Spectate(True);
3790 FWantsInGame := True;
3791 end;
3793 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3794 begin
3795 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3796 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3797 end;
3799 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3800 begin
3801 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3802 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3803 end;
3805 procedure TPlayer.MakeBloodSimple(Count: Word);
3806 begin
3807 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3808 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3809 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3810 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3811 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3812 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3813 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3814 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3815 end;
3817 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3818 begin
3819 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3820 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3821 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3822 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3823 end;
3825 procedure TPlayer.ProcessWeaponAction(Action: Byte);
3826 begin
3827 if g_Game_IsClient then Exit;
3828 case Action of
3829 WP_PREV: PrevWeapon();
3830 WP_NEXT: NextWeapon();
3831 end;
3832 end;
3834 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3835 begin
3836 if g_Game_IsClient then Exit;
3837 if Weapon > High(FWeapon) then Exit;
3838 FNextWeap := FNextWeap or (1 shl Weapon);
3839 end;
3841 procedure TPlayer.resetWeaponQueue ();
3842 begin
3843 FNextWeap := 0;
3844 FNextWeapDelay := 0;
3845 end;
3847 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3848 begin
3849 result := false;
3850 case weapon of
3851 WEAPON_KASTET, WEAPON_SAW: result := true;
3852 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3853 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3854 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3855 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3856 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3857 else result := (weapon < length(FWeapon));
3858 end;
3859 end;
3861 function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean;
3862 begin
3863 result := false;
3864 case weapon of
3865 WEAPON_KASTET, WEAPON_SAW: result := true;
3866 WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3867 WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1);
3868 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3869 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3870 WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0);
3871 WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40);
3872 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3873 else result := (weapon < length(FWeapon));
3874 end;
3875 end;
3877 function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean;
3878 begin
3879 result := false;
3880 if (weapon > WP_LAST + 1) then
3881 begin
3882 result := false;
3883 exit;
3884 end;
3885 if (FWeapSwitchMode = 1) and not hadWeapon then
3886 result := true
3887 else if (FWeapSwitchMode = 2) then
3888 result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]);
3889 end;
3891 // return 255 for "no switch"
3892 function TPlayer.getNextWeaponIndex (): Byte;
3893 var
3894 i: Word;
3895 wantThisWeapon: array[0..64] of Boolean;
3896 wwc: Integer = 0; //HACK!
3897 dir, cwi: Integer;
3898 begin
3899 result := 255; // default result: "no switch"
3900 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3901 // had weapon cycling on previous frame? remove that flag
3902 if (FNextWeap and $2000) <> 0 then
3903 begin
3904 FNextWeap := FNextWeap and $1FFF;
3905 FNextWeapDelay := 0;
3906 end;
3907 // cycling has priority
3908 if (FNextWeap and $C000) <> 0 then
3909 begin
3910 if (FNextWeap and $8000) <> 0 then
3911 dir := 1
3912 else
3913 dir := -1;
3914 FNextWeap := FNextWeap or $2000; // we need this
3915 if FNextWeapDelay > 0 then
3916 exit; // cooldown time
3917 cwi := FCurrWeap;
3918 for i := 0 to High(FWeapon) do
3919 begin
3920 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3921 if FWeapon[cwi] and maySwitch(cwi) then
3922 begin
3923 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3924 result := Byte(cwi);
3925 FNextWeapDelay := WEAPON_DELAY;
3926 exit;
3927 end;
3928 end;
3929 resetWeaponQueue();
3930 exit;
3931 end;
3932 // no cycling
3933 for i := 0 to High(wantThisWeapon) do
3934 wantThisWeapon[i] := false;
3935 for i := 0 to High(FWeapon) do
3936 if (FNextWeap and (1 shl i)) <> 0 then
3937 begin
3938 wantThisWeapon[i] := true;
3939 Inc(wwc);
3940 end;
3942 // exclude currently selected weapon from the set
3943 wantThisWeapon[FCurrWeap] := false;
3944 // slow down alterations a little
3945 if wwc > 1 then
3946 begin
3947 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3948 // more than one weapon requested, assume "alteration" and check alteration delay
3949 if FNextWeapDelay > 0 then
3950 begin
3951 FNextWeap := 0;
3952 exit;
3953 end; // yeah
3954 end;
3955 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3956 // but clear all counters if no weapon should be switched
3957 if wwc < 1 then
3958 begin
3959 resetWeaponQueue();
3960 exit;
3961 end;
3962 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3963 // try weapons in descending order
3964 for i := High(FWeapon) downto 0 do
3965 begin
3966 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3967 begin
3968 // i found her!
3969 result := Byte(i);
3970 resetWeaponQueue();
3971 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3972 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3973 exit;
3974 end;
3975 end;
3976 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3977 resetWeaponQueue();
3978 end;
3980 procedure TPlayer.RealizeCurrentWeapon();
3981 function switchAllowed (): Boolean;
3982 var
3983 i: Byte;
3984 begin
3985 result := false;
3986 if FBFGFireCounter <> -1 then
3987 exit;
3988 if FTime[T_SWITCH] > gTime then
3989 exit;
3990 for i := WP_FIRST to WP_LAST do
3991 if FReloading[i] > 0 then
3992 exit;
3993 result := true;
3994 end;
3996 var
3997 nw: Byte;
3998 begin
3999 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
4000 //FNextWeap := FNextWeap and $1FFF;
4001 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
4003 if not switchAllowed then
4004 begin
4005 //HACK for weapon cycling
4006 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
4007 exit;
4008 end;
4010 nw := getNextWeaponIndex();
4011 //
4012 if nw = 255 then exit; // don't reset anything here
4013 if nw > High(FWeapon) then
4014 begin
4015 // don't forget to reset queue here!
4016 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
4017 resetWeaponQueue();
4018 exit;
4019 end;
4021 if FWeapon[nw] then
4022 begin
4023 FCurrWeap := nw;
4024 FTime[T_SWITCH] := gTime+156;
4025 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
4026 FModel.SetWeapon(FCurrWeap);
4027 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
4028 end;
4029 end;
4031 procedure TPlayer.NextWeapon();
4032 begin
4033 if g_Game_IsClient then Exit;
4034 FNextWeap := $8000;
4035 end;
4037 procedure TPlayer.PrevWeapon();
4038 begin
4039 if g_Game_IsClient then Exit;
4040 FNextWeap := $4000;
4041 end;
4043 procedure TPlayer.SetWeapon(W: Byte);
4044 begin
4045 if FCurrWeap <> W then
4046 if W = WEAPON_SAW then
4047 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
4049 FCurrWeap := W;
4050 FModel.SetWeapon(CurrWeap);
4051 resetWeaponQueue();
4052 end;
4054 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
4055 var
4056 a: Boolean;
4057 switchWeapon: Byte = 255;
4058 hadWeapon: Boolean = False;
4059 begin
4060 Result := False;
4061 if g_Game_IsClient then Exit;
4063 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
4064 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
4065 remove := not a;
4066 case ItemType of
4067 ITEM_MEDKIT_SMALL:
4068 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4069 begin
4070 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
4071 Result := True;
4072 remove := True;
4073 FFireTime := 0;
4074 if gFlash = 2 then Inc(FPickup, 5);
4075 end;
4077 ITEM_MEDKIT_LARGE:
4078 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4079 begin
4080 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
4081 Result := True;
4082 remove := True;
4083 FFireTime := 0;
4084 if gFlash = 2 then Inc(FPickup, 5);
4085 end;
4087 ITEM_ARMOR_GREEN:
4088 if FArmor < PLAYER_AP_SOFT then
4089 begin
4090 FArmor := PLAYER_AP_SOFT;
4091 Result := True;
4092 remove := True;
4093 if gFlash = 2 then Inc(FPickup, 5);
4094 end;
4096 ITEM_ARMOR_BLUE:
4097 if FArmor < PLAYER_AP_LIMIT then
4098 begin
4099 FArmor := PLAYER_AP_LIMIT;
4100 Result := True;
4101 remove := True;
4102 if gFlash = 2 then Inc(FPickup, 5);
4103 end;
4105 ITEM_SPHERE_BLUE:
4106 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4107 begin
4108 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4109 Result := True;
4110 remove := True;
4111 FFireTime := 0;
4112 if gFlash = 2 then Inc(FPickup, 5);
4113 end;
4115 ITEM_SPHERE_WHITE:
4116 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4117 begin
4118 if FHealth < PLAYER_HP_LIMIT then
4119 FHealth := PLAYER_HP_LIMIT;
4120 if FArmor < PLAYER_AP_LIMIT then
4121 FArmor := PLAYER_AP_LIMIT;
4122 Result := True;
4123 remove := True;
4124 FFireTime := 0;
4125 if gFlash = 2 then Inc(FPickup, 5);
4126 end;
4128 ITEM_WEAPON_SAW:
4129 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4130 begin
4131 hadWeapon := FWeapon[WEAPON_SAW];
4132 switchWeapon := WEAPON_SAW;
4133 FWeapon[WEAPON_SAW] := True;
4134 Result := True;
4135 if gFlash = 2 then Inc(FPickup, 5);
4136 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4137 end;
4139 ITEM_WEAPON_SHOTGUN1:
4140 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4141 begin
4142 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4143 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4144 hadWeapon := FWeapon[WEAPON_SHOTGUN1];
4145 switchWeapon := WEAPON_SHOTGUN1;
4146 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4147 FWeapon[WEAPON_SHOTGUN1] := True;
4148 Result := True;
4149 if gFlash = 2 then Inc(FPickup, 5);
4150 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4151 end;
4153 ITEM_WEAPON_SHOTGUN2:
4154 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4155 begin
4156 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4157 hadWeapon := FWeapon[WEAPON_SHOTGUN2];
4158 switchWeapon := WEAPON_SHOTGUN2;
4159 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4160 FWeapon[WEAPON_SHOTGUN2] := True;
4161 Result := True;
4162 if gFlash = 2 then Inc(FPickup, 5);
4163 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4164 end;
4166 ITEM_WEAPON_CHAINGUN:
4167 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4168 begin
4169 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4170 hadWeapon := FWeapon[WEAPON_CHAINGUN];
4171 switchWeapon := WEAPON_CHAINGUN;
4172 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4173 FWeapon[WEAPON_CHAINGUN] := True;
4174 Result := True;
4175 if gFlash = 2 then Inc(FPickup, 5);
4176 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4177 end;
4179 ITEM_WEAPON_ROCKETLAUNCHER:
4180 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4181 begin
4182 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4183 switchWeapon := WEAPON_ROCKETLAUNCHER;
4184 hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
4185 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4186 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4187 Result := True;
4188 if gFlash = 2 then Inc(FPickup, 5);
4189 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4190 end;
4192 ITEM_WEAPON_PLASMA:
4193 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4194 begin
4195 if a and FWeapon[WEAPON_PLASMA] then Exit;
4196 switchWeapon := WEAPON_PLASMA;
4197 hadWeapon := FWeapon[WEAPON_PLASMA];
4198 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4199 FWeapon[WEAPON_PLASMA] := True;
4200 Result := True;
4201 if gFlash = 2 then Inc(FPickup, 5);
4202 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4203 end;
4205 ITEM_WEAPON_BFG:
4206 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4207 begin
4208 if a and FWeapon[WEAPON_BFG] then Exit;
4209 switchWeapon := WEAPON_BFG;
4210 hadWeapon := FWeapon[WEAPON_BFG];
4211 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4212 FWeapon[WEAPON_BFG] := True;
4213 Result := True;
4214 if gFlash = 2 then Inc(FPickup, 5);
4215 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4216 end;
4218 ITEM_WEAPON_SUPERPULEMET:
4219 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4220 begin
4221 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4222 switchWeapon := WEAPON_SUPERPULEMET;
4223 hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
4224 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4225 FWeapon[WEAPON_SUPERPULEMET] := True;
4226 Result := True;
4227 if gFlash = 2 then Inc(FPickup, 5);
4228 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4229 end;
4231 ITEM_WEAPON_FLAMETHROWER:
4232 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4233 begin
4234 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4235 switchWeapon := WEAPON_FLAMETHROWER;
4236 hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
4237 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4238 FWeapon[WEAPON_FLAMETHROWER] := True;
4239 Result := True;
4240 if gFlash = 2 then Inc(FPickup, 5);
4241 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4242 end;
4244 ITEM_AMMO_BULLETS:
4245 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4246 begin
4247 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4248 Result := True;
4249 remove := True;
4250 if gFlash = 2 then Inc(FPickup, 5);
4251 end;
4253 ITEM_AMMO_BULLETS_BOX:
4254 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4255 begin
4256 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4257 Result := True;
4258 remove := True;
4259 if gFlash = 2 then Inc(FPickup, 5);
4260 end;
4262 ITEM_AMMO_SHELLS:
4263 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4264 begin
4265 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4266 Result := True;
4267 remove := True;
4268 if gFlash = 2 then Inc(FPickup, 5);
4269 end;
4271 ITEM_AMMO_SHELLS_BOX:
4272 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4273 begin
4274 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4275 Result := True;
4276 remove := True;
4277 if gFlash = 2 then Inc(FPickup, 5);
4278 end;
4280 ITEM_AMMO_ROCKET:
4281 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4282 begin
4283 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4284 Result := True;
4285 remove := True;
4286 if gFlash = 2 then Inc(FPickup, 5);
4287 end;
4289 ITEM_AMMO_ROCKET_BOX:
4290 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4291 begin
4292 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4293 Result := True;
4294 remove := True;
4295 if gFlash = 2 then Inc(FPickup, 5);
4296 end;
4298 ITEM_AMMO_CELL:
4299 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4300 begin
4301 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4302 Result := True;
4303 remove := True;
4304 if gFlash = 2 then Inc(FPickup, 5);
