X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_monsters.pas;h=4108d51a0cc611ef7987fd77b13f9f884fb6a047;hb=67d37ea13feeca0671d60d88b1963cf1e0e901c4;hp=02bea1f632bb906c89b5b56a220b757ec2d1b484;hpb=5c84a2c9f706bc450a00bda4f7d2afc858ce75b0;p=d2df-sdl.git diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas index 02bea1f..4108d51 100644 --- a/src/game/g_monsters.pas +++ b/src/game/g_monsters.pas @@ -2,8 +2,7 @@ * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -125,6 +124,7 @@ type function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean; function Heal(Value: Word): Boolean; procedure BFGHit(); + procedure PreUpdate(); procedure Update(); procedure ClientUpdate(); procedure ClientAttack(wx, wy, atx, aty: Integer); @@ -233,6 +233,7 @@ procedure g_Monsters_Init (); procedure g_Monsters_Free (clearGrid: Boolean=true); function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster; +procedure g_Monsters_PreUpdate (); procedure g_Monsters_Update (); procedure g_Monsters_Draw (); procedure g_Monsters_DrawHealth (); @@ -707,11 +708,8 @@ begin Exit; // Ýòè íå áüþò ñâîèõ end; -// Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à: - if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then - Exit; -// Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à: - if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then +// Pain_Elemental è Lost_Soul íå âîþþò äðóã ñ äðóãîì: + if [a, b] = [MONSTER_PAIN, MONSTER_SOUL] then Exit; //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà: @@ -1348,7 +1346,7 @@ begin if MonsterType = MONSTER_SOUL then begin if soulcount > MAX_SOUL then exit; - soulcount := soulcount + 1; + soulcount += 1; end; find_id := allocMonster(); @@ -1378,6 +1376,8 @@ begin FStartDirection := Direction; FStartX := GameX; FStartY := GameY; + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; end; mon.positionChanged(); @@ -1413,6 +1413,16 @@ begin end; end; +procedure g_Monsters_PreUpdate(); +var + a: Integer; +begin + if gMonsters = nil then Exit; + for a := 0 to High(gMonsters) do + if (gMonsters[a] <> nil) and (not gMonsters[a].FRemoved) then + gMonsters[a].PreUpdate(); +end; + procedure g_Monsters_Update(); var a: Integer; @@ -1994,6 +2004,9 @@ var begin Result := False; +// Ìîíñòð ñòàòè÷åí ïîêà èäåò warmup + if (gLMSRespawn > LMS_RESPAWN_NONE) then exit; + // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó: if (FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE) or (FState = MONSTATE_REVIVE) then Exit; @@ -2008,6 +2021,15 @@ begin Exit; end; +// Àð÷è íå ãîðÿò, ÷åðåïà óæå ãîðÿò + if (t = HIT_FLAME) and (FMonsterType in [MONSTER_VILE, MONSTER_SOUL]) then + begin + // Ïðîñíóòüñÿ âñå-òàêè ñòîèò + if FState = MONSTATE_SLEEP then + SetState(MONSTATE_GO); + Exit; + end; + // Ëîâóøêà óáèâàåò ñðàçó: if t = HIT_TRAP then FHealth := -100; @@ -2198,12 +2220,14 @@ end; procedure TMonster.Draw(); var m: TMirrorType; - dx, dy, c: Integer; + dx, dy, c, fX, fY: Integer; o: TObj; begin //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType)); //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState)); + FObj.lerp(gLerpFactor, fX, fY); + // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü: if FMonsterType = MONSTER_VILE then if FState = MONSTATE_SHOOT then @@ -2263,7 +2287,7 @@ begin end; // Ðèñóåì: - FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m); + FAnim[FCurAnim, FDirection].Draw(fX+dx, fY+dy, m); end; if g_debug_Frames then @@ -2335,7 +2359,7 @@ begin MONSTATE_ATTACK: Anim := ANIM_ATTACK; MONSTATE_DIE: Anim := ANIM_DIE; MONSTATE_REVIVE: - begin // íà÷àëè âîñðåøàòüñÿ + begin // íà÷àëè âîñêðåøàòüñÿ Anim := FCurAnim; FAnim[Anim, FDirection].Revert(True); @@ -2395,6 +2419,8 @@ begin FObj.X := X - FObj.Rect.X; FObj.Y := Y - FObj.Rect.Y; + FObj.oldX := FObj.X; // don't interpolate after teleport + FObj.oldY := FObj.Y; positionChanged(); if dir = 1 then @@ -2428,25 +2454,36 @@ begin Result := True; end; +procedure TMonster.PreUpdate(); +begin + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; +end; + procedure