X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_monsters.pas;h=4c354c30a1b3c60c086eaff684015df2d3bc0be0;hb=81a68b9ff71207e598bed6f0d7c5fe8df5d7daae;hp=229748d1e4b0a88165f9cb2319d6ed744b0b3f82;hpb=6eab64d006f1081bc5096507bb634928cadd6d66;p=d2df-sdl.git diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas index 229748d..4c354c3 100644 --- a/src/game/g_monsters.pas +++ b/src/game/g_monsters.pas @@ -19,8 +19,8 @@ unit g_monsters; interface uses - g_basic, e_graphics, g_phys, g_textures, - g_saveload, BinEditor, g_panel, z_aabbtree; + g_basic, e_graphics, g_phys, g_textures, g_grid, + g_saveload, BinEditor, g_panel, xprofiler; const MONSTATE_SLEEP = 0; @@ -80,8 +80,14 @@ type FFireAttacker: Word; vilefire: TAnimation; - treeNode: Integer; // node in dyntree or -1 + {$IF DEFINED(D2F_DEBUG)} + public + {$ENDIF} + proxyId: Integer; // node in dyntree or -1 arrIdx: Integer; // in gMonsters + {$IF DEFINED(D2F_DEBUG)} + private + {$ENDIF} FDieTriggers: Array of Integer; FSpawnTrigger: Integer; @@ -90,8 +96,6 @@ type function findNewPrey(): Boolean; procedure ActivateTriggers(); - function getMapAABB (): AABB2D; inline; - public FNoRespawn: Boolean; FFireTime: Integer; @@ -136,6 +140,8 @@ type procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! + procedure getMapBox (out x, y, w, h: Integer); inline; + property MonsterType: Byte read FMonsterType; property MonsterHealth: Integer read FHealth write FHealth; property MonsterAmmo: Integer read FAmmo write FAmmo; @@ -160,12 +166,13 @@ type property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y; property GameDirection: TDirection read FDirection write FDirection; - property mapAABB: AABB2D read getMapAABB; - property StartID: Integer read FStartID; end; +// will be called from map loader +procedure g_Mons_InitTree (x, y, w, h: Integer); + procedure g_Monsters_LoadData (); procedure g_Monsters_FreeData (); procedure g_Monsters_Init (); @@ -205,15 +212,37 @@ function g_Mons_getNewTrapFrameId (): DWord; type - TMonsAlongLineCB = function (mon: TMonster; dist: Single): Boolean is nested; + TMonsAlongLineCB = function (mon: TMonster; tag: Integer): Boolean is nested; -function g_Mons_alongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB): TMonster; +function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster; var gmon_debug_use_sqaccel: Boolean = true; +//HACK! +procedure g_Mons_ProfilersBegin (); +procedure g_Mons_ProfilersEnd (); + +procedure g_Mons_LOS_Start (); inline; +procedure g_Mons_LOS_End (); inline; + +var + profMonsLOS: TProfiler = nil; //WARNING: FOR DEBUGGING ONLY! + + +type + TMonsterGrid = specialize TBodyGridBase; + +var + monsGrid: TMonsterGrid = nil; + + +var + gmon_debug_think: Boolean = true; + + implementation uses @@ -224,67 +253,52 @@ uses // ////////////////////////////////////////////////////////////////////////// // -var - monCheckTrapLastFrameId: DWord; - - -function TMonster.getMapAABB (): AABB2D; inline; +procedure g_Mons_ProfilersBegin (); begin - result := AABB2D.CreateWH(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height); + if (profMonsLOS = nil) then profMonsLOS := TProfiler.Create('LOS CALC', g_profile_history_size); + profMonsLOS.mainBegin(g_profile_los); + if g_profile_los then + begin + profMonsLOS.sectionBegin('loscalc'); + profMonsLOS.sectionEnd(); + end; end; +procedure g_Mons_ProfilersEnd (); +begin + if (profMonsLOS <> nil) and (g_profile_los) then profMapCollision.mainEnd(); +end; -// ////////////////////////////////////////////////////////////////////////// // -type - TDynAABBTreeMonsBase = specialize TDynAABBTreeBase; - - TDynAABBTreeMons = class(TDynAABBTreeMonsBase) - function getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean; override; - end; +procedure g_Mons_LOS_Start (); inline; +begin + profMonsLOS.sectionBeginAccum('loscalc'); +end; -function TDynAABBTreeMons.getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean; +procedure g_Mons_LOS_End (); inline; begin - result := false; - if (flesh = nil) then raise Exception.Create('DynTree: trying to get dimensions of inexistant monsters'); - if (flesh.Obj.Rect.Width < 1) or (flesh.Obj.Rect.Height < 1) then raise Exception.Create('DynTree: monster without size, wtf?!'); - //aabb := AABB2D.CreateWH(flesh.Obj.X+flesh.Obj.Rect.X, flesh.Obj.Y+flesh.Obj.Rect.Y, flesh.Obj.Rect.Width, flesh.Obj.Rect.Height); - aabb := flesh.getMapAABB(); - if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!'); - result := true; + profMonsLOS.sectionEnd(); end; +// ////////////////////////////////////////////////////////////////////////// // var - monsTree: TDynAABBTreeMons = nil; + monCheckTrapLastFrameId: DWord; -function g_Mons_alongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB): TMonster; +procedure TMonster.getMapBox (out x, y, w, h: Integer); inline; +begin + x := FObj.X+FObj.Rect.X; + y := FObj.Y+FObj.Rect.Y; + w := FObj.Rect.Width; + h := FObj.Rect.Height; +end; - function sqchecker (mon: TMonster; var ray: Ray2D): Single; - var - aabb: AABB2D; - tmin: Single; - begin - result := -666.0; // invalid - aabb := mon.mapAABB; - if not aabb.valid then exit; - if aabb.intersects(ray, @tmin) then - begin - if (tmin <= 0.0) then tmin := 0.0; - result := tmin; - if cb(mon, tmin) then result := 0.0; // instant stop - end; - end; -var - qr: TDynAABBTreeMons.TSegmentQueryResult; +// ////////////////////////////////////////////////////////////////////////// // +function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster; begin - result := nil; - if not assigned(cb) then exit; - if monsTree.segmentQuery(qr, x0, y0, x1, y1, sqchecker) then - begin - if (qr.flesh <> nil) then result := qr.flesh; - end; + if not assigned(cb) then begin result := nil; exit; end; + result := monsGrid.forEachAlongLine(x0, y0, x1, y1, cb, -1, log); end; @@ -296,30 +310,30 @@ begin {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [arrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY); {$ENDIF} - if (treeNode = -1) then + if (proxyId = -1) then begin - treeNode := monsTree.insertObject(self, 0); + proxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height); {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} - monsTree.getNodeXY(treeNode, x, y); - e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY); + monsGrid.getBodyXY(proxyId, x, y); + e_WriteLog(Format('monster #%d(%u): inserted into the grid; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY); {$ENDIF} end else begin - monsTree.getNodeXY(treeNode, x, y); + monsGrid.getBodyXY(proxyId, x, y); if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do - {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);{$ENDIF} + {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}e_WriteLog(Format('monster #%d(%u): updating tree; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);{$ENDIF} - {$IFDEF TRUE} - monsTree.updateObject(treeNode); + {$IF TRUE} + monsGrid.moveBody(proxyId, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y); {$ELSE} - monsTree.removeObject(treeNode); - treeNode := monsTree.insertObject(self); + monsGrid.removeBody(proxyId); + proxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height); {$ENDIF} {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} - monsTree.getNodeXY(treeNode, x, y); - e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY); + monsGrid.getBodyXY(proxyId, x, y); + e_WriteLog(Format('monster #%d(%u): updated tree; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY); {$ENDIF} end; end; @@ -335,19 +349,6 @@ const ANIM_ATTACK2 = 5; ANIM_PAIN = 6; - STATE_SLEEP = 0; - STATE_GO = 1; - STATE_RUN = 2; - STATE_CLIMB = 3; - STATE_DIE = 4; - STATE_DEAD = 5; - STATE_ATTACK = 6; - STATE_SHOOT = 7; - STATE_PAIN = 8; - STATE_WAIT = 9; - STATE_REVIVE = 10; - STATE_RUNOUT = 11; - MONSTER_SIGNATURE = $534E4F4D; // 'MONS' // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ: @@ -668,8 +669,9 @@ function isCorpse (o: PObj; immediately: Boolean): Integer; function monsCollCheck (mon: TMonster; atag: Integer): Boolean; begin + atag := atag; // shut up, fpc! result := false; // don't stop - if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then + if (mon.FState = MONSTATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then begin case mon.FMonsterType of // Íå âîñêðåñèòü: MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER, @@ -692,14 +694,14 @@ begin // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè if gmon_debug_use_sqaccel then begin - mon := monsTree.aabbQuery(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck); + mon := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck); if (mon <> nil) then result := mon.arrIdx; end else begin for a := 0 to High(gMonsters) do begin - if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then + if (gMonsters[a] <> nil) and (gMonsters[a].FState = MONSTATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then begin case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü: MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER, @@ -953,7 +955,6 @@ begin g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK'); - monsTree := TDynAABBTreeMons.Create(); clearUidMap(); monCheckTrapLastFrameId := 0; end; @@ -1172,8 +1173,6 @@ begin g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK'); g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK'); - - monsTree.Free(); end; procedure g_Monsters_Init(); @@ -1185,13 +1184,23 @@ procedure g_Monsters_Free(); var a: Integer; begin - monsTree.reset(); + monsGrid.Free(); + monsGrid := nil; for a := 0 to High(gMonsters) do gMonsters[a].Free(); gMonsters := nil; clearUidMap(); monCheckTrapLastFrameId := 0; end; + +// will be called from map loader +procedure g_Mons_InitTree (x, y, w, h: Integer); +begin + monsGrid.Free(); + monsGrid := TMonsterGrid.Create(x, y, w, h); +end; + + function g_Monsters_Create(MonsterType: Byte; X, Y: Integer; Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster; var @@ -1215,7 +1224,7 @@ begin mon := TMonster.Create(MonsterType, find_id, ForcedUID); gMonsters[find_id] := mon; mon.arrIdx := find_id; - mon.treeNode := -1; + mon.proxyId := -1; uidMap[mon.FUID] := mon; @@ -1257,9 +1266,9 @@ begin if (gMonsters[a] <> nil) then