DEADSOFTWARE

Game: Fix invisibility not being full, which made players visible on some displays
[d2df-sdl.git] / src / game / g_player.pas
index 06176d94272587199f1e6c7f910cb046fc5565f4..790d419283314680739cebf3093014f842c0a6de 100644 (file)
@@ -623,7 +623,7 @@ procedure g_Player_ResetAll(Force, Silent: Boolean);
 function  g_Player_Get(UID: Word): TPlayer;
 function  g_Player_GetCount(): Byte;
 function  g_Player_GetStats(): TPlayerStatArray;
-function  g_Player_ValidName(Name: String): Boolean;
+function  g_Player_ExistingName(Name: String): Boolean;
 function  g_Player_CreateCorpse(Player: TPlayer): Integer;
 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
@@ -1024,7 +1024,7 @@ begin
   _name := '';
   if BotNames <> nil then
     for a := 0 to High(BotNames) do
-      if g_Player_ValidName(BotNames[a]) then
+      if g_Player_ExistingName(BotNames[a]) then
       begin
         _name := BotNames[a];
         Break;
@@ -1096,26 +1096,33 @@ begin
         Team := BotList[num].team; // CTF / TDM
 
 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
-  lName := AnsiLowerCase(lName);
-  if (num < 0) or (num > Length(BotList)-1) then
-    num := -1;
-  if (num = -1) and (lName <> '') and (BotList <> nil) then
-    for a := 0 to High(BotList) do
-      if AnsiLowerCase(BotList[a].name) = lName then
-      begin
-        num := a;
-        Break;
-      end;
-  if num = -1 then
-    Exit;
+  if lName = '' then
+    num := Random(Length(BotList))
+  else
+  begin
+    if (num < 0) or (num > Length(BotList)-1) then
+      num := -1;
+    if (num = -1) and (BotList <> nil) then
+      lName := AnsiLowerCase(lName);
+      for a := 0 to High(BotList) do
+        if AnsiLowerCase(BotList[a].name) = lName then
+        begin
+          num := a;
+          Break;
+        end;
+    if num = -1 then
+      Exit;
+  end;
 
 // Èìÿ áîòà:
   _name := BotList[num].name;
-// Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
-  if not g_Player_ValidName(_name) then
-  repeat
-    _name := Format('DFBOT%.2d', [Random(100)]);
-  until g_Player_ValidName(_name);
+  if (_name = '') and (BotNames <> nil) then
+    for a := 0 to High(BotNames) do
+      if g_Player_ExistingName(BotNames[a]) then
+      begin
+        _name := BotNames[a];
+        Break;
+      end;
 
 // Ìîäåëü:
   _model := BotList[num].model;
@@ -1126,7 +1133,10 @@ begin
 // Ñîçäàåì áîòà:
   with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
   begin
-    Name := _name;
+  // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
+    if _name = ''
+      then Name := Format('DFBOT%.5d', [UID])
+      else Name := _name;
 
     FDifficult.DiagFire := BotList[num].diag_fire;
     FDifficult.InvisFire := BotList[num].invis_fire;
@@ -1261,12 +1271,17 @@ begin
         model := config.ReadStr(IntToStr(a), 'model', '');  // Ìîäåëü
 
         // Êîìàíäà
-        if config.ReadStr(IntToStr(a), 'team', 'red') = 'red'
-          then team := TEAM_RED
-          else team := TEAM_BLUE;
+        s := config.ReadStr(IntToStr(a), 'team', '');
+        if s = 'red' then
+          team := TEAM_RED
+        else if s = 'blue' then
+          team := TEAM_BLUE
+        else
+          team := TEAM_NONE;
 
         // Öâåò ìîäåëè
         sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
+        SetLength(sa, 3);
         color.R := StrToIntDef(sa[0], 0);
         color.G := StrToIntDef(sa[1], 0);
         color.B := StrToIntDef(sa[2], 0);
@@ -2332,13 +2347,8 @@ begin
         end;
 
       if t = HIT_WATER then
-      begin
-        g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
-                      FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
-        if Random(2) = 0
-          then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
-          else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
-      end;
+        g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+                              FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
     end;
 
   // Áóôåð óðîíà:
@@ -2620,7 +2630,7 @@ begin
           FModel.Draw(fX, fY+fSlope);
       end
       else
-        FModel.Draw(fX, fY+fSlope, 254);
+        FModel.Draw(fX, fY+fSlope, 255);
     end
     else
       FModel.Draw(fX, fY+fSlope);
@@ -5409,12 +5419,8 @@ begin
           FAir := 0;
       end
       else if (FAir mod 31 = 0) and not blockmon then
-      begin
-        g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
-        if Random(2) = 0
-          then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
-          else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
-      end;
+        g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+                              FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
     end else if FAir < AIR_DEF then
       FAir := AIR_DEF;
 
@@ -5554,7 +5560,7 @@ begin
             (y >= 0) and (y <= PLAYER_RECT.Height);
 end;
 
-function g_Player_ValidName(Name: string): Boolean;
+function g_Player_ExistingName(Name: string): Boolean;
 var
   a: Integer;
 begin
@@ -6512,11 +6518,8 @@ begin
 
   if BodyInLiquid(0, 0) then
   begin
-    g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
-                  Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
-    if Random(2) = 0
-      then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
-      else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
+    g_Game_Effect_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
+                          Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
     Exit;
   end;