⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 m_float.pas

📁 delphi编的不错的贪吃蛇
💻 PAS
📖 第 1 页 / 共 3 页
字号:
{----------------------------------------------------------------------------}
{                                                                            }
{ File(s): m_float.c                                                         }
{                                                                            }
{ Initial conversion by : YgriK (Igor Karpov) - glYgriK@hotbox.ru            }
{ Initial conversion on : 01-Feb-2002                                        }
{                                                                            }
{ This File contains part of convertion of Quake2 source to ObjectPascal.    }
{ More information about this project can be found at:                       }
{ http://www.sulaco.co.za/quake2/                                            }
{                                                                            }
{ Copyright (C) 1997-2001 Id Software, Inc.                                  }
{                                                                            }
{ This program is free software; you can redistribute it and/or              }
{ modify it under the terms of the GNU General Public License                }
{ as published by the Free Software Foundation; either version 2             }
{ of the License, or (at your option) any later version.                     }
{                                                                            }
{ This program is distributed in the hope that it will be useful,            }
{ but WITHOUT ANY WARRANTY; without even the implied warranty of             }
{ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.                       }
{                                                                            }
{ See the GNU General Public License for more details.                       }
{                                                                            }
{----------------------------------------------------------------------------}
{ Updated on :                                                               }
{ Updated by :                                                               }
{                                                                            }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on:                               }
{ 1) unit: g_local                                                           }
{ 2) unit: q_shared                                                          }
{ 3) unit: game                                                              }
{ 4) unit: m_flash                                                           }
{                                                                            }
{ .) unit: g_ai                                                              }
{                                                                            }
{ 1) inc:  m_float                                                           }
{                                                                            }
{----------------------------------------------------------------------------}
{ * TODO:                                                                    }
{ 1) Do more tests                                                           }
{                                                                            }
{----------------------------------------------------------------------------}

{*
==============================================================================

floater

==============================================================================
*}

{$I ..\jedi.inc}
unit m_float;

interface

uses g_local;

procedure SP_monster_floater (self : edict_p); cdecl;

implementation

uses q_shared, gameunit, m_flash , g_ai, q_shared_add, g_main, g_local_add,
  game_add, g_monster, g_utils, g_misc, g_weapon, g_combat, CPas;

{$I m_float.inc}




var
  sound_attack2,
  sound_attack3,
  sound_death1,
  sound_idle,
  sound_pain1,
  sound_pain2,
  sound_sight  : integer;


procedure floater_sight (self, other : edict_p); cdecl;
begin
  gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
end;

procedure floater_idle (self : edict_p); cdecl;
begin
  gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
end;


//void floater_stand1 (edict_t *self);
procedure floater_dead (self : edict_p); cdecl; forward;
procedure floater_die (self, inflictor, attacker: edict_p; damage: Integer; const point: vec3_t); cdecl; forward;
procedure floater_run (self : edict_p); cdecl; forward;
procedure floater_wham (self : edict_p); cdecl; forward;
procedure floater_zap (self : edict_p); cdecl; forward;


procedure floater_fire_blaster (self : edict_p); cdecl;
var
  start,
  forward_, right,
  end_,
  dir : vec3_t;
  effect : integer;
begin
  if ((self^.s.frame = FRAME_attak104) OR (self^.s.frame = FRAME_attak107)) then
    effect := EF_HYPERBLASTER
  else
    effect := 0;
  AngleVectors (self^.s.angles, @forward_, @right, Nil);
  G_ProjectSource (self^.s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward_, right, start);

  VectorCopy (self^.enemy^.s.origin, end_);
  end_[2] := end_[2] + self^.enemy^.viewheight;
  VectorSubtract (end_, start, dir);

  monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
end;

const
  floater_frames_stand1 : array [0..51] of mframe_t = (
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil) );
  floater_move_stand1 : mmove_t = (firstframe: FRAME_stand101;  lastframe: FRAME_stand152;  frame: @floater_frames_stand1;  endfunc: Nil);

  floater_frames_stand2 : array [0..51] of mframe_t = (
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil),
    (aifunc: ai_stand;  dist: 0;  thinkfunc: Nil)

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -