1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
17 {.$DEFINE D2F_DEBUG_MONS_MOVE}
26 g_base
, g_basic
, g_phys
, g_textures
, g_grid
,
27 g_saveload
, g_panel
, xprofiler
;
55 ADirectedAnim
= Array of Array [TDirection
.D_LEFT
..TDirection
.D_RIGHT
] of TAnimation
;
58 TMonster
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
62 FDirection
: TDirection
;
63 FStartDirection
: TDirection
;
64 FStartX
, FStartY
: Integer;
79 FWaitAttackAnim
: Boolean;
90 FFirePainTime
: Integer;
93 mProxyId
: Integer; // node in dyntree or -1
94 mArrIdx
: Integer; // in gMonsters
96 FDieTriggers
: Array of Integer;
97 FSpawnTrigger
: Integer;
99 mNeedSend
: Boolean; // for network
101 mEDamageType
: Integer;
104 function findNewPrey(): Boolean;
105 procedure ActivateTriggers();
107 procedure setGameX (v
: Integer); inline;
108 procedure setGameY (v
: Integer); inline;
110 procedure doDamage (v
: Integer);
115 trapCheckFrameId
: DWord
; // for `g_weapons.CheckTrap()`
116 mplatCheckFrameId
: LongWord;
118 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
119 destructor Destroy(); override;
120 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
121 function Collide(Panel
: TPanel
): Boolean; overload
;
122 function Collide(X
, Y
: Integer): Boolean; overload
;
123 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
124 function alive(): Boolean;
125 procedure SetHealth(aH
: Integer);
126 procedure Push(vx
, vy
: Integer);
127 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
128 function Heal(Value
: Word): Boolean;
130 procedure PreUpdate();
132 procedure ClientUpdate();
133 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
134 procedure SetDeadAnim
;
136 procedure WakeUpSound();
137 procedure DieSound();
138 procedure PainSound();
139 procedure ActionSound();
140 procedure AddTrigger(t
: Integer);
141 procedure ClearTriggers();
143 procedure SaveState (st
: TStream
);
144 procedure LoadState (st
: TStream
);
145 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
146 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
147 procedure MakeBloodSimple(Count
: Word);
148 procedure RevertAnim(R
: Boolean = True);
149 function AnimIsReverse
: Boolean;
150 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
151 function kick(o
: PObj
): Boolean;
152 procedure CatchFire(Attacker
: Word; Timeout
: Integer = MON_BURN_TIME
);
153 procedure OnFireFlame(Times
: DWORD
= 1);
155 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
157 procedure setPosition (ax
, ay
: Integer; callPosChanged
: Boolean=true); inline;
158 procedure moveBy (dx
, dy
: Integer); inline;
160 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
163 function gncNeedSend (): Boolean; inline;
164 procedure setDirty (); inline; // why `dirty`? 'cause i may introduce property `needSend` later
167 property Obj
: TObj read FObj
;
169 property proxyId
: Integer read mProxyId
;
170 property arrIdx
: Integer read mArrIdx
;
172 property MonsterType
: Byte read FMonsterType
;
173 property MonsterHealth
: Integer read FHealth write FHealth
;
174 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
175 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
176 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
177 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
178 property MonsterSleep
: Integer read FSleep write FSleep
;
179 property MonsterState
: Byte read FState write FState
;
180 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
181 property MonsterPain
: Integer read FPain write FPain
;
182 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
184 property UID
: Word read FUID write FUID
;
185 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
187 property GameX
: Integer read FObj
.X write setGameX
;
188 property GameY
: Integer read FObj
.Y write setGameY
;
189 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
190 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
191 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
192 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
193 property GameDirection
: TDirection read FDirection write FDirection
;
195 property StartID
: Integer read FStartID
;
197 property VileFireAnim
: TAnimation read vilefire
;
198 property DirAnim
: ADirectedAnim read FAnim
;
201 property eMonsterType
: Byte read FMonsterType
;
202 property eMonsterHealth
: Integer read FHealth write FHealth
;
203 property eMonsterAmmo
: Integer read FAmmo write FAmmo
;
204 property eMonsterTargetUID
: Word read FTargetUID write FTargetUID
;
205 property eMonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
206 property eMonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
207 property eMonsterSleep
: Integer read FSleep write FSleep
;
208 property eMonsterState
: Byte read FState write FState
;
209 property eMonsterRemoved
: Boolean read FRemoved
;
210 property eMonsterPain
: Integer read FPain write FPain
;
211 property eMonsterAnim
: Byte read FCurAnim
;
213 property eUID
: Word read FUID
;
214 property eSpawnTrigger
: Integer read FSpawnTrigger
;
216 property eGameX
: Integer read FObj
.X write setGameX
;
217 property eGameY
: Integer read FObj
.Y write setGameY
;
218 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
219 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
220 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
221 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
222 property eGameDirection
: TDirection read FDirection write FDirection
;
224 property eStartID
: Integer read FStartID
;
226 // set this before assigning something to `eDamage`
227 property eDamageType
: Integer read mEDamageType write mEDamageType
;
228 property eDamage
: Integer write doDamage
;
232 // will be called from map loader
233 procedure g_Mons_InitTree (x
, y
, w
, h
: Integer);
235 procedure g_Monsters_LoadData ();
236 procedure g_Monsters_FreeData ();
237 procedure g_Monsters_Init ();
238 procedure g_Monsters_Free (clearGrid
: Boolean=true);
239 function g_Monsters_Create (MonsterType
: Byte; X
, Y
: Integer; Direction
: TDirection
;
240 AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
241 procedure g_Monsters_PreUpdate ();
242 procedure g_Monsters_Update ();
243 function g_Monsters_ByUID (UID
: Word): TMonster
;
244 procedure g_Monsters_killedp ();
245 procedure g_Monsters_SaveState (st
: TStream
);
246 procedure g_Monsters_LoadState (st
: TStream
);
248 function g_Mons_SpawnAt (monType
: Integer; x
, y
: Integer; dir
: TDirection
=TDirection
.D_LEFT
): TMonster
; overload
;
249 function g_Mons_SpawnAt (const typeName
: AnsiString; x
, y
: Integer; dir
: TDirection
=TDirection
.D_LEFT
): TMonster
; overload
;
251 function g_Mons_TypeLo (): Integer; inline;
252 function g_Mons_TypeHi (): Integer; inline;
254 function g_Mons_TypeIdByName (const name
: AnsiString): Integer;
255 function g_Mons_NameByTypeId (monType
: Integer): AnsiString;
256 function g_Mons_GetKilledByTypeId (monType
: Integer): AnsiString;
260 TEachMonsterCB
= function (mon
: TMonster
): Boolean is nested
; // return `true` to stop
262 // throws on invalid uid
263 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
266 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
268 function g_Mons_TotalCount (): Integer; inline;
270 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
272 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
273 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
275 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
276 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
278 function g_Mons_getNewTrapFrameId (): DWord
; inline;
279 function g_Mons_getNewMPlatFrameId (): LongWord; inline;
284 TMonsAlongLineCB = function (mon: TMonster; tag: Integer): Boolean is nested;
286 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
291 gmon_debug_use_sqaccel
: Boolean = true;
295 procedure g_Mons_ProfilersBegin ();
296 procedure g_Mons_ProfilersEnd ();
298 procedure g_Mons_LOS_Start (); inline;
299 procedure g_Mons_LOS_End (); inline;
302 profMonsLOS
: TProfiler
= nil; //WARNING: FOR DEBUGGING ONLY!
306 TMonsterGrid
= specialize TBodyGridBase
<TMonster
>;
309 monsGrid
: TMonsterGrid
= nil; // DO NOT USE! public for debugging only!
313 gmon_debug_think
: Boolean = true;
314 gmon_debug_one_think_step
: Boolean = false;
316 var (* private state *)
317 gMonsters
: array of TMonster
;
328 // Таблица характеристик монстров:
329 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
339 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
340 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
342 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
343 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
345 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
346 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
348 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
349 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
351 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
352 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
354 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
355 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
357 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
358 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
360 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
361 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
363 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
364 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
366 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
367 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
369 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
370 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
372 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
373 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
375 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
376 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
378 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
379 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
381 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
382 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
384 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
385 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
387 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
388 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
390 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
391 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
393 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
394 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
396 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
397 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
399 // Таблица параметров анимации монстров:
400 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
403 wX
, wY
: Integer; // Откуда вылетит пуля
404 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
405 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TDFPoint
;
406 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TDFPoint
;
407 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
408 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
409 AnimDeltaRight
: ((X
: 1; Y
: 4), (X
: 1; Y
: 4), (X
: 0; Y
: 4), (X
: 0; Y
: 4), (X
: 2; Y
: 6), (X
: 2; Y
: 6), (X
: 2; Y
: 5));
410 AnimDeltaLeft
: ((X
: 1; Y
: 4), (X
: 1; Y
: 4), (X
: 0; Y
: 4), (X
: 0; Y
: 4), (X
: 2; Y
: 6), (X
: 2; Y
: 6), (X
: 2; Y
: 5))),
412 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
413 AnimDeltaRight
: ((X
: 8; Y
: -4), (X
: 8; Y
: -4), (X
: -2; Y
: -1), (X
: 3; Y
: -2), (X
: 14; Y
: -4), (X
: 14; Y
: -4), (X
: -5; Y
: -4));
414 AnimDeltaLeft
: ((X
: 8; Y
: -4), (X
: 8; Y
: -4), (X
: -2; Y
: -1), (X
: 3; Y
: -2), (X
: 14; Y
: -4), (X
: 14; Y
: -4), (X
: -5; Y
: -4))),
416 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
417 AnimDeltaRight
: ((X
: 1; Y
: -4), (X
: 1; Y
: -4), (X
: 3; Y
: -1), (X
: 2; Y
: -1), (X
: 2; Y
: -4), (X
: 2; Y
: -4), (X
: 1; Y
: -4));
418 AnimDeltaLeft
: ((X
: 1; Y
: -4), (X
: 1; Y
: -4), (X
: 3; Y
: -1), (X
: 2; Y
: -1), (X
: 2; Y
: -4), (X
: 2; Y
: -4), (X
: 1; Y
: -4))),
420 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
421 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));
422 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))),
424 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
425 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));
426 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))),