with gMonsters[a] do if (FMonsterType = MONSTER_MAN) and - (FState <> STATE_DEAD) and - (FState <> STATE_SLEEP) and - (FState <> STATE_DIE) then + (FState <> MONSTATE_DEAD) and + (FState <> MONSTATE_SLEEP) and + (FState <> MONSTATE_DIE) then begin g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y); Exit; @@ -1281,20 +1290,23 @@ begin gMon := True; // Äëÿ ðàáîòû BlockMon'à - for a := 0 to High(gMonsters) do + if (gmon_debug_think) then begin - if (gMonsters[a] = nil) then continue; - if not gMonsters[a].FRemoved then + for a := 0 to High(gMonsters) do begin - if g_Game_IsClient then - gMonsters[a].ClientUpdate() + if (gMonsters[a] = nil) then continue; + if not gMonsters[a].FRemoved then + begin + if g_Game_IsClient then + gMonsters[a].ClientUpdate() + else + gMonsters[a].Update(); + end else - gMonsters[a].Update(); - end - else - begin - gMonsters[a].Free(); - gMonsters[a] := nil; + begin + gMonsters[a].Free(); + gMonsters[a] := nil; + end; end; end; @@ -1657,7 +1669,7 @@ begin FChainFire := False; FShellTimer := -1; - FState := STATE_SLEEP; + FState := MONSTATE_SLEEP; FCurAnim := ANIM_SLEEP; positionChanged(); // this updates spatial accelerators @@ -1672,7 +1684,7 @@ end; constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1); var a: Integer; - FramesID: DWORD; + FramesID: DWORD = 0; s: String; res: Boolean; begin @@ -1685,7 +1697,7 @@ begin g_Obj_Init(@FObj); - FState := STATE_SLEEP; + FState := MONSTATE_SLEEP; FCurAnim := ANIM_SLEEP; FHealth := MONSTERTABLE[MonsterType].Health; FMaxHealth := FHealth; @@ -1702,7 +1714,7 @@ begin FFirePainTime := 0; FFireAttacker := 0; - treeNode := -1; + proxyId := -1; arrIdx := -1; trapCheckFrameId := 0; @@ -1801,7 +1813,7 @@ begin Result := False; // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó: - if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then + if (FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE) or (FState = MONSTATE_REVIVE) then Exit; // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà: @@ -1813,7 +1825,7 @@ begin else FDirection := D_LEFT; Result := True; - SetState(STATE_RUN); + SetState(MONSTATE_RUN); Exit; end; @@ -1834,10 +1846,10 @@ begin FPain := FPain+aDamage; // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå: - if FState <> STATE_PAIN then + if FState <> MONSTATE_PAIN then if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and (FMonsterType <> MONSTER_BARREL) then - SetState(STATE_PAIN); + SetState(MONSTATE_PAIN); // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè: if (gBloodCount > 0) then @@ -1926,12 +1938,12 @@ begin (FMonsterType = MONSTER_MAN)) then begin g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y); - SetState(STATE_DIE, ANIM_MESS); + SetState(MONSTATE_DIE, ANIM_MESS); end else begin DieSound(); - SetState(STATE_DIE); + SetState(MONSTATE_DIE); end; // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà: @@ -1940,10 +1952,10 @@ begin FHealth := 0; end else - if FState = STATE_SLEEP then + if FState = MONSTATE_SLEEP then begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì: FPain := MONSTERTABLE[FMonsterType].Pain; - SetState(STATE_GO); + SetState(MONSTATE_GO); end; if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID); @@ -1978,21 +1990,20 @@ begin vilefire.Free(); - if (treeNode <> -1) then + if (proxyId <> -1) then begin - if monsTree.isValidId(treeNode) then + if (monsGrid <> nil) then begin + monsGrid.removeBody(proxyId); {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} - e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx, UID, treeNode]), MSG_NOTIFY); + e_WriteLog(Format('monster #%d(%u): removed from tree; proxyid=%d', [arrIdx, UID, proxyId]), MSG_NOTIFY); {$ENDIF} - monsTree.removeObject(treeNode); end; + proxyId := -1; end; - if (arrIdx <> -1) then - begin - gMonsters[arrIdx] := nil; - end; + if (arrIdx <> -1) and (arrIdx < Length(gMonsters)) then gMonsters[arrIdx] := nil; + arrIdx := -1; uidMap[FUID] := nil; @@ -2010,7 +2021,7 @@ begin // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü: if FMonsterType = MONSTER_VILE then - if FState = STATE_SHOOT then + if FState = MONSTATE_SHOOT then if GetPos(FTargetUID, @o) then vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32, o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE); @@ -2021,7 +2032,7 @@ begin Exit; // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ: - if FState = STATE_DEAD then + if FState = MONSTATE_DEAD then case FMonsterType of MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit; end; @@ -2109,14 +2120,14 @@ var begin // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul, // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ: - if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then + if (State = MONSTATE_DIE) and (MonsterType = MONSTER_SOUL) then soulcount := soulcount-1; // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü: case FState of - STATE_DIE, STATE_DEAD, STATE_REVIVE: - if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and - (State <> STATE_GO) then + MONSTATE_DIE, MONSTATE_DEAD, MONSTATE_REVIVE: + if (State <> MONSTATE_DEAD) and (State <> MONSTATE_REVIVE) and + (State <> MONSTATE_GO) then Exit; end; @@ -2127,14 +2138,14 @@ begin // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè: case FState of - STATE_SLEEP: Anim := ANIM_SLEEP; - STATE_PAIN: Anim := ANIM_PAIN; - STATE_WAIT: Anim := ANIM_SLEEP; - STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO; - STATE_SHOOT: Anim := ANIM_ATTACK; - STATE_ATTACK: Anim := ANIM_ATTACK; - STATE_DIE: Anim := ANIM_DIE; - STATE_REVIVE: + MONSTATE_SLEEP: Anim := ANIM_SLEEP; + MONSTATE_PAIN: Anim := ANIM_PAIN; + MONSTATE_WAIT: Anim := ANIM_SLEEP; + MONSTATE_CLIMB, MONSTATE_RUN, MONSTATE_RUNOUT, MONSTATE_GO: Anim := ANIM_GO; + MONSTATE_SHOOT: Anim := ANIM_ATTACK; + MONSTATE_ATTACK: Anim := ANIM_ATTACK; + MONSTATE_DIE: Anim := ANIM_DIE; + MONSTATE_REVIVE: begin // íà÷àëè âîñðåøàòüñÿ Anim := FCurAnim; FAnim[Anim, FDirection].Revert(True); @@ -2243,15 +2254,15 @@ begin // 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 <> STATE_DIE) and (FState <> STATE_DEAD) then + if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then fall := False; // Ëåòàþùèå ìîíòñðû: if ((FMonsterType = MONSTER_SOUL) or (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_CACO)) and - (FState <> STATE_DIE) and - (FState <> STATE_DEAD) then + (FState <> MONSTATE_DIE) and + (FState <> MONSTATE_DEAD) then fall := False; // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì: @@ -2289,7 +2300,7 @@ begin oldvelx := FObj.Vel.X; // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà: - if (FState = STATE_DIE) or (FState = STATE_DEAD) then + if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then FObj.Vel.X := z_dec(FObj.Vel.X, 1); if FFireTime > 0 then @@ -2300,7 +2311,7 @@ begin begin OnFireFlame(1); FFireTime := FFireTime - 1; - if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then + if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then if FFirePainTime = 0 then begin Damage(5, FFireAttacker, 0, 0, HIT_FLAME); @@ -2312,15 +2323,15 @@ begin end; // Ìåðòâûé íè÷åãî íå äåëàåò: - if (FState = STATE_DEAD) then + if (FState = MONSTATE_DEAD) then goto _end; // AI ìîíñòðîâ âûêëþ÷åí: if g_debug_MonsterOff then begin FSleep := 1; - if FState <> STATE_SLEEP then - SetState(STATE_SLEEP); + if FState <> MONSTATE_SLEEP then + SetState(MONSTATE_SLEEP); end; // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå: @@ -2346,7 +2357,7 @@ begin // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ: if FMonsterType = MONSTER_BARREL then begin - if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and + if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and (FAnim[FCurAnim, FDirection].Counter = 0) then g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16, @@ -2391,8 +2402,8 @@ begin // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè: if fall then - if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT, - STATE_ATTACK, STATE_SHOOT]) then + if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT, + MONSTATE_ATTACK, MONSTATE_SHOOT]) then if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height, 50) then if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and @@ -2400,7 +2411,7 @@ begin FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump; case FState of - STATE_PAIN: // Ñîñòîÿíèå - Áîëü + MONSTATE_PAIN: // Ñîñòîÿíèå - Áîëü begin // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò: if FPain >= MONSTERTABLE[FMonsterType].Pain then @@ -2419,11 +2430,11 @@ begin begin FPain := 0; FAmmo := -9; - SetState(STATE_GO); + SetState(MONSTATE_GO); end; end; - STATE_SLEEP: // Ñîñòîÿíèå - Ñîí + MONSTATE_SLEEP: // Ñîñòîÿíèå - Ñîí begin // Ñïèì: FSleep := FSleep + 1; @@ -2447,7 +2458,7 @@ begin FTargetUID := gPlayers[a].UID; FTargetTime := 0; WakeUpSound(); - SetState(STATE_GO); + SetState(MONSTATE_GO); Break; end; @@ -2476,30 +2487,30 @@ begin FTargetUID := gMonsters[a].UID; FTargetTime := 0; WakeUpSound(); - SetState(STATE_GO); + SetState(MONSTATE_GO); Break; end; end; end; - STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå + MONSTATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå begin // Æäåì: FSleep := FSleep - 1; // Âûæäàëè äîñòàòî÷íî - èäåì: if FSleep < 0 then - SetState(STATE_GO); + SetState(MONSTATE_GO); end; - STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè) + MONSTATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè) begin // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî: if WordBool(st and MOVE_BLOCK) then begin Turn(); FSleep := 40; - SetState(STATE_RUNOUT); + SetState(MONSTATE_RUNOUT); goto _end; end; @@ -2509,7 +2520,7 @@ begin if isCorpse(@FObj, False) <> -1 then begin FObj.Vel.X := 0; - SetState(STATE_ATTACK, ANIM_ATTACK2); + SetState(MONSTATE_ATTACK, ANIM_ATTACK2); goto _end; end; @@ -2562,7 +2573,7 @@ begin if FMonsterType <> MONSTER_FISH then begin FSleep := 15; - SetState(STATE_RUN); + SetState(MONSTATE_RUN); if Random(2) = 0 then FDirection := D_LEFT else @@ -2578,7 +2589,7 @@ begin FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå FSleep := 4; - SetState(STATE_WAIT); + SetState(MONSTATE_WAIT); goto _end; end; @@ -2591,7 +2602,7 @@ begin begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè // Ïðûæîê ÷åðåç ñòåíó: FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump; - SetState(STATE_CLIMB); + SetState(MONSTATE_CLIMB); end; end; @@ -2614,7 +2625,7 @@ begin end; // Ðûáå áîëüíî: - SetState(STATE_PAIN); + SetState(MONSTATE_PAIN); FPain := FPain + 50; end else // Ðûáà â âîäå @@ -2637,7 +2648,7 @@ begin else FDirection := D_RIGHT; FSleep := 20; - SetState(STATE_RUN); + SetState(MONSTATE_RUN); end; end; end @@ -2726,14 +2737,14 @@ begin FObj.Vel.X := 0; end; - STATE_RUN: // Ñîñòîÿíèå - Áåã + MONSTATE_RUN: // Ñîñòîÿíèå - Áåã begin // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî: if WordBool(st and MOVE_BLOCK) then begin Turn(); FSleep := 40; - SetState(STATE_RUNOUT); + SetState(MONSTATE_RUNOUT); goto _end; end; @@ -2744,7 +2755,7 @@ begin if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then begin FSleep := 0; - SetState(STATE_GO); + SetState(MONSTATE_GO); // Ñòåíà - èäåì îáðàòíî: if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then Turn(); @@ -2767,7 +2778,7 @@ begin FObj.Vel.X := 0; end; - STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî + MONSTATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî begin // Âûøëè èç ÁëîêÌîíà: if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then @@ -2779,7 +2790,7 @@ begin if FSleep <= -18 then begin FSleep := 0; - SetState(STATE_GO); + SetState(MONSTATE_GO); // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî: if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then Turn(); @@ -2802,21 +2813,21 @@ begin FObj.Vel.X := 0; end; - STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó) + MONSTATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó) begin // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã: if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or (not WordBool(st and MOVE_HITWALL)) then begin FSleep := 0; - SetState(STATE_GO); + SetState(MONSTATE_GO); // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå: if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then begin Turn(); FSleep := 15; - SetState(STATE_RUN); + SetState(MONSTATE_RUN); end; end; @@ -2834,14 +2845,14 @@ begin FObj.Vel.X := 0; end; - STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà - STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà + MONSTATE_ATTACK, // Ñîñòîÿíèå - Àòàêà + MONSTATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà begin // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã: if FMonsterType = MONSTER_SOUL then begin if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -2851,12 +2862,12 @@ begin FObj.Vel.X := z_dec(FObj.Vel.X, 1); // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí: - if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then + if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then begin // Öåëü ïîãèáëà => èäåì äàëüøå: if not GetPos(FTargetUID, @o) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -2864,7 +2875,7 @@ begin // Öåëü íå âèäíî => èäåì äàëüøå: if not g_Look(@FObj, @o, FDirection) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -2872,7 +2883,7 @@ begin // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå: if g_Obj_CollideWater(@o, 0, 0) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -2888,11 +2899,11 @@ begin _end: // Ñîñòîÿíèå - Âîñêðåøåíèå: - if FState = STATE_REVIVE then + if FState = MONSTATE_REVIVE then if FAnim[FCurAnim, FDirection].Played then begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå: FAnim[FCurAnim, FDirection].Revert(False); - SetState(STATE_GO); + SetState(MONSTATE_GO); end; // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò: @@ -2900,12 +2911,12 @@ _end: vilefire.Update(); // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà: - if (FState = STATE_DIE) and + if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection] <> nil) and (FAnim[FCurAnim, FDirection].Played) then begin // Óìåð: - SetState(STATE_DEAD); + SetState(MONSTATE_DEAD); // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à: if (FMonsterType = MONSTER_PAIN) then @@ -2914,7 +2925,7 @@ _end: FObj.Y+FObj.Rect.Y+20, D_LEFT); if mon <> nil then begin - mon.SetState(STATE_GO); + mon.SetState(MONSTATE_GO); mon.FNoRespawn := True; Inc(gTotalMonsters); if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); @@ -2924,7 +2935,7 @@ _end: FObj.Y+FObj.Rect.Y+20, D_RIGHT); if mon <> nil then begin - mon.SetState(STATE_GO); + mon.SetState(MONSTATE_GO); mon.FNoRespawn := True; Inc(gTotalMonsters); if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); @@ -2934,7 +2945,7 @@ _end: FObj.Y+FObj.Rect.Y, D_RIGHT); if mon <> nil then begin - mon.SetState(STATE_GO); + mon.SetState(MONSTATE_GO); mon.FNoRespawn := True; Inc(gTotalMonsters); if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); @@ -2951,22 +2962,22 @@ _end: end; // Ñîâåðøåíèå àòàêè è ñòðåëüáû: - if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then + if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then if (FAnim[FCurAnim, FDirection] <> nil) then // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü if (FAnim[FCurAnim, FDirection].Played) then begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã - if FState = STATE_ATTACK then + if FState = MONSTATE_ATTACK then begin // Ñîñòîÿíèå - Àòàêà // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã: if FMonsterType <> MONSTER_SOUL then - SetState(STATE_GO); + SetState(MONSTATE_GO); end else // Ñîñòîÿíèå - Ñòðåëüáà begin // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç: if not FChainFire then - SetState(STATE_GO) + SetState(MONSTATE_GO) else begin // Íàäî ñòðåëÿòü åùå FChainFire := False; @@ -2986,7 +2997,7 @@ _end: (FAnim[FCurAnim, FDirection].TotalFrames div 2)) ) then begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè - if FState = STATE_ATTACK then + if FState = MONSTATE_ATTACK then begin // Ñîñòîÿíèå - Àòàêà // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè: if FMonsterType = MONSTER_SOUL then @@ -2998,7 +3009,7 @@ _end: if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã: if FMonsterType = MONSTER_SOUL then - SetState(STATE_GO); + SetState(MONSTATE_GO); MONSTER_FISH: // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì: @@ -3022,7 +3033,7 @@ _end: sx := isCorpse(@FObj, True); if sx <> -1 then begin // Íàøëè, êîãî âîñêðåñèòü - gMonsters[sx].SetState(STATE_REVIVE); + gMonsters[sx].SetState(MONSTATE_REVIVE); g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y); // Âîñêðåøàòü - ñåáå âðåäèòü: {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);} @@ -3109,7 +3120,7 @@ _end: GetPos(FTargetUID, @o); mon.FTargetTime := 0; mon.FNoRespawn := True; - mon.SetState(STATE_GO); + mon.SetState(MONSTATE_GO); mon.shoot(@o, True); Inc(gTotalMonsters); @@ -3143,7 +3154,7 @@ _end: // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè: if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then case FState of - STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT: + MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT: // Çâóêè ïðè ïåðåäâèæåíèè: case FMonsterType of MONSTER_CYBER: @@ -3166,7 +3177,7 @@ _end: end; if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and - not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then + not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then FObj.Vel.X := oldvelx; // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò: @@ -3210,15 +3221,15 @@ begin // 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 <> STATE_DIE) and (FState <> STATE_DEAD) then + if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then fall := False; // Ëåòàþùèå ìîíòñðû: if ((FMonsterType = MONSTER_SOUL) or (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_CACO)) and - (FState <> STATE_DIE) and - (FState <> STATE_DEAD) then + (FState <> MONSTATE_DIE) and + (FState <> MONSTATE_DEAD) then fall := False; // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì: @@ -3249,7 +3260,7 @@ begin oldvelx := FObj.Vel.X; // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà: - if (FState = STATE_DIE) or (FState = STATE_DEAD) then + if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then FObj.Vel.X := z_dec(FObj.Vel.X, 1); if FFireTime > 0 then @@ -3264,7 +3275,7 @@ begin end; // Ìåðòâûé íè÷åãî íå äåëàåò: - if (FState = STATE_DEAD) then + if (FState = MONSTATE_DEAD) then goto _end; // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå: @@ -3290,7 +3301,7 @@ begin // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ: if FMonsterType = MONSTER_BARREL then begin - if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and + if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and (FAnim[FCurAnim, FDirection].Counter = 0) then g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16, @@ -3334,8 +3345,8 @@ begin // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè: if fall then - if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT, - STATE_ATTACK, STATE_SHOOT]) then + if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT, + MONSTATE_ATTACK, MONSTATE_SHOOT]) then if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height, 50) then if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and @@ -3343,7 +3354,7 @@ begin FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump; case FState of - STATE_PAIN: // Ñîñòîÿíèå - Áîëü + MONSTATE_PAIN: // Ñîñòîÿíèå - Áîëü begin // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò: if FPain >= MONSTERTABLE[FMonsterType].Pain then @@ -3360,12 +3371,12 @@ begin // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå: if FPain <= MONSTERTABLE[FMonsterType].MinPain then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); FPain := 0; end; end; - STATE_SLEEP: // Ñîñòîÿíèå - Ñîí + MONSTATE_SLEEP: // Ñîñòîÿíèå - Ñîí begin // Ñïèì: FSleep := FSleep + 1; @@ -3377,20 +3388,20 @@ begin goto _end; end; - STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå + MONSTATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå begin // Æäåì: FSleep := FSleep - 1; end; - STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè) + MONSTATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè) begin // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî: if WordBool(st and