X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_monsters.pas;h=4108d51a0cc611ef7987fd77b13f9f884fb6a047;hb=67d37ea13feeca0671d60d88b1963cf1e0e901c4;hp=bb3d293ded57dc0413327ff01394b2a2055f41f8;hpb=52046a296d5acd6588c2dde5918cdb6cbd26fc52;p=d2df-sdl.git diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas index bb3d293..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 @@ -40,6 +39,8 @@ const MONSTATE_REVIVE = 10; MONSTATE_RUNOUT = 11; + MON_BURN_TIME = 100; + { in mapdef now BH_NORMAL = 0; BH_KILLER = 1; @@ -123,6 +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); @@ -145,7 +147,7 @@ type function AnimIsReverse: Boolean; function shoot(o: PObj; immediately: Boolean): Boolean; function kick(o: PObj): Boolean; - procedure CatchFire(Attacker: Word); + procedure CatchFire(Attacker: Word; Timeout: Integer = MON_BURN_TIME); procedure OnFireFlame(Times: DWORD = 1); procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! @@ -231,6 +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 (); @@ -322,8 +325,8 @@ uses procedure g_Mons_ProfilersBegin (); begin if (profMonsLOS = nil) then profMonsLOS := TProfiler.Create('LOS CALC', g_profile_history_size); - profMonsLOS.mainBegin(g_profile_los); - if g_profile_los then + if (profMonsLOS <> nil) then profMonsLOS.mainBegin(g_profile_los); + if g_profile_los and (profMonsLOS <> nil) then begin profMonsLOS.sectionBegin('loscalc'); profMonsLOS.sectionEnd(); @@ -332,17 +335,17 @@ end; procedure g_Mons_ProfilersEnd (); begin - if (profMonsLOS <> nil) and (g_profile_los) then profMapCollision.mainEnd(); + if (profMonsLOS <> nil) and (g_profile_los) then profMonsLOS.mainEnd(); end; procedure g_Mons_LOS_Start (); inline; begin - profMonsLOS.sectionBeginAccum('loscalc'); + if (profMonsLOS <> nil) then profMonsLOS.sectionBeginAccum('loscalc'); end; procedure g_Mons_LOS_End (); inline; begin - profMonsLOS.sectionEnd(); + if (profMonsLOS <> nil) then profMonsLOS.sectionEnd(); end; @@ -705,11 +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: @@ -833,14 +833,14 @@ procedure g_Monsters_LoadData(); begin e_WriteLog('Loading monsters data...', TMsgType.Notify); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False); + g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES], 133, False); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True); + g_Game_StepLoading(6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK_L', GameWAD+':MTEXTURES\ZOMBY_ATTACK_L', 64, 64, 2); @@ -848,7 +848,7 @@ begin g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True); + g_Game_StepLoading(13); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK_L', GameWAD+':MTEXTURES\SERG_ATTACK_L', 64, 64, 2); @@ -856,137 +856,139 @@ begin g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True); + g_Game_StepLoading(20); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True); + g_Game_StepLoading(26); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True); + g_Game_StepLoading(32); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True); + g_Game_StepLoading(38); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True); + g_Game_StepLoading(44); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True); + g_Game_StepLoading(50); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True); + g_Game_StepLoading(56); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True); + g_Game_StepLoading(62); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True); + g_Game_StepLoading(68); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True); + g_Game_StepLoading(74); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True); + g_Game_StepLoading(80); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True); + g_Game_StepLoading(86); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True); + g_Game_StepLoading(92); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True); + g_Game_StepLoading(98); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True); + g_Game_StepLoading(104); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True); + g_Game_StepLoading(110); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True); + g_Game_StepLoading(116); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True); + g_Game_StepLoading(122); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1); + g_Game_StepLoading(128); 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_StepLoading(133); g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False); @@ -1344,7 +1346,7 @@ begin if MonsterType = MONSTER_SOUL then begin if soulcount > MAX_SOUL then exit; - soulcount := soulcount + 1; + soulcount += 1; end; find_id := allocMonster(); @@ -1374,6 +1376,8 @@ begin FStartDirection := Direction; FStartX := GameX; FStartY := GameY; + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; end; mon.positionChanged(); @@ -1409,6 +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; @@ -1990,6 +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; @@ -2004,6 +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; @@ -2194,12 +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 @@ -2259,7 +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 @@ -2331,7 +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); @@ -2391,6 +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 @@ -2424,25 +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 @@ -2467,6 +2508,15 @@ begin st := g_Obj_Move(@FObj, fall, True, True); positionChanged(); // this updates spatial accelerators +// Åñëè ãîðèì - ïîäæèãàåì äðóãèõ ìîíñòðîâ, íî íå íà 100 òèêîâ êàæäûé ðàç: + if FFireTime > 0 then + 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 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then @@ -2524,19 +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: @@ -2636,7 +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 @@ -2823,7 +2868,7 @@ begin // Ðûáà ïëûâåò ââåðõ: if FObj.Vel.Y < 0 then - if not g_Obj_CollideWater(@FObj, 0, -16) then + if not g_Obj_CollideLiquid(@FObj, 0, -16) then begin // Âñïëûëè äî ïîâåðõíîñòè - ñòîï: FObj.Vel.Y := 0; @@ -2885,9 +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: @@ -3095,56 +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); + // 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; - - 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); - 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; - - 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 @@ -3241,6 +3267,19 @@ _end: wx := FObj.X + wx; wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY; + // Ìîíñòð íå ìîæåò öåëèòüñÿ â îáúåêò çà ñïèíîé, ñòðåëÿÿ âëåâî: + if (FDirection = TDirection.D_LEFT) and (tx > wx) then + begin + tx := wx - 32; + ty := wy + Random(11) - 5; + end; + // È àíàëîãè÷íî, ñòðåëÿÿ âïðàâî: + if (FDirection = TDirection.D_RIGHT) and (tx < wx) then + begin + tx := wx + 32; + ty := wy + Random(11) - 5; + end; + // Äåëàåì âûñòðåë íóæíûì îðóæèåì: case FMonsterType of MONSTER_IMP: @@ -3403,6 +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 @@ -3468,19 +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: @@ -3659,7 +3697,7 @@ begin // Ðûáà ïëûâåò ââåðõ: if FObj.Vel.Y < 0 then - if not g_Obj_CollideWater(@FObj, 0, -16) then + if not g_Obj_CollideLiquid(@FObj, 0, -16) then begin // Âñïëûëè äî ïîâåðõíîñòè - ñòîï: FObj.Vel.Y := 0; @@ -3718,9 +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; @@ -4137,7 +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 @@ -4411,7 +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); @@ -4593,6 +4631,8 @@ begin FAnim[i, TDirection.D_RIGHT].LoadState(st); end; end; + // update cache + self.positionChanged end; @@ -4621,9 +4661,16 @@ begin SetLength(FDieTriggers, 0); end; -procedure TMonster.CatchFire(Attacker: Word); +procedure TMonster.CatchFire(Attacker: Word; Timeout: Integer = MON_BURN_TIME); begin - FFireTime := 100; + 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; FFireAttacker := Attacker; if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID); end;