X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=8628d4a436e982b1027ae5048d86465a732b305b;hb=dec9e3260140baab3645be36492a1e0c1ea1fe32;hp=4b0bffce46977c3e721a484dd314fb764ceff52a;hpb=02e6aa22f21119c1a329e7b5321b94bf9fe9d4d7;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 4b0bffc..8628d4a 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -1,4 +1,4 @@ -(* Copyright (C) DooM 2D:Forever Developers +(* Copyright (C) Doom 2D: Forever Developers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by @@ -21,7 +21,7 @@ interface uses SysUtils, Classes, - mempool, + {$IFDEF USE_MEMPOOL}mempool,{$ENDIF} e_graphics, g_playermodel, g_basic, g_textures, g_weapons, g_phys, g_sound, g_saveload, MAPDEF, g_panel; @@ -135,7 +135,7 @@ type Time: Word; end; - TPlayer = class(TPoolObject) + TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} private FIamBot: Boolean; FUID: Word; @@ -176,6 +176,7 @@ type FSavedState: TPlayerSavedState; FModel: TPlayerModel; + FPunchAnim: TAnimation; FActionPrior: Byte; FActionAnim: Byte; FActionForce: Boolean; @@ -213,6 +214,7 @@ type procedure SetAction(Action: Byte; Force: Boolean = False); procedure OnDamage(Angle: SmallInt); virtual; function firediry(): Integer; + procedure DoPunch(); procedure Run(Direction: TDirection); procedure NextWeapon(); @@ -229,6 +231,8 @@ type procedure doDamage (v: Integer); + function followCorpse(): Boolean; + public FDamageBuffer: Integer; @@ -306,6 +310,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -461,7 +466,7 @@ type PGib = ^TGib; TGib = record - alive: Boolean; + alive: Boolean; ID: DWORD; MaskID: DWORD; RAngle: Integer; @@ -491,7 +496,7 @@ type procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right! end; - TCorpse = class(TPoolObject) + TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} private FModelName: String; FMess: Boolean; @@ -499,6 +504,7 @@ type FDamage: Byte; FColor: TRGB; FObj: TObj; + FPlayerUID: Word; FAnimation: TAnimation; FAnimationMask: TAnimation; @@ -537,6 +543,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -586,10 +593,14 @@ procedure g_Bot_RemoveAll(); implementation uses +{$INCLUDE ../nogl/noGLuses.inc} +{$IFDEF ENABLE_HOLMES} + g_holmes, +{$ENDIF} e_log, g_map, g_items, g_console, g_gfx, Math, g_options, g_triggers, g_menu, g_game, g_grid, wadreader, g_main, g_monsters, CONFIG, g_language, - g_net, g_netmsg, g_window, GL, g_holmes, + g_net, g_netmsg, g_window, utils, xstreams; const PLR_SAVE_VERSION = 0; @@ -861,7 +872,7 @@ begin gPlayers[a].FNoRespawn := utils.readBool(st); // Íàïðàâëåíèå b := utils.readByte(st); - if b = 1 then gPlayers[a].FDirection := D_LEFT else gPlayers[a].FDirection := D_RIGHT; // b = 2 + if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2 // Çäîðîâüå gPlayers[a].FHealth := utils.readLongInt(st); // Æèçíè @@ -987,7 +998,7 @@ end; procedure g_Bot_Add(Team, Difficult: Byte); var - m: SArray; + m: SSArray; _name, _model: String; a, tr, tb: Integer; begin @@ -1084,7 +1095,7 @@ end; procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1); var - m: SArray; + m: SSArray; _name, _model: String; a: Integer; begin @@ -1221,7 +1232,7 @@ var s: String; a, b: Integer; config: TConfig; - sa: SArray; + sa: SSArray; begin BotNames := nil; @@ -1503,11 +1514,20 @@ end; procedure g_Player_CreateCorpse(Player: TPlayer); var + i: Integer; find_id: DWORD; ok: Boolean; begin if Player.alive then Exit; + +// Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì: + if gCorpses <> nil then + for i := 0 to High(gCorpses) do + if gCorpses[i] <> nil then + if gCorpses[i].FPlayerUID = Player.FUID then + gCorpses[i].FPlayerUID := 0; + if Player.FObj.Y >= gMapInfo.Height+128 then Exit; @@ -1533,6 +1553,7 @@ begin gCorpses[find_id].FColor := FModel.Color; gCorpses[find_id].FObj.Vel := FObj.Vel; gCorpses[find_id].FObj.Accel := FObj.Accel; + gCorpses[find_id].FPlayerUID := FUID; end else g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX, @@ -1592,11 +1613,13 @@ procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB); var a: Integer; GibsArray: TGibsArray; + Blood: TModelBlood; begin if (gGibs = nil) or (Length(gGibs) = 0) then Exit; if not g_PlayerModel_GetGibs(ModelName, GibsArray) then Exit; + Blood := g_PlayerModel_GetBlood(ModelName); for a := 0 to High(GibsArray) do with gGibs[CurrentGib] do @@ -1615,7 +1638,7 @@ begin if gBloodCount > 0 then g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33), - Random(48), Random(48), 150, 0, 0); + Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind); if