DEADSOFTWARE

render: separate monster logic and drawing
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
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.
6 *
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.
11 *
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/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 {.$DEFINE D2F_DEBUG_MONS_MOVE}
18 unit g_monsters;
20 interface
22 uses
23 SysUtils, Classes,
24 mempool,
25 MAPDEF,
26 g_basic, e_graphics, g_phys, g_textures, g_grid,
27 g_saveload, g_panel, xprofiler;
29 const
30 MONSTATE_SLEEP = 0;
31 MONSTATE_GO = 1;
32 MONSTATE_RUN = 2;
33 MONSTATE_CLIMB = 3;
34 MONSTATE_DIE = 4;
35 MONSTATE_DEAD = 5;
36 MONSTATE_ATTACK = 6;
37 MONSTATE_SHOOT = 7;
38 MONSTATE_PAIN = 8;
39 MONSTATE_WAIT = 9;
40 MONSTATE_REVIVE = 10;
41 MONSTATE_RUNOUT = 11;
43 MON_BURN_TIME = 100;
45 { in mapdef now
46 BH_NORMAL = 0;
47 BH_KILLER = 1;
48 BH_MANIAC = 2;
49 BH_INSANE = 3;
50 BH_CANNIBAL = 4;
51 BH_GOOD = 5;
52 }
54 type
55 ADirectedAnim = Array of Array [TDirection.D_LEFT..TDirection.D_RIGHT] of TAnimation;
57 PMonster = ^TMonster;
58 TMonster = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
59 private
60 FMonsterType: Byte;
61 FUID: Word;
62 FDirection: TDirection;
63 FStartDirection: TDirection;
64 FStartX, FStartY: Integer;
65 FRemoved: Boolean;
66 FHealth: Integer;
67 FMaxHealth: Integer;
68 FState: Byte;
69 FCurAnim: Byte;
70 FAnim: ADirectedAnim;
71 FTargetUID: Word;
72 FTargetTime: Integer;
73 FBehaviour: Byte;
74 FAmmo: Integer;
75 FPain: Integer;
76 FSleep: Integer;
77 FPainSound: Boolean;
78 FPainTicks: Integer;
79 FWaitAttackAnim: Boolean;
80 FChainFire: Boolean;
81 tx, ty: Integer;
82 FStartID: Integer;
83 FObj: TObj;
84 FBloodRed: Byte;
85 FBloodGreen: Byte;
86 FBloodBlue: Byte;
87 FBloodKind: Byte;
88 FShellTimer: Integer;
89 FShellType: Byte;
90 FFirePainTime: Integer;
91 FFireAttacker: Word;
92 vilefire: TAnimation;
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;
103 procedure Turn();
104 function findNewPrey(): Boolean;
105 procedure ActivateTriggers();
107 procedure setGameX (v: Integer); inline;
108 procedure setGameY (v: Integer); inline;
110 procedure doDamage (v: Integer);
112 public
113 FNoRespawn: Boolean;
114 FFireTime: 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;
129 procedure BFGHit();
130 procedure PreUpdate();
131 procedure Update();
132 procedure ClientUpdate();
133 procedure ClientAttack(wx, wy, atx, aty: Integer);
134 procedure SetDeadAnim;
135 procedure WakeUp();
136 procedure WakeUpSound();
137 procedure DieSound();
138 procedure PainSound();
139 procedure ActionSound();
140 procedure AddTrigger(t: Integer);
141 procedure ClearTriggers();
142 procedure Respawn();
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;
162 // get-and-clear
163 function gncNeedSend (): Boolean; inline;
164 procedure setDirty (); inline; // why `dirty`? 'cause i may introduce property `needSend` later
166 public
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;
200 published
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;
229 end;
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;
259 type
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;
265 // can return null
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;
283 type
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;
290 var
291 gmon_debug_use_sqaccel: Boolean = true;
294 //HACK!
295 procedure g_Mons_ProfilersBegin ();
296 procedure g_Mons_ProfilersEnd ();
298 procedure g_Mons_LOS_Start (); inline;
299 procedure g_Mons_LOS_End (); inline;
301 var
302 profMonsLOS: TProfiler = nil; //WARNING: FOR DEBUGGING ONLY!
305 type
306 TMonsterGrid = specialize TBodyGridBase<TMonster>;
308 var
309 monsGrid: TMonsterGrid = nil; // DO NOT USE! public for debugging only!
