index 97152525e5c4d7e688a5d433851128124f57bde4..5fa50114660f43d7a5df764ce662a16ab4b11b0f 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
SysUtils, Classes,
mempool,
MAPDEF,
- g_base, g_basic, g_phys, g_textures, g_grid,
+ g_base, g_basic, g_phys, g_animations, g_grid,
g_saveload, g_panel, xprofiler;
const
}
type
- ADirectedAnim = Array of Array [TDirection.D_LEFT..TDirection.D_RIGHT] of TAnimationState;
+ ADirectedAnim = Array of Array [TDirection.D_LEFT..TDirection.D_RIGHT] of TAnimState;
PMonster = ^TMonster;
TMonster = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
tx, ty: Integer;
FStartID: Integer;
FObj: TObj;
- FBloodRed: Byte;
- FBloodGreen: Byte;
- FBloodBlue: Byte;
- FBloodKind: Byte;
- FShellTimer: Integer;
- FShellType: Byte;
+ {$IFDEF ENABLE_GFX}
+ FBloodRed: Byte;
+ FBloodGreen: Byte;
+ FBloodBlue: Byte;
+ FBloodKind: Byte;
+ {$ENDIF}
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer: Integer;
+ FShellType: Byte;
+ {$ENDIF}
FFirePainTime: Integer;
FFireAttacker: Word;
- vilefire: TAnimationState;
+ FVileFireTime: LongWord;
mProxyId: Integer; // node in dyntree or -1
mArrIdx: Integer; // in gMonsters
property StartID: Integer read FStartID;
- property VileFireAnim: TAnimationState read vilefire;
+ property VileFireTime: LongWord read FVileFireTime;
property DirAnim: ADirectedAnim read FAnim;
published
ANIM_ATTACK = 4;
ANIM_ATTACK2 = 5;
ANIM_PAIN = 6;
+ ANIM_LAST = ANIM_PAIN;
// Таблица характеристик монстров:
MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
{$IFDEF ENABLE_MENU}
g_menu,
{$ENDIF}
- e_log, g_sound, g_gfx, g_player, g_game,
- g_weapons, g_triggers, g_items, g_options,
+ {$IFDEF ENABLE_GFX}
+ g_gfx,
+ {$ENDIF}
+ {$IFDEF ENABLE_GIBS}
+ g_gibs,
+ {$ENDIF}
+ {$IFDEF ENABLE_SHELLS}
+ g_shells,
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_corpses,
+ {$ENDIF}
+ e_log, g_sound, g_player, g_game,
+ g_weapons, g_triggers, g_items, g_options, g_window,
g_console, g_map, Math, wadreader,
g_language, g_netmsg, idpool, utils, xstreams;
procedure g_Monsters_LoadData();
begin
e_WriteLog('Loading monsters data...', TMsgType.Notify);
-
- g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES], 133, False);
- g_Game_StepLoading(133);
-
g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
FDieTriggers := nil;
FWaitAttackAnim := False;
FChainFire := False;
- FShellTimer := -1;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := -1;
+ {$ENDIF}
FState := MONSTATE_SLEEP;
FCurAnim := ANIM_SLEEP;
FChainFire := False;
FStartID := aID;
FNoRespawn := False;
- FShellTimer := -1;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := -1;
+ {$ENDIF}
FBehaviour := BH_NORMAL;
FFireTime := 0;
FFirePainTime := 0;
mplatCheckFrameId := 0;
mNeedSend := false;
+{$IFDEF ENABLE_GFX}
if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
FBloodKind := BLOOD_SPARKS
else
FBloodGreen := 0;
FBloodBlue := 0;
end;
+{$ENDIF}
SetLength(FAnim, Length(ANIMTABLE));
for a := ANIM_SLEEP to ANIM_PAIN do
begin
- FAnim[a, TDirection.D_RIGHT] := TAnimationState.Create(ANIMTABLE[a].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a], MONSTER_ANIMTABLE[MonsterType].AnimCount[a]);
- FAnim[a, TDirection.D_LEFT] := TAnimationState.Create(ANIMTABLE[a].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a], MONSTER_ANIMTABLE[MonsterType].AnimCount[a]);
+ FAnim[a, TDirection.D_RIGHT] := TAnimState.Create(ANIMTABLE[a].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a], MONSTER_ANIMTABLE[MonsterType].AnimCount[a]);
+ FAnim[a, TDirection.D_LEFT] := TAnimState.Create(ANIMTABLE[a].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a], MONSTER_ANIMTABLE[MonsterType].AnimCount[a]);
end;
- if MonsterType = MONSTER_VILE then
- vilefire := TAnimationState.Create(True, 2, 8);
+
+ FVileFireTime := gTime;
end;
function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
begin
for a := 0 to High(FAnim) do
begin
- FAnim[a, TDirection.D_LEFT].Free();
- FAnim[a, TDirection.D_RIGHT].Free();
+ FAnim[a, TDirection.D_LEFT].Invalidate;
+ FAnim[a, TDirection.D_RIGHT].Invalidate;
end;
- vilefire.Free();
+ FVileFireTime := 0;
if (mProxyId <> -1) then
begin