CurrentGib >= High(gGibs) then CurrentGib := 0 @@ -1800,10 +1823,10 @@ begin a.X := Obj.Rect.X+(Obj.Rect.Width div 2); a.y := Obj.Rect.Y+(Obj.Rect.Height div 2); - e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE); + e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); e_Colors := Color; - e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE); + e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -1831,7 +1854,7 @@ begin a.X := CX; a.Y := CY; - e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE); + e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); end; end; @@ -2246,10 +2269,31 @@ begin FJetSoundOn.Free(); FJetSoundOff.Free(); FModel.Free(); + if FPunchAnim <> nil then + FPunchAnim.Free(); inherited; end; +procedure TPlayer.DrawIndicator(); +var + indX, indY: Integer; + indW, indH: Word; + ID: DWORD; +begin + if FAlive then + begin + indX := FObj.X+FObj.Rect.X; + indY := FObj.Y - 12; + if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then + begin + e_GetTextureSize(ID, @indW, @indH); + e_Draw(ID, indX + indW div 2, indY, 0, True, False); + end; + end; + //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead +end; + procedure TPlayer.DrawBubble(); var bubX, bubY: Integer; @@ -2258,7 +2302,7 @@ var Rw, Gw, Bw: SmallInt; Dot: Byte; begin - bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18); + bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18); bubY := FObj.Y+FObj.Rect.Y - 18; Rb := 64; Gb := 64; @@ -2302,10 +2346,10 @@ begin 4: // custom textured bubble begin if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then e_Draw(ID, bubX - 6, bubY - 7, 0, True, False) else - e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL); + e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal); Exit; end; end; @@ -2317,12 +2361,12 @@ begin e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0); // Tail - Dot := IfThen(FDirection = D_LEFT, 14, 5); + Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5); e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb); - e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw); - e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw); - e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw); - e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb); + 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); + 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); + 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); + 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); // Dots Dot := 6; @@ -2336,14 +2380,31 @@ var ID: DWORD; w, h: Word; dr: Boolean; + Mirror: TMirrorType; begin if FAlive then begin + if Direction = TDirection.D_RIGHT then + Mirror := TMirrorType.None + else + Mirror := TMirrorType.Horizontal; + + if FPunchAnim <> nil then + begin + FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15), + FObj.Y+FObj.Rect.Y-11, Mirror); + if FPunchAnim.played then + begin + FPunchAnim.Free; + FPunchAnim := nil; + end; + end; + if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then begin e_GetTextureSize(ID, @w, @h); - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4, FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False) else @@ -2395,10 +2456,13 @@ procedure TPlayer.DrawAim(); var ex, ey: Integer; begin + +{$IFDEF ENABLE_HOLMES} if isValidViewPort and (self = gPlayer1) then begin g_Holmes_plrLaser(ax0, ay0, ax1, ay1); end; +{$ENDIF} e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96); if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then @@ -2416,7 +2480,7 @@ var angle: SmallInt; sz, len: Word; begin - wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7); + wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7); wy := FObj.Y + WEAPONPOINT[FDirection].Y; angle := FAngle; len := 1024; @@ -2711,7 +2775,7 @@ begin if dr then e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, - 191, 191, 191, 0, B_INVERT); + 191, 191, 191, 0, TBlending.Invert); end; // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí @@ -2724,14 +2788,14 @@ begin if dr then e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, - 0, 96, 0, 200, B_NONE); + 0, 96, 0, 200, TBlending.None); end; // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then begin e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, - 255, 0, 0, 200, B_NONE); + 255, 0, 0, 200, TBlending.None); end; end; @@ -2773,6 +2837,27 @@ begin e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50); end; +procedure TPlayer.DoPunch(); +var + id: DWORD; + st: String; +begin + if FPunchAnim <> nil then begin + FPunchAnim.reset(); + FPunchAnim.Free; + FPunchAnim := nil; + end; + st := 'FRAMES_PUNCH'; + if R_BERSERK in FRulez then + st := st + '_BERSERK'; + if FKeys[KEY_UP].Pressed then + st := st + '_UP' + else if FKeys[KEY_DOWN].Pressed then + st := st + '_DN'; + g_Frames_Get(id, st); + FPunchAnim := TAnimation.Create(id, False, 1); +end; + procedure TPlayer.Fire(); var f, DidFire: Boolean; @@ -2796,12 +2881,13 @@ begin f := False; wx := FObj.X+WEAPONPOINT[FDirection].X; wy := FObj.Y+WEAPONPOINT[FDirection].Y; - xd := wx+IfThen(FDirection = D_LEFT, -30, 30); + xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30); yd := wy+firediry(); case FCurrWeap of WEAPON_KASTET: begin + DoPunch(); if R_BERSERK in FRulez then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID); @@ -2821,10 +2907,12 @@ begin else g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y); - if gFlash = 1 then - if FPain < 50 then - FPain := min(FPain + 25, 50); - end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID); + if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50); + end + else + begin + g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID); + end; DidFire := True; FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap]; @@ -3453,11 +3541,11 @@ begin g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8, FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2), Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3), - 150, 0, 0); + FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind); g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8, FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2), Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3, - 150, 0, 0); + FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind); end; procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer); @@ -3465,7 +3553,7 @@ begin g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2), Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3, - 150, 0, 0); + FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind); end; procedure TPlayer.QueueWeaponSwitch(Weapon: Byte); @@ -3500,34 +3588,98 @@ function TPlayer.getNextWeaponIndex (): Byte; var i: Word; wantThisWeapon: array[0..64] of Boolean; - wwc: Integer = 0; //HACK! - dir, cwi: Integer; + weaponOrder: array[0..16] of Integer; // value: index in `FWeapon` + wwc: Integer; + f, dir, cwi, rwidx, curlidx: Integer; + + function real2log (ridx: Integer): Integer; + var + f: Integer; + begin + if (ridx >= 0) then + begin + for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end; + end; + result := -1; + end; + begin result := 255; // default result: "no switch" + // had weapon cycling on previous frame? remove that flag if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end; + + for f := 0 to High(weaponOrder) do weaponOrder[f] := -1; + + // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!) + // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed) + // priorities: + // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist + weaponOrder[0] := WEAPON_SUPERPULEMET; + weaponOrder[1] := WEAPON_BFG; + weaponOrder[2] := WEAPON_ROCKETLAUNCHER; + weaponOrder[3] := WEAPON_PLASMA; + weaponOrder[4] := WEAPON_FLAMETHROWER; + weaponOrder[5] := WEAPON_SHOTGUN2; + weaponOrder[6] := WEAPON_CHAINGUN; + weaponOrder[7] := WEAPON_SHOTGUN1; + weaponOrder[8] := WEAPON_PISTOL; + weaponOrder[9] := WEAPON_KASTET+666; // berserk fist + weaponOrder[10] := WEAPON_SAW; + weaponOrder[11] := WEAPON_KASTET; // normal fist + + for f := 0 to High(weaponOrder) do + begin + if (weaponOrder[f] = WEAPON_KASTET) then + begin + // normal fist: remove if we have a berserk pack + if (R_BERSERK in FRulez) then weaponOrder[f] := -1; + end + else + if (weaponOrder[f] = WEAPON_KASTET+666) then + begin + // berserk fist: remove if we don't have a berserk pack + if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1; + end; + end; + + (* + WEAPON_KASTET = 0; + WEAPON_SAW = 1; + WEAPON_PISTOL = 2; + WEAPON_SHOTGUN1 = 3; + WEAPON_SHOTGUN2 = 4; + WEAPON_CHAINGUN = 5; + WEAPON_ROCKETLAUNCHER = 6; + WEAPON_PLASMA = 7; + WEAPON_BFG = 8; + WEAPON_SUPERPULEMET = 9; + WEAPON_FLAMETHROWER = 10; + *) + // cycling has priority if (FNextWeap and $C000) <> 0 then begin - if (FNextWeap and $8000) <> 0 then - dir := 1 - else - dir := -1; + if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling" FNextWeap := FNextWeap or $2000; // we need