4305 end;
4307 ITEM_AMMO_CELL_BIG:
4308 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4309 begin
4310 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4311 Result := True;
4312 remove := True;
4313 if gFlash = 2 then Inc(FPickup, 5);
4314 end;
4316 ITEM_AMMO_FUELCAN:
4317 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4318 begin
4319 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4320 Result := True;
4321 remove := True;
4322 if gFlash = 2 then Inc(FPickup, 5);
4323 end;
4325 ITEM_AMMO_BACKPACK:
4326 if not(R_ITEM_BACKPACK in FRulez) or
4327 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4328 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4329 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4330 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4331 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4332 begin
4333 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4334 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4335 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4336 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4337 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4339 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4340 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4341 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4342 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4343 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4344 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4345 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4346 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4347 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4348 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4350 FRulez := FRulez + [R_ITEM_BACKPACK];
4351 Result := True;
4352 remove := True;
4353 if gFlash = 2 then Inc(FPickup, 5);
4354 end;
4356 ITEM_KEY_RED:
4357 if not(R_KEY_RED in FRulez) then
4358 begin
4359 Include(FRulez, R_KEY_RED);
4360 Result := True;
4361 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4362 if gFlash = 2 then Inc(FPickup, 5);
4363 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4364 end;
4366 ITEM_KEY_GREEN:
4367 if not(R_KEY_GREEN in FRulez) then
4368 begin
4369 Include(FRulez, R_KEY_GREEN);
4370 Result := True;
4371 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4372 if gFlash = 2 then Inc(FPickup, 5);
4373 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4374 end;
4376 ITEM_KEY_BLUE:
4377 if not(R_KEY_BLUE in FRulez) then
4378 begin
4379 Include(FRulez, R_KEY_BLUE);
4380 Result := True;
4381 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4382 if gFlash = 2 then Inc(FPickup, 5);
4383 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4384 end;
4386 ITEM_SUIT:
4387 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4388 begin
4389 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4390 Result := True;
4391 remove := True;
4392 FFireTime := 0;
4393 if gFlash = 2 then Inc(FPickup, 5);
4394 end;
4396 ITEM_OXYGEN:
4397 if FAir < AIR_MAX then
4398 begin
4399 FAir := AIR_MAX;
4400 Result := True;
4401 remove := True;
4402 if gFlash = 2 then Inc(FPickup, 5);
4403 end;
4405 ITEM_MEDKIT_BLACK:
4406 begin
4407 if not (R_BERSERK in FRulez) then
4408 begin
4409 Include(FRulez, R_BERSERK);
4410 if (FBFGFireCounter = -1) then
4411 begin
4412 FCurrWeap := WEAPON_KASTET;
4413 resetWeaponQueue();
4414 FModel.SetWeapon(WEAPON_KASTET);
4415 end;
4416 if gFlash <> 0 then
4417 begin
4418 Inc(FPain, 100);
4419 if gFlash = 2 then Inc(FPickup, 5);
4420 end;
4421 FBerserk := gTime+30000;
4422 Result := True;
4423 remove := True;
4424 FFireTime := 0;
4425 end;
4426 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4427 begin
4428 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4429 FBerserk := gTime+30000;
4430 Result := True;
4431 remove := True;
4432 FFireTime := 0;
4433 end;
4434 end;
4436 ITEM_INVUL:
4437 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4438 begin
4439 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4440 FSpawnInvul := 0;
4441 Result := True;
4442 remove := True;
4443 if gFlash = 2 then Inc(FPickup, 5);
4444 end;
4446 ITEM_BOTTLE:
4447 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4448 begin
4449 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4450 Result := True;
4451 remove := True;
4452 FFireTime := 0;
4453 if gFlash = 2 then Inc(FPickup, 5);
4454 end;
4456 ITEM_HELMET:
4457 if FArmor < PLAYER_AP_LIMIT then
4458 begin
4459 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4460 Result := True;
4461 remove := True;
4462 if gFlash = 2 then Inc(FPickup, 5);
4463 end;
4465 ITEM_JETPACK:
4466 if FJetFuel < JET_MAX then
4467 begin
4468 FJetFuel := JET_MAX;
4469 Result := True;
4470 remove := True;
4471 if gFlash = 2 then Inc(FPickup, 5);
4472 end;
4474 ITEM_INVIS:
4475 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4476 begin
4477 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4478 Result := True;
4479 remove := True;
4480 if gFlash = 2 then Inc(FPickup, 5);
4481 end;
4482 end;
4484 if (shouldSwitch(switchWeapon, hadWeapon)) then
4485 QueueWeaponSwitch(switchWeapon);
4486 end;
4488 procedure TPlayer.Touch();
4489 begin
4490 if not FAlive then
4491 Exit;
4492 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4493 if FIamBot then
4494 begin
4495 // Áðîñèòü ôëàã òîâàðèùó:
4496 if gGameSettings.GameMode = GM_CTF then
4497 DropFlag();
4498 end;
4499 end;
4501 procedure TPlayer.Push(vx, vy: Integer);
4502 begin
4503 if (not FPhysics) and FGhost then
4504 Exit;
4505 FObj.Accel.X := FObj.Accel.X + vx;
4506 FObj.Accel.Y := FObj.Accel.Y + vy;
4507 if g_Game_IsNet and g_Game_IsServer then
4508 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4509 end;
4511 procedure TPlayer.Reset(Force: Boolean);
4512 begin
4513 if Force then
4514 FAlive := False;
4516 FSpawned := False;
4517 FTime[T_RESPAWN] := 0;
4518 FTime[T_FLAGCAP] := 0;
4519 FGodMode := False;
4520 FNoTarget := False;
4521 FNoReload := False;
4522 FFrags := 0;
4523 FLastFrag := 0;
4524 FComboEvnt := -1;
4525 FKills := 0;
4526 FMonsterKills := 0;
4527 FDeath := 0;
4528 FSecrets := 0;
4529 FSpawnInvul := 0;
4530 FCorpse := -1;
4531 FReady := False;
4532 if FNoRespawn then
4533 begin
4534 FSpectator := False;
4535 FGhost := False;
4536 FPhysics := True;
4537 FSpectatePlayer := -1;
4538 FNoRespawn := False;
4539 end;
4540 FLives := gGameSettings.MaxLives;
4542 SetFlag(FLAG_NONE);
4543 end;
4545 procedure TPlayer.SoftReset();
4546 begin
4547 ReleaseKeys();
4549 FDamageBuffer := 0;
4550 FSlopeOld := 0;
4551 FIncCamOld := 0;
4552 FIncCam := 0;
4553 FBFGFireCounter := -1;
4554 FShellTimer := -1;
4555 FPain := 0;
4556 FLastHit := 0;
4557 FLastFrag := 0;
4558 FComboEvnt := -1;
4560 SetFlag(FLAG_NONE);
4561 SetAction(A_STAND, True);
4562 end;
4564 function TPlayer.GetRespawnPoint(): Byte;
4565 var
4566 c: Byte;
4567 begin
4568 Result := 255;
4569 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4571 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4572 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4573 begin
4574 if Self = gPlayer1 then
4575 begin
4576 // player 1 should try to spawn on the player 1 point
4577 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4578 Exit(RESPAWNPOINT_PLAYER1)
4579 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4580 Exit(RESPAWNPOINT_PLAYER2);
4581 end
4582 else if Self = gPlayer2 then
4583 begin
4584 // player 2 should try to spawn on the player 2 point
4585 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4586 Exit(RESPAWNPOINT_PLAYER2)
4587 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4588 Exit(RESPAWNPOINT_PLAYER1);
4589 end
4590 else
4591 begin
4592 // other players randomly pick either the first or the second point
4593 c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
4594 if g_Map_GetPointCount(c) > 0 then
4595 Exit(c);
4596 // try the other one
4597 c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
4598 if g_Map_GetPointCount(c) > 0 then
4599 Exit(c);
4600 end;
4601 end;
4603 // Ìÿñîïîâàë
4604 if gGameSettings.GameMode = GM_DM then
4605 begin
4606 // try DM points first
4607 if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
4608 Exit(RESPAWNPOINT_DM);
4609 end;
4611 // Êîìàíäíûå
4612 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4613 begin
4614 // try team points first
4615 c := RESPAWNPOINT_DM;
4616 if FTeam = TEAM_RED then
4617 c := RESPAWNPOINT_RED
4618 else if FTeam = TEAM_BLUE then
4619 c := RESPAWNPOINT_BLUE;
4620 if g_Map_GetPointCount(c) > 0 then
4621 Exit(c);
4622 end;
4624 // still haven't found a spawnpoint, try random shit
4625 Result := g_Map_GetRandomPointType();
4626 end;
4628 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4629 var
4630 RespawnPoint: TRespawnPoint;
4631 a, b, c: Byte;
4632 Anim: TAnimation;
4633 ID: DWORD;
4634 begin
4635 FSlopeOld := 0;
4636 FIncCamOld := 0;
4637 FIncCam := 0;
4638 FBFGFireCounter := -1;
4639 FShellTimer := -1;
4640 FPain := 0;
4641 FLastHit := 0;
4642 FSpawnInvul := 0;
4643 FCorpse := -1;
4645 if not g_Game_IsServer then
4646 Exit;
4647 if FDummy then
4648 Exit;
4649 FWantsInGame := True;
4650 FJustTeleported := True;
4651 if Force then
4652 begin
4653 FTime[T_RESPAWN] := 0;
4654 FAlive := False;
4655 end;
4656 FNetTime := 0;
4657 // if server changes MaxLives we gotta be ready
4658 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4660 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4661 if FTime[T_RESPAWN] > gTime then
4662 Exit;
4664 // Ïðîñðàë âñå æèçíè:
4665 if FNoRespawn then
4666 begin
4667 if not FSpectator then Spectate(True);
4668 FWantsInGame := True;
4669 Exit;
4670 end;
4672 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4673 begin // "Ñâîÿ èãðà"
4674 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4675 FRulez := FRulez-[R_BERSERK];
4676 end
4677 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4678 begin
4679 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4680 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4681 end;
4683 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4684 c := GetRespawnPoint();
4686 ReleaseKeys();
4687 SetFlag(FLAG_NONE);
4689 // Âîñêðåøåíèå áåç îðóæèÿ:
4690 if not FAlive then
4691 begin
4692 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4693 FArmor := 0;
4694 FAlive := True;
4695 FAir := AIR_DEF;
4696 FJetFuel := 0;
4698 for a := WP_FIRST to WP_LAST do
4699 begin
4700 FWeapon[a] := False;
4701 FReloading[a] := 0;
4702 end;
4704 FWeapon[WEAPON_PISTOL] := True;
4705 FWeapon[WEAPON_KASTET] := True;
4706 FCurrWeap := WEAPON_PISTOL;
4707 resetWeaponQueue();
4709 FModel.SetWeapon(FCurrWeap);
4711 for b := A_BULLETS to A_HIGH do
4712 FAmmo[b] := 0;
4714 FAmmo[A_BULLETS] := 50;
4716 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4717 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4718 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4719 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4720 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4722 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4723 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4724 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4725 else
4726 FRulez := [];
4727 end;
4729 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4730 if not g_Map_GetPoint(c, RespawnPoint) then
4731 begin
4732 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4733 Exit;
4734 end;
4736 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4737 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4738 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4739 FObj.oldX := FObj.X; // don't interpolate after respawn
4740 FObj.oldY := FObj.Y;
4741 FObj.Vel.X := 0;
4742 FObj.Vel.Y := 0;
4743 FObj.Accel.X := 0;
4744 FObj.Accel.Y := 0;
4746 FDirection := RespawnPoint.Direction;
4747 if FDirection = TDirection.D_LEFT then
4748 FAngle := 180
4749 else
4750 FAngle := 0;
4752 SetAction(A_STAND, True);
4753 FModel.Direction := FDirection;
4755 for a := Low(FTime) to High(FTime) do
4756 FTime[a] := 0;
4758 for a := Low(FMegaRulez) to High(FMegaRulez) do
4759 FMegaRulez[a] := 0;
4761 // Respawn invulnerability
4762 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4763 begin
4764 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4765 FSpawnInvul := FMegaRulez[MR_INVUL];
4766 end;
4768 FDamageBuffer := 0;
4769 FJetpack := False;
4770 FCanJetpack := False;
4771 FFlaming := False;
4772 FFireTime := 0;
4773 FFirePainTime := 0;
4774 FFireAttacker := 0;
4776 // Àíèìàöèÿ âîçðîæäåíèÿ:
4777 if (not gLoadGameMode) and (not Silent) then
4778 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4779 begin
4780 Anim := TAnimation.Create(ID, False, 3);
4781 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4782 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4783 Anim.Free();
4784 end;
4786 FSpectator := False;
4787 FGhost := False;
4788 FPhysics := True;
4789 FSpectatePlayer := -1;
4790 FSpawned := True;
4792 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4793 gPlayer1 := self;
4794 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4795 gPlayer2 := self;
4797 if g_Game_IsNet then
4798 begin
4799 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4800 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4801 if not Silent then
4802 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4803 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4804 0, NET_GFX_TELE);
4805 end;
4806 end;
4808 procedure TPlayer.Spectate(NoMove: Boolean = False);
4809 begin
4810 if FAlive then
4811 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4812 else if (not NoMove) then
4813 begin
4814 GameX := gMapInfo.Width div 2;
4815 GameY := gMapInfo.Height div 2;
4816 end;
4817 FXTo := GameX;
4818 FYTo := GameY;
4820 FAlive := False;
4821 FSpectator := True;
4822 FGhost := True;
4823 FPhysics := False;
4824 FWantsInGame := False;
4825 FSpawned := False;
4826 FCorpse := -1;
4828 if FNoRespawn then
4829 begin
4830 if Self = gPlayer1 then
4831 begin
4832 gSpectLatchPID1 := FUID;
4833 gPlayer1 := nil;
4834 end
4835 else if Self = gPlayer2 then
4836 begin
4837 gSpectLatchPID2 := FUID;
4838 gPlayer2 := nil;
4839 end;
4840 end;
4842 if g_Game_IsNet then
4843 MH_SEND_PlayerStats(FUID);
4844 end;
4846 procedure TPlayer.SwitchNoClip;
4847 begin
4848 if not FAlive then
4849 Exit;
4850 FGhost := not FGhost;
4851 FPhysics := not FGhost;
4852 if FGhost then
4853 begin
4854 FXTo := FObj.X;
4855 FYTo := FObj.Y;
4856 end else
4857 begin
4858 FObj.Accel.X := 0;
4859 FObj.Accel.Y := 0;
4860 end;
4861 end;
4863 procedure TPlayer.Run(Direction: TDirection);
4864 var
4865 a, b: Integer;
4866 begin
4867 if MAX_RUNVEL > 8 then
4868 FlySmoke();
4870 // Áåæèì:
4871 if Direction = TDirection.D_LEFT then
4872 begin
4873 if FObj.Vel.X > -MAX_RUNVEL then
4874 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4875 end
4876 else
4877 if FObj.Vel.X < MAX_RUNVEL then
4878 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4880 // Âîçìîæíî, ïèíàåì êóñêè:
4881 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4882 begin
4883 b := Abs(FObj.Vel.X);
4884 if b > 1 then b := b * (Random(8 div b) + 1);
4885 for a := 0 to High(gGibs) do
4886 begin
4887 if gGibs[a].alive and
4888 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4889 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4890 begin
4891 // Ïèíàåì êóñêè
