X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_monsters.pas;h=4c354c30a1b3c60c086eaff684015df2d3bc0be0;hb=81a68b9ff71207e598bed6f0d7c5fe8df5d7daae;hp=81829c6aea292a657ef5f86d3bfbb02b759cb62c;hpb=5472594f32e33da0c66606ec9eebc8f798ef6b54;p=d2df-sdl.git diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas index 81829c6..4c354c3 100644 --- a/src/game/g_monsters.pas +++ b/src/game/g_monsters.pas @@ -13,14 +13,14 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) -{$MODE DELPHI} +{$INCLUDE ../shared/a_modes.inc} unit g_monsters; interface uses - g_basic, e_graphics, g_phys, g_textures, - g_saveload, BinEditor, g_panel; + g_basic, e_graphics, g_phys, g_textures, g_grid, + g_saveload, BinEditor, g_panel, xprofiler; const MONSTATE_SLEEP = 0; @@ -64,6 +64,7 @@ type FPain: Integer; FSleep: Integer; FPainSound: Boolean; + FPainTicks: Integer; FWaitAttackAnim: Boolean; FChainFire: Boolean; tx, ty: Integer; @@ -75,8 +76,19 @@ type FBloodKind: Byte; FShellTimer: Integer; FShellType: Byte; + FFirePainTime: Integer; + FFireAttacker: Word; vilefire: TAnimation; + {$IF DEFINED(D2F_DEBUG)} + public + {$ENDIF} + proxyId: Integer; // node in dyntree or -1 + arrIdx: Integer; // in gMonsters + {$IF DEFINED(D2F_DEBUG)} + private + {$ENDIF} + FDieTriggers: Array of Integer; FSpawnTrigger: Integer; @@ -86,6 +98,8 @@ type public FNoRespawn: Boolean; + FFireTime: Integer; + trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()` constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1); destructor Destroy(); override; @@ -96,12 +110,12 @@ type function Live(): Boolean; procedure SetHealth(aH: Integer); procedure Push(vx, vy: Integer); - function Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean; + function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean; function Heal(Value: Word): Boolean; procedure BFGHit(); procedure Update(); procedure ClientUpdate(); - procedure ClientAttack(wx, wy, tx, ty: Integer); + procedure ClientAttack(wx, wy, atx, aty: Integer); procedure SetDeadAnim; procedure Draw(); procedure WakeUp(); @@ -121,6 +135,12 @@ type function AnimIsReverse: Boolean; function shoot(o: PObj; immediately: Boolean): Boolean; function kick(o: PObj): Boolean; + procedure CatchFire(Attacker: Word); + procedure OnFireFlame(Times: DWORD = 1); + + 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; @@ -149,25 +169,79 @@ type property StartID: Integer read FStartID; end; -procedure g_Monsters_LoadData(); -procedure g_Monsters_FreeData(); -procedure g_Monsters_Init(); -procedure g_Monsters_Free(); -function g_Monsters_Create(MonsterType: Byte; X, Y: Integer; - Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer; -procedure g_Monsters_Update(); -procedure g_Monsters_Draw(); -procedure g_Monsters_DrawHealth(); -function g_Monsters_Get(UID: Word): TMonster; -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; + +// 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 (); +procedure g_Monsters_Free (); +function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection; + AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster; +procedure g_Monsters_Update (); +procedure g_Monsters_Draw (); +procedure g_Monsters_DrawHealth (); +function g_Monsters_ByUID (UID: Word): TMonster; +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; + + +type + TEachMonsterCB = function (mon: TMonster): Boolean is nested; // return `true` to stop + +// throws on invalid uid +function g_Mons_ByIdx (uid: Integer): TMonster; inline; + +// can return null +function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline; + +function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean; + +function g_Mons_ForEach (cb: TEachMonsterCB): Boolean; +function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean; + +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; + + +type + TMonsAlongLineCB = function (mon: TMonster; tag: Integer): Boolean is nested; + +function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster; + var - gMonsters: array of TMonster; + 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 @@ -177,6 +251,95 @@ uses g_console, g_map, Math, SysUtils, g_menu, wadreader, g_language, g_netmsg; + +// ////////////////////////////////////////////////////////////////////////// // +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 + begin + profMonsLOS.sectionBegin('loscalc'); + profMonsLOS.sectionEnd(); + end; +end; + +procedure g_Mons_ProfilersEnd (); +begin + if (profMonsLOS <> nil) and (g_profile_los) then profMapCollision.mainEnd(); +end; + +procedure g_Mons_LOS_Start (); inline; +begin + profMonsLOS.sectionBeginAccum('loscalc'); +end; + +procedure g_Mons_LOS_End (); inline; +begin + profMonsLOS.sectionEnd(); +end; + + +// ////////////////////////////////////////////////////////////////////////// // +var + monCheckTrapLastFrameId: DWord; + + +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 g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster; +begin + if not assigned(cb) then begin result := nil; exit; end; + result := monsGrid.forEachAlongLine(x0, y0, x1, y1, cb, -1, log); +end; + + +//WARNING! call this after monster position was changed, or coldet will not work right! +procedure TMonster.positionChanged (); +var + x, y: Integer; +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 (proxyId = -1) then + begin + proxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height); + {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} + monsGrid.getBodyXY(proxyId, x, y); + e_WriteLog(Format('monster #%d(%u): inserted into the grid; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY); + {$ENDIF} + end + else + begin + monsGrid.getBodyXY(proxyId, x, y); + if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do + {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}e_WriteLog(Format('monster #%d(%u): updating tree; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);{$ENDIF} + + {$IF TRUE} + monsGrid.moveBody(proxyId, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y); + {$ELSE} + 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)} + 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; + + +// ////////////////////////////////////////////////////////////////////////// // const ANIM_SLEEP = 0; ANIM_GO = 1; @@ -186,19 +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: @@ -310,9 +460,9 @@ const AnimDeltaRight: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4)); AnimDeltaLeft: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4))), - (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 0, 3); //CYBER - AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 25; Y: -6), (X: -2; Y: -6)); - AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-26; Y: -3), (X: 1; Y: -3))), + (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER + AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 0; Y: -6), (X: -2; Y: -6)); + AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-1; Y: -3), (X: 1; Y: -3))), (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN AnimDeltaRight: ((X: -1; Y: -2), (X: -1; Y: -2), (X: -2; Y: 0), (X: -2; Y: 0), (X: 0; Y: -3), (X: 0; Y: -3), (X: -1; Y: -2)); @@ -377,6 +527,38 @@ const MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ + +var + gMonsters: array of TMonster; + uidMap: array [0..65535] of TMonster; // monster knows it's index + + +procedure clearUidMap (); +var + idx: Integer; +begin + for idx := 0 to High(uidMap) do uidMap[idx] := nil; +end; + + +function g_Mons_getNewTrapFrameId (): DWord; +var + f: Integer; +begin + Inc(monCheckTrapLastFrameId); + if monCheckTrapLastFrameId = 0 then + begin + // wraparound + monCheckTrapLastFrameId := 1; + for f := 0 to High(gMonsters) do + begin + if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0; + end; + end; + result := monCheckTrapLastFrameId; +end; + + var pt_x: Integer = 0; pt_xs: Integer = 1; @@ -384,30 +566,34 @@ var pt_ys: Integer = 1; soulcount: Integer = 0; -function FindMonster(): DWORD; + +function allocMonster(): DWORD; var - i: Integer; + i, olen: Integer; begin - if gMonsters <> nil then - for i := 0 to High(gMonsters) do - if gMonsters[i] = nil then - begin - Result := i; - Exit; - end; - - if gMonsters = nil then - begin - SetLength(gMonsters, 32); - Result := 0; - end - else + for i := 0 to High(gMonsters) do + begin + if (gMonsters[i] = nil) then begin - Result := High(gMonsters) + 1; - SetLength(gMonsters, Length(gMonsters) + 32); + result := i; + exit; end; + end; + + olen := Length(gMonsters); + if (olen = 0) then + begin + SetLength(gMonsters, 64); + result := 0; + end + else + begin + result := olen; + SetLength(gMonsters, Length(gMonsters)+32); + end; end; + function IsFriend(a, b: Byte): Boolean; begin Result := True; @@ -435,6 +621,7 @@ begin Result := False; end; + function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean; var m: TMonster; @@ -446,7 +633,7 @@ begin UIDType := g_GetUIDType(SpawnerUID); if UIDType = UID_MONSTER then begin - m := g_Monsters_Get(SpawnerUID); + m := g_Monsters_ByUID(SpawnerUID); if m = nil then Exit; MonsterType := m.FMonsterType; end; @@ -464,6 +651,7 @@ begin end; end; + function canShoot(m: Byte): Boolean; begin Result := False; @@ -476,24 +664,45 @@ begin end; end; -function isCorpse(o: PObj; immediately: Boolean): Integer; + +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 = 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, + MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit; + end; + // Îñòàëüíûõ ìîæíî âîñêðåñèòü + result := true; + end; + end; + var a: Integer; + mon: TMonster; begin - Result := -1; + result := -1; -// Åñëè íóæíà âåðîÿòíîñòü: - if not