X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_monsters.pas;h=cc4926a3135a2a5a97cfa4a3e06e71907eea6008;hb=2257ac7163318bab560e4351f2b139c9ca4ed9e5;hp=85563aa8ec40597b94a4d030022cedc89544d1b4;hpb=62fcda7c1fb3a2153b49af4c5968ec3bdc65b97b;p=d2df-sdl.git diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas index 85563aa..cc4926a 100644 --- a/src/game/g_monsters.pas +++ b/src/game/g_monsters.pas @@ -64,6 +64,7 @@ type FPain: Integer; FSleep: Integer; FPainSound: Boolean; + FPainTicks: Integer; FWaitAttackAnim: Boolean; FChainFire: Boolean; tx, ty: Integer; @@ -75,6 +76,7 @@ type FBloodKind: Byte; FShellTimer: Integer; FShellType: Byte; + FFirePainTime: Integer; vilefire: TAnimation; FDieTriggers: Array of Integer; @@ -86,6 +88,7 @@ type public FNoRespawn: Boolean; + FFireTime: Integer; constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1); destructor Destroy(); override; @@ -121,6 +124,8 @@ type function AnimIsReverse: Boolean; function shoot(o: PObj; immediately: Boolean): Boolean; function kick(o: PObj): Boolean; + procedure CatchFire(); + procedure OnFireFlame(Times: DWORD = 1); property MonsterType: Byte read FMonsterType; property MonsterHealth: Integer read FHealth write FHealth; @@ -1268,6 +1273,7 @@ begin Exit; FPainSound := True; + FPainTicks := 20; case FMonsterType of MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG, @@ -1275,7 +1281,7 @@ 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); @@ -1476,6 +1482,8 @@ begin FNoRespawn := False; FShellTimer := -1; FBehaviour := BH_NORMAL; + FFireTime := 0; + FFirePainTime := 0; if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then FBloodKind := BLOOD_SPARKS @@ -2015,7 +2023,10 @@ begin Exit; end; - FPainSound := False; + if FPainTicks > 0 then + Dec(FPainTicks) + else + FPainSound := False; // Äâèãàåìñÿ: st := g_Obj_Move(@FObj, fall, True, True); @@ -2041,6 +2052,25 @@ begin if (FState = STATE_DIE) or (FState = STATE_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 <> STATE_DIE) and (FState <> STATE_DEAD) then + if FFirePainTime = 0 then + begin + Damage(5, 0, 0, 0, HIT_FLAME); + FFirePainTime := 18; + end + else + FFirePainTime := FFirePainTime - 1; + end; + end; + // Ìåðòâûé íè÷åãî íå äåëàåò: if (FState = STATE_DEAD) then goto _end; @@ -2138,6 +2168,8 @@ 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; @@ -2948,7 +2980,10 @@ begin Exit; end; - FPainSound := False; + if FPainTicks > 0 then + Dec(FPainTicks) + else + FPainSound := False; // Äâèãàåìñÿ: st := g_Obj_Move(@FObj, fall, True, True); @@ -2967,6 +3002,17 @@ begin if (FState = STATE_DIE) or (FState = STATE_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 goto _end; @@ -3053,8 +3099,10 @@ begin 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; @@ -4132,4 +4180,32 @@ begin SetLength(FDieTriggers, 0); end; +procedure TMonster.CatchFire(); +begin + FFireTime := 360; + 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 = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE); + Anim.Free(); + end; + end; +end; + end.