4892 if FObj.Vel.X < 0 then
4893 begin
4894 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4895 end
4896 else
4897 begin
4898 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4899 end;
4900 gGibs[a].positionChanged(); // this updates spatial accelerators
4901 end;
4902 end;
4903 end;
4905 SetAction(A_WALK);
4906 end;
4908 procedure TPlayer.SeeDown();
4909 begin
4910 SetAction(A_SEEDOWN);
4912 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4914 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4915 end;
4917 procedure TPlayer.SeeUp();
4918 begin
4919 SetAction(A_SEEUP);
4921 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4923 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4924 end;
4926 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4927 var
4928 Prior: Byte;
4929 begin
4930 case Action of
4931 A_WALK: Prior := 3;
4932 A_DIE1: Prior := 5;
4933 A_DIE2: Prior := 5;
4934 A_ATTACK: Prior := 2;
4935 A_SEEUP: Prior := 1;
4936 A_SEEDOWN: Prior := 1;
4937 A_ATTACKUP: Prior := 2;
4938 A_ATTACKDOWN: Prior := 2;
4939 A_PAIN: Prior := 4;
4940 else Prior := 0;
4941 end;
4943 if (Prior > FActionPrior) or Force then
4944 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4945 begin
4946 FActionPrior := Prior;
4947 FActionAnim := Action;
4948 FActionForce := Force;
4949 FActionChanged := True;
4950 end;
4952 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4953 end;
4955 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4956 begin
4957 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4958 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4959 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4960 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4961 end;
4963 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4964 var
4965 Anim: TAnimation;
4966 ID: DWORD;
4967 begin
4968 Result := False;
4970 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4971 begin
4972 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4973 if g_Game_IsServer and g_Game_IsNet then
4974 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4975 Exit;
4976 end;
4978 FJustTeleported := True;
4980 Anim := nil;
4981 if not silent then
4982 begin
4983 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4984 begin
4985 Anim := TAnimation.Create(ID, False, 3);
4986 end;
4988 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4989 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4990 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4991 if g_Game_IsServer and g_Game_IsNet then
4992 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4993 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4994 NET_GFX_TELE);
4995 end;
4997 FObj.X := X-PLAYER_RECT.X;
4998 FObj.Y := Y-PLAYER_RECT.Y;
4999 FObj.oldX := FObj.X; // don't interpolate after respawn
5000 FObj.oldY := FObj.Y;
5001 if FAlive and FGhost then
5002 begin
5003 FXTo := FObj.X;
5004 FYTo := FObj.Y;
5005 end;
5007 if not g_Game_IsNet then
5008 begin
5009 if dir = 1 then
5010 begin
5011 SetDirection(TDirection.D_LEFT);
5012 FAngle := 180;
5013 end
5014 else
5015 if dir = 2 then
5016 begin
5017 SetDirection(TDirection.D_RIGHT);
5018 FAngle := 0;
5019 end
5020 else
5021 if dir = 3 then
5022 begin // îáðàòíîå
5023 if FDirection = TDirection.D_RIGHT then
5024 begin
5025 SetDirection(TDirection.D_LEFT);
5026 FAngle := 180;
5027 end
5028 else
5029 begin
5030 SetDirection(TDirection.D_RIGHT);
5031 FAngle := 0;
5032 end;
5033 end;
5034 end;
5036 if not silent and (Anim <> nil) then
5037 begin
5038 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5039 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
5040 Anim.Free();
5042 if g_Game_IsServer and g_Game_IsNet then
5043 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5044 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
5045 NET_GFX_TELE);
5046 end;
5048 Result := True;
5049 end;
5051 function nonz(a: Single): Single;
5052 begin
5053 if a <> 0 then
5054 Result := a
5055 else
5056 Result := 1;
5057 end;
5059 function TPlayer.refreshCorpse(): Boolean;
5060 var
5061 i: Integer;
5062 begin
5063 Result := False;
5064 FCorpse := -1;
5065 if FAlive or FSpectator then
5066 Exit;
5067 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5068 Exit;
5069 for i := 0 to High(gCorpses) do
5070 if gCorpses[i] <> nil then
5071 if gCorpses[i].FPlayerUID = FUID then
5072 begin
5073 Result := True;
5074 FCorpse := i;
5075 break;
5076 end;
5077 end;
5079 function TPlayer.getCameraObj(): TObj;
5080 begin
5081 if (not FAlive) and (not FSpectator) and
5082 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
5083 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
5084 begin
5085 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
5086 Result := gCorpses[FCorpse].FObj;
5087 end
5088 else
5089 begin
5090 Result := FObj;
5091 end;
5092 end;
5094 procedure TPlayer.PreUpdate();
5095 begin
5096 FSlopeOld := FObj.slopeUpLeft;
5097 FIncCamOld := FIncCam;
5098 FObj.oldX := FObj.X;
5099 FObj.oldY := FObj.Y;
5100 end;
5102 procedure TPlayer.Update();
5103 var
5104 b: Byte;
5105 i, ii, wx, wy, xd, yd, k: Integer;
5106 blockmon, headwater, dospawn: Boolean;
5107 NetServer: Boolean;
5108 AnyServer: Boolean;
5109 SetSpect: Boolean;
5110 begin
5111 NetServer := g_Game_IsNet and g_Game_IsServer;
5112 AnyServer := g_Game_IsServer;
5114 if g_Game_IsClient and (NetInterpLevel > 0) then
5115 DoLerp(NetInterpLevel + 1)
5116 else
5117 if FGhost then
5118 DoLerp(4);
5120 if NetServer then
5121 if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then
5122 begin
5123 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5124 if NetClients[FClientID].Peer^.packetsSent > 0 then
5125 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5126 else
5127 FLoss := 0;
5128 end else
5129 begin
5130 FPing := 0;
5131 FLoss := 0;
5132 end;
5134 if FAlive and (FPunchAnim <> nil) then
5135 FPunchAnim.Update();
5137 if FAlive and (gFly or FJetpack) then
5138 FlySmoke();
5140 if FDirection = TDirection.D_LEFT then
5141 FAngle := 180
5142 else
5143 FAngle := 0;
5145 if FAlive and (not FGhost) then
5146 begin
5147 if FKeys[KEY_UP].Pressed then
5148 SeeUp();
5149 if FKeys[KEY_DOWN].Pressed then
5150 SeeDown();
5151 end;
5153 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5154 (FIncCam <> 0) then
5155 begin
5156 i := g_basic.Sign(FIncCam);
5157 FIncCam := Abs(FIncCam);
5158 DecMin(FIncCam, 5, 0);
5159 FIncCam := FIncCam*i;
5160 end;
5162 if gTime mod (GAME_TICK*2) <> 0 then
5163 begin
5164 if (FObj.Vel.X = 0) and FAlive then
5165 begin
5166 if FKeys[KEY_LEFT].Pressed then
5167 Run(TDirection.D_LEFT);
5168 if FKeys[KEY_RIGHT].Pressed then
5169 Run(TDirection.D_RIGHT);
5170 end;
5172 if FPhysics then
5173 begin
5174 g_Obj_Move(@FObj, True, True, True);
5175 positionChanged(); // this updates spatial accelerators
5176 end;
5178 Exit;
5179 end;
5181 FActionChanged := False;
5183 if FAlive then
5184 begin
5185 // Let alive player do some actions
5186 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5187 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5188 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5189 else
5190 begin
5191 if AnyServer then
5192 begin
5193 FlamerOff;
5194 if NetServer then MH_SEND_PlayerStats(FUID);
5195 end;
5196 end;
5197 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5198 if FKeys[KEY_JUMP].Pressed then Jump()
5199 else
5200 begin
5201 if AnyServer and FJetpack then
5202 begin
5203 FJetpack := False;
5204 JetpackOff;
5205 if NetServer then MH_SEND_PlayerStats(FUID);
5206 end;
5207 FCanJetpack := True;
5208 end;
5209 end
5210 else // Dead
5211 begin
5212 dospawn := False;
5213 if not FGhost then
5214 for k := Low(FKeys) to KEY_CHAT-1 do
5215 begin
5216 if FKeys[k].Pressed then
5217 begin
5218 dospawn := True;
5219 break;
5220 end;
5221 end;
5222 if dospawn then
5223 begin
5224 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5225 Respawn(False)
5226 else // Single
5227 if (FTime[T_RESPAWN] <= gTime) and
5228 gGameOn and (not FAlive) then
5229 begin
5230 if (g_Player_GetCount() > 1) then
5231 Respawn(False)
5232 else
5233 begin
5234 gExit := EXIT_RESTART;
5235 Exit;
5236 end;
5237 end;
5238 end;
5239 // Dead spectator actions
5240 if FGhost then
5241 begin
5242 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5243 if FKeys[KEY_FIRE].Pressed and AnyServer then
5244 begin
5245 if FSpectator then
5246 begin
5247 if (FSpectatePlayer >= High(gPlayers)) then
5248 FSpectatePlayer := -1
5249 else
5250 begin
5251 SetSpect := False;
5252 for I := FSpectatePlayer + 1 to High(gPlayers) do
5253 if gPlayers[I] <> nil then
5254 if gPlayers[I].alive then
5255 if gPlayers[I].UID <> FUID then
5256 begin
5257 FSpectatePlayer := I;
5258 SetSpect := True;
5259 break;
5260 end;
5262 if not SetSpect then FSpectatePlayer := -1;
5263 end;
5265 ReleaseKeys;
5266 end;
5267 end;
5268 end;
5269 end;
5270 // No clipping
5271 if FGhost then
5272 begin
5273 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5274 begin
5275 FYTo := FObj.Y - 32;
5276 FSpectatePlayer := -1;
5277 end;
5278 if FKeys[KEY_DOWN].Pressed then
5279 begin
5280 FYTo := FObj.Y + 32;
5281 FSpectatePlayer := -1;
5282 end;
5283 if FKeys[KEY_LEFT].Pressed then
5284 begin
5285 FXTo := FObj.X - 32;
5286 FSpectatePlayer := -1;
5287 end;
5288 if FKeys[KEY_RIGHT].Pressed then
5289 begin
5290 FXTo := FObj.X + 32;
5291 FSpectatePlayer := -1;
5292 end;
5294 if (FXTo < -64) then
5295 FXTo := -64
5296 else if (FXTo > gMapInfo.Width + 32) then
5297 FXTo := gMapInfo.Width + 32;
5298 if (FYTo < -72) then
5299 FYTo := -72
5300 else if (FYTo > gMapInfo.Height + 32) then
5301 FYTo := gMapInfo.Height + 32;
5302 end;
5304 if FPhysics then
5305 begin
5306 g_Obj_Move(@FObj, True, True, True);
5307 positionChanged(); // this updates spatial accelerators
5308 end
5309 else
5310 begin
5311 FObj.Vel.X := 0;
5312 FObj.Vel.Y := 0;
5313 if FSpectator then
5314 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5315 if gPlayers[FSpectatePlayer] <> nil then
5316 if gPlayers[FSpectatePlayer].alive then
5317 begin
5318 FXTo := gPlayers[FSpectatePlayer].GameX;
5319 FYTo := gPlayers[FSpectatePlayer].GameY;
5320 end;
5321 end;
5323 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5324 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5325 PANEL_BLOCKMON, True);
5326 headwater := HeadInLiquid(0, 0);
5328 // Ñîïðîòèâëåíèå âîçäóõà:
5329 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5330 if FObj.Vel.X <> 0 then
5331 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5333 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5334 DecMin(FPain, 5, 0);
5335 DecMin(FPickup, 1, 0);
5337 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5338 begin
5339 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5340 FMegaRulez[MR_SUIT] := 0;
5341 FMegaRulez[MR_INVUL] := 0;
5342 FMegaRulez[MR_INVIS] := 0;
5343 Kill(K_FALLKILL, 0, HIT_FALL);
5344 end;
5346 i := 9;
5348 if FAlive then
5349 begin
5350 if FCurrWeap = WEAPON_SAW then
5351 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5352 FSawSoundSelect.IsPlaying()) then
5353 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5355 if FJetpack then
5356 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5357 (not FJetSoundOff.IsPlaying()) then
5358 begin
5359 FJetSoundFly.SetPosition(0);
5360 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5361 end;
5363 for b := WP_FIRST to WP_LAST do
5364 if FReloading[b] > 0 then
5365 if FNoReload then
5366 FReloading[b] := 0
5367 else
5368 Dec(FReloading[b]);
5370 if FShellTimer > -1 then
5371 if FShellTimer = 0 then
5372 begin
5373 if FShellType = SHELL_SHELL then
5374 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5375 GameVelX, GameVelY-2, SHELL_SHELL)
5376 else if FShellType = SHELL_DBLSHELL then
5377 begin
5378 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5379 GameVelX+1, GameVelY-2, SHELL_SHELL);
5380 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5381 GameVelX-1, GameVelY-2, SHELL_SHELL);
5382 end;
5383 FShellTimer := -1;
5384 end else Dec(FShellTimer);
5386 if (FBFGFireCounter > -1) then
5387 if FBFGFireCounter = 0 then
5388 begin
5389 if AnyServer then
5390 begin
5391 wx := FObj.X+WEAPONPOINT[FDirection].X;
5392 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5393 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5394 yd := wy+firediry();
5395 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5396 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5397 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5398 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5399 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5400 end;
5402 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5403 FBFGFireCounter := -1;
5404 end else
5405 if FNoReload then
5406 FBFGFireCounter := 0
5407 else
5408 Dec(FBFGFireCounter);
5410 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5411 begin
5412 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5414 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5415 end;
5417 if (headwater or blockmon) then
5418 begin
5419 Dec(FAir);
5421 if FAir < -9 then
5422 begin
5423 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5424 FAir := 0;
5425 end
5426 else if (FAir mod 31 = 0) and not blockmon then
5427 begin
5428 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5429 if Random(2) = 0
5430 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5431 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5432 end;
5433 end else if FAir < AIR_DEF then
5434 FAir := AIR_DEF;
5436 if FFireTime > 0 then
5437 begin
5438 if BodyInLiquid(0, 0) then
5439 begin
5440 FFireTime := 0;
5441 FFirePainTime := 0;
5442 end
5443 else if FMegaRulez[MR_SUIT] >= gTime then
5444 begin
5445 if FMegaRulez[MR_SUIT] = gTime then
5446 FFireTime := 1;
5447 FFirePainTime := 0;
5448 end
5449 else
5450 begin
5451 OnFireFlame(1);
5452 if FFirePainTime <= 0 then
5453 begin
5454 if g_Game_IsServer then
5455 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5456 FFirePainTime := 12 - FFireTime div 12;
5457 end;
5458 FFirePainTime := FFirePainTime - 1;
5459 FFireTime := FFireTime - 1;
5460 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5461 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5462 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5463 MH_SEND_PlayerStats(FUID);
5464 end;
5465 end;
5467 if FDamageBuffer > 0 then
5468 begin
5469 if FDamageBuffer >= 9 then
5470 begin
5471 SetAction(A_PAIN);
5473 if FDamageBuffer < 30 then i := 9
5474 else if FDamageBuffer < 100 then i := 18
5475 else i := 27;
5476 end;
5478 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5479 FArmor := FArmor-(FDamageBuffer-ii);
5480 FHealth := FHealth-ii;
5481 if FArmor < 0 then
5482 begin
5483 FHealth := FHealth+FArmor;
5484 FArmor := 0;
5485 end;
5487 if AnyServer then
5488 if FHealth <= 0 then
5489 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5490 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5491 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5493 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5494 begin
5495 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5496 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5497 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5498 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5499 end;
5501 FDamageBuffer := 0;
5502 end;
5504 {CollideItem();}
5505 end; // if FAlive then ...