immediately then - if Random(8) <> 0 then - Exit; + // Åñëè íóæíà âåðîÿòíîñòü + if not immediately and (Random(8) <> 0) then exit; - if gMonsters = nil then - Exit; - -// Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè: - for a := 0 to High(gMonsters) do - if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then - if g_Obj_Collide(o, @gMonsters[a].FObj) then + // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè + if gmon_debug_use_sqaccel then + begin + 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 = 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, MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue; @@ -503,6 +712,9 @@ begin Exit; end; end; + end; + end; + end; end; procedure g_Monsters_LoadData(); @@ -658,6 +870,8 @@ begin g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1); 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_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False); @@ -740,6 +954,9 @@ begin g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK'); g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK'); + + clearUidMap(); + monCheckTrapLastFrameId := 0; end; procedure g_Monsters_FreeData(); @@ -874,6 +1091,8 @@ begin g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L'); g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK'); g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L'); + g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2'); + g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L'); g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE'); g_Sound_Delete('SOUND_MONSTER_BARREL_DIE'); @@ -965,48 +1184,63 @@ procedure g_Monsters_Free(); var a: Integer; begin - if gMonsters <> nil then - for a := 0 to High(gMonsters) do - gMonsters[a].Free(); - + 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): Integer; + Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster; var find_id: DWORD; + mon: TMonster; begin - Result := -1; + result := nil; -// Íåò òàêîãî ìîíñòðà: - if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then - Exit; + // Íåò òàêîãî ìîíñòðà + if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit; -// Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ: + // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ if MonsterType = MONSTER_SOUL then - if soulcount > MAX_SOUL then - Exit - else - soulcount := soulcount + 1; + begin + if soulcount > MAX_SOUL then exit; + soulcount := soulcount + 1; + end; - find_id := FindMonster(); + find_id := allocMonster(); - gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID); + mon := TMonster.Create(MonsterType, find_id, ForcedUID); + gMonsters[find_id] := mon; + mon.arrIdx := find_id; + mon.proxyId := -1; -// Íàñòðàèâàåì ïîëîæåíèå: - with gMonsters[find_id] do + uidMap[mon.FUID] := mon; + + // Íàñòðàèâàåì ïîëîæåíèå + with mon do begin if AdjCoord then - begin - FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2); - FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height; - end + begin + FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2); + FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height; + end else - begin - FObj.X := X-FObj.Rect.X; - FObj.Y := Y-FObj.Rect.Y; - end; + begin + FObj.X := X-FObj.Rect.X; + FObj.Y := Y-FObj.Rect.Y; + end; FDirection := Direction; FStartDirection := Direction; @@ -1014,7 +1248,9 @@ begin FStartY := GameY; end; - Result := find_id; + mon.positionChanged(); + + result := mon; end; procedure g_Monsters_killedp(); @@ -1030,9 +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; @@ -1043,34 +1279,36 @@ procedure g_Monsters_Update(); var a: Integer; begin -// Öåëåóêàçàòåëü: + // Öåëåóêàçàòåëü if gTime mod (GAME_TICK*2) = 0 then begin pt_x := pt_x+pt_xs; pt_y := pt_y+pt_ys; - if Abs(pt_x) > 246 then - pt_xs := -pt_xs; - if Abs(pt_y) > 100 then - pt_ys := -pt_ys; + if abs(pt_x) > 246 then pt_xs := -pt_xs; + if abs(pt_y) > 100 then pt_ys := -pt_ys; end; gMon := True; // Äëÿ ðàáîòû BlockMon'à - if gMonsters <> nil then + if (gmon_debug_think) then + begin for a := 0 to High(gMonsters) do - if (gMonsters[a] <> nil) then - if not gMonsters[a].FRemoved then - begin - if g_Game_IsClient then - gMonsters[a].ClientUpdate() - else - gMonsters[a].Update(); - end + begin + if (gMonsters[a] = nil) then continue; + if not gMonsters[a].FRemoved then + begin + if g_Game_IsClient then + gMonsters[a].ClientUpdate() else - begin - gMonsters[a].Free(); - gMonsters[a] := nil; - end; + gMonsters[a].Update(); + end + else + begin + gMonsters[a].Free(); + gMonsters[a] := nil; + end; + end; + end; gMon := False; end; @@ -1102,12 +1340,12 @@ begin end; end; -function g_Monsters_Get(UID: Word): TMonster; -var - a: Integer; +function g_Monsters_ByUID (UID: Word): TMonster; +//var a: Integer; begin + result := uidMap[UID]; + { Result := nil; - if gMonsters <> nil