428 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
429 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));
430 AnimDeltaLeft
: ((X
: -1; Y
: -2), (X
: -1; Y
: -2), (X
: -2; Y
: 0), (X
: -2; Y
: 0), (X
: -1; Y
: -4), (X
: -1; Y
: -4), (X
: 2; Y
: -4))),
432 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
433 AnimDeltaRight
: ((X
: 4; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: 1; Y
: 0), (X
: 1; Y
: 0), (X
: -1; Y
: 0));
434 AnimDeltaLeft
: ((X
: 0; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -2; Y
: 0), (X
: -2; Y
: 0), (X
: 1; Y
: 0))),
436 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
437 AnimDeltaRight
: ((X
: 4; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: 1; Y
: 0), (X
: 1; Y
: 0), (X
: -1; Y
: 0));
438 AnimDeltaLeft
: ((X
: 0; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -2; Y
: 0), (X
: -2; Y
: 0), (X
: 1; Y
: 0))),
440 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
441 AnimDeltaRight
: ((X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -5), (X
: 0; Y
: -5), (X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -4));
442 AnimDeltaLeft
: ((X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -5), (X
: 0; Y
: -5), (X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -4))),
444 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
445 AnimDeltaRight
: ((X
: 1; Y
:-10), (X
: 1; Y
:-10), (X
:-33; Y
:-34), (X
:-33; Y
:-34), (X
:-16; Y
:-10), (X
:-16; Y
:-10), (X
: -1; Y
: -7));
446 AnimDeltaLeft
: ((X
: 1; Y
:-10), (X
: 1; Y
:-10), (X
:-33; Y
:-34), (X
:-33; Y
:-34), (X
:-16; Y
:-10), (X
:-16; Y
:-10), (X
: -1; Y
: -7))),
448 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
449 AnimDeltaRight
: ((X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -3; Y
: 0), (X
: -3; Y
: 0), (X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -1; Y
: -4));
450 AnimDeltaLeft
: ((X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -3; Y
: 0), (X
: -3; Y
: 0), (X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -1; Y
: -4))),
452 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
453 AnimDeltaRight
: ((X
: -4; Y
: -4), (X
: -4; Y
: -4), (X
: -2; Y
: 8), (X
: -2; Y
: 8), (X
: -3; Y
: -3), (X
: -3; Y
: -3), (X
: -3; Y
: -4));
454 AnimDeltaLeft
: ((X
: -4; Y
: -4), (X
: -4; Y
: -4), (X
: -2; Y
: 8), (X
: -2; Y
: 8), (X
: -3; Y
: -3), (X
: -3; Y
: -3), (X
: 18; Y
: -5))),
456 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
457 AnimDeltaRight
: ((X
: 0; Y
: -1), (X
: 0; Y
: -1), (X
: -3; Y
: 5), (X
: -3; Y
: 5), (X
: 7; Y
: -1), (X
: 7; Y
: -1), (X
: 1; Y
: -3));
458 AnimDeltaLeft
: ((X
: 0; Y
: -1), (X
: 0; Y
: -1), (X
: -3; Y
: 5), (X
: -3; Y
: 5), (X
: 7; Y
: -1), (X
: 7; Y
: -1), (X
: 6; Y
: -3))),
460 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
461 AnimDeltaRight
: ((X
: -2; Y
: -7), (X
: -2; Y
: -7), (X
: -4; Y
: -2), (X
: -4; Y
: -2), (X
: -4; Y
: -7), (X
: -4; Y
: -7), (X
:-14; Y
: -7));
462 AnimDeltaLeft
: ((X
: -2; Y
: -7), (X
: -2; Y
: -7), (X
: -4; Y
: -2), (X
: -4; Y
: -2), (X
: -4; Y
: -7), (X
: -4; Y
: -7), (X
:-14; Y
: -7))),
464 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
465 AnimDeltaRight
: ((X
: -1; Y
: 4), (X
: -1; Y
: 4), (X
: -2; Y
: 4), (X
: -2; Y
: 4), (X
: -1; Y
: 4), (X
: 6; Y
: 2), (X
:-24; Y
: 4));
466 AnimDeltaLeft
: ((X
: 1; Y
: 4), (X
: -1; Y
: 4), (X
: -2; Y
: 4), (X
: -2; Y
: 4), (X
: -2; Y
: 2), (X
: -5; Y
: 4), (X
: 26; Y
: 4))),
468 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
469 AnimDeltaRight
: ((X
: 5; Y
:-21), (X
: 5; Y
:-21), (X
: 1; Y
:-21), (X
: 1; Y
:-21), (X
: 8; Y
:-23), (X
: -1; Y
:-23), (X
: 4; Y
:-20));
470 AnimDeltaLeft
: ((X
: -8; Y
:-21), (X
: 5; Y
:-21), (X
: 1; Y
:-21), (X
: 1; Y
:-21), (X
:-10; Y
:-24), (X
: 3; Y
:-23), (X
: -4; Y
:-22))),
472 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
473 AnimDeltaRight
: ((X
: -1; Y
: 0), (X
: -1; Y
: 0), (X
: -2; Y
: -1), (X
: -2; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1));
474 AnimDeltaLeft
: ((X
: -1; Y
: 0), (X
: -1; Y
: 0), (X
: -2; Y
: -1), (X
: -2; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1 ))),
476 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
477 AnimDeltaRight
: ((X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: -1; Y
:-15), (X
: -1; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15));
478 AnimDeltaLeft
: ((X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: -1; Y
:-15), (X
: -1; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15))),
480 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
481 AnimDeltaRight
: ((X
: -2; Y
:-26), (X
: -2; Y
:-26), (X
: 0; Y
:-26), (X
: 0; Y
:-26), (X
: 2; Y
:-26), (X
: 15; Y
:-26), (X
: -2; Y
:-26));
482 AnimDeltaLeft
: ((X
: -2; Y
:-26), (X
: -2; Y
:-26), (X
: 0; Y
:-26), (X
: 0; Y
:-26), (X
: 2; Y
:-26), (X
: 15; Y
:-26), (X
: -2; Y
:-26))),
484 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
485 AnimDeltaRight
: ((X
: 0; Y
: -6), (X
: 0; Y
: -6), (X
: -2; Y
: 0), (X
: 2; Y
: 0), (X
: 1; Y
: -6), (X
: 1; Y
: -6), (X
: 0; Y
: -6));
486 AnimDeltaLeft
: ((X
: 0; Y
: -6), (X
: 0; Y
: -6), (X
: -2; Y
: 0), (X
: 2; Y
: 0), (X
: 1; Y
: -6), (X
: 1; Y
: -6), (X
: 0; Y
: -6))) );
491 e_log
, g_sound
, g_gfx
, g_player
, g_game
,
492 g_weapons
, g_triggers
, g_items
, g_options
,
493 g_console
, g_map
, Math
, g_menu
, wadreader
,
494 g_language
, g_netmsg
, idpool
, utils
, xstreams
;
497 function g_Look(a
, b
: PObj
; d
: TDirection
): Boolean;
499 if not gmon_dbg_los_enabled
then begin result
:= false; exit
; end; // always "wall hit"
501 if ((b
^.X
> a
^.X
) and (d
= TDirection
.D_LEFT
)) or
502 ((b
^.X
< a
^.X
) and (d
= TDirection
.D_RIGHT
)) then
508 Result
:= g_TraceVector(a
^.X
+a
^.Rect
.X
+(a
^.Rect
.Width
div 2),
509 a
^.Y
+a
^.Rect
.Y
+(a
^.Rect
.Height
div 2),
510 b
^.X
+b
^.Rect
.X
+(b
^.Rect
.Width
div 2),
511 b
^.Y
+b
^.Rect
.Y
+(b
^.Rect
.Height
div 2));
514 // ////////////////////////////////////////////////////////////////////////// //
515 procedure g_Mons_ProfilersBegin ();
517 if (profMonsLOS
= nil) then profMonsLOS
:= TProfiler
.Create('LOS CALC', g_profile_history_size
);
518 if (profMonsLOS
<> nil) then profMonsLOS
.mainBegin(g_profile_los
);
519 if g_profile_los
and (profMonsLOS
<> nil) then
521 profMonsLOS
.sectionBegin('loscalc');
522 profMonsLOS
.sectionEnd();
526 procedure g_Mons_ProfilersEnd ();
528 if (profMonsLOS
<> nil) and (g_profile_los
) then profMonsLOS
.mainEnd();
531 procedure g_Mons_LOS_Start (); inline;
533 if (profMonsLOS
<> nil) then profMonsLOS
.sectionBeginAccum('loscalc');
536 procedure g_Mons_LOS_End (); inline;
538 if (profMonsLOS
<> nil) then profMonsLOS
.sectionEnd();
542 // ////////////////////////////////////////////////////////////////////////// //
544 monCheckTrapLastFrameId
: DWord
= 0;
545 monCheckMPlatLastFrameId
: LongWord = 0;
548 procedure TMonster
.getMapBox (out x
, y
, w
, h
: Integer); inline;
550 x
:= FObj
.X
+FObj
.Rect
.X
;
551 y
:= FObj
.Y
+FObj
.Rect
.Y
;
552 w
:= FObj
.Rect
.Width
;
553 h
:= FObj
.Rect
.Height
;
556 function TMonster
.gncNeedSend (): Boolean; inline; begin result
:= mNeedSend
; mNeedSend
:= false; end;
558 procedure TMonster
.setDirty (); inline; begin mNeedSend
:= true; end;
561 // ////////////////////////////////////////////////////////////////////////// //
563 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
565 if not assigned(cb) then begin result := nil; exit; end;
566 result := monsGrid.forEachAlongLine(x0, y0, x1, y1, cb, -1, log);
571 //WARNING! call this after monster position was changed, or coldet will not work right!
572 procedure TMonster
.positionChanged ();
575 nx
, ny
, nw
, nh
: Integer;
577 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
578 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [mArrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
580 if (mProxyId
= -1) then
583 mProxyId
:= monsGrid
.insertBody(self
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
);
584 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
585 monsGrid
.getBodyXY(mProxyId
, x
, y
);
586 e_WriteLog(Format('monster #%d:(%u): inserted into the grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx
, UID
, mProxyId
, x
-monsGrid
.gridX0
, y
-monsGrid
.gridY0
]), MSG_NOTIFY
);
591 monsGrid
.getBodyDims(mProxyId
, x
, y
, w
, h
);
592 getMapBox(nx
, ny
, nw
, nh
);
594 if (w
<> nw
) or (h
<> nh
) then
597 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
598 e_WriteLog(Format('monster #%d:(%u): resized; mProxyid=%d; gx=%d; gy=%d', [mArrIdx
, UID
, mProxyId
, x
-monsGrid
.gridX0
, y
-monsGrid
.gridY0
]), MSG_NOTIFY
);
600 monsGrid
.moveResizeBody(mProxyId
, nx
, ny
, nw
, nh
);
602 else if (x
<> nx
) or (y
<> ny
) then
605 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
606 e_WriteLog(Format('monster #%d:(%u): updating grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx
, UID
, mProxyId
, x
-monsGrid
.gridX0
, y
-monsGrid
.gridY0
]), MSG_NOTIFY
);
608 monsGrid
.moveBody(mProxyId
, nx
, ny
);
612 exit
; // nothing to do
614 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
615 monsGrid
.getBodyXY(mProxyId
, x
, y
);
616 e_WriteLog(Format('monster #%d:(%u): updated grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx
, UID
, mProxyId
, x
-monsGrid
.gridX0
, y
-monsGrid
.gridY0
]), MSG_NOTIFY
);
622 // ////////////////////////////////////////////////////////////////////////// //
624 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
626 // Таблица типов анимации монстров:
627 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
631 end = ((name
: 'SLEEP'; loop
: True),
632 (name
: 'GO'; loop
: True),
633 (name
: 'DIE'; loop
: False),
634 (name
: 'MESS'; loop
: False),
635 (name
: 'ATTACK'; loop
: False),
636 (name
: 'ATTACK2'; loop
: False),
637 (name
: 'PAIN'; loop
: False));
639 MAX_ATM
= 89; // Время ожидания после потери цели
640 MAX_SOUL
= 512; // Ограничение Lost_Soul'ов
643 // ////////////////////////////////////////////////////////////////////////// //
645 uidMap
: array [0..65535] of TMonster
; // monster knows it's index
646 freeInds
: TIdPool
= nil;
649 procedure clearUidMap ();
653 for idx
:= 0 to High(uidMap
) do uidMap
[idx
] := nil;
658 function g_Mons_getNewTrapFrameId (): DWord
; inline;
662 Inc(monCheckTrapLastFrameId
);
663 if (monCheckTrapLastFrameId
= 0) then
666 monCheckTrapLastFrameId
:= 1;
667 for f
:= 0 to High(gMonsters
) do
669 if (gMonsters
[f
] <> nil) then gMonsters
[f
].trapCheckFrameId
:= 0;
672 result
:= monCheckTrapLastFrameId
;
676 function g_Mons_getNewMPlatFrameId (): LongWord; inline;
680 Inc(monCheckMPlatLastFrameId
);
681 if (monCheckMPlatLastFrameId
= 0) then
684 monCheckMPlatLastFrameId
:= 1;
685 for f
:= 0 to High(gMonsters
) do
687 if (gMonsters
[f
] <> nil) then gMonsters
[f
].mplatCheckFrameId
:= 0;
690 result
:= monCheckMPlatLastFrameId
;
699 soulcount
: Integer = 0;
702 function allocMonster (): DWORD
;
706 result
:= freeInds
.alloc();
707 if (result
> High(gMonsters
)) then
709 olen
:= Length(gMonsters
);
710 SetLength(gMonsters
, result
+64);
711 for f
:= olen
to High(gMonsters
) do gMonsters
[f
] := nil;
716 function IsFriend(a
, b
: Byte): Boolean;
720 // Бочка - всем друг:
721 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
724 // Монстры одного вида:
727 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
728 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
729 Exit
; // Эти не бьют своих
732 // Lost_Soul не может ранить Pain_Elemental'а:
733 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
735 // Pain_Elemental не может ранить Lost_Soul'а:
736 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
739 // В остальных случаях - будут бить друг друга:
744 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
747 UIDType
, MonsterType
: Byte;
752 UIDType
:= g_GetUIDType(SpawnerUID
);
753 if UIDType
= UID_MONSTER
then
755 m
:= g_Monsters_ByUID(SpawnerUID
);
756 if m
= nil then Exit
;
757 MonsterType
:= m
.FMonsterType
;
761 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
762 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
764 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
765 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
766 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
768 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
769 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
774 function canShoot(m
: Byte): Boolean;
779 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
787 function isCorpse (o
: PObj
; immediately
: Boolean): Integer;
790 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
792 atag := atag; // shut up, fpc!
793 result := false; // don't stop
794 if (mon.FState = MONSTATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
796 case mon.FMonsterType of // Не воскресить:
797 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
798 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
800 // Остальных можно воскресить
809 mres
: TMonster
= nil;
810 it
: TMonsterGrid
.Iter
;
814 // Если нужна вероятность
815 if not immediately
and (Random(8) <> 0) then exit
;
817 // Ищем мертвых монстров поблизости
818 if gmon_debug_use_sqaccel
then
820 //mon := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
821 //if (mon <> nil) then result := mon.mArrIdx;
822 it
:= monsGrid
.forEachInAABB(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
);
825 case mon
.FMonsterType
of // Не воскресить:
826 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
827 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: begin end;
828 // Остальных можно воскресить
831 if (mres
<> nil) then break
;
834 if (mres
<> nil) then result
:= mres
.mArrIdx
;
838 for a
:= 0 to High(gMonsters
) do
840 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= MONSTATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
842 case gMonsters
[a
].FMonsterType
of // Не воскресить:
843 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
844 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
845 else // Остальных можно воскресить
856 procedure g_Monsters_LoadData();
858 e_WriteLog('Loading monsters data...', TMsgType
.Notify
);
860 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
], 133, False);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
862 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
866 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
867 g_Game_StepLoading(6);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK_L', GameWAD
+':MTEXTURES\ZOMBY_ATTACK_L', 64, 64, 2);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
873 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
874 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
875 g_Game_StepLoading(13);
876 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
877 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK_L', GameWAD
+':MTEXTURES\SERG_ATTACK_L', 64, 64, 2);
879 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
880 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
881 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
882 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
883 g_Game_StepLoading(20);
884 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
885 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
886 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
887 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
888 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
889 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
890 g_Game_StepLoading(26);
891 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
892 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
893 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
894 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
895 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
896 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
897 g_Game_StepLoading(32);
898 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
899 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
900 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
901 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
902 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
903 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
904 g_Game_StepLoading(38);
905 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
906 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
907 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
908 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
909 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
910 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
911 g_Game_StepLoading(44);
912 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
913 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
914 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
915 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
916 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
917 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
918 g_Game_StepLoading(50);
919 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
920 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
921 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
922 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
923 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
924 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
925 g_Game_StepLoading(56);
926 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
927 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
928 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
929 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
930 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
931 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
932 g_Game_StepLoading(62);
933 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
934 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
935 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
936 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
937 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
938 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
939 g_Game_StepLoading(68);
940 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
941 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
942 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
943 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
944 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
945 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
946 g_Game_StepLoading(74);
947 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
948 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
949 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
950 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
951 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
952 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
953 g_Game_StepLoading(80);
954 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
955 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
956 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
957 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
958 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
959 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
960 g_Game_StepLoading(86);
961 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
962 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
963 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
964 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
965 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
966 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
967 g_Game_StepLoading(92);
968 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
969 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
970 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
971 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
972 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
973 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
974 g_Game_StepLoading(98);
975 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
976 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
977 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
978 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
979 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
980 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
981 g_Game_StepLoading(104);
982 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
983 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
984 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
985 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
986 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
987 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
988 g_Game_StepLoading(110);
989 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
990 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
991 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
992 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
993 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
994 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
995 g_Game_StepLoading(116);
996 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
997 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
998 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
999 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
1000 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
1001 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
1002 g_Game_StepLoading(122);
1003 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
1004 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
1005 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
1006 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
1007 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
1008 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
1009 g_Game_StepLoading(128);
1010 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
1011 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
1012 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
1013 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
1014 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
1015 g_Game_StepLoading(133);
1017 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
1019 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
1021 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
1022 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
1023 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
1024 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
1025 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
1026 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
1027 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
1028 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
1029 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
1030 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
1031 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
1033 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
1034 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
1035 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
1037 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
1038 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
1039 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
1040 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
1041 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
1042 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
1044 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
1045 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
1046 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
1047 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
1048 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
1050 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
1051 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
1053 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
1054 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
1055 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
1056 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
1058 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
1059 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
1060 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
1061 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
1062 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
1064 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
1065 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
1066 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
1067 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
1068 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
1070 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
1071 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
1072 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
1073 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
1075 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
1076 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
1077 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
1079 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
1080 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
1082 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
1083 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
1085 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
1086 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
1087 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
1089 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
1090 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
1092 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
1093 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
1094 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
1096 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
1098 freeInds
:= TIdPool
.Create();
1100 monCheckTrapLastFrameId
:= 0;
1101 monCheckMPlatLastFrameId
:= 0;
1104 procedure g_Monsters_FreeData();
1106 e_WriteLog('Releasing monsters data...', TMsgType
.Notify
);
1108 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
1109 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
1110 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
1111 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
1112 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
1113 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
1114 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
1115 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
1116 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK_L');
1117 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
1118 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
1119 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
1120 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
1121 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
1122 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
1123 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK_L');
1124 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
1125 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
1126 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
1127 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
1128 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
1129 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
1130 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
1131 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
1132 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
1133 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
1134 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
1135 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
1136 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
1137 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
1138 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
1139 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
1140 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1141 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1142 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1143 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1144 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1145 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1146 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1147 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1148 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1149 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1150 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1151 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1152 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1153 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1154 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1155 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1156 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1157 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1158 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1159 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1160 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1161 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1162 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1163 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1164 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1165 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1166 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1167 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1168 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1169 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1170 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1171 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1172 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1173 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1174 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1175 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1176 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1177 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1178 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1179 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1180 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1181 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1182 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1183 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1184 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1185 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1186 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1187 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1188 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1189 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1190 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1191 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1192 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1193 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1194 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1195 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1196 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1197 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1198 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1199 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1200 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1201 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1202 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1203 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1204 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1205 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1206 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1207 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1208 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1209 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1210 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1211 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1212 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1213 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1214 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1215 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1216 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1217 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1218 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1219 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1220 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1221 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1222 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1223 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1224 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1225 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1226 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1227 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1228 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1229 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1230 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1231 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1232 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1233 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1234 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1235 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1236 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1237 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1238 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1239 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1240 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1242 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1244 g_Sound_Delete('SOUND_MONSTER_PAIN');
1245 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1246 g_Sound_Delete('SOUND_MONSTER_ACTION');
1247 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1248 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1249 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1250 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1251 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1252 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1253 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1254 g_Sound_Delete('SOUND_MONSTER_SLOP');
1256 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1257 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1258 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1260 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1261 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1262 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1263 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1264 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1265 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1267 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1268 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1269 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1270 g_Sound_Delete('SOUND_MONSTER_HAHA');
1271 g_Sound_Delete('SOUND_MONSTER_TRUP');
1273 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1274 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1276 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1277 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1278 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1279 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1281 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1282 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1283 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1284 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1285 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1287 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1288 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1289 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1290 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1291 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1293 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1294 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1295 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1296 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1298 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1299 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1300 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1302 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1303 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1305 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1306 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1308 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1309 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1310 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1312 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1313 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1315 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1316 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1317 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1319 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1325 procedure g_Monsters_Init();
1330 procedure g_Monsters_Free (clearGrid
: Boolean=true);
1334 e_LogWritefln('Cleared monster data (clearGrid=%s)', [clearGrid
]);
1340 for a
:= 0 to High(gMonsters
) do gMonsters
[a
].Free();
1343 monCheckTrapLastFrameId
:= 0;
1344 monCheckMPlatLastFrameId
:= 0;
1348 // will be called from map loader
1349 procedure g_Mons_InitTree (x
, y
, w
, h
: Integer);
1352 monsGrid
:= TMonsterGrid
.Create(x
, y
, w
, h
);
1353 //clearUidMap(); // why not?
1354 e_LogWritefln('%s', ['Recreated monster tree']);
1358 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1359 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1366 // Нет такого монстра
1367 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1369 // Соблюдаем ограничение Lost_Soul'ов
1370 if MonsterType
= MONSTER_SOUL
then
1372 if soulcount
> MAX_SOUL
then exit
;
1373 soulcount
:= soulcount
+ 1;
1376 find_id
:= allocMonster();
1378 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1379 gMonsters
[find_id
] := mon
;
1380 mon
.mArrIdx
:= find_id
;
1383 uidMap
[mon
.FUID
] := mon
;
1385 // Настраиваем положение
1390 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1391 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1395 FObj
.X
:= X
-FObj
.Rect
.X
;
1396 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1399 FDirection
:= Direction
;
1400 FStartDirection
:= Direction
;
1403 FObj
.oldX
:= FObj
.X
;
1404 FObj
.oldY
:= FObj
.Y
;
1407 mon
.positionChanged();
1412 procedure g_Monsters_killedp();
1416 if gMonsters
= nil then
1419 // Приколист смеется над смертью игрока:
1420 h
:= High(gMonsters
);
1423 if (gMonsters
[a
] <> nil) then
1425 with gMonsters
[a
] do
1427 if (FMonsterType
= MONSTER_MAN
) and
1428 (FState
<> MONSTATE_DEAD
) and
1429 (FState
<> MONSTATE_SLEEP
) and
1430 (FState
<> MONSTATE_DIE
) then
1432 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1440 procedure g_Monsters_PreUpdate();
1444 if gMonsters
= nil then Exit
;
1445 for a
:= 0 to High(gMonsters
) do
1446 if (gMonsters
[a
] <> nil) and (not gMonsters
[a
].FRemoved
) then
1447 gMonsters
[a
].PreUpdate();
1450 procedure g_Monsters_Update();
1455 if gTime
mod (GAME_TICK
*2) = 0 then
1459 if abs(pt_x
) > 246 then pt_xs
:= -pt_xs
;
1460 if abs(pt_y
) > 100 then pt_ys
:= -pt_ys
;
1463 gMon
:= True; // Для работы BlockMon'а
1465 if gmon_debug_think
or gmon_debug_one_think_step
then
1467 gmon_debug_one_think_step
:= false;
1468 for a
:= 0 to High(gMonsters
) do
1470 if (gMonsters
[a
] = nil) then continue
;
1471 if not gMonsters
[a
].FRemoved
then
1473 if g_Game_IsClient
then
1474 gMonsters
[a
].ClientUpdate()
1476 gMonsters
[a
].Update();
1480 gMonsters
[a
].Free();
1481 gMonsters
[a
] := nil;
1489 function g_Monsters_ByUID (UID
: Word): TMonster
;
1491 result
:= uidMap
[UID
];
1494 procedure g_Monsters_SaveState (st
: TStream
);
1498 // Считаем количество существующих монстров
1500 for i
:= 0 to High(gMonsters
) do
1502 if (gMonsters
[i
] <> nil) and (gMonsters
[i
].FMonsterType
<> MONSTER_NONE
) then count
+= 1;
1505 // Сохраняем информацию целеуказателя
1506 utils
.writeInt(st
, LongInt(pt_x
));
1507 utils
.writeInt(st
, LongInt(pt_xs
));
1508 utils
.writeInt(st
, LongInt(pt_y
));
1509 utils
.writeInt(st
, LongInt(pt_ys
));
1511 // Количество монстров
1512 utils
.writeInt(st
, LongInt(count
));
1514 if (count
= 0) then exit
;
1516 // Сохраняем монстров
1517 for i
:= 0 to High(gMonsters
) do
1519 if (gMonsters
[i
] <> nil) and (gMonsters
[i
].FMonsterType
<> MONSTER_NONE
) then
1522 utils
.writeInt(st
, Byte(gMonsters
[i
].MonsterType
));
1523 // Сохраняем данные монстра:
1524 gMonsters
[i
].SaveState(st
);
1530 procedure g_Monsters_LoadState (st
: TStream
);
1538 g_Monsters_Free(false);
1540 // Загружаем информацию целеуказателя
1541 pt_x
:= utils
.readLongInt(st
);
1542 pt_xs
:= utils
.readLongInt(st
);
1543 pt_y
:= utils
.readLongInt(st
);
1544 pt_ys
:= utils
.readLongInt(st
);
1546 // Количество монстров
1547 count
:= utils
.readLongInt(st
);
1549 if (count
= 0) then exit
;
1550 if (count
< 0) or (count
> 1024*1024) then raise XStreamError
.Create('invalid monster count');
1552 // Загружаем монстров
1553 for a
:= 0 to count
-1 do
1556 b
:= utils
.readByte(st
);
1558 mon
:= g_Monsters_Create(b
, 0, 0, TDirection
.D_LEFT
);
1559 if (mon
= nil) then raise XStreamError
.Create('g_Monsters_LoadState: ID = -1 (can''t create)');
1560 // Загружаем данные монстра
1566 // ////////////////////////////////////////////////////////////////////////// //
1567 function g_Mons_SpawnAt (monType
: Integer; x
, y
: Integer; dir
: TDirection
=TDirection
.D_LEFT
): TMonster
; overload
;
1570 if (monType
>= MONSTER_DEMON
) and (monType
<= MONSTER_MAN
) then
1572 result
:= g_Monsters_Create(monType
, x
, y
, dir
);
1577 function g_Mons_SpawnAt (const typeName
: AnsiString; x
, y
: Integer; dir
: TDirection
=TDirection
.D_LEFT
): TMonster
; overload
;
1579 result
:= g_Mons_SpawnAt(g_Mons_TypeIdByName(typeName
), x
, y
, dir
);
1584 // ////////////////////////////////////////////////////////////////////////// //
1585 function g_Mons_TypeLo (): Integer; inline; begin result
:= Low(MONSTERTABLE
); end;
1586 function g_Mons_TypeHi (): Integer; inline; begin result
:= High(MONSTERTABLE
); end;
1589 function g_Mons_TypeIdByName (const name
: String): Integer;
1594 while (i
<= MONSTER_MAN
) do
1596 if (CompareText(name
, MONSTERTABLE
[i
].Name
) = 0) then
1605 if (CompareText(name
, 'zombie') = 0) then result
:= MONSTER_ZOMBY
;
1609 function g_Mons_NameByTypeId (monType
: Integer): AnsiString;
1611 if (monType
>= MONSTER_DEMON
) and (monType
<= MONSTER_MAN
) then
1612 result
:= MONSTERTABLE
[monType
].Name
1618 function g_Mons_GetKilledByTypeId (monType
: Integer): AnsiString;
1620 if (monType
>= MONSTER_DEMON
) and (monType
<= MONSTER_MAN
) then
1621 Result
:= KilledByMonster
[monType
]
1627 // ////////////////////////////////////////////////////////////////////////// //
1628 { T M o n s t e r : }
1630 procedure TMonster
.setGameX (v
: Integer); inline; begin FObj
.X
:= v
; positionChanged(); end;
1631 procedure TMonster
.setGameY (v
: Integer); inline; begin FObj
.Y
:= v
; positionChanged(); end;
1633 procedure TMonster
.setPosition (ax
, ay
: Integer; callPosChanged
: Boolean=true); inline; begin FObj
.X
:= ax
; FObj
.Y
:= ay
; if callPosChanged
then positionChanged(); end;
1635 procedure TMonster
.moveBy (dx
, dy
: Integer); inline;
1637 if (dx
<> 0) or (dy
<> 0) then
1645 procedure TMonster
.doDamage (v
: Integer);
1647 if (v
<= 0) then exit
;
1648 if (v
> 32767) then v
:= 32767;
1649 Damage(v
, 0, 0, 0, mEDamageType
);
1652 procedure TMonster
.ActionSound();
1654 case FMonsterType
of
1656 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1657 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1659 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1660 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1661 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1663 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1665 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1667 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1669 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1673 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1677 procedure TMonster
.PainSound();
1685 case FMonsterType
of
1686 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1687 MONSTER_SKEL
, MONSTER_CGUN
:
1688 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1689 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1690 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1691 MONSTER_BSP
, MONSTER_CYBER
:
1692 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1694 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1696 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1698 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1700 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1704 procedure TMonster
.DieSound();
1706 case FMonsterType
of
1709 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1710 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1712 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1714 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1715 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1716 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1719 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1721 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1723 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1725 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1727 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1729 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1731 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1733 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1735 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1737 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1739 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1741 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1743 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1745 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1749 procedure TMonster
.WakeUpSound();
1751 case FMonsterType
of
1754 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1755 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1757 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1759 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1760 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1761 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1764 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1766 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1768 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1770 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1772 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1774 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1776 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1778 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1780 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1782 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1784 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1786 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1792 procedure TMonster
.BFGHit();
1794 if FMonsterType
= MONSTER_FISH
then
1797 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1798 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1799 {if g_Game_IsServer and g_Game_IsNet then
1800 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1801 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1805 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1807 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1815 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1817 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1822 Panel
.Width
, Panel
.Height
);
1825 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1827 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1828 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1829 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1830 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1833 procedure TMonster
.Respawn
;
1839 FDirection
:= FStartDirection
;
1840 {GameX}FObj
.X
:= FStartX
;
1841 {GameY}FObj
.Y
:= FStartY
;
1842 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1843 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1848 FDieTriggers
:= nil;
1849 FWaitAttackAnim
:= False;
1850 FChainFire
:= False;
1853 FState
:= MONSTATE_SLEEP
;
1854 FCurAnim
:= ANIM_SLEEP
;
1856 positionChanged(); // this updates spatial accelerators
1858 if g_Game_IsNet
and g_Game_IsServer
then
1860 MH_SEND_MonsterPos(FUID
);
1861 MH_SEND_MonsterState(FUID
);
1865 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1868 FramesID
: DWORD
= 0;
1872 if ForcedUID
< 0 then
1873 FUID
:= g_CreateUID(UID_MONSTER
)
1877 FMonsterType
:= MonsterType
;
1881 FState
:= MONSTATE_SLEEP
;
1882 FCurAnim
:= ANIM_SLEEP
;
1883 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1884 FMaxHealth
:= FHealth
;
1885 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1886 FDieTriggers
:= nil;
1887 FSpawnTrigger
:= -1;
1888 FWaitAttackAnim
:= False;
1889 FChainFire
:= False;
1891 FNoRespawn
:= False;
1893 FBehaviour
:= BH_NORMAL
;
1897 mEDamageType
:= HIT_SOME
;
1901 trapCheckFrameId
:= 0;
1902 mplatCheckFrameId
:= 0;
1905 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1906 FBloodKind
:= BLOOD_SPARKS
1908 FBloodKind
:= BLOOD_NORMAL
;
1909 if FMonsterType
= MONSTER_CACO
then
1915 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1928 SetLength(FAnim
, Length(ANIMTABLE
));
1930 for a
:= 0 to High(FAnim
) do
1932 FAnim
[a
, TDirection
.D_LEFT
] := nil;
1933 FAnim
[a
, TDirection
.D_RIGHT
] := nil;
1936 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1937 if (ANIMTABLE
[a
].name
<> '') and
1938 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1940 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1941 '_'+ANIMTABLE
[a
].name
;
1943 res
:= g_Frames_Exists(s
);
1946 res
:= g_Frames_Get(FramesID
, s
);
1948 // Если нет такой анимации, то пробуем заменить ее на анимацию смерти:
1951 // Заменяем только ANIM_MESS на ANIM_DIE:
1952 if a
<> ANIM_MESS
then
1955 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1956 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1958 FAnim
[a
, TDirection
.D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1959 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1960 FAnim
[a
, TDirection
.D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1961 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1966 FAnim
[a
, TDirection
.D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1967 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1969 // Если есть отдельная левая анимация - загружаем:
1970 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1972 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1973 '_'+ANIMTABLE
[a
].name
+'_L';
1974 if g_Frames_Exists(s
) then
1975 g_Frames_Get(FramesID
, s
);
1978 FAnim
[a
, TDirection
.D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1979 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1982 // Для колдуна загружаем также анимацию огня:
1983 if MonsterType
= MONSTER_VILE
then
1985 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1986 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1992 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1999 // Монстр статичен пока идет warmup
2000 if (gLMSRespawn
> LMS_RESPAWN_NONE
) then exit
;
2002 // Умирает, умер или воскрешается => урон делать некому:
2003 if (FState
= MONSTATE_DEAD
) or (FState
= MONSTATE_DIE
) or (FState
= MONSTATE_REVIVE
) then
2006 // Рыбу в воде бьет током => паника без урона:
2007 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
2010 if Random(2) = 0 then FDirection
:= TDirection
.D_RIGHT
else FDirection
:= TDirection
.D_LEFT
;
2012 SetState(MONSTATE_RUN
);
2016 // Арчи не горят, черепа уже горят
2017 if (t
= HIT_FLAME
) and (FMonsterType
in [MONSTER_VILE
, MONSTER_SOUL
]) then
2019 // Проснуться все-таки стоит
2020 if FState
= MONSTATE_SLEEP
then
2021 SetState(MONSTATE_GO
);
2025 // Ловушка убивает сразу:
2026 if t
= HIT_TRAP
then
2029 // Роботу урона нет:
2030 if FMonsterType
= MONSTER_ROBO
then
2034 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
2036 // Усиливаем боль монстра от урона:
2039 FPain
:= FPain
+aDamage
;
2041 // Если боль существенная, то меняем состояние на болевое:
2042 if FState
<> MONSTATE_PAIN
then
2043 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
2044 (FMonsterType
<> MONSTER_BARREL
) then
2045 SetState(MONSTATE_PAIN
);
2047 // Если разрешена кровь - создаем брызги крови:
2048 if (gBloodCount
> 0) then
2050 c
:= Min(aDamage
, 200);
2051 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
2053 if (VelX
= 0) and (VelY
= 0) then
2057 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
2058 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
2062 // Теперь цель - ударивший, если только не сам себя:
2063 if (SpawnerUID
<> FUID
) and (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
2065 FTargetUID
:= SpawnerUID
;
2069 // Здоровье закончилось:
2070 if FHealth
<= 0 then
2072 // Если это не бочка и убил игрок, то ему +1:
2073 if (FMonsterType
<> MONSTER_BARREL
) then
2075 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
2077 p
:= g_Player_Get(SpawnerUID
);
2078 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2080 p
.MonsterKills
:= p
.MonsterKills
+1;
2081 if gGameSettings
.GameMode
= GM_COOP
then
2082 p
.Frags
:= p
.Frags
+ 1;
2083 // Uncomment this if you want to double-kill monsters
2087 if gLMSRespawn
= LMS_RESPAWN_NONE
then
2089 Inc(gCoopMonstersKilled
);
2090 if g_Game_IsNet
then
2096 case FMonsterType
of
2097 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
2098 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
2099 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
2100 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
2107 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
2108 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
2110 g_Items_SetDrop(it
); // mark it as monster drop
2111 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
2112 (FObj
.Vel
.Y
div 2)-Random(4));
2113 //positionChanged(); // this updates spatial accelerators
2114 if g_Game_IsServer
and g_Game_IsNet
then
2115 MH_SEND_ItemSpawn(True, it
);
2118 // Труп дальше не идет:
2121 // У трупа размеры меньше:
2122 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
2124 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
2125 FObj
.Rect
.Height
:= 12;
2129 // Урон был сильным => слабые - в кашу:
2130 if (FHealth
<= -30) and
2131 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
2132 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
2133 (FMonsterType
= MONSTER_MAN
)) then