5507 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5508 begin
5509 FModel.ChangeAnimation(FActionAnim, FActionForce);
5510 FModel.GetCurrentAnimation.MinLength := i;
5511 FModel.GetCurrentAnimationMask.MinLength := i;
5512 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5514 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5515 then SetAction(A_STAND, True);
5517 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5519 for b := Low(FKeys) to High(FKeys) do
5520 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5521 end;
5524 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5525 begin
5526 x := FObj.X+PLAYER_RECT.X;
5527 y := FObj.Y+PLAYER_RECT.Y;
5528 w := PLAYER_RECT.Width;
5529 h := PLAYER_RECT.Height;
5530 end;
5533 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5534 begin
5535 if (dx <> 0) or (dy <> 0) then
5536 begin
5537 FObj.X += dx;
5538 FObj.Y += dy;
5539 positionChanged();
5540 end;
5541 end;
5544 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5545 begin
5546 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5547 FObj.Y+PLAYER_RECT.Y,
5548 PLAYER_RECT.Width,
5549 PLAYER_RECT.Height,
5550 X, Y,
5551 Width, Height);
5552 end;
5554 function TPlayer.Collide(Panel: TPanel): Boolean;
5555 begin
5556 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5557 FObj.Y+PLAYER_RECT.Y,
5558 PLAYER_RECT.Width,
5559 PLAYER_RECT.Height,
5560 Panel.X, Panel.Y,
5561 Panel.Width, Panel.Height);
5562 end;
5564 function TPlayer.Collide(X, Y: Integer): Boolean;
5565 begin
5566 X := X-FObj.X-PLAYER_RECT.X;
5567 Y := Y-FObj.Y-PLAYER_RECT.Y;
5568 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5569 (y >= 0) and (y <= PLAYER_RECT.Height);
5570 end;
5572 function g_Player_ExistingName(Name: string): Boolean;
5573 var
5574 a: Integer;
5575 begin
5576 Result := True;
5578 if gPlayers = nil then Exit;
5580 for a := 0 to High(gPlayers) do
5581 if gPlayers[a] <> nil then
5582 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5583 begin
5584 Result := False;
5585 Exit;
5586 end;
5587 end;
5589 procedure TPlayer.SetDirection(Direction: TDirection);
5590 var
5591 d: TDirection;
5592 begin
5593 d := FModel.Direction;
5595 FModel.Direction := Direction;
5596 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5598 FDirection := Direction;
5599 end;
5601 function TPlayer.GetKeys(): Byte;
5602 begin
5603 Result := 0;
5605 if R_KEY_RED in FRulez then Result := KEY_RED;
5606 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5607 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5609 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5610 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5611 end;
5613 procedure TPlayer.Use();
5614 var
5615 a: Integer;
5616 begin
5617 if FTime[T_USE] > gTime then Exit;
5619 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5620 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5622 for a := 0 to High(gPlayers) do
5623 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5624 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5625 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5626 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5627 begin
5628 gPlayers[a].Touch();
5629 if g_Game_IsNet and g_Game_IsServer then
5630 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5631 end;
5633 FTime[T_USE] := gTime+120;
5634 end;
5636 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5637 var
5638 locObj: TObj;
5639 visible: Boolean = True;
5640 WX, WY, XD, YD: Integer;
5641 begin
5642 WX := X;
5643 WY := Y;
5644 XD := AX;
5645 YD := AY;
5647 case FCurrWeap of
5648 WEAPON_KASTET:
5649 begin
5650 visible := False;
5651 DoPunch();
5652 if R_BERSERK in FRulez then
5653 begin
5654 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5655 locobj.X := FObj.X+FObj.Rect.X;
5656 locobj.Y := FObj.Y+FObj.Rect.Y;
5657 locobj.rect.X := 0;
5658 locobj.rect.Y := 0;
5659 locobj.rect.Width := 39;
5660 locobj.rect.Height := 52;
5661 locobj.Vel.X := (xd-wx) div 2;
5662 locobj.Vel.Y := (yd-wy) div 2;
5663 locobj.Accel.X := xd-wx;
5664 locobj.Accel.y := yd-wy;
5666 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5667 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5668 else
5669 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5671 if gFlash = 1 then
5672 if FPain < 50 then
5673 FPain := min(FPain + 25, 50);
5674 end else
5675 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5676 end;
5678 WEAPON_SAW:
5679 begin
5680 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5681 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5682 begin
5683 FSawSoundSelect.Stop();
5684 FSawSound.Stop();
5685 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5686 end
5687 else if not FSawSoundHit.IsPlaying() then
5688 begin
5689 FSawSoundSelect.Stop();
5690 FSawSound.PlayAt(FObj.X, FObj.Y);
5691 end;
5692 end;
5694 WEAPON_PISTOL:
5695 begin
5696 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5697 FFireAngle := FAngle;
5698 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5699 GameVelX, GameVelY-2, SHELL_BULLET);
5700 end;
5702 WEAPON_SHOTGUN1:
5703 begin
5704 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5705 FFireAngle := FAngle;
5706 FShellTimer := 10;
5707 FShellType := SHELL_SHELL;
5708 end;
5710 WEAPON_SHOTGUN2:
5711 begin
5712 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5713 FFireAngle := FAngle;
5714 FShellTimer := 13;
5715 FShellType := SHELL_DBLSHELL;
5716 end;
5718 WEAPON_CHAINGUN:
5719 begin
5720 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5721 FFireAngle := FAngle;
5722 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5723 GameVelX, GameVelY-2, SHELL_BULLET);
5724 end;
5726 WEAPON_ROCKETLAUNCHER:
5727 begin
5728 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5729 FFireAngle := FAngle;
5730 end;
5732 WEAPON_PLASMA:
5733 begin
5734 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5735 FFireAngle := FAngle;
5736 end;
5738 WEAPON_BFG:
5739 begin
5740 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5741 FFireAngle := FAngle;
5742 end;
5744 WEAPON_SUPERPULEMET:
5745 begin
5746 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5747 FFireAngle := FAngle;
5748 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5749 GameVelX, GameVelY-2, SHELL_SHELL);
5750 end;
5752 WEAPON_FLAMETHROWER:
5753 begin
5754 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5755 FlamerOn;
5756 FFireAngle := FAngle;
5757 end;
5758 end;
5760 if not visible then Exit;
5762 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5763 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5764 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5765 end;
5767 procedure TPlayer.DoLerp(Level: Integer = 2);
5768 begin
5769 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5770 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5771 end;
5773 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5774 var
5775 AX, AY: Integer;
5776 begin
5777 FXTo := XTo;
5778 FYTo := YTo;
5779 if FJustTeleported or (NetInterpLevel < 1) then
5780 begin
5781 FObj.X := XTo;
5782 FObj.Y := YTo;
5783 if FJustTeleported then
5784 begin
5785 FObj.oldX := FObj.X;
5786 FObj.oldY := FObj.Y;
5787 end;
5788 end
5789 else
5790 begin
5791 AX := Abs(FXTo - FObj.X);
5792 AY := Abs(FYTo - FObj.Y);
5793 if (AX > 32) or (AX <= NetInterpLevel) then
5794 FObj.X := FXTo;
5795 if (AY > 32) or (AY <= NetInterpLevel) then
5796 FObj.Y := FYTo;
5797 end;
5798 end;
5800 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5801 begin
5802 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5803 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5804 PANEL_LIFTUP, False) then Result := -1
5805 else
5806 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5807 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5808 PANEL_LIFTDOWN, False) then Result := 1
5809 else Result := 0;
5810 end;
5812 function TPlayer.GetFlag(Flag: Byte): Boolean;
5813 var
5814 s, ts: String;
5815 evtype, a: Byte;
5816 begin
5817 Result := False;
5819 if Flag = FLAG_NONE then
5820 Exit;
5822 if not g_Game_IsServer then Exit;
5824 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5825 if (Flag = FTeam) and
5826 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5827 (FFlag <> FLAG_NONE) then
5828 begin
5829 if FFlag = FLAG_RED then
5830 s := _lc[I_PLAYER_FLAG_RED]
5831 else
5832 s := _lc[I_PLAYER_FLAG_BLUE];
5834 evtype := FLAG_STATE_SCORED;
5836 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5837 Insert('.', ts, Length(ts) + 1 - 3);
5838 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5840 g_Map_ResetFlag(FFlag);
5841 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5843 if ((Self = gPlayer1) or (Self = gPlayer2)
5844 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5845 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5846 a := 0
5847 else
5848 a := 1;
5850 if not sound_cap_flag[a].IsPlaying() then
5851 sound_cap_flag[a].Play();
5853 gTeamStat[FTeam].Score += 1;
5855 Result := True;
5856 if g_Game_IsNet then
5857 begin
5858 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5859 MH_SEND_GameStats;
5860 end;
5862 gFlags[FFlag].CaptureTime := 0;
5863 SetFlag(FLAG_NONE);
5864 Exit;
5865 end;
5867 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5868 if (Flag = FTeam) and
5869 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5870 begin
5871 if Flag = FLAG_RED then
5872 s := _lc[I_PLAYER_FLAG_RED]
5873 else
5874 s := _lc[I_PLAYER_FLAG_BLUE];
5876 evtype := FLAG_STATE_RETURNED;
5877 gFlags[Flag].CaptureTime := 0;
5879 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5881 g_Map_ResetFlag(Flag);
5882 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5884 if ((Self = gPlayer1) or (Self = gPlayer2)
5885 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5886 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5887 a := 0
5888 else
5889 a := 1;
5891 if not sound_ret_flag[a].IsPlaying() then
5892 sound_ret_flag[a].Play();
5894 Result := True;
5895 if g_Game_IsNet then
5896 begin
5897 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5898 MH_SEND_GameStats;
5899 end;
5900 Exit;
5901 end;
5903 // Ïîäîáðàë ÷óæîé ôëàã:
5904 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5905 begin
5906 SetFlag(Flag);
5908 if Flag = FLAG_RED then
5909 s := _lc[I_PLAYER_FLAG_RED]
5910 else
5911 s := _lc[I_PLAYER_FLAG_BLUE];
5913 evtype := FLAG_STATE_CAPTURED;
5915 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5917 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5919 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5921 if ((Self = gPlayer1) or (Self = gPlayer2)
5922 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5923 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5924 a := 0
5925 else
5926 a := 1;
5928 if not sound_get_flag[a].IsPlaying() then
5929 sound_get_flag[a].Play();
5931 Result := True;
5932 if g_Game_IsNet then
5933 begin
5934 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5935 MH_SEND_GameStats;
5936 end;
5937 end;
5938 end;
5940 procedure TPlayer.SetFlag(Flag: Byte);
5941 begin
5942 FFlag := Flag;
5943 if FModel <> nil then
5944 FModel.SetFlag(FFlag);
5945 end;
5947 function TPlayer.TryDropFlag(): Boolean;
5948 begin
5949 if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then
5950 Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG))
5951 else
5952 Result := False;
5953 end;
5955 function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
5956 var
5957 s: String;
5958 a: Byte;
5959 xv, yv: Integer;
5960 begin
5961 Result := False;
5962 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5963 Exit;
5964 FTime[T_FLAGCAP] := gTime + 2000;
5965 with gFlags[FFlag] do
5966 begin
5967 Obj.X := FObj.X;
5968 Obj.Y := FObj.Y;
5969 Direction := FDirection;
5970 State := FLAG_STATE_DROPPED;
5971 Count := FLAG_TIME;
5972 if DoThrow then
5973 begin
5974 xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10);
5975 yv := FObj.Vel.Y - 2;
5976 end
5977 else
5978 begin
5979 xv := (FObj.Vel.X div 2);
5980 yv := (FObj.Vel.Y div 2) - 2;
5981 end;
5982 g_Obj_Push(@Obj, xv, yv);
5984 positionChanged(); // this updates spatial accelerators
5986 if FFlag = FLAG_RED then
5987 s := _lc[I_PLAYER_FLAG_RED]
5988 else
5989 s := _lc[I_PLAYER_FLAG_BLUE];
5991 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5992 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5994 if ((Self = gPlayer1) or (Self = gPlayer2)
5995 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5996 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5997 a := 0
5998 else
5999 a := 1;
6001 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
6002 sound_lost_flag[a].Play();
6004 if g_Game_IsNet then
6005 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
6006 end;
6007 SetFlag(FLAG_NONE);
6008 Result := True;
6009 end;
6011 procedure TPlayer.GetSecret();
6012 begin
6013 if (self = gPlayer1) or (self = gPlayer2) then
6014 begin
6015 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
6016 g_Sound_PlayEx('SOUND_GAME_SECRET');
6017 end;
6018 Inc(FSecrets);
6019 end;
6021 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
6022 begin
6023 Assert(Key <= High(FKeys));
6025 FKeys[Key].Pressed := True;
6026 FKeys[Key].Time := Time;
6027 end;
6029 function TPlayer.IsKeyPressed(K: Byte): Boolean;
6030 begin
6031 Result := FKeys[K].Pressed;
6032 end;
6034 procedure TPlayer.ReleaseKeys();
6035 var
6036 a: Integer;
6037 begin
6038 for a := Low(FKeys) to High(FKeys) do
6039 begin
6040 FKeys[a].Pressed := False;
6041 FKeys[a].Time := 0;
6042 end;
6043 end;
6045 procedure TPlayer.OnDamage(Angle: SmallInt);
6046 begin
6047 end;
6049 function TPlayer.firediry(): Integer;
6050 begin
6051 if FKeys[KEY_UP].Pressed then Result := -42
6052 else if FKeys[KEY_DOWN].Pressed then Result := 19
6053 else Result := 0;
6054 end;
6056 procedure TPlayer.RememberState();
6057 var
6058 i: Integer;
6059 SavedState: TPlayerSavedState;
6060 begin
6061 SavedState.Health := FHealth;
6062 SavedState.Armor := FArmor;
6063 SavedState.Air := FAir;
6064 SavedState.JetFuel := FJetFuel;
6065 SavedState.CurrWeap := FCurrWeap;