this - if FNextWeapDelay > 0 then - exit; // cooldown time + if FNextWeapDelay > 0 then exit; // cooldown time + //cwi := real2log(FCurrWeap); + //if (cwi < 0) then cwi := 0; cwi := FCurrWeap; for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - if FWeapon[cwi] then + //rwidx := weaponOrder[cwi]; + rwidx := cwi; // sorry + if (rwidx < 0) then continue; + if FWeapon[rwidx] then begin - //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); - result := Byte(cwi); + //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning); + result := Byte(rwidx); FNextWeapDelay := 10; exit; end; @@ -3535,48 +3687,68 @@ begin resetWeaponQueue(); exit; end; + // no cycling - for i := 0 to High(wantThisWeapon) do - wantThisWeapon[i] := false; + for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; + wwc := 0; for i := 0 to High(FWeapon) do + begin if (FNextWeap and (1 shl i)) <> 0 then begin - wantThisWeapon[i] := true; + cwi := real2log(i); + if (cwi >= 0) then wantThisWeapon[cwi] := true; Inc(wwc); end; - // exclude currently selected weapon from the set - wantThisWeapon[FCurrWeap] := false; + end; + // slow down alterations a little - if wwc > 1 then + if (wwc > 1) then begin - //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); - // more than one weapon requested, assume "alteration" and check alteration delay + // more than one weapon requested, assume "alteration", and check alteration delay if FNextWeapDelay > 0 then begin + //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning); FNextWeap := 0; exit; end; // yeah end; + // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()` // but clear all counters if no weapon should be switched - if wwc < 1 then + if (wwc < 1) then begin resetWeaponQueue(); exit; end; - //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING); - // try weapons in descending order - for i := High(FWeapon) downto 0 do - begin - if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then + + // exclude currently selected weapon from the set + curlidx := real2log(FCurrWeap); + //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning); + //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning); + //if (curlidx >= 0) then wantThisWeapon[curlidx] := false; + //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons + + // find next weapon to switch onto + cwi := curlidx; + for i := 0 to High(weaponOrder) do + begin + cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder); + if (cwi = curlidx) then continue; // skip current weapon + if not wantThisWeapon[cwi] then continue; + rwidx := weaponOrder[cwi]; + if (rwidx < 0) then continue; + //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning); + if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then begin + //e_WriteLog(' I FOUND HER!', TMsgType.Warning); // i found her! - result := Byte(i); + result := Byte(rwidx); resetWeaponQueue(); FNextWeapDelay := 10; // anyway, 'cause why not exit; end; end; + // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo resetWeaponQueue(); end; @@ -3607,7 +3779,7 @@ begin if not switchAllowed then begin //HACK for weapon cycling - if (FNextWeap and $7000) <> 0 then FNextWeap := 0; + if (FNextWeap and $E000) <> 0 then FNextWeap := 0; exit; end; @@ -3616,7 +3788,7 @@ begin if nw > High(FWeapon) then begin // don't forget to reset queue here! - //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING); + //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning); resetWeaponQueue(); exit; end; @@ -4308,6 +4480,12 @@ var Anim: TAnimation; ID: DWORD; begin + FIncCam := 0; + FBFGFireCounter := -1; + FShellTimer := -1; + FPain := 0; + FLastHit := 0; + if not g_Game_IsServer then Exit; if FDummy then @@ -4407,17 +4585,11 @@ begin FObj.Accel.Y := 0; FDirection := RespawnPoint.Direction; - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then FAngle := 180 else FAngle := 0; - FIncCam := 0; - FBFGFireCounter := -1; - FShellTimer := -1; - FPain := 0; - FLastHit := 0; - SetAction(A_STAND, True); FModel.Direction := FDirection; @@ -4450,6 +4622,11 @@ begin FSpectatePlayer := -1; FSpawned := True; + if (gPlayer1 = nil) and (gLMSPID1 = FUID) then + gPlayer1 := self; + if (gPlayer2 = nil) and (gLMSPID2 = FUID) then + gPlayer2 := self; + if g_Game_IsNet then begin MH_SEND_PlayerPos(True, FUID, NET_EVERYONE); @@ -4523,7 +4700,7 @@ begin FlySmoke(); // Áåæèì: - if Direction = D_LEFT then + if Direction = TDirection.D_LEFT then begin if FObj.Vel.X > -MAX_RUNVEL then FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3); @@ -4564,7 +4741,7 @@ procedure TPlayer.SeeDown(); begin SetAction(A_SEEDOWN); - if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN; + if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN; if FIncCam > -120 then DecMin(FIncCam, 5, -120); end; @@ -4573,7 +4750,7 @@ procedure TPlayer.SeeUp(); begin SetAction(A_SEEUP); - if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP; + if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP; if FIncCam < 120 then IncMax(FIncCam, 5, 120); end; @@ -4661,26 +4838,26 @@ begin begin if dir = 1 then begin - SetDirection(D_LEFT); + SetDirection(TDirection.D_LEFT); FAngle := 180; end else if dir = 2 then begin - SetDirection(D_RIGHT); + SetDirection(TDirection.D_RIGHT); FAngle := 0; end else if dir = 3 then begin // îáðàòíîå - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then begin - SetDirection(D_LEFT); + SetDirection(TDirection.D_LEFT); FAngle := 180; end else begin - SetDirection(D_RIGHT); + SetDirection(TDirection.D_RIGHT); FAngle := 0; end; end; @@ -4709,6 +4886,30 @@ begin Result := 1; end; +function TPlayer.followCorpse(): Boolean; +var + i: Integer; +begin + Result := False; + if FAlive or FSpectator then + Exit; + if (gCorpses = nil) or (Length(gCorpses) = 0) then + Exit; + for i := 0 to High(gCorpses) do + if gCorpses[i] <> nil then + if gCorpses[i].FPlayerUID = FUID then + begin + Result := True; + FObj.X := gCorpses[i].FObj.X; + FObj.Y := gCorpses[i].FObj.Y; + FObj.Vel.X := gCorpses[i].FObj.Vel.X; + FObj.Vel.Y := gCorpses[i].FObj.Vel.Y; + FObj.Accel.X := gCorpses[i].FObj.Accel.X; + FObj.Accel.Y := gCorpses[i].FObj.Accel.Y; + break; + end; +end; + procedure TPlayer.Update(); var b: Byte; @@ -4741,10 +4942,13 @@ begin FLoss := 0; end; + if FAlive and (FPunchAnim <> nil) then + FPunchAnim.Update(); + if FAlive and (gFly or FJetpack) then FlySmoke(); - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then FAngle := 180 else FAngle := 0; @@ -4775,14 +4979,15 @@ begin if (FObj.Vel.X = 0) and FAlive then begin if FKeys[KEY_LEFT].Pressed then - Run(D_LEFT); + Run(TDirection.D_LEFT); if FKeys[KEY_RIGHT].Pressed then - Run(D_RIGHT); + Run(TDirection.D_RIGHT); end; if FPhysics then begin - g_Obj_Move(@FObj, True, True, True); + if not followCorpse() then + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end; @@ -4794,8 +4999,8 @@ begin if FAlive then begin // Let alive player do some actions - if FKeys[KEY_LEFT].Pressed then Run(D_LEFT); - if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT); + if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT); + if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT); //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon(); //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon(); if FKeys[KEY_FIRE].Pressed and AnyServer then Fire(); @@ -4908,7 +5113,8 @@ begin if FPhysics then begin - g_Obj_Move(@FObj, True, True, True); + if not followCorpse() then + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end else @@ -4995,7 +5201,7 @@ begin begin wx := FObj.X+WEAPONPOINT[FDirection].X; wy := FObj.Y+WEAPONPOINT[FDirection].Y; - xd := wx+IfThen(FDirection = D_LEFT, -30, 30); + xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30); yd := wy+firediry(); g_Weapon_bfgshot(wx, wy, xd, yd, FUID); if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd); @@ -5252,6 +5458,7 @@ begin case FCurrWeap of WEAPON_KASTET: begin + DoPunch(); if R_BERSERK in FRulez then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID); @@ -5664,7 +5871,7 @@ begin // Èçðàñõîäîâàë ëè âñå æèçíè utils.writeBool(st, FNoRespawn); // Íàïðàâëåíèå - if FDirection = D_LEFT then b := 1 else b := 2; // D_RIGHT + if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT utils.writeInt(st, Byte(b)); // Çäîðîâüå utils.writeInt(st, LongInt(FHealth)); @@ -5767,7 +5974,7 @@ begin FNoRespawn := utils.readBool(st); // Íàïðàâëåíèå b := utils.readByte(st); - if b = 1 then FDirection := D_LEFT else FDirection := D_RIGHT; // b = 2 + if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2 // Çäîðîâüå FHealth := utils.readLongInt(st); // Æèçíè @@ -6152,6 +6359,7 @@ end; procedure TCorpse.Damage(Value: Word; vx, vy: Integer); var pm: TPlayerModel; + Blood: TModelBlood; begin if FState = CORPSE_STATE_REMOVEME then Exit; @@ -6174,16 +6382,23 @@ begin pm := g_PlayerModel_Get(FModelName); pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y); pm.Free; + + // Çëîâåùèé ñìåõ: + if (gBodyKillEvent <> -1) + and