index a437ff9bdcd13e7c1ea72bc56b75efe61c4a72cb..d982204b256927b22a1f2c24666397c5739d7a87 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
MONSTATE_REVIVE = 10;
MONSTATE_RUNOUT = 11;
+{ in mapdef now
BH_NORMAL = 0;
BH_KILLER = 1;
BH_MANIAC = 2;
BH_INSANE = 3;
BH_CANNIBAL = 4;
BH_GOOD = 5;
+}
type
TMonster = Class (TObject)
FDieTriggers: Array of Integer;
FSpawnTrigger: Integer;
+ mNeedSend: Boolean; // for network
+
procedure Turn();
function findNewPrey(): Boolean;
procedure ActivateTriggers();
FNoRespawn: Boolean;
FFireTime: Integer;
trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
+ mplatCheckFrameId: LongWord;
constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
destructor Destroy(); override;
function Collide(Panel: TPanel): Boolean; overload;
function Collide(X, Y: Integer): Boolean; overload;
function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
- function Live(): Boolean;
+ function alive(): Boolean;
procedure SetHealth(aH: Integer);
procedure Push(vx, vy: Integer);
function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
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 moveBy (dx, dy: Integer); inline;
procedure getMapBox (out x, y, w, h: Integer); inline;
+ // get-and-clear
+ function gncNeedSend (): Boolean; inline;
+ procedure setDirty (); inline; // why `dirty`? 'cause i may introduce property `needSend` later
+
public
property Obj: TObj read FObj;
procedure g_Monsters_killedp ();
procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
-function g_Monsters_GetIDByName (name: String): Integer;
-function g_Monsters_GetNameByID (MonsterType: Byte): String;
-function g_Monsters_GetKilledBy (MonsterType: Byte): String;
+
+function g_Mons_SpawnAt (monType: Integer; x, y: Integer; dir: TDirection=D_LEFT): TMonster; overload;
+function g_Mons_SpawnAt (const typeName: AnsiString; x, y: Integer; dir: TDirection=D_LEFT): TMonster; overload;
+
+function g_Mons_TypeLo (): Integer; inline;
+function g_Mons_TypeHi (): Integer; inline;
+
+function g_Mons_TypeIdByName (const name: AnsiString): Integer;
+function g_Mons_NameByTypeId (monType: Integer): AnsiString;
+function g_Mons_GetKilledByTypeId (monType: Integer): AnsiString;
type
function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
-function g_Mons_getNewTrapFrameId (): DWord;
+function g_Mons_getNewTrapFrameId (): DWord; inline;
+function g_Mons_getNewMPlatFrameId (): LongWord; inline;
type
// ////////////////////////////////////////////////////////////////////////// //
var
- monCheckTrapLastFrameId: DWord;
+ monCheckTrapLastFrameId: DWord = 0;
+ monCheckMPlatLastFrameId: LongWord = 0;
procedure TMonster.getMapBox (out x, y, w, h: Integer); inline;
h := FObj.Rect.Height;
end;
+function TMonster.gncNeedSend (): Boolean; inline; begin result := mNeedSend; mNeedSend := false; end;
+
+procedure TMonster.setDirty (); inline; begin mNeedSend := true; end;
+
// ////////////////////////////////////////////////////////////////////////// //
function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
{$ENDIF}
if (mProxyId = -1) then
begin
+ //mNeedSend := true;
mProxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
{$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
monsGrid.getBodyXY(mProxyId, x, y);
if (w <> nw) or (h <> nh) then
begin
+ //mNeedSend := true;
{$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
e_WriteLog(Format('monster #%d:(%u): resized; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY);
{$ENDIF}
end
else if (x <> nx) or (y <> ny) then
begin
+ //mNeedSend := true;
{$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
e_WriteLog(Format('monster #%d:(%u): updating grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY);
{$ENDIF}
MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
+// ////////////////////////////////////////////////////////////////////////// //
var
gMonsters: array of TMonster;
uidMap: array [0..65535] of TMonster; // monster knows it's index
end;
-function g_Mons_getNewTrapFrameId (): DWord;
+function g_Mons_getNewTrapFrameId (): DWord; inline;
var
f: Integer;
begin
Inc(monCheckTrapLastFrameId);
- if monCheckTrapLastFrameId = 0 then
+ if (monCheckTrapLastFrameId = 0) then
begin
// wraparound
monCheckTrapLastFrameId := 1;
end;
+function g_Mons_getNewMPlatFrameId (): LongWord; inline;
+var
+ f: Integer;
+begin
+ Inc(monCheckMPlatLastFrameId);
+ if (monCheckMPlatLastFrameId = 0) then
+ begin
+ // wraparound
+ monCheckMPlatLastFrameId := 1;
+ for f := 0 to High(gMonsters) do
+ begin
+ if (gMonsters[f] <> nil) then gMonsters[f].mplatCheckFrameId := 0;
+ end;
+ end;
+ result := monCheckMPlatLastFrameId;
+end;
+
+
var
pt_x: Integer = 0;
pt_xs: Integer = 1;
freeInds := TIdPool.Create();
clearUidMap();
monCheckTrapLastFrameId := 0;
+ monCheckMPlatLastFrameId := 0;
end;
procedure g_Monsters_FreeData();
gMonsters := nil;
clearUidMap();
monCheckTrapLastFrameId := 0;
+ monCheckMPlatLastFrameId := 0;
end;
end;
end;
-function g_Monsters_GetIDByName(name: String): Integer;
+
+// ////////////////////////////////////////////////////////////////////////// //
+function g_Mons_SpawnAt (monType: Integer; x, y: Integer; dir: TDirection=D_LEFT): TMonster; overload;
+begin
+ result := nil;
+ if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
+ begin
+ result := g_Monsters_Create(monType, x, y, dir);
+ end;
+end;
+
+
+function g_Mons_SpawnAt (const typeName: AnsiString; x, y: Integer; dir: TDirection=D_LEFT): TMonster; overload;
+begin
+ result := g_Mons_SpawnAt(g_Mons_TypeIdByName(typeName), x, y, dir);
+end;
+
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+function g_Mons_TypeLo (): Integer; inline; begin result := Low(MONSTERTABLE); end;
+function g_Mons_TypeHi (): Integer; inline; begin result := High(MONSTERTABLE); end;
+
+
+function g_Mons_TypeIdByName (const name: String): Integer;
var
i: Integer;
begin
- name := UpperCase(name);
i := MONSTER_DEMON;
while (i <= MONSTER_MAN) do
begin
- if name = MONSTERTABLE[i].Name then
+ if (CompareText(name, MONSTERTABLE[i].Name) = 0) then
begin
- Result := i;
- Exit;
+ result := i;
+ exit;
end;
Inc(i);
end;
-
- Result := -1;
+ result := -1;
+ // HACK!