TMonster.Update(); var - a, b, sx, sy, wx, wy, oldvelx: Integer; + a, b, sx, sy, wx, wy, oldvelx, i: Integer; st: Word; o, co: TObj; fall: Boolean; mon: TMonster; + mit: PMonster; + it: TMonsterGrid.Iter; label _end; begin fall := True; +// Ìîíñòð ñòàòè÷åí ïîêà èäåò warmup + if (gLMSRespawn > LMS_RESPAWN_NONE) then exit; + // Ðûáû "ëåòàþò" òîëüêî â âîäå: if FMonsterType = MONSTER_FISH then if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then fall := False; -// Ëåòàþùèå ìîíòñðû: +// Ëåòàþùèå ìîíñòðû: if ((FMonsterType = MONSTER_SOUL) or (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_CACO)) and @@ -2473,11 +2510,12 @@ begin // Åñëè ãîðèì - ïîäæèãàåì äðóãèõ ìîíñòðîâ, íî íå íà 100 òèêîâ êàæäûé ðàç: if FFireTime > 0 then - for a := 0 to High(gMonsters) do - if (gMonsters[a] <> nil) and (gMonsters[a].alive) and - (gMonsters[a].FUID <> FUID) and - g_Obj_Collide(@FObj, @gMonsters[a].Obj) then - gMonsters[a].CatchFire(FFireAttacker, FFireTime); + begin + it := monsGrid.forEachInAABB(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height); + for mit in it do + if mit.UID <> FUID then + mit.CatchFire(FFireAttacker, FFireTime); + end; // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû: if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or @@ -2536,19 +2574,14 @@ begin case FMonsterType of MONSTER_FISH: if Random(4) = 0 then - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), - FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); + g_Game_Effect_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 begin - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), - FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); - 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); - end; + g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), + FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); + else + g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), + FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); end; // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ: @@ -2648,7 +2681,7 @@ begin if (gPlayers <> nil) then for a := 0 to High(gPlayers) do if (gPlayers[a] <> nil) and (gPlayers[a].alive) - and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then + and (not gPlayers[a].NoTarget) and (gPlayers[a].FPowerups[MR_INVIS] < gTime) then with gPlayers[a] do if g_Look(@FObj, @Obj, FDirection) then begin @@ -2897,9 +2930,9 @@ begin FObj.Rect.Width, 8, @co) and (Random(3) = 0) then // Ïèíàåì òðóïû if FObj.Vel.X < 0 then - gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî + gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // íàëåâî else - gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî + gCorpses[a].Damage(b*2, FUID, b, Random(7)); // íàïðàâî end; end; // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì: @@ -3107,56 +3140,37 @@ _end: if vilefire <> nil then vilefire.Update(); -// Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà: - if (FState = MONSTATE_DIE) and - (FAnim[FCurAnim, FDirection] <> nil) and - (FAnim[FCurAnim, FDirection].Played) then - begin - // Óìåð: + // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà: + if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection] <> nil) then + begin + if FAnim[FCurAnim, FDirection].Played then + begin // Óìåð: SetState(MONSTATE_DEAD); + if g_Game_IsNet then MH_SEND_CoopStats(); - // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à: - if (FMonsterType = MONSTER_PAIN) then + // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ: + if FMonsterType in [MONSTER_PAIN, MONSTER_SOUL, MONSTER_BARREL] then + FRemoved := True; + end + else if (FMonsterType = MONSTER_PAIN) and + (FAnim[FCurAnim, FDirection].CurrentFrame = + FAnim[FCurAnim, FDirection].TotalFrames div 2 + 1) and + (FAnim[FCurAnim, FDirection].Counter = 0) then + for i := 0 to 2 do // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à ïîñåðåäèíå àíèìàöèè: begin - mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30, - FObj.Y+FObj.Rect.Y+20, TDirection.D_LEFT); - if