X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_monsters.pas;h=4c354c30a1b3c60c086eaff684015df2d3bc0be0;hb=81a68b9ff71207e598bed6f0d7c5fe8df5d7daae;hp=85563aa8ec40597b94a4d030022cedc89544d1b4;hpb=62fcda7c1fb3a2153b49af4c5968ec3bdc65b97b;p=d2df-sdl.git
diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas
index 85563aa..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:
@@ -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;
-
- if gMonsters = nil then
- Exit;
+ // Åñëè íóæíà âåðîÿòíîñòü
+ if not immediately and (Random(8) <> 0) 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();
@@ -742,6 +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();
@@ -969,48 +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 := allocMonster();
- find_id := FindMonster();
+ mon := TMonster.Create(MonsterType, find_id, ForcedUID);
+ gMonsters[find_id] := mon;
+ mon.arrIdx := find_id;
+ mon.proxyId := -1;
- gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID);
+ uidMap[mon.FUID] := mon;
-// Íàñòðàèâàåì ïîëîæåíèå:
- with gMonsters[find_id] do
+ // 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;
@@ -1018,7 +1248,9 @@ begin
FStartY := GameY;
end;
- Result := find_id;
+ mon.positionChanged();
+
+ result := mon;
end;
procedure g_Monsters_killedp();
@@ -1034,9 +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;
@@ -1047,34 +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;
@@ -1106,12 +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
@@ -1120,6 +1354,7 @@ begin
Result := gMonsters[a];
Break;
end;
+ }
end;
procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
@@ -1164,39 +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;
@@ -1268,6 +1499,7 @@ begin
Exit;
FPainSound := True;
+ FPainTicks := 20;
case FMonsterType of
MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
@@ -1275,7 +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);
@@ -1437,9 +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);
@@ -1450,7 +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
@@ -1463,7 +1697,7 @@ begin
g_Obj_Init(@FObj);
- FState := STATE_SLEEP;
+ FState := MONSTATE_SLEEP;
FCurAnim := ANIM_SLEEP;
FHealth := MONSTERTABLE[MonsterType].Health;
FMaxHealth := FHealth;
@@ -1476,6 +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
@@ -1564,7 +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;
@@ -1572,7 +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:
@@ -1584,7 +1825,7 @@ begin
else
FDirection := D_LEFT;
Result := True;
- SetState(STATE_RUN);
+ SetState(MONSTATE_RUN);
Exit;
end;
@@ -1594,27 +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)
@@ -1626,8 +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;
@@ -1674,8 +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;
@@ -1697,12 +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:
@@ -1711,10 +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);
@@ -1732,8 +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;
@@ -1750,6 +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;
@@ -1764,7 +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);
@@ -1775,7 +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;
@@ -1854,8 +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);
@@ -1864,14 +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;
@@ -1882,14 +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);
@@ -1950,6 +2206,7 @@ begin
FObj.X := X - FObj.Rect.X;
FObj.Y := Y - FObj.Rect.Y;
+ positionChanged();
if dir = 1 then
FDirection := D_LEFT
@@ -1978,8 +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;
@@ -1989,6 +2245,7 @@ var
st: Word;
o, co: TObj;
fall: Boolean;
+ mon: TMonster;
label
_end;
begin
@@ -1997,28 +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
@@ -2038,19 +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:
@@ -2076,7 +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,
@@ -2121,8 +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
@@ -2130,7 +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
@@ -2138,6 +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;
@@ -2147,11 +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;
@@ -2175,7 +2458,7 @@ begin
FTargetUID := gPlayers[a].UID;
FTargetTime := 0;
WakeUpSound();
- SetState(STATE_GO);
+ SetState(MONSTATE_GO);
Break;
end;
@@ -2204,30 +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;
@@ -2237,7 +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;
@@ -2290,7 +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
@@ -2306,7 +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;
@@ -2319,7 +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;
@@ -2337,13 +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
@@ -2366,7 +2648,7 @@ begin
else
FDirection := D_RIGHT;
FSleep := 20;
- SetState(STATE_RUN);
+ SetState(MONSTATE_RUN);
end;
end;
end
@@ -2387,14 +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
@@ -2447,14 +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;
@@ -2465,7 +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();
@@ -2488,7 +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
@@ -2500,7 +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();
@@ -2523,21 +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;
@@ -2555,14 +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;
@@ -2572,12 +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;
@@ -2585,7 +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;
@@ -2593,7 +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;
@@ -2609,11 +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:
@@ -2621,46 +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:
@@ -2671,22 +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;
@@ -2706,7 +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
@@ -2718,7 +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:
@@ -2742,7 +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);}
@@ -2820,20 +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;
@@ -2863,7 +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:
@@ -2886,7 +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:
@@ -2930,28 +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
@@ -2964,11 +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:
@@ -2994,7 +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,
@@ -3038,8 +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
@@ -3047,14 +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;
@@ -3062,12 +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;
@@ -3079,20 +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;
@@ -3101,7 +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;
@@ -3111,7 +3420,7 @@ begin
if Abs(sx) < 40 then
if FMonsterType <> MONSTER_FISH then
begin
- SetState(STATE_RUN);
+ SetState(MONSTATE_RUN);
FSleep := 15;
goto _end;
@@ -3128,7 +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;
@@ -3152,7 +3461,7 @@ begin
end;
// Ðûáå áîëüíî:
- SetState(STATE_PAIN);
+ SetState(MONSTATE_PAIN);
FPain := FPain + 50;
end
else // Ðûáà â âîäå
@@ -3170,7 +3479,7 @@ begin
// Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
FObj.Vel.Y := 0;
// Ïëàâàåì òóäà-ñþäà:
- SetState(STATE_RUN);
+ SetState(MONSTATE_RUN);
FSleep := 20;
end;
end;
@@ -3192,14 +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
@@ -3246,12 +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;
@@ -3262,7 +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:
@@ -3284,7 +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
@@ -3295,7 +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:
@@ -3317,19 +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;
@@ -3348,14 +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;
@@ -3365,12 +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;
@@ -3378,7 +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;
@@ -3386,7 +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;
@@ -3397,11 +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:
@@ -3409,12 +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
@@ -3426,22 +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;
@@ -3461,7 +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
@@ -3473,7 +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);
@@ -3525,7 +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:
@@ -3549,7 +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:
@@ -3557,7 +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:
@@ -3583,21 +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;
@@ -3760,24 +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;
@@ -3860,19 +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();
@@ -3881,7 +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));
@@ -3901,7 +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;
@@ -3911,7 +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);
@@ -3927,7 +4245,7 @@ end;
procedure TMonster.WakeUp();
begin
if g_Game_IsClient then Exit;
- SetState(STATE_GO);
+ SetState(MONSTATE_GO);
FTargetTime := MAX_ATM;
WakeUpSound();
end;
@@ -4132,4 +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.