2135 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2136 SetState(MONSTATE_DIE
, ANIM_MESS
);
2141 SetState(MONSTATE_DIE
);
2144 // Активировать триггеры, ждущие смерти этого монстра:
2145 if g_Game_IsServer
then ActivateTriggers();
2150 if FState
= MONSTATE_SLEEP
then
2151 begin // Спал, разбудили несмертельным ударом:
2152 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2153 SetState(MONSTATE_GO
);
2156 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
2160 function TMonster
.Heal(Value
: Word): Boolean;
2163 if g_Game_IsClient
then
2168 if FHealth
< FMaxHealth
then
2170 IncMax(FHealth
, Value
, FMaxHealth
);
2171 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
2176 destructor TMonster
.Destroy();
2180 for a
:= 0 to High(FAnim
) do
2182 FAnim
[a
, TDirection
.D_LEFT
].Free();
2183 FAnim
[a
, TDirection
.D_RIGHT
].Free();
2188 if (mProxyId
<> -1) then
2190 if (monsGrid
<> nil) then
2192 monsGrid
.removeBody(mProxyId
);
2193 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
2194 e_WriteLog(Format('monster #%d:(%u): removed from grid; mProxyid=%d', [mArrIdx
, UID
, mProxyId
]), MSG_NOTIFY
);
2200 if (mArrIdx
<> -1) and (mArrIdx
< Length(gMonsters
)) then
2202 freeInds
.release(mArrIdx
);
2203 gMonsters
[mArrIdx
] := nil;
2207 uidMap
[FUID
] := nil;
2209 inherited Destroy();
2212 procedure TMonster
.MakeBloodSimple(Count
: Word);
2214 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
2215 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2216 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
2217 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2218 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
2219 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2220 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
2221 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2224 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
2226 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2227 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2228 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
2229 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2232 procedure TMonster
.Push(vx
, vy
: Integer);
2234 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2235 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2236 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2239 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2243 // Если состояние = начали умирать, а этот монстр = Lost_Soul,
2244 // то соблюдаем ограничение количества Lost_Soul'ов:
2245 if (State
= MONSTATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2246 soulcount
:= soulcount
-1;
2248 // Присмерти - нельзя сразу начинать атаковать или бегать:
2250 MONSTATE_DIE
, MONSTATE_DEAD
, MONSTATE_REVIVE
:
2251 if (State
<> MONSTATE_DEAD
) and (State
<> MONSTATE_REVIVE
) and
2252 (State
<> MONSTATE_GO
) then
2259 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2261 // Новая анимация при новом состоянии:
2263 MONSTATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2264 MONSTATE_PAIN
: Anim
:= ANIM_PAIN
;
2265 MONSTATE_WAIT
: Anim
:= ANIM_SLEEP
;
2266 MONSTATE_CLIMB
, MONSTATE_RUN
, MONSTATE_RUNOUT
, MONSTATE_GO
: Anim
:= ANIM_GO
;
2267 MONSTATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2268 MONSTATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2269 MONSTATE_DIE
: Anim
:= ANIM_DIE
;
2271 begin // начали восрешаться
2273 FAnim
[Anim
, FDirection
].Revert(True);
2275 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2276 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2283 // Надо сменить анимацию на нестандартную:
2284 if ForceAnim
<> 255 then
2287 // Если анимация новая - перезапускаем её:
2288 if FCurAnim
<> Anim
then
2289 if FAnim
[Anim
, FDirection
] <> nil then
2291 FAnim
[Anim
, FDirection
].Reset();
2296 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2303 // В точке назначения стена:
2304 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2306 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2307 if g_Game_IsServer
and g_Game_IsNet
then
2308 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2314 // Эффект телепорта в позиции монстра:
2317 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2318 TA
:= TAnimation
.Create(FramesID
, False, 6);
2319 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2320 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2321 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2323 if g_Game_IsServer
and g_Game_IsNet
then
2324 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2325 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2329 FObj
.X
:= X
- FObj
.Rect
.X
;
2330 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2331 FObj
.oldX
:= FObj
.X
; // don't interpolate after teleport
2332 FObj
.oldY
:= FObj
.Y
;
2336 FDirection
:= TDirection
.D_LEFT
2339 FDirection
:= TDirection
.D_RIGHT
2343 if FDirection
= TDirection
.D_RIGHT
then
2344 FDirection
:= TDirection
.D_LEFT
2346 FDirection
:= TDirection
.D_RIGHT
;
2349 // Эффект телепорта в точке назначения:
2350 if not silent
and (TA
<> nil) then
2352 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2353 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2356 if g_Game_IsServer
and g_Game_IsNet
then
2357 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2358 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2362 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2366 procedure TMonster
.PreUpdate();
2368 FObj
.oldX
:= FObj
.X
;
2369 FObj
.oldY
:= FObj
.Y
;
2372 procedure TMonster
.Update();
2374 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2380 it
: TMonsterGrid
.Iter
;
2386 // Монстр статичен пока идет warmup
2387 if (gLMSRespawn
> LMS_RESPAWN_NONE
) then exit
;
2389 // Рыбы "летают" только в воде:
2390 if FMonsterType
= MONSTER_FISH
then
2391 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2392 if (FState
<> MONSTATE_DIE
) and (FState
<> MONSTATE_DEAD
) then
2395 // Летающие монтсры:
2396 if ((FMonsterType
= MONSTER_SOUL
) or
2397 (FMonsterType
= MONSTER_PAIN
) or
2398 (FMonsterType
= MONSTER_CACO
)) and
2399 (FState
<> MONSTATE_DIE
) and
2400 (FState
<> MONSTATE_DEAD
) then
2403 // Меняем скорость только по четным кадрам:
2404 if gTime
mod (GAME_TICK
*2) <> 0 then
2406 g_Obj_Move(@FObj
, fall
, True, True);
2407 positionChanged(); // this updates spatial accelerators
2411 if FPainTicks
> 0 then
2414 FPainSound
:= False;
2417 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2418 positionChanged(); // this updates spatial accelerators
2420 // Если горим - поджигаем других монстров, но не на 100 тиков каждый раз:
2421 if FFireTime
> 0 then
2423 it
:= monsGrid
.forEachInAABB(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
);
2425 if mit
.UID
<> FUID
then
2426 mit
.CatchFire(FFireAttacker
, FFireTime
);
2429 // Вылетел за карту - удаляем и запускаем триггеры:
2430 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2431 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2434 if alive
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2436 Inc(gCoopMonstersKilled
);
2437 if g_Game_IsNet
then
2444 oldvelx
:= FObj
.Vel
.X
;
2446 // Сопротивление воздуха для трупа:
2447 if (FState
= MONSTATE_DIE
) or (FState
= MONSTATE_DEAD
) then
2448 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2450 if FFireTime
> 0 then
2452 if WordBool(st
and MOVE_INWATER
) then
2457 FFireTime
:= FFireTime
- 1;
2458 if (FState
<> MONSTATE_DIE
) and (FState
<> MONSTATE_DEAD
) then
2459 if FFirePainTime
= 0 then
2461 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2462 FFirePainTime
:= 18;
2465 FFirePainTime
:= FFirePainTime
- 1;
2469 // Мертвый ничего не делает:
2470 if (FState
= MONSTATE_DEAD
) then
2473 // AI монстров выключен:
2474 if g_debug_MonsterOff
then
2477 if FState
<> MONSTATE_SLEEP
then
2478 SetState(MONSTATE_SLEEP
);
2481 // Возможно, создаем пузырьки в воде:
2482 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2483 case FMonsterType
of
2485 if Random(4) = 0 then
2486 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2487 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2488 MONSTER_ROBO
, MONSTER_BARREL
:
2489 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2490 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2492 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2493 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2494 if Random(2) = 0 then
2495 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2497 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2501 // Если прошел первый кадр анимации взрыва бочки, то взрыв:
2502 if FMonsterType
= MONSTER_BARREL
then
2504 if (FState
= MONSTATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2505 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2506 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2507 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2511 // Lost_Soul вылетел из воды => ускоряется:
2512 if FMonsterType
= MONSTER_SOUL
then
2513 if WordBool(st
and MOVE_HITAIR
) then
2514 g_Obj_SetSpeed(@FObj
, 16);
2519 // Если начали всплывать, то продолжаем:
2520 if FObj
.Vel
.Y
< 0 then
2521 if WordBool(st
and MOVE_INWATER
) then
2524 // Таймер - ждем после потери цели:
2525 FTargetTime
:= FTargetTime
+ 1;
2528 if FShellTimer
> -1 then
2529 if FShellTimer
= 0 then
2531 if FShellType
= SHELL_SHELL
then
2532 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2533 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2534 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2535 else if FShellType
= SHELL_DBLSHELL
then
2537 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2538 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2539 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2540 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2541 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2542 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2545 end else Dec(FShellTimer
);
2547 // Пробуем увернуться от летящей пули:
2549 if (FState
in [MONSTATE_GO
, MONSTATE_RUN
, MONSTATE_RUNOUT
,
2550 MONSTATE_ATTACK
, MONSTATE_SHOOT
]) then
2551 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2552 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2553 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2554 (FObj
.Accel
.Y
= 0) then
2555 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2558 MONSTATE_PAIN
: // Состояние - Боль
2560 // Боль сильная => монстр кричит:
2561 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2563 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2564 if gSoundEffectsDF
then PainSound();
2566 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2569 // Снижаем боль со временем:
2572 // Боль уже не ошутимая => идем дальше:
2573 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2577 SetState(MONSTATE_GO
);
2581 MONSTATE_SLEEP
: // Состояние - Сон
2584 FSleep
:= FSleep
+ 1;
2586 // Проспали достаточно:
2587 if FSleep
>= 18 then
2592 // На игроков идут только обычные монстры, киллеры и маньяки
2593 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2594 // Если есть игрок рядом, просыпаемся и идем к нему:
2595 if (gPlayers
<> nil) then
2596 for a
:= 0 to High(gPlayers
) do
2597 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
)
2598 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2600 if g_Look(@FObj
, @Obj
, FDirection
) then
2602 FTargetUID
:= gPlayers
[a
].UID
;
2605 SetState(MONSTATE_GO
);
2609 // На монстров тянет маньяков, поехавших и каннибалов
2610 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2611 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2612 // Если есть подходящий монстр рядом:
2613 if gMonsters
<> nil then
2614 for a
:= 0 to High(gMonsters
) do
2615 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].alive
) and
2616 (gMonsters
[a
].FUID
<> FUID
) then
2618 // Маньяки нападают на всех монстров, кроме друзей
2619 if (FBehaviour
= BH_MANIAC
) and
2620 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2622 // Поехавшие также, но могут обозлиться на бочку
2623 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2624 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2626 // Каннибалы нападают на себе подобных
2627 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2629 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2631 FTargetUID
:= gMonsters
[a
].UID
;
2634 SetState(MONSTATE_GO
);
2640 MONSTATE_WAIT
: // Состояние - Ожидание
2643 FSleep
:= FSleep
- 1;
2645 // Выждали достаточно - идем:
2647 SetState(MONSTATE_GO
);
2650 MONSTATE_GO
: // Состояние - Движение (с осмотром ситуации)
2652 // Если наткнулись на БлокМон - убегаем от него:
2653 if WordBool(st
and MOVE_BLOCK
) then
2657 SetState(MONSTATE_RUNOUT
);
2662 // Если монстр - колдун, то пробуем воскресить кого-нибудь:
2663 if (FMonsterType
= MONSTER_VILE
) then
2664 if isCorpse(@FObj
, False) <> -1 then
2667 SetState(MONSTATE_ATTACK
, ANIM_ATTACK2
);
2672 // Цель погибла или давно ждем:
2673 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2674 if not findNewPrey() then
2675 begin // Новых целей нет
2683 o
.Rect
:= _Rect(0, 0, 0, 1);
2685 else // Новая цель есть - берем ее координаты
2686 GetPos(FTargetUID
, @o
);
2688 // Цель очень близко - пинаем:
2689 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2692 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2699 // Расстояние до цели:
2700 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2701 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2703 // Поворачиваемся в сторону цели:
2705 FDirection
:= TDirection
.D_RIGHT
2707 FDirection
:= TDirection
.D_LEFT
;
2709 // Если монстр умеет стрелять и есть по кому - стреляем:
2710 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2711 if Abs(sx
) > Abs(sy
) then // угол выстрела удобный
2712 if shoot(@o
, False) then
2715 // Если цель почти на одной вертикали - бегаем туда-сюда:
2716 if Abs(sx
) < 40 then
2717 if FMonsterType
<> MONSTER_FISH
then
2720 SetState(MONSTATE_RUN
);
2721 if Random(2) = 0 then
2722 FDirection
:= TDirection
.D_LEFT
2724 FDirection
:= TDirection
.D_RIGHT
;
2729 // Уперлись в стену:
2730 if WordBool(st
and MOVE_HITWALL
) then
2732 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2733 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2734 begin // Смогли нажать кнопку - небольшое ожидание
2736 SetState(MONSTATE_WAIT
);
2741 case FMonsterType
of
2742 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2744 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2745 (FObj
.Accel
.Y
= 0) then
2746 begin // Стоим на твердом полу или ступени
2747 // Прыжок через стену:
2748 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2749 SetState(MONSTATE_CLIMB
);
2756 // Монстры, не подверженные гравитации:
2757 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2758 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2760 if FMonsterType
= MONSTER_FISH
then
2762 if not WordBool(st
and MOVE_INWATER
) then
2763 begin // Рыба вне воды:
2764 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2765 begin // "Стоит" твердо
2766 // Рыба трепыхается на поверхности:
2767 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2768 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2772 SetState(MONSTATE_PAIN
);
2773 FPain
:= FPain
+ 50;
2777 // Плывем в сторону цели по-вертикали:
2779 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2783 // Рыба плывет вверх:
2784 if FObj
.Vel
.Y
< 0 then
2785 if not g_Obj_CollideLiquid(@FObj
, 0, -16) then
2787 // Всплыли до поверхности - стоп:
2789 // Плаваем туда-сюда:
2790 if Random(2) = 0 then
2791 FDirection
:= TDirection
.D_LEFT
2793 FDirection
:= TDirection
.D_RIGHT
;
2795 SetState(MONSTATE_RUN
);
2799 else // Летающие монстры
2801 // Летим в сторону цели по-вертикали:
2803 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2808 else // "Наземные" монстры
2810 // Возможно, пинаем куски:
2811 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2813 b
:= Abs(FObj
.Vel
.X
);
2814 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2815 for a
:= 0 to High(gGibs
) do
2817 if gGibs
[a
].alive
and
2818 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2819 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2822 if FObj
.Vel
.X
< 0 then
2824 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // налево
2828 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // направо
2833 // Боссы могут пинать трупы:
2834 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2835 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2837 b
:= Abs(FObj
.Vel
.X
);
2838 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2839 for a
:= 0 to High(gCorpses
) do
2840 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2842 co
:= gCorpses
[a
].Obj
;
2843 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2844 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2846 if FObj
.Vel
.X
< 0 then
2847 gCorpses
[a
].Damage(b
*2, FUID
, -b
, Random(7)) // налево
2849 gCorpses
[a
].Damage(b
*2, FUID
, b
, Random(7)); // направо
2852 // Если цель высоко, то, возможно, прыгаем:
2854 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2856 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2857 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2860 FSleep
:= FSleep
+ 1;
2866 if Random(8) = 0 then
2870 // Бежим в выбранную сторону:
2871 if FDirection
= TDirection
.D_RIGHT
then
2872 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2874 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2876 // Если в воде, то замедляемся:
2877 if WordBool(st
and MOVE_INWATER
) then
2878 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2879 else // Рыбам не нужно замедляться
2880 if FMonsterType
= MONSTER_FISH
then
2884 MONSTATE_RUN
: // Состояние - Бег
2886 // Если наткнулись на БлокМон - убегаем от него:
2887 if WordBool(st
and MOVE_BLOCK
) then
2891 SetState(MONSTATE_RUNOUT
);
2896 FSleep
:= FSleep
- 1;
2898 // Пробежали достаточно или врезались в стену => переходим на шаг:
2899 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2902 SetState(MONSTATE_GO
);
2903 // Стена - идем обратно:
2904 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2907 if Random(8) = 0 then
2911 // Бежим в выбранную сторону:
2912 if FDirection
= TDirection
.D_RIGHT
then
2913 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2915 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2917 // Если в воде, то замедляемся:
2918 if WordBool(st
and MOVE_INWATER
) then
2919 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2920 else // Рыбам не нужно замедляться
2921 if FMonsterType
= MONSTER_FISH
then
2925 MONSTATE_RUNOUT
: // Состояние - Убегает от чего-то
2927 // Вышли из БлокМона:
2928 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2931 FSleep
:= FSleep
- 1;
2933 // Убажели достаточно далеко => переходим на шаг:
2934 if FSleep
<= -18 then
2937 SetState(MONSTATE_GO
);
2938 // Стена/БлокМон - идем обратно:
2939 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2942 if Random(8) = 0 then
2946 // Бежим в выбранную сторону:
2947 if FDirection
= TDirection
.D_RIGHT
then
2948 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2950 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2952 // Если в воде, то замедляемся:
2953 if WordBool(st
and MOVE_INWATER
) then
2954 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2955 else // Рыбам не нужно замедляться
2956 if FMonsterType
= MONSTER_FISH
then
2960 MONSTATE_CLIMB
: // Состояние - Прыжок (чтобы обойти стену)
2962 // Достигли высшей точки прыжка или стена кончилась => переходим на шаг:
2963 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2964 (not WordBool(st
and MOVE_HITWALL
)) then
2967 SetState(MONSTATE_GO
);
2969 // Стена не кончилась => бежим от нее:
2970 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2974 SetState(MONSTATE_RUN
);
2978 // Бежим в выбранную сторону:
2979 if FDirection
= TDirection
.D_RIGHT
then
2980 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2982 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2984 // Если в воде, то замедляемся:
2985 if WordBool(st
and MOVE_INWATER
) then
2986 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2987 else // Рыбам не нужно замедляться
2988 if FMonsterType
= MONSTER_FISH
then
2992 MONSTATE_ATTACK
, // Состояние - Атака
2993 MONSTATE_SHOOT
: // Состояние - Стрельба
2995 // Lost_Soul врезался в стену при атаке => переходит на шаг:
2996 if FMonsterType
= MONSTER_SOUL
then
2998 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2999 SetState(MONSTATE_GO
);
3004 // Замедляемся при атаке:
3005 if FMonsterType
<> MONSTER_FISH
then
3006 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3008 // Нужно стрелять, а монстр - колдун:
3009 if (FMonsterType
= MONSTER_VILE
) and (FState
= MONSTATE_SHOOT
) then
3011 // Цель погибла => идем дальше:
3012 if not GetPos(FTargetUID
, @o
) then
3014 SetState(MONSTATE_GO
);
3019 // Цель не видно => идем дальше:
3020 if not g_Look(@FObj
, @o
, FDirection
) then
3022 SetState(MONSTATE_GO
);
3027 // Цель в воде - не загорится => идем дальше:
3028 if g_Obj_CollideWater(@o
, 0, 0) then
3030 SetState(MONSTATE_GO
);
3036 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
3037 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
3038 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
3041 end; // case FState of ...
3045 // Состояние - Воскрешение:
3046 if FState
= MONSTATE_REVIVE
then
3047 if FAnim
[FCurAnim
, FDirection
].Played
then
3048 begin // Обратная анимация умирания закончилась - идем дальше:
3049 FAnim
[FCurAnim
, FDirection
].Revert(False);
3050 SetState(MONSTATE_GO
);
3053 // Если есть анимация огня колдуна - пусть она идет:
3054 if vilefire
<> nil then
3057 // Состояние - Умирает и текущая анимация проиграна:
3058 if (FState
= MONSTATE_DIE
) and
3059 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3060 (FAnim
[FCurAnim
, FDirection
].Played
) then
3063 SetState(MONSTATE_DEAD
);
3065 // Pain_Elemental при смерти выпускает 3 Lost_Soul'а:
3066 if (FMonsterType
= MONSTER_PAIN
) then
3068 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
3069 FObj
.Y
+FObj
.Rect
.Y
+20, TDirection
.D_LEFT
);
3072 mon
.SetState(MONSTATE_GO
);
3073 mon
.FNoRespawn
:= True;
3074 Inc(gTotalMonsters
);
3075 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3078 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3079 FObj
.Y
+FObj
.Rect
.Y
+20, TDirection
.D_RIGHT
);
3082 mon
.SetState(MONSTATE_GO
);
3083 mon
.FNoRespawn
:= True;
3084 Inc(gTotalMonsters
);
3085 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3088 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
3089 FObj
.Y
+FObj
.Rect
.Y
, TDirection
.D_RIGHT
);
3092 mon
.SetState(MONSTATE_GO
);
3093 mon
.FNoRespawn
:= True;
3094 Inc(gTotalMonsters
);
3095 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3098 if g_Game_IsNet
then MH_SEND_CoopStats();
3101 // У этих монстров нет трупов:
3102 if (FMonsterType
= MONSTER_PAIN
) or
3103 (FMonsterType
= MONSTER_SOUL
) or
3104 (FMonsterType
= MONSTER_BARREL
) then
3108 // Совершение атаки и стрельбы:
3109 if (FState
= MONSTATE_ATTACK
) or (FState
= MONSTATE_SHOOT
) then
3110 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3111 // Анимация атаки есть - можно атаковать
3112 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3113 begin // Анимация атаки закончилась => переходим на шаг
3114 if FState
= MONSTATE_ATTACK
then
3115 begin // Состояние - Атака
3116 // Если монстр не Lost_Soul, то после атаки переходим на шаг:
3117 if FMonsterType
<> MONSTER_SOUL
then
3118 SetState(MONSTATE_GO
);
3120 else // Состояние - Стрельба
3122 // Переходим на шаг, если не надо стрелять еще раз:
3123 if not FChainFire
then
3124 SetState(MONSTATE_GO
)
3126 begin // Надо стрелять еще
3127 FChainFire
:= False;
3128 // Т.к. состояние не изменилось, и нужен
3129 // новый цикл ожидания завершения анимации:
3130 FAnim
[FCurAnim
, FDirection
].Reset();
3134 FWaitAttackAnim
:= False;
3137 else // Анимация атаки еще идет (исключение - Lost_Soul):
3138 if (FMonsterType
= MONSTER_SOUL
) or
3139 ( (not FWaitAttackAnim
) and
3140 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3141 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3143 begin // Атаки еще не было и это середина анимации атаки
3144 if FState
= MONSTATE_ATTACK
then
3145 begin // Состояние - Атака
3146 // Если это Lost_Soul, то сбрасываем анимацию атаки:
3147 if FMonsterType
= MONSTER_SOUL
then
3148 FAnim
[FCurAnim
, FDirection
].Reset();
3150 case FMonsterType
of
3151 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3152 // Грызем первого попавшегося:
3153 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3154 // Lost_Soul укусил кого-то => переходит на шаг:
3155 if FMonsterType
= MONSTER_SOUL
then
3156 SetState(MONSTATE_GO
);
3159 // Рыба кусает первого попавшегося со звуком:
3160 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
3161 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
3163 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3164 // Робот, кибер или скелет сильно пинаются:
3165 if FCurAnim
= ANIM_ATTACK2
then
3168 o
.Vel
.X
:= IfThen(FDirection
= TDirection
.D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3169 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
3170 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
3174 // Колдун пытается воскрешать:
3175 if FCurAnim
= ANIM_ATTACK2
then
3177 sx
:= isCorpse(@FObj
, True);
3179 begin // Нашли, кого воскресить
3180 gMonsters
[sx
].SetState(MONSTATE_REVIVE
);
3181 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3182 // Воскрешать - себе вредить:
3183 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3189 else // Состояние - Стрельба
3191 // Вычисляем координаты, откуда вылетит пуля:
3192 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
3194 if FDirection
= TDirection
.D_LEFT
then
3196 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
3197 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
3198 end; // Это значит: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3201 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
3203 // Монстр не может целиться в объект за спиной, стреляя влево:
3204 if (FDirection
= TDirection
.D_LEFT
) and (tx
> wx
) then
3207 ty
:= wy
+ Random(11) - 5;
3209 // И аналогично, стреляя вправо:
3210 if (FDirection
= TDirection
.D_RIGHT
) and (tx
< wx
) then
3213 ty
:= wy
+ Random(11) - 5;
3216 // Делаем выстрел нужным оружием:
3217 case FMonsterType
of
3219 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3222 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3223 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, True);
3224 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3228 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
3229 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3231 FShellType
:= SHELL_SHELL
;
3235 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
3237 FShellType
:= SHELL_DBLSHELL
;
3242 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3243 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3246 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3249 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3250 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3251 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3255 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3256 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3257 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
3260 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3262 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3264 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3265 MONSTER_BARON
, MONSTER_KNIGHT
:
3266 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3268 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3270 begin // Создаем Lost_Soul:
3271 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3272 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3275 begin // Цель - цель Pain_Elemental'а. Летим к ней:
3276 mon
.FTargetUID
:= FTargetUID
;
3277 GetPos(FTargetUID
, @o
);
3278 mon
.FTargetTime
:= 0;
3279 mon
.FNoRespawn
:= True;
3280 mon
.SetState(MONSTATE_GO
);
3281 mon
.shoot(@o
, True);
3282 Inc(gTotalMonsters
);
3284 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3289 if FMonsterType
<> MONSTER_PAIN
then
3290 if g_Game_IsNet
then
3291 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3293 // Скорострельные монстры:
3294 if (FMonsterType
= MONSTER_CGUN
) or
3295 (FMonsterType
= MONSTER_SPIDER
) or
3296 (FMonsterType
= MONSTER_BSP
) or
3297 (FMonsterType
= MONSTER_MANCUB
) or
3298 (FMonsterType
= MONSTER_ROBO
) then
3299 if not GetPos(FTargetUID
, @o
) then
3300 // Цель мертва - ищем новую:
3302 else // Цель жива - продолжаем стрелять:
3303 if shoot(@o
, False) then
3307 // Атака только 1 раз за анимацию атаки:
3308 FWaitAttackAnim
:= True;
3311 // Последний кадр текущей анимации:
3312 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3314 MONSTATE_GO
, MONSTATE_RUN
, MONSTATE_CLIMB
, MONSTATE_RUNOUT
:
3315 // Звуки при передвижении:
3316 case FMonsterType
of
3318 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3319 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3320 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3322 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3323 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3324 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3326 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3327 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3328 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3330 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3331 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3332 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3336 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3337 not ((FState
= MONSTATE_DEAD
) or (FState
= MONSTATE_DIE
)) then
3338 FObj
.Vel
.X
:= oldvelx
;
3340 // Если есть анимация, то пусть она идет:
3341 if FAnim
[FCurAnim
, FDirection
] <> nil then
3342 FAnim
[FCurAnim
, FDirection
].Update();
3345 procedure TMonster
.SetDeadAnim
;
3347 if FAnim
<> nil then
3348 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3351 procedure TMonster
.RevertAnim(R
: Boolean = True);
3353 if FAnim
<> nil then
3354 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3355 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3358 function TMonster
.AnimIsReverse
: Boolean;
3360 if FAnim
<> nil then
3361 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3366 procedure TMonster
.ClientUpdate();
3368 a
, b
, sx
, sy
, oldvelx
: Integer;
3375 sx
:= 0; // SHUT UP COMPILER
3379 // Монстр статичен пока идет warmup
3380 if (gLMSRespawn
> LMS_RESPAWN_NONE
) then exit
;
3382 // Рыбы "летают" только в воде:
3383 if FMonsterType
= MONSTER_FISH
then
3384 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3385 if (FState
<> MONSTATE_DIE
) and (FState
<> MONSTATE_DEAD
) then
3388 // Летающие монтсры:
3389 if ((FMonsterType
= MONSTER_SOUL
) or
3390 (FMonsterType
= MONSTER_PAIN
) or
3391 (FMonsterType
= MONSTER_CACO
)) and
3392 (FState
<> MONSTATE_DIE
) and
3393 (FState
<> MONSTATE_DEAD
) then
3396 // Меняем скорость только по четным кадрам:
3397 if gTime
mod (GAME_TICK
*2) <> 0 then
3399 g_Obj_Move(@FObj
, fall
, True, True);
3400 positionChanged(); // this updates spatial accelerators
3404 if FPainTicks
> 0 then
3407 FPainSound
:= False;
3410 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3411 positionChanged(); // this updates spatial accelerators
3413 // Вылетел за карту - удаляем и запускаем триггеры:
3414 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3415 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3421 oldvelx
:= FObj
.Vel
.X
;
3423 // Сопротивление воздуха для трупа:
3424 if (FState
= MONSTATE_DIE
) or (FState
= MONSTATE_DEAD
) then
3425 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3427 if FFireTime
> 0 then
3429 if WordBool(st
and MOVE_INWATER
) then
3434 FFireTime
:= FFireTime
- 1;
3438 // Мертвый ничего не делает:
3439 if (FState
= MONSTATE_DEAD
) then
3442 // Возможно, создаем пузырьки в воде:
3443 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3444 case FMonsterType
of
3446 if Random(4) = 0 then
3447 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3448 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3449 MONSTER_ROBO
, MONSTER_BARREL
:
3450 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3451 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3453 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3454 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3455 if Random(2) = 0 then
3456 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3458 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3462 // Если прошел первый кадр анимации взрыва бочки, то взрыв:
3463 if FMonsterType
= MONSTER_BARREL
then
3465 if (FState
= MONSTATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3466 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3467 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3468 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3472 // Lost_Soul вылетел из воды => ускоряется:
3473 if FMonsterType
= MONSTER_SOUL
then
3474 if WordBool(st
and MOVE_HITAIR
) then
3475 g_Obj_SetSpeed(@FObj
, 16);
3480 // Если начали всплывать, то продолжаем:
3481 if FObj
.Vel
.Y
< 0 then
3482 if WordBool(st
and MOVE_INWATER
) then
3485 // Таймер - ждем после потери цели:
3486 FTargetTime
:= FTargetTime
+ 1;
3488 if FShellTimer
> -1 then
3489 if FShellTimer
= 0 then
3491 if FShellType
= SHELL_SHELL
then
3492 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3493 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3494 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3495 else if FShellType
= SHELL_DBLSHELL
then
3497 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3498 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3499 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3500 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3501 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3502 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3505 end else Dec(FShellTimer
);
3507 // Пробуем увернуться от летящей пули:
3509 if (FState
in [MONSTATE_GO
, MONSTATE_RUN
, MONSTATE_RUNOUT
,
3510 MONSTATE_ATTACK
, MONSTATE_SHOOT
]) then
3511 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3512 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3513 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3514 (FObj
.Accel
.Y
= 0) then
3515 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3518 MONSTATE_PAIN
: // Состояние - Боль
3520 // Боль сильная => монстр кричит:
3521 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3523 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3524 if gSoundEffectsDF
then PainSound();
3526 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3529 // Снижаем боль со временем:
3532 // Боль уже не ошутимая => идем дальше:
3533 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3535 SetState(MONSTATE_GO
);
3540 MONSTATE_SLEEP
: // Состояние - Сон
3543 FSleep
:= FSleep
+ 1;
3545 // Проспали достаточно:
3546 if FSleep
>= 18 then
3552 MONSTATE_WAIT
: // Состояние - Ожидание
3555 FSleep
:= FSleep
- 1;
3558 MONSTATE_GO
: // Состояние - Движение (с осмотром ситуации)
3560 // Если наткнулись на БлокМон - убегаем от него:
3561 if WordBool(st
and MOVE_BLOCK
) then
3565 SetState(MONSTATE_RUNOUT
);
3570 // Если монстр - колдун, то пробуем воскресить кого-нибудь:
3571 if (FMonsterType
= MONSTER_VILE
) then
3572 if isCorpse(@FObj
, False) <> -1 then
3574 SetState(MONSTATE_ATTACK
, ANIM_ATTACK2
);
3580 // Если цель почти на одной вертикали - бегаем туда-сюда:
3581 if Abs(sx
) < 40 then
3582 if FMonsterType
<> MONSTER_FISH
then
3584 SetState(MONSTATE_RUN
);
3590 // Уперлись в стену:
3591 if WordBool(st
and MOVE_HITWALL
) then
3593 case FMonsterType
of
3594 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3596 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3597 (FObj
.Accel
.Y
= 0) then
3598 begin // Стоим на твердом полу или ступени
3599 // Прыжок через стену:
3600 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3601 SetState(MONSTATE_CLIMB
);
3608 // Монстры, не подверженные гравитации:
3609 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3610 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3612 if FMonsterType
= MONSTER_FISH
then
3614 if not WordBool(st
and MOVE_INWATER
) then
3615 begin // Рыба вне воды:
3616 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3617 begin // "Стоит" твердо
3618 // Рыба трепыхается на поверхности:
3619 if FObj
.Accel
.Y
= 0 then
3621 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3625 SetState(MONSTATE_PAIN
);
3626 FPain
:= FPain
+ 50;
3630 // Плывем в сторону цели по-вертикали:
3632 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3636 // Рыба плывет вверх:
3637 if FObj
.Vel
.Y
< 0 then
3638 if not g_Obj_CollideLiquid(@FObj
, 0, -16) then
3640 // Всплыли до поверхности - стоп:
3642 // Плаваем туда-сюда:
3643 SetState(MONSTATE_RUN
);
3648 else // Летающие монстры
3650 // Летим в сторону цели по-вертикали:
3652 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3657 else // "Наземные" монстры
3659 // Возможно, пинаем куски:
3660 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3662 b
:= Abs(FObj
.Vel
.X
);
3663 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3664 for a
:= 0 to High(gGibs
) do
3666 if gGibs
[a
].alive
and
3667 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3668 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3671 if FObj
.Vel
.X
< 0 then
3673 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // налево
3677 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // направо
3679 positionChanged(); // this updates spatial accelerators
3683 // Боссы могут пинать трупы:
3684 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3685 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3687 b
:= Abs(FObj
.Vel
.X
);
3688 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3689 for a
:= 0 to High(gCorpses
) do
3690 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3692 co
:= gCorpses
[a
].Obj
;
3693 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3694 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3696 if FObj
.Vel
.X
< 0 then
3697 gCorpses
[a
].Damage(b
*2, FUID
, -b
, Random(7)) // налево
3699 gCorpses
[a
].Damage(b
*2, FUID
, b
, Random(7)); // направо
3704 FSleep
:= FSleep
+ 1;
3710 if Random(8) = 0 then
3714 // Бежим в выбранную сторону:
3715 if FDirection
= TDirection
.D_RIGHT
then
3716 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3718 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3720 // Если в воде, то замедляемся:
3721 if WordBool(st
and MOVE_INWATER
) then
3722 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3723 else // Рыбам не нужно замедляться
3724 if FMonsterType
= MONSTER_FISH
then
3728 MONSTATE_RUN
: // Состояние - Бег
3730 // Если наткнулись на БлокМон - убегаем от него:
3731 if WordBool(st
and MOVE_BLOCK
) then
3733 SetState(MONSTATE_RUNOUT
);
3739 FSleep
:= FSleep
- 1;
3741 // Пробежали достаточно или врезались в стену => переходим на шаг:
3742 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3744 SetState(MONSTATE_GO
);
3748 if Random(8) = 0 then
3752 // Бежим в выбранную сторону:
3753 if FDirection
= TDirection
.D_RIGHT
then
3754 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3756 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3758 // Если в воде, то замедляемся:
3759 if WordBool(st
and MOVE_INWATER
) then
3760 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3761 else // Рыбам не нужно замедляться
3762 if FMonsterType
= MONSTER_FISH
then
3766 MONSTATE_RUNOUT
: // Состояние - Убегает от чего-то
3768 // Вышли из БлокМона:
3769 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3772 FSleep
:= FSleep
- 1;
3774 // Убажели достаточно далеко => переходим на шаг:
3775 if FSleep
<= -18 then
3777 SetState(MONSTATE_GO
);
3781 if Random(8) = 0 then
3785 // Бежим в выбранную сторону:
3786 if FDirection
= TDirection
.D_RIGHT
then
3787 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3789 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3791 // Если в воде, то замедляемся:
3792 if WordBool(st
and MOVE_INWATER
) then
3793 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3794 else // Рыбам не нужно замедляться
3795 if FMonsterType
= MONSTER_FISH
then
3799 MONSTATE_CLIMB
: // Состояние - Прыжок (чтобы обойти стену)
3801 // Достигли высшей точки прыжка или стена кончилась => переходим на шаг:
3802 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3803 (not WordBool(st
and MOVE_HITWALL
)) then
3805 SetState(MONSTATE_GO
);
3808 // Стена не кончилась => бежим от нее:
3809 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3811 SetState(MONSTATE_RUN
);
3816 // Бежим в выбранную сторону:
3817 if FDirection
= TDirection
.D_RIGHT
then
3818 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3820 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3822 // Если в воде, то замедляемся:
3823 if WordBool(st
and MOVE_INWATER
) then
3824 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3825 else // Рыбам не нужно замедляться
3826 if FMonsterType
= MONSTER_FISH
then
3830 MONSTATE_ATTACK
, // Состояние - Атака
3831 MONSTATE_SHOOT
: // Состояние - Стрельба
3833 // Lost_Soul врезался в стену при атаке => переходит на шаг:
3834 if FMonsterType
= MONSTER_SOUL
then
3836 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3837 SetState(MONSTATE_GO
);
3842 // Замедляемся при атаке:
3843 if FMonsterType
<> MONSTER_FISH
then
3844 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3846 // Нужно стрелять, а монстр - колдун:
3847 if (FMonsterType
= MONSTER_VILE
) and (FState
= MONSTATE_SHOOT
) then
3849 // Цель погибла => идем дальше:
3850 if not GetPos(FTargetUID
, @o
) then
3852 SetState(MONSTATE_GO
);
3857 // Цель не видно => идем дальше:
3858 if not g_Look(@FObj
, @o
, FDirection
) then
3860 SetState(MONSTATE_GO
);
3865 // Цель в воде - не загорится => идем дальше:
3866 if g_Obj_CollideWater(@o
, 0, 0) then
3868 SetState(MONSTATE_GO
);
3874 end; // case FState of ...
3878 // Состояние - Воскрешение:
3879 if FState
= MONSTATE_REVIVE
then
3880 if FAnim
[FCurAnim
, FDirection
].Played
then
3881 begin // Обратная анимация умирания закончилась - идем дальше:
3882 FAnim
[FCurAnim
, FDirection
].Revert(False);
3883 SetState(MONSTATE_GO
);
3886 // Если есть анимация огня колдуна - пусть она идет:
3887 if vilefire
<> nil then
3890 // Состояние - Умирает и текущая анимация проиграна:
3891 if (FState
= MONSTATE_DIE
) and
3892 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3893 (FAnim
[FCurAnim
, FDirection
].Played
) then
3896 SetState(MONSTATE_DEAD
);
3898 // У этих монстров нет трупов:
3899 if (FMonsterType
= MONSTER_PAIN
) or
3900 (FMonsterType
= MONSTER_SOUL
) or
3901 (FMonsterType
= MONSTER_BARREL
) then
3904 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3907 // Совершение атаки и стрельбы:
3908 if (FState
= MONSTATE_ATTACK
) or (FState
= MONSTATE_SHOOT
) then
3909 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3910 // Анимация атаки есть - можно атаковать
3911 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3912 begin // Анимация атаки закончилась => переходим на шаг
3913 if FState
= MONSTATE_ATTACK
then
3914 begin // Состояние - Атака
3915 // Если монстр не Lost_Soul, то после атаки переходим на шаг:
3916 if FMonsterType
<> MONSTER_SOUL
then
3917 SetState(MONSTATE_GO
);
3919 else // Состояние - Стрельба
3921 // Переходим на шаг, если не надо стрелять еще раз:
3922 if not FChainFire
then
3923 SetState(MONSTATE_GO
)
3925 begin // Надо стрелять еще
3926 FChainFire
:= False;
3927 // Т.к. состояние не изменилось, и нужен
3928 // новый цикл ожидания завершения анимации:
3929 FAnim
[FCurAnim
, FDirection
].Reset();
3933 FWaitAttackAnim
:= False;
3936 else // Анимация атаки еще идет (исключение - Lost_Soul):
3937 if (FMonsterType
= MONSTER_SOUL
) or
3938 ( (not FWaitAttackAnim
) and
3939 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3940 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3942 begin // Атаки еще не было и это середина анимации атаки
3943 if FState
= MONSTATE_ATTACK
then
3944 begin // Состояние - Атака
3945 // Если это Lost_Soul, то сбрасываем анимацию атаки:
3946 if FMonsterType
= MONSTER_SOUL
then
3947 FAnim
[FCurAnim
, FDirection
].Reset();
3949 case FMonsterType
of
3950 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3951 // Грызем первого попавшегося:
3952 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3953 // Lost_Soul укусил кого-то => переходит на шаг:
3954 if FMonsterType
= MONSTER_SOUL
then
3955 SetState(MONSTATE_GO
);
3958 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3960 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3961 // Робот, кибер или скелет сильно пинаются:
3962 if FCurAnim
= ANIM_ATTACK2
then
3965 o
.Vel
.X
:= IfThen(FDirection
= TDirection
.D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3966 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3970 // Колдун пытается воскрешать:
3971 if FCurAnim
= ANIM_ATTACK2
then
3973 sx
:= isCorpse(@FObj
, True);
3975 begin // Нашли, кого воскресить
3976 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3977 // Воскрешать - себе вредить:
3978 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3984 else // Состояние - Стрельба
3986 // Скорострельные монстры:
3987 if (FMonsterType
= MONSTER_CGUN
) or
3988 (FMonsterType
= MONSTER_SPIDER
) or
3989 (FMonsterType
= MONSTER_BSP
) or
3990 (FMonsterType
= MONSTER_MANCUB
) or
3991 (FMonsterType
= MONSTER_ROBO
) then
3992 if not GetPos(FTargetUID
, @o
) then
3993 // Цель мертва - ищем новую:
3995 else // Цель жива - продолжаем стрелять:
3996 if shoot(@o
, False) then
4000 // Атака только 1 раз за анимацию атаки:
4001 FWaitAttackAnim
:= True;
4004 // Последний кадр текущей анимации:
4005 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
4007 MONSTATE_GO
, MONSTATE_RUN
, MONSTATE_CLIMB
, MONSTATE_RUNOUT
:
4008 // Звуки при передвижении:
4009 case FMonsterType
of
4011 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
4012 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
4013 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
4015 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
4016 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
4017 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
4019 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
4020 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
4021 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
4023 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
4024 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
4025 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
4029 // Костыль для потоков
4030 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
4031 not ((FState
= MONSTATE_DEAD
) or (FState
= MONSTATE_DIE
)) then
4032 FObj
.Vel
.X
:= oldvelx
;
4034 // Если есть анимация, то пусть она идет:
4035 if FAnim
[FCurAnim
, FDirection
] <> nil then
4036 FAnim
[FCurAnim
, FDirection
].Update();
4039 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
4041 case FMonsterType
of
4044 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
4045 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
4049 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
4051 FShellType
:= SHELL_SHELL
;
4055 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
4057 FShellType
:= SHELL_DBLSHELL
;
4059 MONSTER_CGUN
, MONSTER_SPIDER
:
4061 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
4062 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
4065 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
4067 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
4069 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
4071 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
4073 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
4075 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
4076 MONSTER_BARON
, MONSTER_KNIGHT
:
4077 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
4079 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
4083 procedure TMonster
.Turn();
4086 if FDirection
= TDirection
.D_LEFT
then FDirection
:= TDirection
.D_RIGHT
else FDirection
:= TDirection
.D_LEFT
;
4088 // Бежим в выбранную сторону:
4089 if FDirection
= TDirection
.D_RIGHT
then
4090 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
4092 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
4095 function TMonster
.findNewPrey(): Boolean;
4099 PlayersSee
, MonstersSee
: Array of DWORD
;
4100 PlayerNear
, MonsterNear
: Integer;
4103 SetLength(MonstersSee
, 0);
4104 SetLength(PlayersSee
, 0);
4111 // Поехавшие, каннибалы, и добрые игроков не трогают
4112 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
4113 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
4114 for a
:= 0 to High(gPlayers
) do
4115 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
)
4116 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
4118 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
4120 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
4121 PlayersSee
[High(PlayersSee
)] := a
;
4123 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
4124 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
4128 PlayerNear
:= Integer(a
);
4132 // Киллеры и добрые не трогают монстров
4133 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
4134 for a
:= 0 to High(gMonsters
) do
4135 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].alive
) and
4136 (gMonsters
[a
].FUID
<> FUID
) then
4138 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
4139 Continue
; // Каннибалы атакуют только сородичей
4140 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
4141 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
4142 Continue
; // Поехавшие не трогают друзей, но им не нравятся бочки
4143 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
4144 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
4145 Continue
; // Оставшиеся типы, кроме каннибалов, не трогают своих друзей
4147 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
4149 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
4150 MonstersSee
[High(MonstersSee
)] := a
;