MOVE_BLOCK) then begin Turn(); FSleep := 40; - SetState(STATE_RUNOUT); + SetState(MONSTATE_RUNOUT); goto _end; end; @@ -3399,7 +3410,7 @@ begin if (FMonsterType = MONSTER_VILE) then if isCorpse(@FObj, False) <> -1 then begin - SetState(STATE_ATTACK, ANIM_ATTACK2); + SetState(MONSTATE_ATTACK, ANIM_ATTACK2); FObj.Vel.X := 0; goto _end; @@ -3409,7 +3420,7 @@ begin if Abs(sx) < 40 then if FMonsterType <> MONSTER_FISH then begin - SetState(STATE_RUN); + SetState(MONSTATE_RUN); FSleep := 15; goto _end; @@ -3426,7 +3437,7 @@ begin begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè // Ïðûæîê ÷åðåç ñòåíó: FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump; - SetState(STATE_CLIMB); + SetState(MONSTATE_CLIMB); end; end; @@ -3450,7 +3461,7 @@ begin end; // Ðûáå áîëüíî: - SetState(STATE_PAIN); + SetState(MONSTATE_PAIN); FPain := FPain + 50; end else // Ðûáà â âîäå @@ -3468,7 +3479,7 @@ begin // Âñïëûëè äî ïîâåðõíîñòè - ñòîï: FObj.Vel.Y := 0; // Ïëàâàåì òóäà-ñþäà: - SetState(STATE_RUN); + SetState(MONSTATE_RUN); FSleep := 20; end; end; @@ -3553,12 +3564,12 @@ begin FObj.Vel.X := 0; end; - STATE_RUN: // Ñîñòîÿíèå - Áåã + MONSTATE_RUN: // Ñîñòîÿíèå - Áåã begin // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî: if WordBool(st and MOVE_BLOCK) then begin - SetState(STATE_RUNOUT); + SetState(MONSTATE_RUNOUT); FSleep := 40; goto _end; @@ -3569,7 +3580,7 @@ begin // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã: if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); FSleep := 0; // Èíîãäà ðû÷èì: @@ -3591,7 +3602,7 @@ begin FObj.Vel.X := 0; end; - STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî + MONSTATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî begin // Âûøëè èç ÁëîêÌîíà: if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then @@ -3602,7 +3613,7 @@ begin // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã: if FSleep <= -18 then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); FSleep := 0; // Èíîãäà ðû÷èì: @@ -3624,19 +3635,19 @@ begin FObj.Vel.X := 0; end; - STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó) + MONSTATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó) begin // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã: if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or (not WordBool(st and MOVE_HITWALL)) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); FSleep := 0; // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå: if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then begin - SetState(STATE_RUN); + SetState(MONSTATE_RUN); FSleep := 15; end; end; @@ -3655,14 +3666,14 @@ begin FObj.Vel.X := 0; end; - STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà - STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà + MONSTATE_ATTACK, // Ñîñòîÿíèå - Àòàêà + MONSTATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà begin // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã: if FMonsterType = MONSTER_SOUL then begin if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -3672,12 +3683,12 @@ begin FObj.Vel.X := z_dec(FObj.Vel.X, 1); // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí: - if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then + if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then begin // Öåëü ïîãèáëà => èäåì äàëüøå: if not GetPos(FTargetUID, @o) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -3685,7 +3696,7 @@ begin // Öåëü íå âèäíî => èäåì äàëüøå: if not g_Look(@FObj, @o, FDirection) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -3693,7 +3704,7 @@ begin // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå: if g_Obj_CollideWater(@o, 0, 0) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -3704,11 +3715,11 @@ begin _end: // Ñîñòîÿíèå - Âîñêðåøåíèå: - if FState = STATE_REVIVE then + if FState = MONSTATE_REVIVE then if FAnim[FCurAnim, FDirection].Played then begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå: FAnim[FCurAnim, FDirection].Revert(False); - SetState(STATE_GO); + SetState(MONSTATE_GO); end; // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò: @@ -3716,12 +3727,12 @@ _end: vilefire.Update(); // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà: - if (FState = STATE_DIE) and + if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection] <> nil) and (FAnim[FCurAnim, FDirection].Played) then begin // Óìåð: - SetState(STATE_DEAD); + SetState(MONSTATE_DEAD); // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ: if (FMonsterType = MONSTER_PAIN) or @@ -3733,22 +3744,22 @@ _end: end; // Ñîâåðøåíèå àòàêè è ñòðåëüáû: - if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then + if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then if (FAnim[FCurAnim, FDirection] <> nil) then // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü if (FAnim[FCurAnim, FDirection].Played) then begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã - if FState = STATE_ATTACK then + if FState = MONSTATE_ATTACK then begin // Ñîñòîÿíèå - Àòàêà // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã: if FMonsterType <> MONSTER_SOUL then - SetState(STATE_GO); + SetState(MONSTATE_GO); end