6066 SavedState.NextWeap := FNextWeap;
6067 SavedState.NextWeapDelay := FNextWeapDelay;
6068 for i := Low(FWeapon) to High(FWeapon) do
6069 SavedState.Weapon[i] := FWeapon[i];
6070 for i := Low(FAmmo) to High(FAmmo) do
6071 SavedState.Ammo[i] := FAmmo[i];
6072 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6073 SavedState.MaxAmmo[i] := FMaxAmmo[i];
6074 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6076 FSavedStateNum := -1;
6077 for i := Low(SavedStates) to High(SavedStates) do
6078 if not SavedStates[i].Used then
6079 begin
6080 FSavedStateNum := i;
6081 break;
6082 end;
6083 if FSavedStateNum < 0 then
6084 begin
6085 SetLength(SavedStates, Length(SavedStates) + 1);
6086 FSavedStateNum := High(SavedStates);
6087 end;
6089 SavedState.Used := True;
6090 SavedStates[FSavedStateNum] := SavedState;
6091 end;
6093 procedure TPlayer.RecallState();
6094 var
6095 i: Integer;
6096 SavedState: TPlayerSavedState;
6097 begin
6098 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6099 Exit;
6101 SavedState := SavedStates[FSavedStateNum];
6102 SavedStates[FSavedStateNum].Used := False;
6103 FSavedStateNum := -1;
6105 FHealth := SavedState.Health;
6106 FArmor := SavedState.Armor;
6107 FAir := SavedState.Air;
6108 FJetFuel := SavedState.JetFuel;
6109 FCurrWeap := SavedState.CurrWeap;
6110 FNextWeap := SavedState.NextWeap;
6111 FNextWeapDelay := SavedState.NextWeapDelay;
6112 for i := Low(FWeapon) to High(FWeapon) do
6113 FWeapon[i] := SavedState.Weapon[i];
6114 for i := Low(FAmmo) to High(FAmmo) do
6115 FAmmo[i] := SavedState.Ammo[i];
6116 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6117 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6118 FRulez := SavedState.Rulez;
6120 if gGameSettings.GameType = GT_SERVER then
6121 MH_SEND_PlayerStats(FUID);
6122 end;
6124 procedure TPlayer.SaveState (st: TStream);
6125 var
6126 i: Integer;
6127 b: Byte;
6128 begin
6129 // Ñèãíàòóðà èãðîêà
6130 utils.writeSign(st, 'PLYR');
6131 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6132 // Áîò èëè ÷åëîâåê
6133 utils.writeBool(st, FIamBot);
6134 // UID èãðîêà
6135 utils.writeInt(st, Word(FUID));
6136 // Èìÿ èãðîêà
6137 utils.writeStr(st, FName);
6138 // Êîìàíäà
6139 utils.writeInt(st, Byte(FTeam));
6140 // Æèâ ëè
6141 utils.writeBool(st, FAlive);
6142 // Èçðàñõîäîâàë ëè âñå æèçíè
6143 utils.writeBool(st, FNoRespawn);
6144 // Íàïðàâëåíèå
6145 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6146 utils.writeInt(st, Byte(b));
6147 // Çäîðîâüå
6148 utils.writeInt(st, LongInt(FHealth));
6149 // Êîýôôèöèåíò èíâàëèäíîñòè
6150 utils.writeInt(st, LongInt(FHandicap));
6151 // Æèçíè
6152 utils.writeInt(st, Byte(FLives));
6153 // Áðîíÿ
6154 utils.writeInt(st, LongInt(FArmor));
6155 // Çàïàñ âîçäóõà
6156 utils.writeInt(st, LongInt(FAir));
6157 // Çàïàñ ãîðþ÷åãî
6158 utils.writeInt(st, LongInt(FJetFuel));
6159 // Áîëü
6160 utils.writeInt(st, LongInt(FPain));
6161 // Óáèë
6162 utils.writeInt(st, LongInt(FKills));
6163 // Óáèë ìîíñòðîâ
6164 utils.writeInt(st, LongInt(FMonsterKills));
6165 // Ôðàãîâ
6166 utils.writeInt(st, LongInt(FFrags));
6167 // Ôðàãîâ ïîäðÿä
6168 utils.writeInt(st, Byte(FFragCombo));
6169 // Âðåìÿ ïîñëåäíåãî ôðàãà
6170 utils.writeInt(st, LongWord(FLastFrag));
6171 // Ñìåðòåé
6172 utils.writeInt(st, LongInt(FDeath));
6173 // Êàêîé ôëàã íåñåò
6174 utils.writeInt(st, Byte(FFlag));
6175 // Íàøåë ñåêðåòîâ
6176 utils.writeInt(st, LongInt(FSecrets));
6177 // Òåêóùåå îðóæèå
6178 utils.writeInt(st, Byte(FCurrWeap));
6179 // Æåëàåìîå îðóæèå
6180 utils.writeInt(st, Word(FNextWeap));
6181 // ...è ïàóçà
6182 utils.writeInt(st, Byte(FNextWeapDelay));
6183 // Âðåìÿ çàðÿäêè BFG
6184 utils.writeInt(st, SmallInt(FBFGFireCounter));
6185 // Áóôåð óðîíà
6186 utils.writeInt(st, LongInt(FDamageBuffer));
6187 // Ïîñëåäíèé óäàðèâøèé
6188 utils.writeInt(st, Word(FLastSpawnerUID));
6189 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6190 utils.writeInt(st, Byte(FLastHit));
6191 // Îáúåêò èãðîêà
6192 Obj_SaveState(st, @FObj);
6193 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6194 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6195 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6196 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6197 // Íàëè÷èå îðóæèÿ
6198 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6199 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6200 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6201 // Íàëè÷èå ðþêçàêà
6202 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6203 // Íàëè÷èå êðàñíîãî êëþ÷à
6204 utils.writeBool(st, (R_KEY_RED in FRulez));
6205 // Íàëè÷èå çåëåíîãî êëþ÷à
6206 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6207 // Íàëè÷èå ñèíåãî êëþ÷à
6208 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6209 // Íàëè÷èå áåðñåðêà
6210 utils.writeBool(st, (R_BERSERK in FRulez));
6211 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6212 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6213 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6214 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6215 // Íàçâàíèå ìîäåëè
6216 utils.writeStr(st, FModel.Name);
6217 // Öâåò ìîäåëè
6218 utils.writeInt(st, Byte(FColor.R));
6219 utils.writeInt(st, Byte(FColor.G));
6220 utils.writeInt(st, Byte(FColor.B));
6221 end;
6224 procedure TPlayer.LoadState (st: TStream);
6225 var
6226 i: Integer;
6227 str: String;
6228 b: Byte;
6229 begin
6230 assert(st <> nil);
6232 // Ñèãíàòóðà èãðîêà
6233 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6234 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6235 // Áîò èëè ÷åëîâåê:
6236 FIamBot := utils.readBool(st);
6237 // UID èãðîêà
6238 FUID := utils.readWord(st);
6239 // Èìÿ èãðîêà
6240 str := utils.readStr(st);
6241 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6242 // Êîìàíäà
6243 FTeam := utils.readByte(st);
6244 // Æèâ ëè
6245 FAlive := utils.readBool(st);
6246 // Èçðàñõîäîâàë ëè âñå æèçíè
6247 FNoRespawn := utils.readBool(st);
6248 // Íàïðàâëåíèå
6249 b := utils.readByte(st);
6250 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6251 // Çäîðîâüå
6252 FHealth := utils.readLongInt(st);
6253 // Êîýôôèöèåíò èíâàëèäíîñòè
6254 FHandicap := utils.readLongInt(st);
6255 // Æèçíè
6256 FLives := utils.readByte(st);
6257 // Áðîíÿ
6258 FArmor := utils.readLongInt(st);
6259 // Çàïàñ âîçäóõà
6260 FAir := utils.readLongInt(st);
6261 // Çàïàñ ãîðþ÷åãî
6262 FJetFuel := utils.readLongInt(st);
6263 // Áîëü
6264 FPain := utils.readLongInt(st);
6265 // Óáèë
6266 FKills := utils.readLongInt(st);
6267 // Óáèë ìîíñòðîâ
6268 FMonsterKills := utils.readLongInt(st);
6269 // Ôðàãîâ
6270 FFrags := utils.readLongInt(st);
6271 // Ôðàãîâ ïîäðÿä
6272 FFragCombo := utils.readByte(st);
6273 // Âðåìÿ ïîñëåäíåãî ôðàãà
6274 FLastFrag := utils.readLongWord(st);
6275 // Ñìåðòåé
6276 FDeath := utils.readLongInt(st);
6277 // Êàêîé ôëàã íåñåò
6278 FFlag := utils.readByte(st);
6279 // Íàøåë ñåêðåòîâ
6280 FSecrets := utils.readLongInt(st);
6281 // Òåêóùåå îðóæèå
6282 FCurrWeap := utils.readByte(st);
6283 // Æåëàåìîå îðóæèå
6284 FNextWeap := utils.readWord(st);
6285 // ...è ïàóçà
6286 FNextWeapDelay := utils.readByte(st);
6287 // Âðåìÿ çàðÿäêè BFG
6288 FBFGFireCounter := utils.readSmallInt(st);
6289 // Áóôåð óðîíà
6290 FDamageBuffer := utils.readLongInt(st);
6291 // Ïîñëåäíèé óäàðèâøèé
6292 FLastSpawnerUID := utils.readWord(st);
6293 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6294 FLastHit := utils.readByte(st);
6295 // Îáúåêò èãðîêà
6296 Obj_LoadState(@FObj, st);
6297 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6298 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6299 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6300 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6301 // Íàëè÷èå îðóæèÿ
6302 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6303 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6304 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6305 // Íàëè÷èå ðþêçàêà
6306 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6307 // Íàëè÷èå êðàñíîãî êëþ÷à
6308 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6309 // Íàëè÷èå çåëåíîãî êëþ÷à
6310 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6311 // Íàëè÷èå ñèíåãî êëþ÷à
6312 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6313 // Íàëè÷èå áåðñåðêà
6314 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6315 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6316 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6317 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6318 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6319 // Íàçâàíèå ìîäåëè
6320 str := utils.readStr(st);
6321 // Öâåò ìîäåëè
6322 FColor.R := utils.readByte(st);
6323 FColor.G := utils.readByte(st);
6324 FColor.B := utils.readByte(st);
6325 if (self = gPlayer1) then
6326 begin
6327 str := gPlayer1Settings.Model;
6328 FColor := gPlayer1Settings.Color;
6329 end
6330 else if (self = gPlayer2) then
6331 begin
6332 str := gPlayer2Settings.Model;
6333 FColor := gPlayer2Settings.Color;
6334 end;
6335 // Îáíîâëÿåì ìîäåëü èãðîêà
6336 SetModel(str);
6337 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6338 FModel.Color := TEAMCOLOR[FTeam]
6339 else
6340 FModel.Color := FColor;
6341 end;
6344 procedure TPlayer.AllRulez(Health: Boolean);
6345 var
6346 a: Integer;
6347 begin
6348 if Health then
6349 begin
6350 FHealth := PLAYER_HP_LIMIT;
6351 FArmor := PLAYER_AP_LIMIT;
6352 Exit;
6353 end;
6355 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6356 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6357 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6358 end;
6360 procedure TPlayer.RestoreHealthArmor();
6361 begin
6362 FHealth := PLAYER_HP_LIMIT;
6363 FArmor := PLAYER_AP_LIMIT;
6364 end;
6366 procedure TPlayer.FragCombo();
6367 var
6368 Param: Integer;
6369 begin
6370 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6371 Exit;
6372 if gTime - FLastFrag < FRAG_COMBO_TIME then
6373 begin
6374 if FFragCombo < 5 then
6375 Inc(FFragCombo);
6376 Param := FUID or (FFragCombo shl 16);
6377 if (FComboEvnt >= Low(gDelayedEvents)) and
6378 (FComboEvnt <= High(gDelayedEvents)) and
6379 gDelayedEvents[FComboEvnt].Pending and
6380 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6381 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6382 begin
6383 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6384 gDelayedEvents[FComboEvnt].DENum := Param;
6385 end
6386 else
6387 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6388 end
6389 else
6390 FFragCombo := 1;
6392 FLastFrag := gTime;
6393 end;
6395 procedure TPlayer.GiveItem(ItemType: Byte);
6396 begin
6397 case ItemType of
6398 ITEM_SUIT:
6399 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6400 begin
6401 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6402 end;
6404 ITEM_OXYGEN:
6405 if FAir < AIR_MAX then
6406 begin
6407 FAir := AIR_MAX;
6408 end;
6410 ITEM_MEDKIT_BLACK:
6411 begin
6412 if not (R_BERSERK in FRulez) then
6413 begin
6414 Include(FRulez, R_BERSERK);
6415 if FBFGFireCounter < 1 then
6416 begin
6417 FCurrWeap := WEAPON_KASTET;
6418 resetWeaponQueue();
6419 FModel.SetWeapon(WEAPON_KASTET);
6420 end;
6421 if gFlash <> 0 then
6422 Inc(FPain, 100);
6423 FBerserk := gTime+30000;
6424 end;
6425 if FHealth < PLAYER_HP_SOFT then
6426 begin
6427 FHealth := PLAYER_HP_SOFT;
6428 FBerserk := gTime+30000;
6429 end;
6430 end;
6432 ITEM_INVUL:
6433 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6434 begin
6435 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6436 FSpawnInvul := 0;
6437 end;
6439 ITEM_INVIS:
6440 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6441 begin
6442 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6443 end;
6445 ITEM_JETPACK:
6446 if FJetFuel < JET_MAX then
6447 begin
6448 FJetFuel := JET_MAX;
6449 end;
6451 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6452 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6454 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6455 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6457 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6458 ITEM_SPHERE_WHITE:
6459 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6460 begin
6461 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6462 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6463 end;
6465 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6466 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6467 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6468 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6469 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6470 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6471 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6472 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6473 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6475 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6476 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6477 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6478 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6479 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6480 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6481 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6482 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6483 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6485 ITEM_AMMO_BACKPACK:
6486 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6487 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6488 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6489 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6490 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6491 begin
6492 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6493 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6494 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6495 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6496 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6498 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6499 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6500 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6501 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6503 FRulez := FRulez + [R_ITEM_BACKPACK];
