X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_monsters.pas;h=4108d51a0cc611ef7987fd77b13f9f884fb6a047;hb=67d37ea13feeca0671d60d88b1963cf1e0e901c4;hp=d8adad853402974c802ba9bfbd3f58761809835e;hpb=6c45ab8eddd0887ecaa11ad3ed284dbdd3a3730c;p=d2df-sdl.git diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas index d8adad8..4108d51 100644 --- a/src/game/g_monsters.pas +++ b/src/game/g_monsters.pas @@ -708,11 +708,8 @@ begin Exit; // Ýòè íå áüþò ñâîèõ end; -// Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à: - if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then - Exit; -// Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à: - if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then +// Pain_Elemental è Lost_Soul íå âîþþò äðóã ñ äðóãîì: + if [a, b] = [MONSTER_PAIN, MONSTER_SOUL] then Exit; //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà: @@ -1349,7 +1346,7 @@ begin if MonsterType = MONSTER_SOUL then begin if soulcount > MAX_SOUL then exit; - soulcount := soulcount + 1; + soulcount += 1; end; find_id := allocMonster(); @@ -2362,7 +2359,7 @@ begin MONSTATE_ATTACK: Anim := ANIM_ATTACK; MONSTATE_DIE: Anim := ANIM_DIE; MONSTATE_REVIVE: - begin // íà÷àëè âîñðåøàòüñÿ + begin // íà÷àëè âîñêðåøàòüñÿ Anim := FCurAnim; FAnim[Anim, FDirection].Revert(True); @@ -2465,10 +2462,10 @@ end; procedure TMonster.Update(); var - a, b, sx, sy, wx, wy, oldvelx: Integer; + a, b, sx, sy, wx, wy, oldvelx, i: Integer; st: Word; o, co: TObj; - fall, bubbles: Boolean; + fall: Boolean; mon: TMonster; mit: PMonster; it: TMonsterGrid.Iter; @@ -2476,7 +2473,6 @@ label _end; begin fall := True; - bubbles := True; // Ìîíñòð ñòàòè÷åí ïîêà èäåò warmup if (gLMSRespawn > LMS_RESPAWN_NONE) then exit; @@ -2487,7 +2483,7 @@ begin if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then fall := False; -// Ëåòàþùèå ìîíòñðû: +// Ëåòàþùèå ìîíñòðû: if ((FMonsterType = MONSTER_SOUL) or (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_CACO)) and @@ -2575,23 +2571,18 @@ begin // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå: if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then - begin case FMonsterType of MONSTER_FISH: - if Random(4) <> 0 then bubbles := False else - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), - FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); + if Random(4) = 0 then + g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), + FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); MONSTER_ROBO, MONSTER_BARREL: - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), - FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); + g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), + FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); else - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), - FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); + g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), + FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); end; - if bubbles then if Random(2) = 0 - then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y) - else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y); - end; // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ: if FMonsterType = MONSTER_BARREL then @@ -2690,7 +2681,7 @@ begin if (gPlayers <> nil) then for a := 0 to High(gPlayers) do if (gPlayers[a] <> nil) and (gPlayers[a].alive) - and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then + and (not gPlayers[a].NoTarget) and (gPlayers[a].FPowerups[MR_INVIS] < gTime) then with gPlayers[a] do if g_Look(@FObj, @Obj, FDirection) then begin @@ -3149,56 +3140,37 @@ _end: if vilefire <> nil then vilefire.Update(); -// Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà: - if (FState = MONSTATE_DIE) and - (FAnim[FCurAnim, FDirection] <> nil) and - (FAnim[FCurAnim, FDirection].Played) then - begin - // Óìåð: + // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà: + if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection] <> nil) then + begin + if FAnim[FCurAnim, FDirection].Played then + begin // Óìåð: SetState(MONSTATE_DEAD); + if g_Game_IsNet then MH_SEND_CoopStats(); - // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à: - if (FMonsterType = MONSTER_PAIN) then + // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ: + if FMonsterType in [MONSTER_PAIN, MONSTER_SOUL, MONSTER_BARREL] then + FRemoved := True; + end + else if (FMonsterType = MONSTER_PAIN) and + (FAnim[FCurAnim, FDirection].CurrentFrame = + FAnim[FCurAnim, FDirection].TotalFrames div 2 + 1) and + (FAnim[FCurAnim, FDirection].Counter = 0) then + for i := 0 to 2 do // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à ïîñåðåäèíå àíèìàöèè: begin - mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30, - FObj.Y+FObj.Rect.Y+20, TDirection.D_LEFT); + // FIXME: lostsouls may stuck in walls here + mon := g_Monsters_Create(MONSTER_SOUL, + FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+RandomRange(-15,16), + FObj.Y+FObj.Rect.Y+RandomRange(-7,8), FDirection); if mon <> nil then begin mon.SetState(MONSTATE_GO); mon.FNoRespawn := True; - Inc(gTotalMonsters); + gTotalMonsters += 1; if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); end; - - mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), - FObj.Y+FObj.Rect.Y+20, TDirection.D_RIGHT); - if mon <> nil then - begin - mon.SetState(MONSTATE_GO); - mon.FNoRespawn := True; - Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); - end; - - mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15, - FObj.Y+FObj.Rect.Y, TDirection.D_RIGHT); - if mon <> nil then - begin - mon.SetState(MONSTATE_GO); - mon.FNoRespawn := True; - Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); - end; - - if g_Game_IsNet then MH_SEND_CoopStats(); end; - - // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ: - if (FMonsterType = MONSTER_PAIN) or - (FMonsterType = MONSTER_SOUL) or - (FMonsterType = MONSTER_BARREL) then - FRemoved := True; - end; + end; // Ñîâåðøåíèå àòàêè è ñòðåëüáû: if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then @@ -3463,14 +3435,13 @@ var a, b, sx, sy, oldvelx: Integer; st: Word; o, co: TObj; - fall, bubbles: Boolean; + fall: Boolean; label _end; begin sx := 0; // SHUT UP COMPILER sy := 0; fall := True; - bubbles := True; // Ìîíñòð ñòàòè÷åí ïîêà èäåò warmup if (gLMSRespawn > LMS_RESPAWN_NONE) then exit; @@ -3537,23 +3508,18 @@ begin // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå: if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then - begin case FMonsterType of MONSTER_FISH: - if Random(4) <> 0 then bubbles := False else - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), - FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); + if Random(4) = 0 then + g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), + FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); MONSTER_ROBO, MONSTER_BARREL: - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), - FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); + g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), + FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); else - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), - FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); + g_Game_Effect_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), + FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); end; - if bubbles then if Random(2) = 0 - then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y) - else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y); - end; // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ: if FMonsterType = MONSTER_BARREL then @@ -4209,7 +4175,7 @@ begin (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then for a := 0 to High(gPlayers) do if (gPlayers[a] <> nil) and (gPlayers[a].alive) - and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then + and (not gPlayers[a].NoTarget) and (gPlayers[a].FPowerups[MR_INVIS] < gTime) then begin if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then begin @@ -4483,7 +4449,7 @@ end; function TMonster.alive(): Boolean; begin - Result := (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) and (FHealth > 0); + Result := (FHealth > 0) and not (FState in [MONSTATE_DIE, MONSTATE_DEAD]); end; procedure TMonster.SetHealth(aH: Integer);