procedure TMonster.MakeBloodSimple(Count: Word);
begin
+{$IFDEF ENABLE_GFX}
g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
+{$ENDIF}
end;
procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
begin
+{$IFDEF ENABLE_GFX}
g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
+{$ENDIF}
end;
procedure TMonster.Push(vx, vy: Integer);
// Если анимация новая - перезапускаем её:
if FCurAnim <> Anim then
- if FAnim[Anim, FDirection] <> nil then
+ if FAnim[Anim, FDirection].IsValid() then
begin
FAnim[Anim, FDirection].Reset();
FCurAnim := Anim;
if not silent then
begin
g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
+{$IFDEF ENABLE_GFX}
g_GFX_QueueEffect(
R_GFX_TELEPORT,
FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32
);
-
+{$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
// Эффект телепорта в точке назначения:
if not silent then
begin
+{$IFDEF ENABLE_GFX}
g_GFX_QueueEffect(
R_GFX_TELEPORT,
FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32
);
-
+{$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
end;
procedure TMonster.Update();
-var
- a, b, sx, sy, wx, wy, oldvelx: Integer;
- st: Word;
- o, co: TObj;
- fall, bubbles: Boolean;
- mon: TMonster;
- mit: PMonster;
- it: TMonsterGrid.Iter;
+ {$IFDEF ENABLE_CORPSES}
+ var co: TObj;
+ {$ENDIF}
+ {$IF DEFINED(ENABLE_GIBS) OR DEFINED(ENABLE_CORPSES)}
+ var b: Integer;
+ {$ENDIF}
+ var
+ a, sx, sy, wx, wy, oldvelx: Integer;
+ st: Word;
+ o: TObj;
+ fall, bubbles: Boolean;
+ mon: TMonster;
+ mit: PMonster;
+ it: TMonsterGrid.Iter;
label
_end;
begin
// Возможно, создаем пузырьки в воде:
if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
begin
- case FMonsterType of
- MONSTER_FISH:
- if Random(4) <> 0 then bubbles := False else
+ {$IFDEF ENABLE_GFX}
+ case FMonsterType of
+ MONSTER_FISH:
+ if Random(4) <> 0 then bubbles := False else
+ g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+ FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+ MONSTER_ROBO, MONSTER_BARREL:
g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
- MONSTER_ROBO, MONSTER_BARREL:
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
- FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
- else
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
- FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
- end;
+ else
+ g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
+ FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
+ end;
+ {$ENDIF}
if bubbles then 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);
// Таймер - ждем после потери цели:
FTargetTime := FTargetTime + 1;
-// Гильзы
+{$IFDEF ENABLE_SHELLS}
+ // Гильзы
if FShellTimer > -1 then
+ begin
if FShellTimer = 0 then
begin
if FShellType = SHELL_SHELL then
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ begin
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX, GameVelY-2, SHELL_SHELL)
+ end
else if FShellType = SHELL_DBLSHELL then
begin
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX-1, GameVelY-2, SHELL_SHELL);
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX+1, GameVelY-2, SHELL_SHELL);
end;
FShellTimer := -1;
- end else Dec(FShellTimer);
+ end
+ else
+ begin
+ Dec(FShellTimer);
+ end;
+ end;
+{$ENDIF}
// Пробуем увернуться от летящей пули:
if fall then
end
else // "Наземные" монстры
begin
- // Возможно, пинаем куски:
- if (FObj.Vel.X <> 0) and (gGibs <> nil) then
- begin
- b := Abs(FObj.Vel.X);
- if b > 1 then b := b * (Random(8 div b) + 1);
- for a := 0 to High(gGibs) do
+ {$IFDEF ENABLE_GIBS}
+ // Возможно, пинаем куски:
+ if (FObj.Vel.X <> 0) and (gGibs <> nil) then
begin
- if gGibs[a].alive and
- g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
- FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
+ b := Abs(FObj.Vel.X);
+ if b > 1 then b := b * (Random(8 div b) + 1);
+ for a := 0 to High(gGibs) do
begin
- // Пинаем куски
- if FObj.Vel.X < 0 then
- begin
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
- end
- else
+ if gGibs[a].alive and
+ g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
+ FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
begin
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