6504 end;
6506 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6507 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6508 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6510 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6511 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6513 else
6514 Exit;
6515 end;
6516 if g_Game_IsNet and g_Game_IsServer then
6517 MH_SEND_PlayerStats(FUID);
6518 end;
6520 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6521 var
6522 id, i: DWORD;
6523 Anim: TAnimation;
6524 begin
6525 if (Random(5) = 1) and (Times = 1) then
6526 Exit;
6528 if BodyInLiquid(0, 0) then
6529 begin
6530 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6531 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6532 if Random(2) = 0
6533 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6534 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6535 Exit;
6536 end;
6538 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6539 begin
6540 for i := 1 to Times do
6541 begin
6542 Anim := TAnimation.Create(id, False, 3);
6543 Anim.Alpha := 150;
6544 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6545 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6546 Anim.Free();
6547 end;
6548 end;
6549 end;
6551 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6552 var
6553 id, i: DWORD;
6554 Anim: TAnimation;
6555 begin
6556 if (Random(10) = 1) and (Times = 1) then
6557 Exit;
6559 if g_Frames_Get(id, 'FRAMES_FLAME') then
6560 begin
6561 for i := 1 to Times do
6562 begin
6563 Anim := TAnimation.Create(id, False, 3);
6564 Anim.Alpha := 0;
6565 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6566 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6567 Anim.Free();
6568 end;
6569 end;
6570 end;
6572 procedure TPlayer.PauseSounds(Enable: Boolean);
6573 begin
6574 FSawSound.Pause(Enable);
6575 FSawSoundIdle.Pause(Enable);
6576 FSawSoundHit.Pause(Enable);
6577 FSawSoundSelect.Pause(Enable);
6578 FFlameSoundOn.Pause(Enable);
6579 FFlameSoundOff.Pause(Enable);
6580 FFlameSoundWork.Pause(Enable);
6581 FJetSoundFly.Pause(Enable);
6582 FJetSoundOn.Pause(Enable);
6583 FJetSoundOff.Pause(Enable);
6584 end;
6586 { T C o r p s e : }
6588 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6589 begin
6590 g_Obj_Init(@FObj);
6591 FObj.X := X;
6592 FObj.Y := Y;
6593 FObj.Rect := PLAYER_CORPSERECT;
6594 FModelName := ModelName;
6595 FMess := aMess;
6597 if FMess then
6598 begin
6599 FState := CORPSE_STATE_MESS;
6600 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6601 end
6602 else
6603 begin
6604 FState := CORPSE_STATE_NORMAL;
6605 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6606 end;
6607 end;
6609 destructor TCorpse.Destroy();
6610 begin
6611 FAnimation.Free();
6613 inherited;
6614 end;
6616 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6618 procedure TCorpse.positionChanged (); inline; begin end;
6620 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6621 begin
6622 if (dx <> 0) or (dy <> 0) then
6623 begin
6624 FObj.X += dx;
6625 FObj.Y += dy;
6626 positionChanged();
6627 end;
6628 end;
6631 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6632 begin
6633 x := FObj.X+PLAYER_CORPSERECT.X;
6634 y := FObj.Y+PLAYER_CORPSERECT.Y;
6635 w := PLAYER_CORPSERECT.Width;
6636 h := PLAYER_CORPSERECT.Height;
6637 end;
6640 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
6641 var
6642 pm: TPlayerModel;
6643 Blood: TModelBlood;
6644 begin
6645 if FState = CORPSE_STATE_REMOVEME then
6646 Exit;
6648 FDamage := FDamage + Value;
6650 if FDamage > 150 then
6651 begin
6652 if FAnimation <> nil then
6653 begin
6654 FAnimation.Free();
6655 FAnimation := nil;
6657 FState := CORPSE_STATE_REMOVEME;
6659 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6660 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6661 FModelName, FColor);
6662 // Çâóê ìÿñà îò òðóïà:
6663 pm := g_PlayerModel_Get(FModelName);
6664 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6665 pm.Free;
6667 // Çëîâåùèé ñìåõ:
6668 if (gBodyKillEvent <> -1)
6669 and gDelayedEvents[gBodyKillEvent].Pending then
6670 gDelayedEvents[gBodyKillEvent].Pending := False;
6671 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
6672 end;
6673 end
6674 else
6675 begin
6676 Blood := g_PlayerModel_GetBlood(FModelName);
6677 FObj.Vel.X := FObj.Vel.X + vx;
6678 FObj.Vel.Y := FObj.Vel.Y + vy;
6679 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6680 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6681 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6682 Blood.R, Blood.G, Blood.B, Blood.Kind);
6683 end;
6684 end;
6686 procedure TCorpse.Draw();
6687 var
6688 fX, fY: Integer;
6689 begin
6690 if FState = CORPSE_STATE_REMOVEME then
6691 Exit;
6693 FObj.lerp(gLerpFactor, fX, fY);
6695 if FAnimation <> nil then
6696 FAnimation.Draw(fX, fY, TMirrorType.None);
6698 if FAnimationMask <> nil then
6699 begin
6700 e_Colors := FColor;
6701 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6702 e_Colors.R := 255;
6703 e_Colors.G := 255;
6704 e_Colors.B := 255;
6705 end;
6706 end;
6708 procedure TCorpse.Update();
6709 var
6710 st: Word;
6711 begin
6712 if FState = CORPSE_STATE_REMOVEME then
6713 Exit;
6715 FObj.oldX := FObj.X;
6716 FObj.oldY := FObj.Y;
6718 if gTime mod (GAME_TICK*2) <> 0 then
6719 begin
6720 g_Obj_Move(@FObj, True, True, True);
6721 positionChanged(); // this updates spatial accelerators
6722 Exit;
6723 end;
6725 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6726 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6728 st := g_Obj_Move(@FObj, True, True, True);
6729 positionChanged(); // this updates spatial accelerators
6731 if WordBool(st and MOVE_FALLOUT) then
6732 begin
6733 FState := CORPSE_STATE_REMOVEME;
6734 Exit;
6735 end;
6737 if FAnimation <> nil then
6738 FAnimation.Update();
6739 if FAnimationMask <> nil then
6740 FAnimationMask.Update();
6741 end;
6744 procedure TCorpse.SaveState (st: TStream);
6745 var
6746 anim: Boolean;
6747 begin
6748 assert(st <> nil);
6750 // Ñèãíàòóðà òðóïà
6751 utils.writeSign(st, 'CORP');
6752 utils.writeInt(st, Byte(0));
6753 // Ñîñòîÿíèå
6754 utils.writeInt(st, Byte(FState));
6755 // Íàêîïëåííûé óðîí
6756 utils.writeInt(st, Byte(FDamage));
6757 // Öâåò
6758 utils.writeInt(st, Byte(FColor.R));
6759 utils.writeInt(st, Byte(FColor.G));
6760 utils.writeInt(st, Byte(FColor.B));
6761 // Îáúåêò òðóïà
6762 Obj_SaveState(st, @FObj);
6763 utils.writeInt(st, Word(FPlayerUID));
6764 // Åñòü ëè àíèìàöèÿ
6765 anim := (FAnimation <> nil);
6766 utils.writeBool(st, anim);
6767 // Åñëè åñòü - ñîõðàíÿåì
6768 if anim then FAnimation.SaveState(st);
6769 // Åñòü ëè ìàñêà àíèìàöèè
6770 anim := (FAnimationMask <> nil);
6771 utils.writeBool(st, anim);
6772 // Åñëè åñòü - ñîõðàíÿåì
6773 if anim then FAnimationMask.SaveState(st);
6774 end;
6777 procedure TCorpse.LoadState (st: TStream);
6778 var
6779 anim: Boolean;
6780 begin
6781 assert(st <> nil);
6783 // Ñèãíàòóðà òðóïà
6784 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6785 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6786 // Ñîñòîÿíèå
6787 FState := utils.readByte(st);
6788 // Íàêîïëåííûé óðîí
6789 FDamage := utils.readByte(st);
6790 // Öâåò
6791 FColor.R := utils.readByte(st);
6792 FColor.G := utils.readByte(st);
6793 FColor.B := utils.readByte(st);
6794 // Îáúåêò òðóïà
6795 Obj_LoadState(@FObj, st);
6796 FPlayerUID := utils.readWord(st);
6797 // Åñòü ëè àíèìàöèÿ
6798 anim := utils.readBool(st);
6799 // Åñëè åñòü - çàãðóæàåì
6800 if anim then
6801 begin
6802 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6803 FAnimation.LoadState(st);
6804 end;
6805 // Åñòü ëè ìàñêà àíèìàöèè
6806 anim := utils.readBool(st);
6807 // Åñëè åñòü - çàãðóæàåì
6808 if anim then
6809 begin
6810 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6811 FAnimationMask.LoadState(st);
6812 end;
6813 end;
6815 { T B o t : }
6817 constructor TBot.Create();
6818 var
6819 a: Integer;
6820 begin
6821 inherited Create();
6823 FPhysics := True;
6824 FSpectator := False;
6825 FGhost := False;
6827 FIamBot := True;
6829 Inc(gNumBots);
6831 for a := WP_FIRST to WP_LAST do
6832 begin
6833 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6834 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6835 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6836 end;
6837 end;
6839 destructor TBot.Destroy();
6840 begin
6841 Dec(gNumBots);
6842 inherited Destroy();
6843 end;
6845 procedure TBot.Draw();
6846 begin
6847 inherited Draw();
6849 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6850 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6851 end;
6853 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6854 begin
6855 inherited Respawn(Silent, Force);
6857 FAIFlags := nil;
6858 FSelectedWeapon := FCurrWeap;
6859 resetWeaponQueue();
6860 FTargetUID := 0;
6861 end;
6863 procedure TBot.UpdateCombat();
6864 type
6865 TTarget = record
6866 UID: Word;
6867 X, Y: Integer;
6868 Rect: TRectWH;
6869 cX, cY: Integer;
6870 Dist: Word;
6871 Line: Boolean;
6872 Visible: Boolean;
6873 IsPlayer: Boolean;
6874 end;
6876 TTargetRecord = array of TTarget;
6878 function Compare(a, b: TTarget): Integer;
6879 begin
6880 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6881 Result := -1
6882 else
6883 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6884 Result := 1
6885 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6886 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6887 begin
6888 if a.Dist > b.Dist then // B áëèæå
6889 Result := 1
6890 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6891 Result := -1;
6892 end
6893 else // Ñòðàííî -> A
6894 Result := -1;
6895 end;
6897 var
6898 a, x1, y1, x2, y2: Integer;
6899 targets: TTargetRecord;
6900 ammo: Word;
6901 Target, BestTarget: TTarget;
6902 firew, fireh: Integer;
6903 angle: SmallInt;
6904 mon: TMonster;
6905 pla, tpla: TPlayer;
6906 vsPlayer, vsMonster, ok: Boolean;
6909 function monsUpdate (mon: TMonster): Boolean;
6910 begin
6911 result := false; // don't stop
6912 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6913 begin
6914 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6916 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6917 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6919 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6920 if g_TraceVector(x1, y1, x2, y2) then
6921 begin
6922 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6923 SetLength(targets, Length(targets)+1);
6924 with targets[High(targets)] do
6925 begin
6926 UID := mon.UID;
6927 X := mon.Obj.X;
6928 Y := mon.Obj.Y;
6929 cX := x2;
6930 cY := y2;
6931 Rect := mon.Obj.Rect;
6932 Dist := g_PatchLength(x1, y1, x2, y2);
6933 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6934 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6935 Visible := True;
6936 IsPlayer := False;
6937 end;
6938 end;
6939 end;
6940 end;
6942 begin
6943 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6944 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6946 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6947 if FCurrWeap <> FSelectedWeapon then
6948 NextWeapon();
6950 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6951 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6952 begin
6953 RemoveAIFlag('NEEDFIRE');
6955 case FCurrWeap of
6956 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6957 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6958 else PressKey(KEY_FIRE);
6959 end;
6960 end;
6962 // Êîîðäèíàòû ñòâîëà:
6963 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6964 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6966 Target.UID := FTargetUID;
6968 ok := False;
6969 if Target.UID <> 0 then
6970 begin // Öåëü åñòü - íàñòðàèâàåì
6971 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6972 vsPlayer then
6973 begin // Èãðîê
6974 tpla := g_Player_Get(Target.UID);
6975 if tpla <> nil then
6976 with tpla do
6977 begin
6978 if (@FObj) <> nil then
6979 begin
6980 Target.X := FObj.X;
6981 Target.Y := FObj.Y;
6982 end;
6983 end;
6985 Target.cX := Target.X + PLAYER_RECT_CX;
6986 Target.cY := Target.Y + PLAYER_RECT_CY;
6987 Target.Rect := PLAYER_RECT;
6988 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6989 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6990 (y1-4 > Target.Y+PLAYER_RECT.Y);
6991 Target.IsPlayer := True;
6992 ok := True;
6993 end
6994 else
6995 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6996 vsMonster then
6997 begin // Ìîíñòð
6998 mon := g_Monsters_ByUID(Target.UID);
6999 if mon <> nil then
7000 begin
7001 Target.X := mon.Obj.X;
7002 Target.Y := mon.Obj.Y;
7004 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
7005 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
7006 Target.Rect := mon.Obj.Rect;
7007 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
7008 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
7009 (y1-4 > Target.Y + mon.Obj.Rect.Y);
7010 Target.IsPlayer := False;
7011 ok := True;
7012 end;
7013 end;
7014 end;
7016 if not ok then
7017 begin // Öåëè íåò - îáíóëÿåì
7018 Target.X := 0;
7019 Target.Y := 0;
7020 Target.cX := 0;
7021 Target.cY := 0;
7022 Target.Visible := False;
7023 Target.Line := False;
7024 Target.IsPlayer := False;
7025 end;
7027 targets := nil;
7029 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
7030 if (not Target.Line) or (not Target.Visible) then
7031 begin
7032 // Èãðîêè:
7033 if vsPlayer then
7034 for a := 0 to High(gPlayers) do
7035 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
7036 (gPlayers[a].FUID <> FUID) and
7037 (not SameTeam(FUID, gPlayers[a].FUID)) and
7038 (not gPlayers[a].NoTarget) and
7039 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
7040 begin
7041 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
7042 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
7043 Continue;
7045 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
7046 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
7048 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7049 if g_TraceVector(x1, y1, x2, y2) then
7050 begin
7051 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7052 SetLength(targets, Length(targets)+1);
7053 with targets[High(targets)] do
7054 begin
7055 UID := gPlayers[a].FUID;
7056 X := gPlayers[a].FObj.X;
7057 Y := gPlayers[a].FObj.Y;
7058 cX := x2;
7059 cY := y2;
7060 Rect := PLAYER_RECT;
7061 Dist := g_PatchLength(x1, y1, x2, y2);
7062 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
7063 (y1-4 > Target.Y+PLAYER_RECT.Y);
7064 Visible := True;
7065 IsPlayer := True;
7066 end;
7067 end;
7068 end;
7070 // Ìîíñòðû:
7071 if vsMonster then g_Mons_ForEach(monsUpdate);
7072 end;
7074 // Åñëè åñòü âîçìîæíûå öåëè:
7075 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7076 if targets <> nil then
7077 begin
7078 // Âûáèðàåì íàèëó÷øóþ öåëü:
7079 BestTarget := targets[0];
7080 if Length(targets) > 1 then
7081 for a := 1 to High(targets) do
7082 if Compare(BestTarget, targets[a]) = 1 then
7083 BestTarget := targets[a];
7085 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7086 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
7087 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
7088 begin
7089 Target := BestTarget;
7091 if (Healthy() = 3) or ((Healthy() = 2)) then
7092 begin // Åñëè çäîðîâû - äîãîíÿåì
7093 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7094 SetAIFlag('GORIGHT', '1');
7095 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7096 SetAIFlag('GOLEFT', '1');
7097 end
7098 else
7099 begin // Åñëè ïîáèòû - óáåãàåì
7100 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7101 SetAIFlag('GORIGHT', '1');
7102 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7103 SetAIFlag('GOLEFT', '1');
7104 end;
7106 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7107 SelectWeapon(Abs(x1-Target.cX));
7108 end;
7109 end;
7111 // Åñëè åñòü öåëü:
7112 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7113 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7114 if Target.UID <> 0 then
7115 begin
7116 if not TargetOnScreen(Target.X + Target.Rect.X,
7117 Target.Y + Target.Rect.Y) then
7118 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7119 if (Healthy() = 3) or ((Healthy() = 2)) then
7120 begin // Åñëè çäîðîâû - äîãîíÿåì
7121 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7122 SetAIFlag('GORIGHT', '1');
7123 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7124 SetAIFlag('GOLEFT', '1');
7125 end
7126 else
7127 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7128 Target.UID := 0;
7129 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7130 SetAIFlag('GORIGHT', '1');
7131 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7132 SetAIFlag('GOLEFT', '1');
7133 end;
7134 end
7135 else
7136 begin // Öåëü ïîêà íà "ýêðàíå"
7137 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7138 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7139 FLastVisible := gTime;
7140 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7141 if (Abs(FObj.Y-Target.Y) <= 128) then
7142 begin
7143 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7144 SetAIFlag('GORIGHT', '1');
7145 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7146 SetAIFlag('GOLEFT', '1');
7147 end;
7148 end;
7150 // Âûáèðàåì óãîë ââåðõ:
7151 if FDirection = TDirection.D_LEFT then
7152 angle := ANGLE_LEFTUP
7153 else
7154 angle := ANGLE_RIGHTUP;
7156 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7157 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7159 // Åñëè ïðè óãëå ââåðõ 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), //96
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 ââåðõ
7166 SetAIFlag('NEEDFIRE', '1');
7167 SetAIFlag('NEEDSEEUP', '1');
7168 end;
7170 // Âûáèðàåì óãîë âíèç:
7171 if FDirection = TDirection.D_LEFT then
7172 angle := ANGLE_LEFTDOWN
7173 else
7174 angle := ANGLE_RIGHTDOWN;
7176 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7177 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7179 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7180 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7181 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7182 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7183 Target.Rect.Width, Target.Rect.Height) and
7184 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7185 begin // òî íóæíî ñòðåëÿòü âíèç
7186 SetAIFlag('NEEDFIRE', '1');
7187 SetAIFlag('NEEDSEEDOWN', '1');
7188 end;
7190 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7191 if Target.Visible and
7192 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7193 (y1-4 > Target.Y+Target.Rect.Y) then
7194 begin
7195 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7196 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7197 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7198 begin // òî íóæíî ñòðåëÿòü âïåðåä
7199 SetAIFlag('NEEDFIRE', '1');
7200 SetAIFlag('NEEDSEEDOWN', '');
7201 SetAIFlag('NEEDSEEUP', '');
7202 end;
7203 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7204 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7205 if GetRnd(FDifficult.CloseJump) then
7206 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7207 if Abs(FObj.X-Target.X) < 128 then
7208 a := 4
7209 else
7210 a := 30;
7211 if Random(a) = 0 then
7212 SetAIFlag('NEEDJUMP', '1');
7213 end;
7214 end;
7216 // Åñëè öåëü âñå åùå åñòü:
7217 if Target.UID <> 0 then
7218 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7219 Target.UID := 0 // òî çàáûòü öåëü
7220 else // Åñëè âèäåëè íåäàâíî
7221 begin // íî öåëü óáèëè
7222 if Target.IsPlayer then
7223 begin // Öåëü - èãðîê
7224 pla := g_Player_Get(Target.UID);
7225 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7226 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7227 Target.UID := 0; // òî çàáûòü öåëü
7228 end
7229 else
7230 begin // Öåëü - ìîíñòð
7231 mon := g_Monsters_ByUID(Target.UID);
7232 if (mon = nil) or (not mon.alive) then
7233 Target.UID := 0; // òî çàáûòü öåëü
7234 end;
7235 end;
7236 end; // if Target.UID <> 0
7238 FTargetUID := Target.UID;
7240 // Åñëè âîçìîæíûõ öåëåé íåò:
7241 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7242 if targets = nil then
7243 if GetAIFlag('ATTACKLEFT') <> '' then
7244 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7245 RemoveAIFlag('ATTACKLEFT');
7247 SetAIFlag('NEEDJUMP', '1');
7249 if RunDirection() = TDirection.D_RIGHT then
7250 begin // Èäåì íå â òó ñòîðîíó
7251 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7252 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7253 SetAIFlag('NEEDFIRE', '1');
7254 SetAIFlag('GOLEFT', '1');
7255 end;
7256 end
7257 else
7258 begin // Èäåì â íóæíóþ ñòîðîíó
7259 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7260 SetAIFlag('NEEDFIRE', '1');
7261 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7262 SetAIFlag('GORIGHT', '1');
7263 end;
7264 end
7265 else
7266 if GetAIFlag('ATTACKRIGHT') <> '' then
7267 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7268 RemoveAIFlag('ATTACKRIGHT');
7270 SetAIFlag('NEEDJUMP', '1');
7272 if RunDirection() = TDirection.D_LEFT then
7273 begin // Èäåì íå â òó ñòîðîíó
7274 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7275 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7276 SetAIFlag('NEEDFIRE', '1');
7277 SetAIFlag('GORIGHT', '1');
7278 end;
7279 end
7280 else
7281 begin
7282 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7283 SetAIFlag('NEEDFIRE', '1');
7284 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7285 SetAIFlag('GOLEFT', '1');
7286 end;
7287 end;
7289 //HACK! (does it belongs there?)
7290 RealizeCurrentWeapon();
7292 // Åñëè åñòü âîçìîæíûå öåëè:
7293 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7294 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7295 for a := 0 to High(targets) do
7296 begin
7297 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7298 if GetRnd(FDifficult.DiagFire) then
7299 begin
7300 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7301 if FDirection = TDirection.D_LEFT then
7302 angle := ANGLE_LEFTUP
7303 else
7304 angle := ANGLE_RIGHTUP;
7306 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7307 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7309 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7310 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7311 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7312 targets[a].Rect.Width, targets[a].Rect.Height) and
7313 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7314 begin
7315 SetAIFlag('NEEDFIRE', '1');
7316 SetAIFlag('NEEDSEEUP', '1');
7317 end;
7319 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7320 if FDirection = TDirection.D_LEFT then
7321 angle := ANGLE_LEFTDOWN
7322 else
7323 angle := ANGLE_RIGHTDOWN;
7325 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7326 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7328 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7329 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7330 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7331 targets[a].Rect.Width, targets[a].Rect.Height) and
7332 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7333 begin
7334 SetAIFlag('NEEDFIRE', '1');
7335 SetAIFlag('NEEDSEEDOWN', '1');
7336 end;
7337 end;
7339 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7340 if targets[a].Line and targets[a].Visible and
7341 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7342 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7343 begin
7344 SetAIFlag('NEEDFIRE', '1');
7345 Break;
7346 end;
7347 end;
7349 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7350 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7351 PLAYER_RECT.Width, PLAYER_RECT.Height,
7352 40+GetInterval(FDifficult.Cover, 40)) then
7353 SetAIFlag('NEEDJUMP', '1');
7355 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7356 ammo := GetAmmoByWeapon(FCurrWeap);
7357 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7358 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7359 (ammo = 0) then
7360 SetAIFlag('SELECTWEAPON', '1');
7362 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7363 if GetAIFlag('SELECTWEAPON') = '1' then
7364 begin
7365 SelectWeapon(-1);
7366 RemoveAIFlag('SELECTWEAPON');
7367 end;
7368 end;
7370 procedure TBot.Update();
7371 var
7372 EnableAI: Boolean;
7373 begin
7374 if not FAlive then
7375 begin // Respawn
7376 ReleaseKeys();
7377 PressKey(KEY_UP);
7378 end
7379 else
7380 begin
7381 EnableAI := True;
7383 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7384 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7385 EnableAI := False;
7386 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7387 EnableAI := False;
7388 if g_debug_BotAIOff = 3 then
7389 EnableAI := False;
7391 if EnableAI then
7392 begin
7393 UpdateMove();
7394 UpdateCombat();
7395 end
7396 else
7397 begin
7398 RealizeCurrentWeapon();
7399 end;
7400 end;
7402 inherited Update();
7403 end;
7405 procedure TBot.ReleaseKey(Key: Byte);
7406 begin
7407 with FKeys[Key] do
7408 begin
7409 Pressed := False;
7410 Time := 0;
7411 end;
7412 end;
7414 function TBot.KeyPressed(Key: Word): Boolean;
7415 begin
7416 Result := FKeys[Key].Pressed;
7417 end;
7419 function TBot.GetAIFlag(aName: String20): String20;
7420 var
7421 a: Integer;
7422 begin
7423 Result := '';
7425 aName := LowerCase(aName);
7427 if FAIFlags <> nil then
7428 for a := 0 to High(FAIFlags) do
7429 if LowerCase(FAIFlags[a].Name) = aName then
7430 begin
7431 Result := FAIFlags[a].Value;
7432 Break;
7433 end;
7434 end;
7436 procedure TBot.RemoveAIFlag(aName: String20);
7437 var
7438 a, b: Integer;
7439 begin
7440 if FAIFlags = nil then Exit;
7442 aName := LowerCase(aName);
7444 for a := 0 to High(FAIFlags) do
7445 if LowerCase(FAIFlags[a].Name) = aName then
7446 begin
7447 if a <> High(FAIFlags) then
7448 for b := a to High(FAIFlags)-1 do
7449 FAIFlags[b] := FAIFlags[b+1];
7451 SetLength(FAIFlags, Length(FAIFlags)-1);
7452 Break;
7453 end;
7454 end;
7456 procedure TBot.SetAIFlag(aName, fValue: String20);
7457 var
7458 a: Integer;
7459 ok: Boolean;
7460 begin
7461 a := 0;
7462 ok := False;
7464 aName := LowerCase(aName);
7466 if FAIFlags <> nil then
7467 for a := 0 to High(FAIFlags) do
7468 if LowerCase(FAIFlags[a].Name) = aName then
7469 begin
7470 ok := True;
7471 Break;
7472 end;
7474 if ok then FAIFlags[a].Value := fValue
7475 else
7476 begin
7477 SetLength(FAIFlags, Length(FAIFlags)+1);
7478 with FAIFlags[High(FAIFlags)] do
7479 begin
7480 Name := aName;
7481 Value := fValue;
7482 end;
7483 end;
7484 end;
7486 procedure TBot.UpdateMove;
7488 procedure GoLeft(Time: Word = 1);
7489 begin
7490 ReleaseKey(KEY_LEFT);
7491 ReleaseKey(KEY_RIGHT);
7492 PressKey(KEY_LEFT, Time);
7493 SetDirection(TDirection.D_LEFT);
7494 end;
7496 procedure GoRight(Time: Word = 1);
7497 begin
7498 ReleaseKey(KEY_LEFT);
7499 ReleaseKey(KEY_RIGHT);
7500 PressKey(KEY_RIGHT, Time);
7501 SetDirection(TDirection.D_RIGHT);
7502 end;
7504 function Rnd(a: Word): Boolean;
7505 begin
7506 Result := Random(a) = 0;
7507 end;
7509 procedure Turn(Time: Word = 1200);
7510 begin
7511 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7512 end;
7514 procedure Stop();
7515 begin
7516 ReleaseKey(KEY_LEFT);
7517 ReleaseKey(KEY_RIGHT);
7518 end;
7520 function CanRunLeft(): Boolean;
7521 begin
7522 Result := not CollideLevel(-1, 0);
7523 end;
7525 function CanRunRight(): Boolean;
7526 begin
7527 Result := not CollideLevel(1, 0);
7528 end;
7530 function CanRun(): Boolean;
7531 begin
7532 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7533 end;
7535 procedure Jump(Time: Word = 30);
7536 begin
7537 PressKey(KEY_JUMP, Time);
7538 end;
7540 function NearHole(): Boolean;
7541 var
7542 x, sx: Integer;
7543 begin
7544 { TODO 5 : Ëåñòíèöû }
7545 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7546 for x := 1 to PLAYER_RECT.Width do
7547 if (not StayOnStep(x*sx, 0)) and
7548 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7549 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7550 begin
7551 Result := True;
7552 Exit;
7553 end;
7555 Result := False;
7556 end;
7558 function BorderHole(): Boolean;
7559 var
