index 2b70da642e49892257507eadf3da63de2a0d32db..a437ff9bdcd13e7c1ea72bc56b75efe61c4a72cb 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
{$INCLUDE ../shared/a_modes.inc}
+{$M+}
{.$DEFINE D2F_DEBUG_MONS_MOVE}
unit g_monsters;
function findNewPrey(): Boolean;
procedure ActivateTriggers();
+ procedure setGameX (v: Integer); inline;
+ procedure setGameY (v: Integer); inline;
+
public
FNoRespawn: Boolean;
FFireTime: Integer;
procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
+ procedure setPosition (ax, ay: Integer; callPosChanged: Boolean=true); inline;
+
procedure getMapBox (out x, y, w, h: Integer); inline;
+ public
+ property Obj: TObj read FObj;
+
+ property proxyId: Integer read mProxyId;
+ property arrIdx: Integer read mArrIdx;
+
+ published
property MonsterType: Byte read FMonsterType;
property MonsterHealth: Integer read FHealth write FHealth;
property MonsterAmmo: Integer read FAmmo write FAmmo;
property MonsterPain: Integer read FPain write FPain;
property MonsterAnim: Byte read FCurAnim write FCurAnim;
- property Obj: TObj read FObj;
property UID: Word read FUID write FUID;
property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
- property GameX: Integer read FObj.X write FObj.X;
- property GameY: Integer read FObj.Y write FObj.Y;
+ property GameX: Integer read FObj.X write setGameX;
+ property GameY: Integer read FObj.Y write setGameY;
property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
property GameDirection: TDirection read FDirection write FDirection;
property StartID: Integer read FStartID;
-
- property proxyId: Integer read mProxyId;
- property arrIdx: Integer read mArrIdx;
end;
g_language, g_netmsg, idpool;
+
// ////////////////////////////////////////////////////////////////////////// //
procedure g_Mons_ProfilersBegin ();
begin
LeftAnim: Boolean;
wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
- AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
- AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
+ AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TDFPoint;
+ AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TDFPoint;
end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
AnimDeltaRight: ((X: 1; Y: 4), (X: 1; Y: 4), (X: 0; Y: 4), (X: 0; Y: 4), (X: 2; Y: 6), (X: 2; Y: 6), (X: 2; Y: 5));
{ T M o n s t e r : }
+procedure TMonster.setGameX (v: Integer); inline; begin FObj.X := v; positionChanged(); end;
+procedure TMonster.setGameY (v: Integer); inline; begin FObj.Y := v; positionChanged(); end;
+procedure TMonster.setPosition (ax, ay: Integer; callPosChanged: Boolean=true); inline; begin FObj.X := ax; FObj.Y := ay; if callPosChanged then positionChanged(); end;
+
+
procedure TMonster.ActionSound();
begin
case FMonsterType of
FObj.Accel.X := 0;
FObj.Accel.Y := 0;
FDirection := FStartDirection;
- GameX := FStartX;
- GameY := FStartY;
+ {GameX}FObj.X := FStartX;
+ {GameY}FObj.Y := FStartY;
FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
FHealth := MONSTERTABLE[FMonsterType].Health;
FAmmo := 0;
o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
// Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
- if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
- sX-128, sY-128, sWidth+256, sHeight+256) then
- Exit;
+ if (g_dbg_scale = 1.0) then
+ begin
+ if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
+ sX-128, sY-128, sWidth+256, sHeight+256) then
+ Exit;
+ end;
// Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
if FState = MONSTATE_DEAD then