index 81829c6aea292a657ef5f86d3bfbb02b759cb62c..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/>.
*)
-{$MODE DELPHI}
+{$INCLUDE ../shared/a_modes.inc}
unit g_monsters;
interface
FPain: Integer;
FSleep: Integer;
FPainSound: Boolean;
+ FPainTicks: Integer;
FWaitAttackAnim: Boolean;
FChainFire: Boolean;
tx, ty: Integer;
FBloodKind: Byte;
FShellTimer: Integer;
FShellType: Byte;
+ FFirePainTime: Integer;
+ FFireAttacker: Word;
vilefire: TAnimation;
FDieTriggers: Array of Integer;
public
FNoRespawn: Boolean;
+ FFireTime: Integer;
constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
destructor Destroy(); override;
function Live(): Boolean;
procedure SetHealth(aH: Integer);
procedure Push(vx, vy: Integer);
- function Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
+ function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
function Heal(Value: Word): Boolean;
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();
function AnimIsReverse: Boolean;
function shoot(o: PObj; immediately: Boolean): Boolean;
function kick(o: PObj): Boolean;
+ 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;
AnimDeltaRight: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4));
AnimDeltaLeft: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4))),
- (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 0, 3); //CYBER
- AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 25; Y: -6), (X: -2; Y: -6));
- AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-26; Y: -3), (X: 1; Y: -3))),
+ (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
+ AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 0; Y: -6), (X: -2; Y: -6));
+ AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-1; Y: -3), (X: 1; Y: -3))),
(LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
AnimDeltaRight: ((X: -1; Y: -2), (X: -1; Y: -2), (X: -2; Y: 0), (X: -2; Y: 0), (X: 0; Y: -3), (X: 0; Y: -3), (X: -1; Y: -2));
g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
+ g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
+ g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
+ g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
+ g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
Exit;
FPainSound := True;
+ FPainTicks := 20;
case FMonsterType of
MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
- MONSTER_CYBER:
+ MONSTER_BSP, MONSTER_CYBER:
g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
MONSTER_VILE:
g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
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);
FNoRespawn := False;
FShellTimer := -1;
FBehaviour := BH_NORMAL;
+ FFireTime := 0;
+ FFirePainTime := 0;
+ FFireAttacker := 0;
if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
FBloodKind := BLOOD_SPARKS
vilefire := nil;
end;
-function TMonster.Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
+function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
var
c, it: Integer;
p: TPlayer;
// Ðîáîòó óðîíà íåò:
if FMonsterType = MONSTER_ROBO then
- Damage := 0;
+ aDamage := 0;
// Íàíîñèì óðîí:
- if g_Game_IsServer then Dec(FHealth, Damage);
+ if g_Game_IsServer then Dec(FHealth, aDamage);
// Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
if FPain = 0 then
FPain := 3;
- FPain := FPain+Damage;
+ FPain := FPain+aDamage;
// Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
if FState <> STATE_PAIN then
// Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
if (gBloodCount > 0) then
begin
- c := Min(Damage, 200);
- c := c*gBloodCount - (Damage div 4) + Random(c div 2);
+ c := Min(aDamage, 200);
+ c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
if (VelX = 0) and (VelY = 0) then
MakeBloodSimple(c)
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;
- FPainSound := False;
+ if FPainTicks > 0 then
+ Dec(FPainTicks)
+ else
+ FPainSound := False;
// 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
if (FState = STATE_DIE) or (FState = STATE_DEAD) then
FObj.Vel.X := z_dec(FObj.Vel.X, 1);
+ if FFireTime > 0 then
+ begin
+ if WordBool(st and MOVE_INWATER) then
+ FFireTime := 0
+ else
+ begin
+ OnFireFlame(1);
+ FFireTime := FFireTime - 1;