- end;
- end;
- end;
- end;
- // Боссы могут пинать трупы:
- if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
- (FObj.Vel.X <> 0) and (gCorpses <> nil) then
- begin
- b := Abs(FObj.Vel.X);
- if b > 1 then b := b * (Random(8 div b) + 1);
- for a := 0 to High(gCorpses) do
- if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
- begin
- co := gCorpses[a].Obj;
- if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
- FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
- // Пинаем трупы
+ // Пинаем куски
if FObj.Vel.X < 0 then
- gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
+ end
else
- gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
+ end;
+ end;
end;
- end;
+ end;
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ // Боссы могут пинать трупы:
+ if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
+ (FObj.Vel.X <> 0) and (gCorpses <> nil) then
+ begin
+ b := Abs(FObj.Vel.X);
+ if b > 1 then b := b * (Random(8 div b) + 1);
+ for a := 0 to High(gCorpses) do
+ if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
+ begin
+ co := gCorpses[a].Obj;
+ if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
+ FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
+ // Пинаем трупы
+ if FObj.Vel.X < 0 then
+ gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
+ else
+ gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
+ end;
+ end;
+ {$ENDIF}
// Если цель высоко, то, возможно, прыгаем:
if sy < -40 then
if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
SetState(MONSTATE_GO);
end;
-// Если есть анимация огня колдуна - пусть она идет:
- if vilefire <> nil then
- vilefire.Update();
-
// Состояние - Умирает и текущая анимация проиграна:
if (FState = MONSTATE_DIE) and
- (FAnim[FCurAnim, FDirection] <> nil) and
+ (FAnim[FCurAnim, FDirection].IsValid()) and
(FAnim[FCurAnim, FDirection].Played) then
begin
// Умер:
// Совершение атаки и стрельбы:
if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
- if (FAnim[FCurAnim, FDirection] <> nil) then
+ if (FAnim[FCurAnim, FDirection].IsValid()) then
// Анимация атаки есть - можно атаковать
if (FAnim[FCurAnim, FDirection].Played) then
begin // Анимация атаки закончилась => переходим на шаг
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, True);
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_BULLET);
+ {$ENDIF}
end;
MONSTER_SERG:
begin
g_Weapon_shotgun(wx, wy, tx, ty, FUID);
if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
- FShellTimer := 10;
- FShellType := SHELL_SHELL;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := 10;
+ FShellType := SHELL_SHELL;
+ {$ENDIF}
end;
MONSTER_MAN:
begin
g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
- FShellTimer := 13;
- FShellType := SHELL_DBLSHELL;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := 13;
+ FShellType := SHELL_DBLSHELL;
+ {$ENDIF}
FAmmo := -36;
end;
MONSTER_CYBER:
begin
g_Weapon_mgun(wx, wy, tx, ty, FUID);
if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_BULLET);
+ {$ENDIF}
end;
MONSTER_SPIDER:
begin
g_Weapon_mgun(wx, wy, tx, ty, FUID);
if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_SHELL);
+ {$ENDIF}
end;
MONSTER_BSP:
g_Weapon_aplasma(wx, wy, tx, ty, FUID);
FObj.Vel.X := oldvelx;
// Если есть анимация, то пусть она идет:
- if FAnim[FCurAnim, FDirection] <> nil then
+ if FAnim[FCurAnim, FDirection].IsValid() then
FAnim[FCurAnim, FDirection].Update();
end;
end;
procedure TMonster.ClientUpdate();
-var
- a, b, sx, sy, oldvelx: Integer;
- st: Word;
- o, co: TObj;
- fall, bubbles: Boolean;
+ {$IFDEF ENABLE_CORPSES}
+ var a, b: Integer; co: TObj;
+ {$ENDIF}
+ var
+ sx, sy, oldvelx: Integer;
+ st: Word;
+ o: TObj;
+ fall, bubbles: Boolean;
label
_end;
begin
// Возможно, создаем пузырьки в воде:
if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
begin
- case FMonsterType of
- MONSTER_FISH:
- if Random(4) <> 0 then bubbles := False else
+ {$IFDEF ENABLE_GFX}
+ case FMonsterType of
+ MONSTER_FISH:
+ if Random(4) <> 0 then bubbles := False else
+ g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+ FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+ MONSTER_ROBO, MONSTER_BARREL:
g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
- MONSTER_ROBO, MONSTER_BARREL:
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
- FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
- else
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
- FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
- end;
+ else
+ g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
+ FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
+ end;
+ {$ENDIF}
if bubbles then 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);
// Таймер - ждем после потери цели:
FTargetTime := FTargetTime + 1;
+{$IFDEF ENABLE_SHELLS}
if FShellTimer > -1 then
+ begin
if FShellTimer = 0 then
begin
if FShellType = SHELL_SHELL then
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ begin
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX, GameVelY-2, SHELL_SHELL)
+ end
else if FShellType = SHELL_DBLSHELL then
begin
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX-1, GameVelY-2, SHELL_SHELL);
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX+1, GameVelY-2, SHELL_SHELL);
end;
FShellTimer := -1;
- end else Dec(FShellTimer);
+ end
+ else
+ begin
+ Dec(FShellTimer);
+ end;
+ end;
+{$ENDIF}
// Пробуем увернуться от летящей пули:
if fall then
end
else // "Наземные" монстры
begin
- // Возможно, пинаем куски:
- if (FObj.Vel.X <> 0) and (gGibs <> nil) then
- begin
- b := Abs(FObj.Vel.X);
- if b > 1 then b := b * (Random(8 div b) + 1);
- for a := 0 to High(gGibs) do
+ {$IFDEF ENBALE_GIBS}
+ // Возможно, пинаем куски:
+ if (FObj.Vel.X <> 0) and (gGibs <> nil) then
begin
- if gGibs[a].alive and
- g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
- FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
+ b := Abs(FObj.Vel.X);
+ if b > 1 then b := b * (Random(8 div b) + 1);
+ for a := 0 to High(gGibs) do
begin
- // Пинаем куски
- if FObj.Vel.X < 0 then
- begin
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
- end
- else
+ if gGibs[a].alive and
+ g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
+ FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
begin
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
- end;
- positionChanged(); // this updates spatial accelerators
- end;
- end;
- end;
- // Боссы могут пинать трупы:
- if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
- (FObj.Vel.X <> 0) and (gCorpses <> nil) then
- begin
- b := Abs(FObj.Vel.X);
- if b > 1 then b := b * (Random(8 div b) + 1);
- for a := 0 to High(gCorpses) do
- if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
- begin
- co := gCorpses[a].Obj;
- if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
- FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
- // Пинаем трупы
+ // Пинаем куски
if FObj.Vel.X < 0 then
- gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
+ end
else
- gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
+ end;
+ positionChanged(); // this updates spatial accelerators
+ end;
end;
- end;
+ end;
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ // Боссы могут пинать трупы:
+ if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
+ (FObj.Vel.X <> 0) and (gCorpses <> nil) then
+ begin
+ b := Abs(FObj.Vel.X);
+ if b > 1 then b := b * (Random(8 div b) + 1);
+ for a := 0 to High(gCorpses) do
+ if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
+ begin
+ co := gCorpses[a].Obj;
+ if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
+ FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
+ // Пинаем трупы
+ if FObj.Vel.X < 0 then
+ gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
+ else
+ gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
+ end;
+ end;
+ {$ENDIF}
end;
FSleep := FSleep + 1;
SetState(MONSTATE_GO);
end;
-// Если есть анимация огня колдуна - пусть она идет:
- if vilefire <> nil then
- vilefire.Update();
-
// Состояние - Умирает и текущая анимация проиграна:
if (FState = MONSTATE_DIE) and
- (FAnim[FCurAnim, FDirection] <> nil) and
+ (FAnim[FCurAnim, FDirection].IsValid()) and
(FAnim[FCurAnim, FDirection].Played) then
begin
// Умер:
// Совершение атаки и стрельбы:
if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
