index 27846f4421f4d34f484698a0a2771fb67fbf5ca4..690626078d17713d17936ec942a69007ca21ae1d 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
-{$INCLUDE g_amodes.inc}
+{$INCLUDE ../shared/a_modes.inc}
unit g_monsters;
interface
procedure BFGHit();
procedure Update();
procedure ClientUpdate();
- procedure ClientAttack(wx, wy, tx, ty: Integer);
+ procedure ClientAttack(wx, wy, atx, aty: Integer);
procedure SetDeadAnim;
procedure Draw();
procedure WakeUp();
procedure CatchFire(Attacker: Word);
procedure OnFireFlame(Times: DWORD = 1);
+ procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
+
property MonsterType: Byte read FMonsterType;
property MonsterHealth: Integer read FHealth write FHealth;
property MonsterAmmo: Integer read FAmmo write FAmmo;
FState := STATE_SLEEP;
FCurAnim := ANIM_SLEEP;
+ positionChanged(); // this updates spatial accelerators
+
if g_Game_IsNet and g_Game_IsServer then
begin
MH_SEND_MonsterPos(FUID);
it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
FObj.Y + (FObj.Rect.Height div 2),
c, True, False);
- g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7),
- (FObj.Vel.Y div 2)-Random(4));
+ g_Obj_Push(g_ItemObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
+ (FObj.Vel.Y div 2)-Random(4));
+ positionChanged(); // this updates spatial accelerators
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_ItemSpawn(True, it);
end;
if gTime mod (GAME_TICK*2) <> 0 then
begin
g_Obj_Move(@FObj, fall, True, True);
+ positionChanged(); // this updates spatial accelerators
Exit;
end;
// Äâèãàåìñÿ:
st := g_Obj_Move(@FObj, fall, True, True);
+ positionChanged(); // this updates spatial accelerators
// Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
b := Abs(FObj.Vel.X);
if b > 1 then b := b * (Random(8 div b) + 1);
for a := 0 to High(gGibs) do
+ begin
if gGibs[a].Live 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
// Ïèíàåì êóñêè
if FObj.Vel.X < 0 then
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
+ end
else
+ begin
g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
+ end;
+ positionChanged(); // this updates spatial accelerators
+ end;
+ end;
end;
// Áîññû ìîãóò ïèíàòü òðóïû:
if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
if gTime mod (GAME_TICK*2) <> 0 then
begin
g_Obj_Move(@FObj, fall, True, True);
+ positionChanged(); // this updates spatial accelerators
Exit;
end;
// Äâèãàåìñÿ:
st := g_Obj_Move(@FObj, fall, True, True);
+ positionChanged(); // this updates spatial accelerators
// Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
b := Abs(FObj.Vel.X);
if b > 1 then b := b * (Random(8 div b) + 1);
for a := 0 to High(gGibs) do
+ begin
if gGibs[a].Live 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
// Ïèíàåì êóñêè
if FObj.Vel.X < 0 then
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
+ end
else
+ begin
g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
+ end;
+ positionChanged(); // this updates spatial accelerators
+ end;
+ end;
end;
// Áîññû ìîãóò ïèíàòü òðóïû:
if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
FAnim[FCurAnim, FDirection].Update();
end;
-procedure TMonster.ClientAttack(wx, wy, tx, ty: Integer);
+procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
begin
case FMonsterType of
MONSTER_ZOMBY:
g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
end;
MONSTER_IMP:
- g_Weapon_ball1(wx, wy, tx, ty, FUID);
+ g_Weapon_ball1(wx, wy, atx, aty, FUID);
MONSTER_CYBER:
- g_Weapon_rocket(wx, wy, tx, ty, FUID);
+ g_Weapon_rocket(wx, wy, atx, aty, FUID);
MONSTER_SKEL:
- g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
+ g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
MONSTER_BSP:
- g_Weapon_aplasma(wx, wy, tx, ty, FUID);
+ g_Weapon_aplasma(wx, wy, atx, aty, FUID);
MONSTER_ROBO:
- g_Weapon_plasma(wx, wy, tx, ty, FUID);
+ g_Weapon_plasma(wx, wy, atx, aty, FUID);
MONSTER_MANCUB:
- g_Weapon_manfire(wx, wy, tx, ty, FUID);
+ g_Weapon_manfire(wx, wy, atx, aty, FUID);
MONSTER_BARON, MONSTER_KNIGHT:
- g_Weapon_ball7(wx, wy, tx, ty, FUID);
+ g_Weapon_ball7(wx, wy, atx, aty, FUID);
MONSTER_CACO:
- g_Weapon_ball2(wx, wy, tx, ty, FUID);
+ g_Weapon_ball2(wx, wy, atx, aty, FUID);
end;
end;
end;
end;
+//WARNING! call this after monster position was changed, or coldet will not work right!
+procedure TMonster.positionChanged ();
+begin
+end;
+
end.