+ if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
+ if FFirePainTime = 0 then
+ begin
+ Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
+ FFirePainTime := 18;
+ end
+ else
+ FFirePainTime := FFirePainTime - 1;
+ end;
+ end;
+
// Ìåðòâûé íè÷åãî íå äåëàåò:
if (FState = STATE_DEAD) then
goto _end;
FPain := MONSTERTABLE[FMonsterType].Pain;
if gSoundEffectsDF then PainSound();
end;
+ if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
+ PainSound();
// Ñíèæàåì áîëü ñî âðåìåíåì:
FPain := FPain - 5;
if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
begin
FTargetTime := 0;
- if kick(@o) then
- goto _end;
+ if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
+ begin
+ if kick(@o) then
+ goto _end;
+ end;
end;
// Ðàññòîÿíèå äî öåëè:
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 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
- MONSTER_SKEL, MONSTER_ROBO:
- // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
+ MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
+ // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
if FCurAnim = ANIM_ATTACK2 then
begin
o := FObj;
- o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
- if g_Weapon_Hit(@o, 50, FUID, HIT_SOME) <> 0 then
+ o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
+ if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
end;
if gTime mod (GAME_TICK*2) <> 0 then
begin
g_Obj_Move(@FObj, fall, True, True);
+ positionChanged(); // this updates spatial accelerators
Exit;
end;
- FPainSound := False;
+ if FPainTicks > 0 then
+ Dec(FPainTicks)
+ else
+ FPainSound := False;
// 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
if (FState = STATE_DIE) or (FState = STATE_DEAD) then
FObj.Vel.X := z_dec(FObj.Vel.X, 1);
+ if FFireTime > 0 then
+ begin
+ if WordBool(st and MOVE_INWATER) then
+ FFireTime := 0
+ else
+ begin
+ OnFireFlame(1);
+ FFireTime := FFireTime - 1;
+ end;
+ end;
+
// Ìåðòâûé íè÷åãî íå äåëàåò:
if (FState = STATE_DEAD) then
goto _end;
if FPain >= MONSTERTABLE[FMonsterType].Pain then
begin
FPain := MONSTERTABLE[FMonsterType].Pain;
- PainSound();
+ if gSoundEffectsDF then PainSound();
end;
+ if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
+ PainSound();
// Ñíèæàåì áîëü ñî âðåìåíåì:
FPain := FPain - 5;
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
MONSTER_FISH:
g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
- MONSTER_SKEL, MONSTER_ROBO:
- // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
+ MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
+ // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
if FCurAnim = ANIM_ATTACK2 then
begin
o := FObj;
- o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
- g_Weapon_Hit(@o, 50, FUID, HIT_SOME);
+ o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
+ g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
end;
MONSTER_VILE:
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;
g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
Result := True;
end;
- MONSTER_SKEL:
- begin
- SetState(STATE_ATTACK, ANIM_ATTACK2);
- g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
- Result := True;
- end;
- MONSTER_ROBO:
+ MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
begin
SetState(STATE_ATTACK, ANIM_ATTACK2);
g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
SetLength(FDieTriggers, 0);
end;
+procedure TMonster.CatchFire(Attacker: Word);
+begin
+ FFireTime := 100;
+ FFireAttacker := Attacker;
+ if g_Game_IsNet and g_Game_IsServer then
+ MH_SEND_MonsterState(FUID);
+end;
+
+procedure TMonster.OnFireFlame(Times: DWORD = 1);
+var
+ id, i: DWORD;
+ Anim: TAnimation;
+begin
+ if (Random(10) = 1) and (Times = 1) then
+ Exit;
+
+ if g_Frames_Get(id, 'FRAMES_FLAME') then
+ begin
+ for i := 1 to Times do
+ begin
+ Anim := TAnimation.Create(id, False, 3);
+ Anim.Alpha := 0;
+ g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
+ Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
+ Anim.Free();
+ end;
+ end;
+end;
+
+//WARNING! call this after monster position was changed, or coldet will not work right!
+procedure TMonster.positionChanged ();
+begin
+end;
+
end.