gDelayedEvents[gBodyKillEvent].Pending then + gDelayedEvents[gBodyKillEvent].Pending := False; + gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0); end; end else begin + Blood := g_PlayerModel_GetBlood(FModelName); FObj.Vel.X := FObj.Vel.X + vx; FObj.Vel.Y := FObj.Vel.Y + vy; g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2), FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2), Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3, - 150, 0, 0); + Blood.R, Blood.G, Blood.B, Blood.Kind); end; end; @@ -6193,12 +6408,12 @@ begin Exit; if FAnimation <> nil then - FAnimation.Draw(FObj.X, FObj.Y, M_NONE); + FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None); if FAnimationMask <> nil then begin e_Colors := FColor; - FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE); + FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -6257,6 +6472,7 @@ begin utils.writeInt(st, Byte(FColor.B)); // Îáúåêò òðóïà Obj_SaveState(st, @FObj); + utils.writeInt(st, Word(FPlayerUID)); // Åñòü ëè àíèìàöèÿ anim := (FAnimation <> nil); utils.writeBool(st, anim); @@ -6289,6 +6505,7 @@ begin FColor.B := utils.readByte(st); // Îáúåêò òðóïà Obj_LoadState(@FObj, st); + FPlayerUID := utils.readWord(st); // Åñòü ëè àíèìàöèÿ anim := utils.readBool(st); // Åñëè åñòü - çàãðóæàåì @@ -6585,16 +6802,16 @@ begin if (Healthy() = 3) or ((Healthy() = 2)) then begin // Åñëè çäîðîâû - äîãîíÿåì - if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then + if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then SetAIFlag('GORIGHT', '1'); - if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then + if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then SetAIFlag('GOLEFT', '1'); end else begin // Åñëè ïîáèòû - óáåãàåì - if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then + if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then SetAIFlag('GORIGHT', '1'); - if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then + if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then SetAIFlag('GOLEFT', '1'); end; @@ -6613,17 +6830,17 @@ begin begin // Öåëü ñáåæàëà ñ "ýêðàíà" if (Healthy() = 3) or ((Healthy() = 2)) then begin // Åñëè çäîðîâû - äîãîíÿåì - if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then + if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then SetAIFlag('GORIGHT', '1'); - if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then + if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then SetAIFlag('GOLEFT', '1'); end else begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì Target.UID := 0; - if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then + if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then SetAIFlag('GORIGHT', '1'); - if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then + if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then SetAIFlag('GOLEFT', '1'); end; end @@ -6635,15 +6852,15 @@ begin // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì: if (Abs(FObj.Y-Target.Y) <= 128) then begin - if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then + if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then SetAIFlag('GORIGHT', '1'); - if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then + if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then SetAIFlag('GOLEFT', '1'); end; end; // Âûáèðàåì óãîë ââåðõ: - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then angle := ANGLE_LEFTUP else angle := ANGLE_RIGHTUP; @@ -6663,7 +6880,7 @@ begin end; // Âûáèðàåì óãîë âíèç: - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then angle := ANGLE_LEFTDOWN else angle := ANGLE_RIGHTDOWN; @@ -6688,8 +6905,8 @@ begin (y1-4 > Target.Y+Target.Rect.Y) then begin // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü: - if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or - ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then + if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or + ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then begin // òî íóæíî ñòðåëÿòü âïåðåä SetAIFlag('NEEDFIRE', '1'); SetAIFlag('NEEDSEEDOWN', ''); @@ -6741,7 +6958,7 @@ begin SetAIFlag('NEEDJUMP', '1'); - if RunDirection() = D_RIGHT then + if RunDirection() = TDirection.D_RIGHT then begin // Èäåì íå â òó ñòîðîíó if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì @@ -6764,7 +6981,7 @@ begin SetAIFlag('NEEDJUMP', '1'); - if RunDirection() = D_LEFT then + if RunDirection() = TDirection.D_LEFT then begin // Èäåì íå â òó ñòîðîíó if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì @@ -6793,7 +7010,7 @@ begin if GetRnd(FDifficult.DiagFire) then begin // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü: - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then angle := ANGLE_LEFTUP else angle := ANGLE_RIGHTUP; @@ -6812,7 +7029,7 @@ begin end; // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü: - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then angle := ANGLE_LEFTDOWN else angle := ANGLE_RIGHTDOWN; @@ -6833,8 +7050,8 @@ begin // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì: if targets[a].Line and targets[a].Visible and - (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or - ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then + (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or + ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then begin SetAIFlag('NEEDFIRE', '1'); Break; @@ -6985,7 +7202,7 @@ procedure TBot.UpdateMove; ReleaseKey(KEY_LEFT); ReleaseKey(KEY_RIGHT); PressKey(KEY_LEFT, Time); - SetDirection(D_LEFT); + SetDirection(TDirection.D_LEFT); end; procedure GoRight(Time: Word = 1); @@ -6993,7 +7210,7 @@ procedure TBot.UpdateMove; ReleaseKey(KEY_LEFT); ReleaseKey(KEY_RIGHT); PressKey(KEY_RIGHT, Time); - SetDirection(D_RIGHT); + SetDirection(TDirection.D_RIGHT); end; function Rnd(a: Word): Boolean; @@ -7003,7 +7220,7 @@ procedure TBot.UpdateMove; procedure Turn(Time: Word = 1200); begin - if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time); + if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time); end; procedure Stop(); @@ -7024,7 +7241,7 @@ procedure TBot.UpdateMove; function CanRun(): Boolean; begin - if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight(); + if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight(); end; procedure Jump(Time: Word = 30); @@ -7037,7 +7254,7 @@ procedure TBot.UpdateMove; x, sx: Integer; begin { TODO 5 : Ëåñòíèöû } - sx := IfThen(RunDirection() = D_LEFT, -1, 1); + sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1); for x := 1 to PLAYER_RECT.Width do if (not StayOnStep(x*sx, 0)) and (not CollideLevel(x*sx, PLAYER_RECT.Height)) and @@ -7055,7 +7272,7 @@ procedure TBot.UpdateMove; x, sx, xx: Integer; begin { TODO 5 : Ëåñòíèöû } - sx := IfThen(RunDirection() = D_LEFT, -1, 1); + sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1); for x := 1 to PLAYER_RECT.Width do if (not StayOnStep(x*sx, 0)) and (not CollideLevel(x*sx, PLAYER_RECT.Height)) and @@ -7078,7 +7295,7 @@ procedure TBot.UpdateMove; begin Result := False; - sx := IfThen(RunDirection() = D_LEFT, -1, 1); + sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1); y := 3; for x := 1 to PLAYER_RECT.Width do @@ -7124,18 +7341,18 @@ procedure TBot.UpdateMove; function BelowLadder(): Boolean; begin - Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and - not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or - (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and - not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP)); + Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and + not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or + (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and + not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP)); end; function BelowLiftUp(): Boolean; begin - Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and - not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or - ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and - not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP)); + Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and + not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or + ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and + not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP)); end; function OnTopLift(): Boolean; @@ -7147,7 +7364,7 @@ procedure TBot.UpdateMove; var sx, y: Integer; begin - sx := IfThen(RunDirection() = D_LEFT, -1, 1); + sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1); Result := False; @@ -7313,7 +7530,7 @@ begin // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì: if OnGround() and - CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and + CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and Rnd(8) then Jump(); @@ -7492,7 +7709,7 @@ function TBot.RunDirection(): TDirection; begin if Abs(Vel.X) >= 1 then begin - if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT; + if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT; end else Result := FDirection; end;