7560 x, sx, xx: Integer;
7561 begin
7562 { TODO 5 : Ëåñòíèöû }
7563 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7564 for x := 1 to PLAYER_RECT.Width do
7565 if (not StayOnStep(x*sx, 0)) and
7566 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7567 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7568 begin
7569 for xx := x to x+32 do
7570 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7571 begin
7572 Result := True;
7573 Exit;
7574 end;
7575 end;
7577 Result := False;
7578 end;
7580 function NearDeepHole(): Boolean;
7581 var
7582 x, sx, y: Integer;
7583 begin
7584 Result := False;
7586 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7587 y := 3;
7589 for x := 1 to PLAYER_RECT.Width do
7590 if (not StayOnStep(x*sx, 0)) and
7591 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7592 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7593 begin
7594 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7595 begin
7596 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7597 y := y+1;
7598 end;
7600 Result := True;
7601 end else Result := False;
7602 end;
7604 function OverDeepHole(): Boolean;
7605 var
7606 y: Integer;
7607 begin
7608 Result := False;
7610 y := 1;
7611 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7612 begin
7613 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7614 y := y+1;
7615 end;
7617 Result := True;
7618 end;
7620 function OnGround(): Boolean;
7621 begin
7622 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7623 end;
7625 function OnLadder(): Boolean;
7626 begin
7627 Result := FullInStep(0, 0);
7628 end;
7630 function BelowLadder(): Boolean;
7631 begin
7632 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7633 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7634 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7635 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7636 end;
7638 function BelowLiftUp(): Boolean;
7639 begin
7640 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7641 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7642 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7643 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7644 end;
7646 function OnTopLift(): Boolean;
7647 begin
7648 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7649 end;
7651 function CanJumpOver(): Boolean;
7652 var
7653 sx, y: Integer;
7654 begin
7655 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7657 Result := False;
7659 if not CollideLevel(sx, 0) then Exit;
7661 for y := 1 to BOT_MAXJUMP do
7662 if CollideLevel(0, -y) then Exit else
7663 if not CollideLevel(sx, -y) then
7664 begin
7665 Result := True;
7666 Exit;
7667 end;
7668 end;
7670 function CanJumpUp(Dist: ShortInt): Boolean;
7671 var
7672 y, yy: Integer;
7673 c: Boolean;
7674 begin
7675 Result := False;
7677 if CollideLevel(Dist, 0) then Exit;
7679 c := False;
7680 for y := 0 to BOT_MAXJUMP do
7681 if CollideLevel(Dist, -y) then
7682 begin
7683 c := True;
7684 Break;
7685 end;
7687 if not c then Exit;
7689 c := False;
7690 for yy := y+1 to BOT_MAXJUMP do
7691 if not CollideLevel(Dist, -yy) then
7692 begin
7693 c := True;
7694 Break;
7695 end;
7697 if not c then Exit;
7699 c := False;
7700 for y := 0 to BOT_MAXJUMP do
7701 if CollideLevel(0, -y) then
7702 begin
7703 c := True;
7704 Break;
7705 end;
7707 if c then Exit;
7709 if y < yy then Exit;
7711 Result := True;
7712 end;
7714 function IsSafeTrigger(): Boolean;
7715 var
7716 a: Integer;
7717 begin
7718 Result := True;
7719 if gTriggers = nil then
7720 Exit;
7721 for a := 0 to High(gTriggers) do
7722 if Collide(gTriggers[a].X,
7723 gTriggers[a].Y,
7724 gTriggers[a].Width,
7725 gTriggers[a].Height) and
7726 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7727 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7728 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7729 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7730 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7731 Result := False;
7732 end;
7734 begin
7735 // Âîçìîæíî, íàæèìàåì êíîïêó:
7736 if Rnd(16) and IsSafeTrigger() then
7737 PressKey(KEY_OPEN);
7739 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7740 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7741 begin
7742 ReleaseKey(KEY_LEFT);
7743 ReleaseKey(KEY_RIGHT);
7744 Jump();
7745 end;
7747 // Èäåì âëåâî, åñëè íàäî áûëî:
7748 if GetAIFlag('GOLEFT') <> '' then
7749 begin
7750 RemoveAIFlag('GOLEFT');
7751 if CanRunLeft() then
7752 GoLeft(360);
7753 end;
7755 // Èäåì âïðàâî, åñëè íàäî áûëî:
7756 if GetAIFlag('GORIGHT') <> '' then
7757 begin
7758 RemoveAIFlag('GORIGHT');
7759 if CanRunRight() then
7760 GoRight(360);
7761 end;
7763 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7764 if FObj.X < -32 then
7765 GoRight(360)
7766 else
7767 if FObj.X+32 > gMapInfo.Width then
7768 GoLeft(360);
7770 // Ïðûãàåì, åñëè íàäî áûëî:
7771 if GetAIFlag('NEEDJUMP') <> '' then
7772 begin
7773 Jump(0);
7774 RemoveAIFlag('NEEDJUMP');
7775 end;
7777 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7778 if GetAIFlag('NEEDSEEUP') <> '' then
7779 begin
7780 ReleaseKey(KEY_UP);
7781 ReleaseKey(KEY_DOWN);
7782 PressKey(KEY_UP, 20);
7783 RemoveAIFlag('NEEDSEEUP');
7784 end;
7786 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7787 if GetAIFlag('NEEDSEEDOWN') <> '' then
7788 begin
7789 ReleaseKey(KEY_UP);
7790 ReleaseKey(KEY_DOWN);
7791 PressKey(KEY_DOWN, 20);
7792 RemoveAIFlag('NEEDSEEDOWN');
7793 end;
7795 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7796 if GetAIFlag('GOINHOLE') <> '' then
7797 if not OnGround() then
7798 begin
7799 ReleaseKey(KEY_LEFT);
7800 ReleaseKey(KEY_RIGHT);
7801 RemoveAIFlag('GOINHOLE');
7802 SetAIFlag('FALLINHOLE', '1');
7803 end;
7805 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7806 if GetAIFlag('FALLINHOLE') <> '' then
7807 if OnGround() then
7808 RemoveAIFlag('FALLINHOLE');
7810 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7811 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7812 if GetAIFlag('FALLINHOLE') = '' then
7813 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7814 if Rnd(2) then
7815 GoLeft(360)
7816 else
7817 GoRight(360);
7819 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7820 if OnGround() and
7821 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7822 Rnd(8) then
7823 Jump();
7825 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7826 if OnGround() and NearHole() then
7827 if NearDeepHole() then // Åñëè ýòî áåçäíà
7828 case Random(6) of
7829 0..3: Turn(); // Áåæèì îáðàòíî
7830 4: Jump(); // Ïðûãàåì
7831 5: begin // Ïðûãàåì îáðàòíî
7832 Turn();
7833 Jump();
7834 end;
7835 end
7836 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7837 if GetAIFlag('GOINHOLE') = '' then
7838 case Random(6) of
7839 0: Turn(); // Íå íóæíî òóäà
7840 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7841 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7842 if BorderHole() then
7843 SetAIFlag('GOINHOLE', '1');
7844 end;
7846 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7847 if (not CanRun()) and OnGround() then
7848 begin
7849 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7850 if CanJumpOver() or OnLadder() then
7851 Jump()
7852 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7853 if Random(2) = 0 then
7854 begin
7855 if IsSafeTrigger() then
7856 PressKey(KEY_OPEN);
7857 end else
7858 Turn();
7859 end;
7861 // Îñòàëîñü ìàëî âîçäóõà:
7862 if FAir < 36 * 2 then
7863 Jump(20);
7865 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7866 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7867 if BodyInAcid(0, 0) then
7868 Jump();
7869 end;
7871 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7872 begin
7873 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7874 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7875 end;
7877 {function TBot.NeedItem(Item: Byte): Byte;
7878 begin
7879 Result := 4;
7880 end;}
7882 procedure TBot.SelectWeapon(Dist: Integer);
7883 var
7884 a: Integer;
7886 function HaveAmmo(weapon: Byte): Boolean;
7887 begin
7888 case weapon of
7889 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7890 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7891 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7892 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7893 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7894 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7895 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7896 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7897 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7898 else Result := True;
7899 end;
7900 end;
7902 begin
7903 if Dist = -1 then Dist := BOT_LONGDIST;
7905 if Dist > BOT_LONGDIST then
7906 begin // Äàëüíèé áîé
7907 for a := 0 to 9 do
7908 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7909 begin
7910 FSelectedWeapon := FDifficult.WeaponPrior[a];
7911 Break;
7912 end;
7913 end
7914 else //if Dist > BOT_UNSAFEDIST then
7915 begin // Áëèæíèé áîé
7916 for a := 0 to 9 do
7917 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7918 begin
7919 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7920 Break;
7921 end;
7922 end;
7923 { else
7924 begin
7925 for a := 0 to 9 do
7926 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7927 begin
7928 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7929 Break;
7930 end;
7931 end;}
7932 end;
7934 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7935 begin
7936 Result := inherited PickItem(ItemType, force, remove);
7938 if Result then SetAIFlag('SELECTWEAPON', '1');
7939 end;
7941 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7942 begin
7943 Result := inherited Heal(value, Soft);
7944 end;
7946 function TBot.Healthy(): Byte;
7947 begin
7948 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7949 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7950 else if (FHealth > 50) then Result := 2
7951 else if (FHealth > 20) then Result := 1
7952 else Result := 0;
7953 end;
7955 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7956 begin
7957 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7958 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7959 end;
7961 procedure TBot.OnDamage(Angle: SmallInt);
7962 var
7963 pla: TPlayer;
7964 mon: TMonster;
7965 ok: Boolean;
7966 begin
7967 inherited;
7969 if (Angle = 0) or (Angle = 180) then
7970 begin
7971 ok := False;
7972 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7973 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7974 begin // Èãðîê
7975 pla := g_Player_Get(FLastSpawnerUID);
7976 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7977 pla.FObj.Y + PLAYER_RECT.Y);
7978 end
7979 else
7980 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7981 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7982 begin // Ìîíñòð
7983 mon := g_Monsters_ByUID(FLastSpawnerUID);
7984 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7985 mon.Obj.Y + mon.Obj.Rect.Y);
7986 end;
7988 if ok then
7989 if Angle = 0 then
7990 SetAIFlag('ATTACKLEFT', '1')
7991 else
7992 SetAIFlag('ATTACKRIGHT', '1');
7993 end;
7994 end;
7996 function TBot.RunDirection(): TDirection;
7997 begin
7998 if Abs(Vel.X) >= 1 then
7999 begin
8000 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
8001 end else
8002 Result := FDirection;
8003 end;
8005 function TBot.GetRnd(a: Byte): Boolean;
8006 begin
8007 if a = 0 then Result := False
8008 else if a = 255 then Result := True
8009 else Result := Random(256) > 255-a;
8010 end;
8012 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
8013 begin
8014 Result := Round((255-a)/255*radius*(Random(2)-1));
8015 end;
8018 procedure TDifficult.save (st: TStream);
8019 begin
8020 utils.writeInt(st, Byte(DiagFire));
8021 utils.writeInt(st, Byte(InvisFire));
8022 utils.writeInt(st, Byte(DiagPrecision));
8023 utils.writeInt(st, Byte(FlyPrecision));
8024 utils.writeInt(st, Byte(Cover));
8025 utils.writeInt(st, Byte(CloseJump));
8026 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8027 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8028 end;
8030 procedure TDifficult.load (st: TStream);
8031 begin
8032 DiagFire := utils.readByte(st);
8033 InvisFire := utils.readByte(st);
8034 DiagPrecision := utils.readByte(st);
8035 FlyPrecision := utils.readByte(st);
8036 Cover := utils.readByte(st);
8037 CloseJump := utils.readByte(st);
8038 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8039 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8040 end;
8043 procedure TBot.SaveState (st: TStream);
8044 var
8045 i: Integer;
8046 dw: Integer;
8047 begin
8048 inherited SaveState(st);
8049 utils.writeSign(st, 'BOT0');
8050 // Âûáðàííîå îðóæèå
8051 utils.writeInt(st, Byte(FSelectedWeapon));
8052 // UID öåëè
8053 utils.writeInt(st, Word(FTargetUID));
8054 // Âðåìÿ ïîòåðè öåëè
8055 utils.writeInt(st, LongWord(FLastVisible));
8056 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8057 dw := Length(FAIFlags);
8058 utils.writeInt(st, LongInt(dw));
8059 // Ôëàãè ÈÈ
8060 for i := 0 to dw-1 do
8061 begin
8062 utils.writeStr(st, FAIFlags[i].Name, 20);
8063 utils.writeStr(st, FAIFlags[i].Value, 20);
8064 end;
8065 // Íàñòðîéêè ñëîæíîñòè
8066 FDifficult.save(st);
8067 end;
8070 procedure TBot.LoadState (st: TStream);
8071 var
8072 i: Integer;
8073 dw: Integer;
8074 begin
8075 inherited LoadState(st);
8076 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
8077 // Âûáðàííîå îðóæèå
8078 FSelectedWeapon := utils.readByte(st);
8079 // UID öåëè
8080 FTargetUID := utils.readWord(st);
8081 // Âðåìÿ ïîòåðè öåëè
8082 FLastVisible := utils.readLongWord(st);
8083 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8084 dw := utils.readLongInt(st);
8085 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
8086 SetLength(FAIFlags, dw);
8087 // Ôëàãè ÈÈ
8088 for i := 0 to dw-1 do
8089 begin
8090 FAIFlags[i].Name := utils.readStr(st, 20);
8091 FAIFlags[i].Value := utils.readStr(st, 20);
8092 end;
8093 // Íàñòðîéêè ñëîæíîñòè
8094 FDifficult.load(st);
8095 end;
8098 begin
8099 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');
8100 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8101 end.