mon <> nil then - begin - mon.SetState(MONSTATE_GO); - mon.FNoRespawn := True; - Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); - end; - - mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), - FObj.Y+FObj.Rect.Y+20, TDirection.D_RIGHT); - if mon <> nil then - begin - mon.SetState(MONSTATE_GO); - mon.FNoRespawn := True; - Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); - end; - - mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15, - FObj.Y+FObj.Rect.Y, TDirection.D_RIGHT); + // FIXME: lostsouls may stuck in walls here + mon := g_Monsters_Create(MONSTER_SOUL, + FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+RandomRange(-15,16), + FObj.Y+FObj.Rect.Y+RandomRange(-7,8), FDirection); if mon <> nil then begin mon.SetState(MONSTATE_GO); mon.FNoRespawn := True; - Inc(gTotalMonsters); + gTotalMonsters += 1; if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); end; - - if g_Game_IsNet then MH_SEND_CoopStats(); end; - - // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ: - if (FMonsterType = MONSTER_PAIN) or - (FMonsterType = MONSTER_SOUL) or - (FMonsterType = MONSTER_BARREL) then - FRemoved := True; - end; + end; // Ñîâåðøåíèå àòàêè è ñòðåëüáû: if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then @@ -3428,6 +3442,10 @@ begin sx := 0; // SHUT UP COMPILER sy := 0; fall := True; + +// Ìîíñòð ñòàòè÷åí ïîêà èäåò warmup + if (gLMSRespawn > LMS_RESPAWN_NONE) then exit; + // Ðûáû "ëåòàþò" òîëüêî â âîäå: if FMonsterType = MONSTER_FISH then if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then @@ -3493,19 +3511,14 @@ begin case FMonsterType of MONSTER_FISH: if Random(4) = 0 then - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), - FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); + g_Game_Effect_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 begin - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), - FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); - 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); - end; + g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), + FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); + else + g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), + FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); end; // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ: @@ -3743,9 +3756,9 @@ begin FObj.Rect.Width, 8, @co) and (Random(3) = 0) then // Ïèíàåì òðóïû if FObj.Vel.X < 0 then - gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî + gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // íàëåâî else - gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî + gCorpses[a].Damage(b*2, FUID, b, Random(7)); // íàïðàâî end; end; end; @@ -4162,7 +4175,7 @@ begin (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then for a := 0 to High(gPlayers) do if (gPlayers[a] <> nil) and (gPlayers[a].alive) - and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then + and (not gPlayers[a].NoTarget) and (gPlayers[a].FPowerups[MR_INVIS] < gTime) then begin if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then begin @@ -4436,7 +4449,7 @@ end; function TMonster.alive(): Boolean; begin - Result := (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) and (FHealth > 0); + Result := (FHealth > 0) and not (FState in [MONSTATE_DIE, MONSTATE_DEAD]); end; procedure TMonster.SetHealth(aH: Integer); @@ -4618,6 +4631,8 @@ begin FAnim[i, TDirection.D_RIGHT].LoadState(st); end; end; + // update cache + self.positionChanged end; @@ -4648,7 +4663,11 @@ end; procedure TMonster.CatchFire(Attacker: Word; Timeout: Integer = MON_BURN_TIME); begin + if FMonsterType in [MONSTER_SOUL, MONSTER_VILE] then + exit; // àð÷è íå ãîðÿò, ÷åðåïà óæå ãîðÿò if Timeout <= 0 then exit; + if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then + exit; // íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé if FFireTime <= 0 then g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y); FFireTime := Timeout;