else // Ñîñòîÿíèå - Ñòðåëüáà begin // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç: if not FChainFire then - SetState(STATE_GO) + SetState(MONSTATE_GO) else begin // Íàäî ñòðåëÿòü åùå FChainFire := False; @@ -3768,7 +3779,7 @@ _end: (FAnim[FCurAnim, FDirection].TotalFrames div 2)) ) then begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè - if FState = STATE_ATTACK then + if FState = MONSTATE_ATTACK then begin // Ñîñòîÿíèå - Àòàêà // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè: if FMonsterType = MONSTER_SOUL then @@ -3780,7 +3791,7 @@ _end: if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã: if FMonsterType = MONSTER_SOUL then - SetState(STATE_GO); + SetState(MONSTATE_GO); MONSTER_FISH: g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME); @@ -3832,7 +3843,7 @@ _end: // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè: if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then case FState of - STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT: + MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT: // Çâóêè ïðè ïåðåäâèæåíèè: case FMonsterType of MONSTER_CYBER: @@ -3856,7 +3867,7 @@ _end: // Êîñòûëü äëÿ ïîòîêîâ if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and - not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then + not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then FObj.Vel.X := oldvelx; // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò: @@ -4067,24 +4078,24 @@ begin case FMonsterType of MONSTER_FISH: begin - SetState(STATE_ATTACK); + SetState(MONSTATE_ATTACK); Result := True; end; MONSTER_DEMON: begin - SetState(STATE_ATTACK); + SetState(MONSTATE_ATTACK); g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y); Result := True; end; MONSTER_IMP: begin - SetState(STATE_ATTACK); + SetState(MONSTATE_ATTACK); g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y); Result := True; end; MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER: begin - SetState(STATE_ATTACK, ANIM_ATTACK2); + SetState(MONSTATE_ATTACK, ANIM_ATTACK2); g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y); Result := True; end; @@ -4167,19 +4178,19 @@ begin case FMonsterType of MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO: begin - SetState(STATE_SHOOT); + SetState(MONSTATE_SHOOT); {nn} end; MONSTER_SKEL: begin - SetState(STATE_SHOOT); + SetState(MONSTATE_SHOOT); {nn} end; MONSTER_VILE: begin // Çàæèãàåì îãîíü tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2); ty := o^.Y+o^.Rect.Y; - SetState(STATE_SHOOT); + SetState(MONSTATE_SHOOT); vilefire.Reset(); @@ -4188,7 +4199,7 @@ begin end; MONSTER_SOUL: begin // Ëåòèò â ñòîðîíó öåëè: - SetState(STATE_ATTACK); + SetState(MONSTATE_ATTACK); g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y); xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)); @@ -4208,7 +4219,7 @@ begin if FAmmo = 1 then g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y); - SetState(STATE_SHOOT); + SetState(MONSTATE_SHOOT); end; else Exit; end; @@ -4218,7 +4229,7 @@ end; function TMonster.Live(): Boolean; begin - Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0); + Result := (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) and (FHealth > 0); end; procedure TMonster.SetHealth(aH: Integer); @@ -4234,7 +4245,7 @@ end; procedure TMonster.WakeUp(); begin if g_Game_IsClient then Exit; - SetState(STATE_GO); + SetState(MONSTATE_GO); FTargetTime := MAX_ATM; WakeUpSound(); end; @@ -4461,7 +4472,7 @@ 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); + Obj.Y+8+Random(8+Times*2)+IfThen(FState = MONSTATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE); Anim.Free(); end; end; @@ -4527,7 +4538,7 @@ 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.Live;// and g_Obj_Collide(x, y, width, height, @mon.Obj)); end; var @@ -4538,7 +4549,7 @@ begin if (width < 1) or (height < 1) then exit; if gmon_debug_use_sqaccel then begin - result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil); + result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil); end else begin @@ -4562,8 +4573,7 @@ function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonst function monsCollCheck (mon: TMonster; atag: Integer): Boolean; begin - result := false; - if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon); + result := cb(mon); end; var @@ -4574,7 +4584,7 @@ begin if (width < 1) or (height < 1) then exit; if gmon_debug_use_sqaccel then begin - result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil); + result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil); end else begin @@ -4598,8 +4608,9 @@ 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); + //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; end; var @@ -4612,11 +4623,11 @@ begin begin if (width = 1) and (height = 1) then begin - result := (monsTree.pointQuery(x, y, monsCollCheck) <> nil); + result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil); end else begin - result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil); + result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil); end; end else