- if (FAnim[FCurAnim, FDirection] <> nil) then
+ if (FAnim[FCurAnim, FDirection].IsValid()) then
// Анимация атаки есть - можно атаковать
if (FAnim[FCurAnim, FDirection].Played) then
begin // Анимация атаки закончилась => переходим на шаг
FObj.Vel.X := oldvelx;
// Если есть анимация, то пусть она идет:
- if FAnim[FCurAnim, FDirection] <> nil then
+ if FAnim[FCurAnim, FDirection].IsValid() then
FAnim[FCurAnim, FDirection].Update();
end;
MONSTER_ZOMBY:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_BULLET);
+ {$ENDIF}
end;
MONSTER_SERG:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
- FShellTimer := 10;
- FShellType := SHELL_SHELL;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := 10;
+ FShellType := SHELL_SHELL;
+ {$ENDIF}
end;
MONSTER_MAN:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
- FShellTimer := 13;
- FShellType := SHELL_DBLSHELL;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := 13;
+ FShellType := SHELL_DBLSHELL;
+ {$ENDIF}
end;
MONSTER_CGUN, MONSTER_SPIDER:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_BULLET);
+ {$ENDIF}
end;
MONSTER_IMP:
g_Weapon_ball1(wx, wy, atx, aty, FUID);
ty := o^.Y+o^.Rect.Y;
SetState(MONSTATE_SHOOT);
- vilefire.Reset();
+ FVileFireTime := gTime;
g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
i: Integer;
b: Byte;
anim: Boolean;
+ stub: TAnimState;
begin
assert(st <> nil);
// Объект монстра
Obj_SaveState(st, @FObj);
// Есть ли анимация огня колдуна
- anim := (vilefire <> nil);
+ anim := FMonsterType = MONSTER_VILE;
utils.writeBool(st, anim);
// Если есть - сохраняем:
- if anim then vilefire.SaveState(st, 0, False);
+ if anim then
+ begin
+ stub := TAnimState.Create(true, 2, 8);
+ stub.SaveState(st, 0, False);
+ stub.Invalidate;
+ end;
// Анимации
for i := ANIM_SLEEP to ANIM_PAIN do
begin
// Есть ли левая анимация
- anim := (FAnim[i, TDirection.D_LEFT] <> nil);
+ anim := (FAnim[i, TDirection.D_LEFT].IsValid());
utils.writeBool(st, anim);
// Если есть - сохраняем
if anim then FAnim[i, TDirection.D_LEFT].SaveState(st, 0, False);
// Есть ли правая анимация
- anim := (FAnim[i, TDirection.D_RIGHT] <> nil);
+ anim := (FAnim[i, TDirection.D_RIGHT].IsValid());
utils.writeBool(st, anim);
// Если есть - сохраняем
if anim then FAnim[i, TDirection.D_RIGHT].SaveState(st, 0, False);
i: Integer;
b, alpha: Byte;
anim, blending: Boolean;
+ stub: TAnimState;
begin
assert(st <> nil);
// Если есть - загружаем:
if anim then
begin
- Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
- vilefire.LoadState(st, alpha, blending);
+ stub := TAnimState.Create(true, 2, 8);
+ stub.LoadState(st, alpha, blending);
+ stub.Invalidate;
end;
+ FVileFireTime := gTime;
// Анимации
for i := ANIM_SLEEP to ANIM_PAIN do
begin
// Если есть - загружаем
if anim then
begin
- Assert(FAnim[i, TDirection.D_LEFT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
+ Assert(FAnim[i, TDirection.D_LEFT].IsValid(), 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
FAnim[i, TDirection.D_LEFT].LoadState(st, alpha, blending);
end;
// Есть ли правая анимация
// Если есть - загружаем
if anim then
begin
- Assert(FAnim[i, TDirection.D_RIGHT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
+ Assert(FAnim[i, TDirection.D_RIGHT].IsValid(), 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
FAnim[i, TDirection.D_RIGHT].LoadState(st, alpha, blending);
end;
end;
end;
procedure TMonster.OnFireFlame(Times: DWORD = 1);
- var i: DWORD; x, y: Integer;
+ {$IFDEF ENABLE_GFX}
+ var i: DWORD; x, y: Integer;
+ {$ENDIF}
begin
- if (Random(10) = 1) and (Times = 1) then
- Exit;
-
- for i := 1 to Times do
- begin
- x := Obj.X + Obj.Rect.X + Random(Obj.Rect.Width + Times * 2) - (R_GFX_FLAME_WIDTH div 2);
- y := Obj.Y + 8 + Random(8 + Times * 2) + IfThen(FState = MONSTATE_DEAD, 16, 0);
- g_GFX_QueueEffect(R_GFX_FLAME, x, y);
- end;
+ {$IFDEF ENABLE_GFX}
+ if (Random(10) = 1) and (Times = 1) then
+ Exit;
+ for i := 1 to Times do
+ begin
+ x := Obj.X + Obj.Rect.X + Random(Obj.Rect.Width + Times * 2) - (R_GFX_FLAME_WIDTH div 2);
+ y := Obj.Y + 8 + Random(8 + Times * 2) + IfThen(FState = MONSTATE_DEAD, 16, 0);
+ g_GFX_QueueEffect(R_GFX_FLAME, x, y);
+ end;
+ {$ENDIF}
end;