4152 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
4153 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
4157 MonsterNear
:= Integer(a
);
4162 BH_NORMAL
, BH_KILLER
:
4164 // Обычный и киллер сначала ищут игроков в поле зрения
4165 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
4167 a
:= PlayersSee
[Random(Length(PlayersSee
))];
4168 FTargetUID
:= gPlayers
[a
].UID
;
4171 if (FTargetUID
= 0) and (PlayerNear
> -1) then
4174 FTargetUID
:= gPlayers
[a
].UID
;
4176 // Потом обычные ищут монстров в поле зрения
4177 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
4179 a
:= MonstersSee
[Random(Length(MonstersSee
))];
4180 FTargetUID
:= gMonsters
[a
].UID
;
4183 if (FTargetUID
= 0) and (MonsterNear
> -1) then
4186 FTargetUID
:= gMonsters
[a
].UID
;
4189 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
4191 // Маньяки, поехавшие и каннибалы сначала истребляют всё в поле зрения
4192 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
4194 a
:= PlayersSee
[Random(Length(PlayersSee
))];
4195 FTargetUID
:= gPlayers
[a
].UID
;
4197 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
4199 a
:= MonstersSee
[Random(Length(MonstersSee
))];
4200 FTargetUID
:= gMonsters
[a
].UID
;
4202 // Затем ищут кого-то поблизости
4203 if (FTargetUID
= 0) and (PlayerNear
> -1) then
4206 FTargetUID
:= gPlayers
[a
].UID
;
4208 if (FTargetUID
= 0) and (MonsterNear
> -1) then
4211 FTargetUID
:= gMonsters
[a
].UID
;
4216 // Если и монстров нет - начинаем ждать цель:
4217 if FTargetUID
= 0 then
4219 // Поехавший пытается самоубиться
4220 if FBehaviour
= BH_INSANE
then
4223 FTargetTime
:= MAX_ATM
;
4232 function TMonster
.kick(o
: PObj
): Boolean;
4236 case FMonsterType
of
4239 SetState(MONSTATE_ATTACK
);
4244 SetState(MONSTATE_ATTACK
);
4245 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
4250 SetState(MONSTATE_ATTACK
);
4251 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
4254 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
4256 SetState(MONSTATE_ATTACK
, ANIM_ATTACK2
);
4257 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
4260 MONSTER_BARON
, MONSTER_KNIGHT
,
4261 MONSTER_CACO
, MONSTER_MANCUB
:
4262 // Эти монстры не пинают - они стреляют в упор:
4263 if not g_Game_IsClient
then Result
:= shoot(o
, True);
4267 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4277 // Ждать времени готовности к выстрелу:
4278 if not immediately
then
4279 case FMonsterType
of
4280 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4281 Exit
; // не стреляют
4282 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4285 // Время выстрела упущено:
4287 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4293 // Время выстрела упущено:
4300 // Время выстрела упущено:
4301 if FAmmo
>= 100 then
4306 // Стреляет не всегда:
4307 if Random(2) = 0 then
4310 // Время выстрела упущено:
4314 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4315 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4316 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4317 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4318 else if Random(16) <> 0 then Exit
;
4322 if not g_Look(@FObj
, o
, FDirection
) then
4327 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4328 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4330 // Разница по высоте больше разницы по горизонтали
4331 // (не может стрелять под таким большим углом):
4332 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4333 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4336 case FMonsterType
of
4337 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4339 SetState(MONSTATE_SHOOT
);
4344 SetState(MONSTATE_SHOOT
);
4348 begin // Зажигаем огонь
4349 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4350 ty
:= o
^.Y
+o
^.Rect
.Y
;
4351 SetState(MONSTATE_SHOOT
);
4355 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4356 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4359 begin // Летит в сторону цели:
4360 SetState(MONSTATE_ATTACK
);
4361 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4363 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4364 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4365 m
:= Max(Abs(xd
), Abs(yd
));
4369 FObj
.Vel
.X
:= (xd
*16) div m
;
4370 FObj
.Vel
.Y
:= (yd
*16) div m
;
4372 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4373 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4375 // Манкубус рявкает перед первой атакой:
4376 if FMonsterType
= MONSTER_MANCUB
then
4378 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4380 SetState(MONSTATE_SHOOT
);
4388 function TMonster
.alive(): Boolean;
4390 Result
:= (FState
<> MONSTATE_DIE
) and (FState
<> MONSTATE_DEAD
) and (FHealth
> 0);
4393 procedure TMonster
.SetHealth(aH
: Integer);
4395 if (aH
> 0) and (aH
< 1000000) then
4398 if FHealth
> FMaxHealth
then
4399 FMaxHealth
:= FHealth
;
4403 procedure TMonster
.WakeUp();
4405 if g_Game_IsClient
then Exit
;
4406 SetState(MONSTATE_GO
);
4407 FTargetTime
:= MAX_ATM
;
4411 procedure TMonster
.SaveState (st
: TStream
);
4419 // Сигнатура монстра:
4420 utils
.writeSign(st
, 'MONS');
4421 utils
.writeInt(st
, Byte(0)); // version
4423 utils
.writeInt(st
, Word(FUID
));
4425 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
4426 utils
.writeInt(st
, Byte(b
));
4427 // Надо ли удалить его
4428 utils
.writeBool(st
, FRemoved
);
4429 // Осталось здоровья
4430 utils
.writeInt(st
, LongInt(FHealth
));
4432 utils
.writeInt(st
, Byte(FState
));
4434 utils
.writeInt(st
, Byte(FCurAnim
));
4436 utils
.writeInt(st
, Word(FTargetUID
));
4437 // Время после потери цели
4438 utils
.writeInt(st
, LongInt(FTargetTime
));
4439 // Поведение монстра
4440 utils
.writeInt(st
, Byte(FBehaviour
));
4441 // Готовность к выстрелу
4442 utils
.writeInt(st
, LongInt(FAmmo
));
4444 utils
.writeInt(st
, LongInt(FPain
));
4446 utils
.writeInt(st
, LongInt(FSleep
));
4447 // Озвучивать ли боль
4448 utils
.writeBool(st
, FPainSound
);
4449 // Была ли атака во время анимации атаки
4450 utils
.writeBool(st
, FWaitAttackAnim
);
4451 // Надо ли стрелять на следующем шаге
4452 utils
.writeBool(st
, FChainFire
);
4453 // Подлежит ли респавну
4454 utils
.writeBool(st
, FNoRespawn
);
4456 utils
.writeInt(st
, LongInt(tx
));
4457 utils
.writeInt(st
, LongInt(ty
));
4458 // ID монстра при старте карты
4459 utils
.writeInt(st
, LongInt(FStartID
));
4460 // Индекс триггера, создавшего монстра
4461 utils
.writeInt(st
, LongInt(FSpawnTrigger
));
4463 Obj_SaveState(st
, @FObj
);
4464 // Есть ли анимация огня колдуна
4465 anim
:= (vilefire
<> nil);
4466 utils
.writeBool(st
, anim
);
4467 // Если есть - сохраняем:
4468 if anim
then vilefire
.SaveState(st
);
4470 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4472 // Есть ли левая анимация
4473 anim
:= (FAnim
[i
, TDirection
.D_LEFT
] <> nil);
4474 utils
.writeBool(st
, anim
);
4475 // Если есть - сохраняем
4476 if anim
then FAnim
[i
, TDirection
.D_LEFT
].SaveState(st
);
4477 // Есть ли правая анимация
4478 anim
:= (FAnim
[i
, TDirection
.D_RIGHT
] <> nil);
4479 utils
.writeBool(st
, anim
);
4480 // Если есть - сохраняем
4481 if anim
then FAnim
[i
, TDirection
.D_RIGHT
].SaveState(st
);
4486 procedure TMonster
.LoadState (st
: TStream
);
4494 // Сигнатура монстра:
4495 if not utils
.checkSign(st
, 'MONS') then raise XStreamError
.Create('invalid monster signature');
4496 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid monster version');
4497 if (uidMap
[FUID
] <> nil) and (uidMap
[FUID
] <> self
) then raise Exception
.Create('internal error in monster loader (0)');
4498 uidMap
[FUID
] := nil;
4500 FUID
:= utils
.readWord(st
);
4501 //if (arrIdx = -1) then raise Exception.Create('internal error in monster loader');
4502 if (uidMap
[FUID
] <> nil) then raise Exception
.Create('internal error in monster loader (1)');
4503 uidMap
[FUID
] := self
;
4505 b
:= utils
.readByte(st
);
4506 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
4507 // Надо ли удалить его
4508 FRemoved
:= utils
.readBool(st
);
4509 // Осталось здоровья
4510 FHealth
:= utils
.readLongInt(st
);
4512 FState
:= utils
.readByte(st
);
4514 FCurAnim
:= utils
.readByte(st
);
4516 FTargetUID
:= utils
.readWord(st
);
4517 // Время после потери цели
4518 FTargetTime
:= utils
.readLongInt(st
);
4519 // Поведение монстра
4520 FBehaviour
:= utils
.readByte(st
);
4521 // Готовность к выстрелу
4522 FAmmo
:= utils
.readLongInt(st
);
4524 FPain
:= utils
.readLongInt(st
);
4526 FSleep
:= utils
.readLongInt(st
);
4527 // Озвучивать ли боль
4528 FPainSound
:= utils
.readBool(st
);
4529 // Была ли атака во время анимации атаки
4530 FWaitAttackAnim
:= utils
.readBool(st
);
4531 // Надо ли стрелять на следующем шаге
4532 FChainFire
:= utils
.readBool(st
);
4533 // Подлежит ли респавну
4534 FNoRespawn
:= utils
.readBool(st
);
4536 tx
:= utils
.readLongInt(st
);
4537 ty
:= utils
.readLongInt(st
);
4538 // ID монстра при старте карты
4539 FStartID
:= utils
.readLongInt(st
);
4540 // Индекс триггера, создавшего монстра
4541 FSpawnTrigger
:= utils
.readLongInt(st
);
4543 Obj_LoadState(@FObj
, st
);
4544 // Есть ли анимация огня колдуна
4545 anim
:= utils
.readBool(st
);
4546 // Если есть - загружаем:
4549 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4550 vilefire
.LoadState(st
);
4553 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4555 // Есть ли левая анимация
4556 anim
:= utils
.readBool(st
);
4557 // Если есть - загружаем
4560 Assert(FAnim
[i
, TDirection
.D_LEFT
] <> nil, 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4561 FAnim
[i
, TDirection
.D_LEFT
].LoadState(st
);
4563 // Есть ли правая анимация
4564 anim
:= utils
.readBool(st
);
4565 // Если есть - загружаем
4568 Assert(FAnim
[i
, TDirection
.D_RIGHT
] <> nil, 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4569 FAnim
[i
, TDirection
.D_RIGHT
].LoadState(st
);
4575 procedure TMonster
.ActivateTriggers();
4579 if FDieTriggers
<> nil then
4580 for a
:= 0 to High(FDieTriggers
) do
4581 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4582 if FSpawnTrigger
> -1 then
4584 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4585 FSpawnTrigger
:= -1;
4589 procedure TMonster
.AddTrigger(t
: Integer);
4591 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4592 FDieTriggers
[High(FDieTriggers
)] := t
;
4595 procedure TMonster
.ClearTriggers();
4597 SetLength(FDieTriggers
, 0);
4600 procedure TMonster
.CatchFire(Attacker
: Word; Timeout
: Integer = MON_BURN_TIME
);
4602 if FMonsterType
in [MONSTER_SOUL
, MONSTER_VILE
] then
4603 exit
; // арчи не горят, черепа уже горят
4604 if Timeout
<= 0 then exit
;
4605 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
4606 exit
; // не подгораем в воде на всякий случай
4607 if FFireTime
<= 0 then
4608 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
4609 FFireTime
:= Timeout
;
4610 FFireAttacker
:= Attacker
;
4611 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_MonsterState(FUID
);
4614 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4619 if (Random(10) = 1) and (Times
= 1) then
4622 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4624 for i
:= 1 to Times
do
4626 Anim
:= TAnimation
.Create(id
, False, 3);
4628 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4629 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= MONSTATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4636 // ////////////////////////////////////////////////////////////////////////// //
4637 // throws on invalid uid
4638 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4640 result
:= g_Mons_ByIdx_NC(uid
);
4641 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4645 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4647 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4648 result
:= gMonsters
[uid
];
4651 function g_Mons_TotalCount (): Integer; inline;
4653 result
:= Length(gMonsters
);
4657 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4663 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4664 for idx
:= 0 to High(gMonsters
) do
4666 mon
:= gMonsters
[idx
];
4667 if (mon
<> nil) then
4670 if result
then exit
;
4676 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
4682 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4683 for idx
:= 0 to High(gMonsters
) do
4685 mon
:= gMonsters
[idx
];
4686 if (mon
<> nil) and mon
.alive
then
4689 if result
then exit
;
4695 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4697 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4699 result := mon.alive;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
4706 it
: TMonsterGrid
.Iter
;
4709 if (width
< 1) or (height
< 1) then exit
;
4710 if gmon_debug_use_sqaccel
then
4712 //result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4713 it
:= monsGrid
.forEachInAABB(x
, y
, width
, height
);
4714 for mit
in it
do if (mit
.alive
) then begin result
:= true; break
; end;
4719 for idx
:= 0 to High(gMonsters
) do
4721 mon
:= gMonsters
[idx
];
4722 if (mon
<> nil) and mon
.alive
then
4724 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4735 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4737 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4746 it
: TMonsterGrid
.Iter
;
4749 if (width
< 1) or (height
< 1) then exit
;
4750 if gmon_debug_use_sqaccel
then
4752 //result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4753 it
:= monsGrid
.forEachInAABB(x
, y
, width
, height
);
4754 for mit
in it
do if (cb(mit
^)) then begin result
:= true; break
; end;
4759 for idx
:= 0 to High(gMonsters
) do
4761 mon
:= gMonsters
[idx
];
4762 if (mon
<> nil) and mon
.alive
then
4764 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4767 if result
then exit
;
4775 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4777 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4780 //if mon.alive and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4781 if mon.alive then result := cb(mon) else result := false;
4788 it
: TMonsterGrid
.Iter
;
4791 if (width
< 1) or (height
< 1) then exit
;
4792 if gmon_debug_use_sqaccel
then
4795 if (width = 1) and (height = 1) then
4797 result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil);
4801 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4804 it
:= monsGrid
.forEachInAABB(x
, y
, width
, height
);
4807 if (mit
^.alive
) then
4809 if (cb(mit
^)) then begin result
:= true; break
; end;
4816 for idx
:= 0 to High(gMonsters
) do
4818 mon
:= gMonsters
[idx
];
4819 if (mon
<> nil) and mon
.alive
then
4821 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4824 if result
then exit
;