+ if (CompareText(name, 'zombie') = 0) then result := MONSTER_ZOMBY;
end;
-function g_Monsters_GetNameByID(MonsterType: Byte): String;
+
+function g_Mons_NameByTypeId (monType: Integer): AnsiString;
begin
- if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
- Result := MONSTERTABLE[MonsterType].Name
+ if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
+ result := MONSTERTABLE[monType].Name
else
- Result := '?';
+ result := '?';
end;
-function g_Monsters_GetKilledBy(MonsterType: Byte): String;
+
+function g_Mons_GetKilledByTypeId (monType: Integer): AnsiString;
begin
- if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
- Result := KilledByMonster[MonsterType]
+ if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
+ Result := KilledByMonster[monType]
else
Result := '?';
end;
+
+// ////////////////////////////////////////////////////////////////////////// //
{ 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.moveBy (dx, dy: Integer); inline;
+begin
+ if (dx <> 0) or (dy <> 0) then
+ begin
+ FObj.X += dx;
+ FObj.Y += dy;
+ positionChanged();
+ end;
+end;
+
procedure TMonster.ActionSound();
begin
mProxyId := -1;
mArrIdx := -1;
trapCheckFrameId := 0;
+ mplatCheckFrameId := 0;
+ mNeedSend := false;
if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
FBloodKind := BLOOD_SPARKS
Result := False;
if g_Game_IsClient then
Exit;
- if not Live then
+ if not alive then
Exit;
if FHealth < FMaxHealth then
(FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
begin
FRemoved := True;
- if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
+ if alive and (gLMSRespawn = LMS_RESPAWN_NONE) then
begin
Inc(gCoopMonstersKilled);
if g_Game_IsNet then
// Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
if (gPlayers <> nil) then
for a := 0 to High(gPlayers) do
- if (gPlayers[a] <> nil) and (gPlayers[a].Live)
+ if (gPlayers[a] <> nil) and (gPlayers[a].alive)
and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
with gPlayers[a] do
if g_Look(@FObj, @Obj, FDirection) then
// Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
if gMonsters <> nil then
for a := 0 to High(gMonsters) do
- if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
+ if (gMonsters[a] <> nil) and (gMonsters[a].alive) and
(gMonsters[a].FUID <> FUID) then
begin
// Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
if b > 1 then b := b * (Random(8 div b) + 1);
for a := 0 to High(gGibs) do
begin
- if gGibs[a].Live and
+ 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
if b > 1 then b := b * (Random(8 div b) + 1);
for a := 0 to High(gGibs) do
begin
- if gGibs[a].Live and
+ 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
if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
(FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
for a := 0 to High(gPlayers) do
- if (gPlayers[a] <> nil) and (gPlayers[a].Live)
+ if (gPlayers[a] <> nil) and (gPlayers[a].alive)
and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
begin
if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
// Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
for a := 0 to High(gMonsters) do
- if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
+ if (gMonsters[a] <> nil) and (gMonsters[a].alive) and
(gMonsters[a].FUID <> FUID) then
begin
if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
Result := True;
end;
-function TMonster.Live(): Boolean;
+function TMonster.alive(): Boolean;
begin
Result := (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) and (FHealth > 0);
end;
for idx := 0 to High(gMonsters) do
begin
mon := gMonsters[idx];
- if (mon <> nil) and mon.Live then
+ if (mon <> nil) and mon.alive then
begin
result := cb(mon);
if result then exit;
@@ -4590,7 +4678,7 @@ function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
begin
- result := mon.Live;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
+ result := mon.alive;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
end;
var
for idx := 0 to High(gMonsters) do
begin
mon := gMonsters[idx];
- if (mon <> nil) and mon.Live then
+ if (mon <> nil) and mon.alive then
begin
if g_Obj_Collide(x, y, width, height, @mon.Obj) then
begin
for idx := 0 to High(gMonsters) do
begin
mon := gMonsters[idx];
- if (mon <> nil) and mon.Live then
+ if (mon <> nil) and mon.alive then
begin
if g_Obj_Collide(x, y, width, height, @mon.Obj) then
begin
@@ -4661,8 +4749,8 @@ function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEach
function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
begin
//result := false;
- //if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
- if mon.Live then result := cb(mon) else result := false;
+ //if mon.alive and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
+ if mon.alive then result := cb(mon) else result := false;
end;
var
for idx := 0 to High(gMonsters) do
begin
mon := gMonsters[idx];
- if (mon <> nil) and mon.Live then
+ if (mon <> nil) and mon.alive then
begin
if g_Obj_Collide(x, y, width, height, @mon.Obj) then
begin