then for a := 0 to High(gMonsters) do if (gMonsters[a] <> nil) and @@ -1116,6 +1354,7 @@ begin Result := gMonsters[a]; Break; end; + } end; procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter); @@ -1160,39 +1399,35 @@ end; procedure g_Monsters_LoadState(var Mem: TBinMemoryReader); var - count, i, a: Integer; + count, a: Integer; b: Byte; + mon: TMonster; begin - if Mem = nil then - Exit; + if Mem = nil then exit; g_Monsters_Free(); -// Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ: + // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ Mem.ReadInt(pt_x); Mem.ReadInt(pt_xs); Mem.ReadInt(pt_y); Mem.ReadInt(pt_ys); -// Êîëè÷åñòâî ìîíñòðîâ: + // Êîëè÷åñòâî ìîíñòðîâ Mem.ReadInt(count); - if count = 0 then - Exit; + if count = 0 then exit; -// Çàãðóæàåì ìîíñòðîâ: + // Çàãðóæàåì ìîíñòðîâ for a := 0 to count-1 do begin - // Òèï ìîíñòðà: + // Òèï ìîíñòðà Mem.ReadByte(b); - // Ñîçäàåì ìîíñòðà: - i := g_Monsters_Create(b, 0, 0, D_LEFT); - if i < 0 then - begin - raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)'); - end; - // Çàãðóæàåì äàííûå ìîíñòðà: - gMonsters[i].LoadState(Mem); + // Ñîçäàåì ìîíñòðà + mon := g_Monsters_Create(b, 0, 0, D_LEFT); + if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)'); + // Çàãðóæàåì äàííûå ìîíñòðà + mon.LoadState(Mem); end; end; @@ -1264,6 +1499,7 @@ begin Exit; FPainSound := True; + FPainTicks := 20; case FMonsterType of MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG, @@ -1271,7 +1507,7 @@ begin g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y); MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO, MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER, - MONSTER_CYBER: + MONSTER_BSP, MONSTER_CYBER: g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y); MONSTER_VILE: g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y); @@ -1433,9 +1669,11 @@ begin FChainFire := False; FShellTimer := -1; - FState := STATE_SLEEP; + FState := MONSTATE_SLEEP; FCurAnim := ANIM_SLEEP; + positionChanged(); // this updates spatial accelerators + if g_Game_IsNet and g_Game_IsServer then begin MH_SEND_MonsterPos(FUID); @@ -1446,7 +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 @@ -1459,7 +1697,7 @@ begin g_Obj_Init(@FObj); - FState := STATE_SLEEP; + FState := MONSTATE_SLEEP; FCurAnim := ANIM_SLEEP; FHealth := MONSTERTABLE[MonsterType].Health; FMaxHealth := FHealth; @@ -1472,6 +1710,13 @@ begin FNoRespawn := False; FShellTimer := -1; FBehaviour := BH_NORMAL; + FFireTime := 0; + FFirePainTime := 0; + FFireAttacker := 0; + + proxyId := -1; + arrIdx := -1; + trapCheckFrameId := 0; if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then FBloodKind := BLOOD_SPARKS @@ -1560,7 +1805,7 @@ begin vilefire := nil; end; -function TMonster.Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean; +function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean; var c, it: Integer; p: TPlayer; @@ -1568,7 +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: @@ -1580,7 +1825,7 @@ begin else FDirection := D_LEFT; Result := True; - SetState(STATE_RUN); + SetState(MONSTATE_RUN); Exit; end; @@ -1590,27 +1835,27 @@ begin // Ðîáîòó óðîíà íåò: if FMonsterType = MONSTER_ROBO then - Damage := 0; + aDamage := 0; // Íàíîñèì óðîí: - if g_Game_IsServer then Dec(FHealth, Damage); + if g_Game_IsServer then Dec(FHealth, aDamage); // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà: if FPain = 0 then FPain := 3; - FPain := FPain+Damage; + 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 begin - c := Min(Damage, 200); - c := c*gBloodCount - (Damage div 4) + Random(c div 2); + c := Min(aDamage, 200); + c := c*gBloodCount - (aDamage div 4) + Random(c div 2); if (VelX = 0) and (VelY = 0) then MakeBloodSimple(c) @@ -1622,8 +1867,7 @@ begin end; // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ: - if (SpawnerUID <> FUID) and - (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then + if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then begin FTargetUID := SpawnerUID; FTargetTime := 0; @@ -1670,8 +1914,9 @@ begin it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2), FObj.Y + (FObj.Rect.Height div 2), c, True, False); - g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7), - (FObj.Vel.Y div 2)-Random(4)); + g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7), + (FObj.Vel.Y div 2)-Random(4)); + positionChanged(); // this updates spatial accelerators if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemSpawn(True, it); end; @@ -1693,12 +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: @@ -1707,10 +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); @@ -1728,8 +1973,7 @@ begin if FHealth < FMaxHealth then begin IncMax(FHealth, Value, FMaxHealth); - if g_Game_IsServer and g_Game_IsNet then - MH_SEND_MonsterState(FUID); + if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID); Result := True; end; end; @@ -1746,6 +1990,23 @@ begin vilefire.Free(); + if (proxyId <> -1) then + begin + if (monsGrid <> nil) then + begin + monsGrid.removeBody(proxyId); + {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} + e_WriteLog(Format('monster #%d(%u): removed from tree; proxyid=%d', [arrIdx, UID, proxyId]), MSG_NOTIFY); + {$ENDIF} + end; + proxyId := -1; + end; + + if (arrIdx <> -1) and (arrIdx < Length(gMonsters)) then gMonsters[arrIdx] := nil; + arrIdx := -1; + + uidMap[FUID] := nil; + inherited Destroy(); end; @@ -1760,7 +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); @@ -1771,7 +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; @@ -1850,8 +2111,7 @@ procedure TMonster.Push(vx, vy: Integer); begin FObj.Accel.X := FObj.Accel.X + vx; FObj.Accel.Y := FObj.Accel.Y + vy; - if g_Game_IsServer and g_Game_IsNet then - MH_SEND_MonsterPos(FUID); + if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID); end; procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255); @@ -1860,14 +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; @@ -1878,14 +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); @@ -1946,6 +2206,7 @@ begin FObj.X := X - FObj.Rect.X; FObj.Y := Y - FObj.Rect.Y; + positionChanged(); if dir = 1 then FDirection := D_LEFT @@ -1974,8 +2235,7 @@ begin NET_GFX_TELE); end; - if g_Game_IsServer and g_Game_IsNet then - MH_SEND_MonsterPos(FUID); + if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID); Result := True; end; @@ -1985,6 +2245,7 @@ var st: Word; o, co: TObj; fall: Boolean; + mon: TMonster; label _end; begin @@ -1993,28 +2254,33 @@ 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: if gTime mod (GAME_TICK*2) <> 0 then begin g_Obj_Move(@FObj, fall, True, True); + positionChanged(); // this updates spatial accelerators Exit; end; - FPainSound := False; + if FPainTicks > 0 then + Dec(FPainTicks) + else + FPainSound := False; // Äâèãàåìñÿ: st := g_Obj_Move(@FObj, fall, True, True); + positionChanged(); // this updates spatial accelerators // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû: if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or @@ -2034,19 +2300,38 @@ 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 + begin + if WordBool(st and MOVE_INWATER) then + FFireTime := 0 + else + begin + OnFireFlame(1); + FFireTime := FFireTime - 1; + if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then + if FFirePainTime = 0 then + begin + Damage(5, FFireAttacker, 0, 0, HIT_FLAME); + FFirePainTime := 18; + end + else + FFirePainTime := FFirePainTime - 1; + end; + 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: @@ -2072,7 +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, @@ -2117,8 +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 @@ -2126,7 +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 @@ -2134,6 +2419,8 @@ begin FPain := MONSTERTABLE[FMonsterType].Pain; if gSoundEffectsDF then PainSound(); end; + if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then + PainSound(); // Ñíèæàåì áîëü ñî âðåìåíåì: FPain := FPain - 5; @@ -2143,11 +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; @@ -2171,7 +2458,7 @@ begin FTargetUID := gPlayers[a].UID; FTargetTime := 0; WakeUpSound(); - SetState(STATE_GO); + SetState(MONSTATE_GO); Break; end; @@ -2200,30 +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; @@ -2233,7 +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; @@ -2258,8 +2545,11 @@ begin if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then begin FTargetTime := 0; - if kick(@o) then - goto _end; + if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then + begin + if kick(@o) then + goto _end; + end; end; // Ðàññòîÿíèå äî öåëè: @@ -2283,7 +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 @@ -2299,7 +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; @@ -2312,7 +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; @@ -2330,13 +2620,12 @@ begin if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then begin // "Ñòîèò" òâåðäî // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè: - if FObj.Accel.Y = 0 then - FObj.Vel.Y := -6; + if FObj.Accel.Y = 0 then FObj.Vel.Y := -6; FObj.Accel.X := FObj.Accel.X - 8 + Random(17); end; // Ðûáå áîëüíî: - SetState(STATE_PAIN); + SetState(MONSTATE_PAIN); FPain := FPain + 50; end else // Ðûáà â âîäå @@ -2359,7 +2648,7 @@ begin else FDirection := D_RIGHT; FSleep := 20; - SetState(STATE_RUN); + SetState(MONSTATE_RUN); end; end; end @@ -2380,14 +2669,22 @@ begin b := Abs(FObj.Vel.X); if b > 1 then b := b * (Random(8 div b) + 1); for a := 0 to High(gGibs) do + begin if gGibs[a].Live 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 // Ïèíàåì êóñêè if FObj.Vel.X < 0 then - g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî + begin + g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî + end else + begin g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî + end; + end; + end; end; // Áîññû ìîãóò ïèíàòü òðóïû: if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and @@ -2440,14 +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; @@ -2458,7 +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(); @@ -2481,7 +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 @@ -2493,7 +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(); @@ -2516,21 +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; @@ -2548,14 +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; @@ -2565,12 +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; @@ -2578,7 +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; @@ -2586,7 +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; @@ -2602,11 +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: @@ -2614,46 +2911,47 @@ _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 begin - sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30, - FObj.Y+FObj.Rect.Y+20, D_LEFT); - if sx <> -1 then + mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30, + FObj.Y+FObj.Rect.Y+20, D_LEFT); + if mon <> nil then begin - gMonsters[sx].SetState(STATE_GO); - gMonsters[sx].FNoRespawn := True; + mon.SetState(MONSTATE_GO); + mon.FNoRespawn := True; Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID); + if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); end; - sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), - FObj.Y+FObj.Rect.Y+20, D_RIGHT); - if sx <> -1 then + mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), + FObj.Y+FObj.Rect.Y+20, D_RIGHT); + if mon <> nil then begin - gMonsters[sx].SetState(STATE_GO); - gMonsters[sx].FNoRespawn := True; + mon.SetState(MONSTATE_GO); + mon.FNoRespawn := True; Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID); + if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); end; - sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15, - FObj.Y+FObj.Rect.Y, D_RIGHT); - if sx <> -1 then + mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15, + FObj.Y+FObj.Rect.Y, D_RIGHT); + if mon <> nil then begin - gMonsters[sx].SetState(STATE_GO); - gMonsters[sx].FNoRespawn := True; + mon.SetState(MONSTATE_GO); + mon.FNoRespawn := True; Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID); + if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); end; - if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID); + + if g_Game_IsNet then MH_SEND_CoopStats(); end; // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ: @@ -2664,22 +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; @@ -2699,7 +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 @@ -2711,20 +3009,20 @@ _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: if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y); - MONSTER_SKEL, MONSTER_ROBO: - // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ: + MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER: + // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ: if FCurAnim = ANIM_ATTACK2 then begin o := FObj; - o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50; - if g_Weapon_Hit(@o, 50, FUID, HIT_SOME) <> 0 then + o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50); + if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y); end; @@ -2735,7 +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);} @@ -2813,20 +3111,20 @@ _end: g_Weapon_ball2(wx, wy, tx, ty, FUID); MONSTER_PAIN: begin // Ñîçäàåì Lost_Soul: - sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2), - FObj.Y+FObj.Rect.Y, FDirection); + mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2), + FObj.Y+FObj.Rect.Y, FDirection); - if sx <> -1 then + if mon <> nil then begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé: - gMonsters[sx].FTargetUID := FTargetUID; + mon.FTargetUID := FTargetUID; GetPos(FTargetUID, @o); - gMonsters[sx].FTargetTime := 0; - gMonsters[sx].FNoRespawn := True; - gMonsters[sx].SetState(STATE_GO); - gMonsters[sx].shoot(@o, True); + mon.FTargetTime := 0; + mon.FNoRespawn := True; + mon.SetState(MONSTATE_GO); + mon.shoot(@o, True); Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID); + if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); end; end; end; @@ -2856,7 +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: @@ -2879,7 +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: @@ -2923,28 +3221,33 @@ 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: if gTime mod (GAME_TICK*2) <> 0 then begin g_Obj_Move(@FObj, fall, True, True); + positionChanged(); // this updates spatial accelerators Exit; end; - FPainSound := False; + if FPainTicks > 0 then + Dec(FPainTicks) + else + FPainSound := False; // Äâèãàåìñÿ: st := g_Obj_Move(@FObj, fall, True, True); + positionChanged(); // this updates spatial accelerators // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû: if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or @@ -2957,11 +3260,22 @@ 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 + begin + if WordBool(st and MOVE_INWATER) then + FFireTime := 0 + else + begin + OnFireFlame(1); + FFireTime := FFireTime - 1; + end; + end; + // Ìåðòâûé íè÷åãî íå äåëàåò: - if (FState = STATE_DEAD) then + if (FState = MONSTATE_DEAD) then goto _end; // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå: @@ -2987,7 +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, @@ -3031,8 +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 @@ -3040,14 +3354,16 @@ 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 begin FPain := MONSTERTABLE[FMonsterType].Pain; - PainSound(); + if gSoundEffectsDF then PainSound(); end; + if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then + PainSound(); // Ñíèæàåì áîëü ñî âðåìåíåì: FPain := FPain - 5; @@ -3055,12 +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; @@ -3072,20 +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; @@ -3094,7 +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; @@ -3104,7 +3420,7 @@ begin if Abs(sx) < 40 then if FMonsterType <> MONSTER_FISH then begin - SetState(STATE_RUN); + SetState(MONSTATE_RUN); FSleep := 15; goto _end; @@ -3121,7 +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; @@ -3145,7 +3461,7 @@ begin end; // Ðûáå áîëüíî: - SetState(STATE_PAIN); + SetState(MONSTATE_PAIN); FPain := FPain + 50; end else // Ðûáà â âîäå @@ -3163,7 +3479,7 @@ begin // Âñïëûëè äî ïîâåðõíîñòè - ñòîï: FObj.Vel.Y := 0; // Ïëàâàåì òóäà-ñþäà: - SetState(STATE_RUN); + SetState(MONSTATE_RUN); FSleep := 20; end; end; @@ -3185,14 +3501,23 @@ begin b := Abs(FObj.Vel.X); if b > 1 then b := b * (Random(8 div b) + 1); for a := 0 to High(gGibs) do + begin if gGibs[a].Live 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 // Ïèíàåì êóñêè if FObj.Vel.X < 0 then - g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî + begin + g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî + end else + begin g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî + end; + positionChanged(); // this updates spatial accelerators + end; + end; end; // Áîññû ìîãóò ïèíàòü òðóïû: if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and @@ -3239,12 +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; @@ -3255,7 +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: @@ -3277,7 +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 @@ -3288,7 +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: @@ -3310,19 +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; @@ -3341,14 +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; @@ -3358,12 +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; @@ -3371,7 +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; @@ -3379,7 +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; @@ -3390,11 +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: @@ -3402,12 +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 @@ -3419,22 +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; @@ -3454,7 +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 @@ -3466,18 +3791,18 @@ _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); - MONSTER_SKEL, MONSTER_ROBO: - // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ: + MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER: + // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ: if FCurAnim = ANIM_ATTACK2 then begin o := FObj; - o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50; - g_Weapon_Hit(@o, 50, FUID, HIT_SOME); + o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50); + g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME); end; MONSTER_VILE: @@ -3518,7 +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: @@ -3542,7 +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: @@ -3550,7 +3875,7 @@ _end: FAnim[FCurAnim, FDirection].Update(); end; -procedure TMonster.ClientAttack(wx, wy, tx, ty: Integer); +procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer); begin case FMonsterType of MONSTER_ZOMBY: @@ -3576,21 +3901,21 @@ begin g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET); end; MONSTER_IMP: - g_Weapon_ball1(wx, wy, tx, ty, FUID); + g_Weapon_ball1(wx, wy, atx, aty, FUID); MONSTER_CYBER: - g_Weapon_rocket(wx, wy, tx, ty, FUID); + g_Weapon_rocket(wx, wy, atx, aty, FUID); MONSTER_SKEL: - g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID); + g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID); MONSTER_BSP: - g_Weapon_aplasma(wx, wy, tx, ty, FUID); + g_Weapon_aplasma(wx, wy, atx, aty, FUID); MONSTER_ROBO: - g_Weapon_plasma(wx, wy, tx, ty, FUID); + g_Weapon_plasma(wx, wy, atx, aty, FUID); MONSTER_MANCUB: - g_Weapon_manfire(wx, wy, tx, ty, FUID); + g_Weapon_manfire(wx, wy, atx, aty, FUID); MONSTER_BARON, MONSTER_KNIGHT: - g_Weapon_ball7(wx, wy, tx, ty, FUID); + g_Weapon_ball7(wx, wy, atx, aty, FUID); MONSTER_CACO: - g_Weapon_ball2(wx, wy, tx, ty, FUID); + g_Weapon_ball2(wx, wy, atx, aty, FUID); end; end; @@ -3753,30 +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: - begin - SetState(STATE_ATTACK, ANIM_ATTACK2); - g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y); - Result := True; - end; - MONSTER_ROBO: + 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; @@ -3859,19 +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(); @@ -3880,7 +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)); @@ -3900,7 +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; @@ -3910,7 +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); @@ -3926,7 +4245,7 @@ end; procedure TMonster.WakeUp(); begin if g_Game_IsClient then Exit; - SetState(STATE_GO); + SetState(MONSTATE_GO); FTargetTime := MAX_ATM; WakeUpSound(); end; @@ -4131,4 +4450,202 @@ begin SetLength(FDieTriggers, 0); end; +procedure TMonster.CatchFire(Attacker: Word); +begin + FFireTime := 100; + FFireAttacker := Attacker; + if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID); +end; + +procedure TMonster.OnFireFlame(Times: DWORD = 1); +var + id, i: DWORD; + Anim: TAnimation; +begin + if (Random(10) = 1) and (Times = 1) then + Exit; + + if g_Frames_Get(id, 'FRAMES_FLAME') then + begin + for i := 1 to Times do + 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 = MONSTATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE); + Anim.Free(); + end; + end; +end; + + +// ////////////////////////////////////////////////////////////////////////// // +// throws on invalid uid +function g_Mons_ByIdx (uid: Integer): TMonster; inline; +begin + result := g_Mons_ByIdx_NC(uid); + if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id'); +end; + + +// can return null +function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline; +begin + if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end; + result := gMonsters[uid]; +end; + + +function g_Mons_ForEach (cb: TEachMonsterCB): Boolean; +var + idx: Integer; + mon: TMonster; +begin + result := false; + if (gMonsters = nil) or not assigned(cb) then exit; + for idx := 0 to High(gMonsters) do + begin + mon := gMonsters[idx]; + if (mon <> nil) then + begin + result := cb(mon); + if result then exit; + end; + end; +end; + + +function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean; +var + idx: Integer; + mon: TMonster; +begin + result := false; + if (gMonsters = nil) or not assigned(cb) then exit; + for idx := 0 to High(gMonsters) do + begin + mon := gMonsters[idx]; + if (mon <> nil) and mon.Live then + begin + result := cb(mon); + if result then exit; + end; + end; +end; + + +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)); + end; + +var + idx: Integer; + mon: TMonster; +begin + result := false; + if (width < 1) or (height < 1) then exit; + if gmon_debug_use_sqaccel then + begin + result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil); + end + else + begin + for idx := 0 to High(gMonsters) do + begin + mon := gMonsters[idx]; + if (mon <> nil) and mon.Live then + begin + if g_Obj_Collide(x, y, width, height, @mon.Obj) then + begin + result := true; + exit; + end; + end; + end; + end; +end; + + +function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean; + + function monsCollCheck (mon: TMonster; atag: Integer): Boolean; + begin + result := cb(mon); + end; + +var + idx: Integer; + mon: TMonster; +begin + result := false; + if (width < 1) or (height < 1) then exit; + if gmon_debug_use_sqaccel then + begin + result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil); + end + else + begin + for idx := 0 to High(gMonsters) do + begin + mon := gMonsters[idx]; + if (mon <> nil) and mon.Live then + begin + if g_Obj_Collide(x, y, width, height, @mon.Obj) then + begin + result := cb(mon); + if result then exit; + end; + end; + end; + end; +end; + + +function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean; + + 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; + end; + +var + idx: Integer; + mon: TMonster; +begin + result := false; + if (width < 1) or (height < 1) then exit; + if gmon_debug_use_sqaccel then + begin + if (width = 1) and (height = 1) then + begin + result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil); + end + else + begin + result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil); + end; + end + else + begin + for idx := 0 to High(gMonsters) do + begin + mon := gMonsters[idx]; + if (mon <> nil) and mon.Live then + begin + if g_Obj_Collide(x, y, width, height, @mon.Obj) then + begin + result := cb(mon); + if result then exit; + end; + end; + end; + end; +end; + + end.