312 var
313 gmon_debug_think: Boolean = true;
314 gmon_debug_one_think_step: Boolean = false;
316 var (* private state *)
317 gMonsters: array of TMonster;
319 const
320 ANIM_SLEEP = 0;
321 ANIM_GO = 1;
322 ANIM_DIE = 2;
323 ANIM_MESS = 3;
324 ANIM_ATTACK = 4;
325 ANIM_ATTACK2 = 5;
326 ANIM_PAIN = 6;
328 // Таблица характеристик монстров:
329 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
330 record
331 Name: String;
332 Rect: TRectWH;
333 Health: Word;
334 RunVel: Byte;
335 MinPain: Byte;
336 Pain: Byte;
337 Jump: Byte;
338 end =
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
401 record
402 LeftAnim: Boolean;
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))) );
488 implementation
490 uses
491 e_log, e_texture, g_main, 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;
498 // ////////////////////////////////////////////////////////////////////////// //
499 procedure g_Mons_ProfilersBegin ();
500 begin
501 if (profMonsLOS = nil) then profMonsLOS := TProfiler.Create('LOS CALC', g_profile_history_size);
502 if (profMonsLOS <> nil) then profMonsLOS.mainBegin(g_profile_los);
503 if g_profile_los and (profMonsLOS <> nil) then
504 begin
505 profMonsLOS.sectionBegin('loscalc');
506 profMonsLOS.sectionEnd();
507 end;
508 end;
510 procedure g_Mons_ProfilersEnd ();
511 begin
512 if (profMonsLOS <> nil) and (g_profile_los) then profMonsLOS.mainEnd();
513 end;
515 procedure g_Mons_LOS_Start (); inline;
516 begin
517 if (profMonsLOS <> nil) then profMonsLOS.sectionBeginAccum('loscalc');
518 end;
520 procedure g_Mons_LOS_End (); inline;
521 begin
522 if (profMonsLOS <> nil) then profMonsLOS.sectionEnd();
523 end;
526 // ////////////////////////////////////////////////////////////////////////// //
527 var
528 monCheckTrapLastFrameId: DWord = 0;
529 monCheckMPlatLastFrameId: LongWord = 0;
532 procedure TMonster.getMapBox (out x, y, w, h: Integer); inline;
533 begin
534 x := FObj.X+FObj.Rect.X;
535 y := FObj.Y+FObj.Rect.Y;
536 w := FObj.Rect.Width;
537 h := FObj.Rect.Height;
538 end;
540 function TMonster.gncNeedSend (): Boolean; inline; begin result := mNeedSend; mNeedSend := false; end;
542 procedure TMonster.setDirty (); inline; begin mNeedSend := true; end;
545 // ////////////////////////////////////////////////////////////////////////// //
547 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
548 begin
549 if not assigned(cb) then begin result := nil; exit; end;
550 result := monsGrid.forEachAlongLine(x0, y0, x1, y1, cb, -1, log);
551 end;
555 //WARNING! call this after monster position was changed, or coldet will not work right!
556 procedure TMonster.positionChanged ();
557 var
558 x, y, w, h: Integer;
559 nx, ny, nw, nh: Integer;
560 begin
561 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
562 //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);
563 {$ENDIF}
564 if (mProxyId = -1) then
565 begin
566 //mNeedSend := true;
567 mProxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
568 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
569 monsGrid.getBodyXY(mProxyId, x, y);
570 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);
571 {$ENDIF}
572 end
573 else
574 begin
575 monsGrid.getBodyDims(mProxyId, x, y, w, h);
576 getMapBox(nx, ny, nw, nh);
578 if (w <> nw) or (h <> nh) then
579 begin
580 //mNeedSend := true;
581 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
582 e_WriteLog(Format('monster #%d:(%u): resized; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY);
583 {$ENDIF}
584 monsGrid.moveResizeBody(mProxyId, nx, ny, nw, nh);
585 end
586 else if (x <> nx) or (y <> ny) then
587 begin
588 //mNeedSend := true;
589 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
590 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);
591 {$ENDIF}
592 monsGrid.moveBody(mProxyId, nx, ny);
593 end
594 else
595 begin
596 exit; // nothing to do
597 end;
598 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
599 monsGrid.getBodyXY(mProxyId, x, y);
600 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);
601 {$ENDIF}
602 end;
603 end;
606 // ////////////////////////////////////////////////////////////////////////// //
607 const
608 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
610 // Таблица типов анимации монстров:
611 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
612 record
613 name: String;
614 loop: Boolean;
615 end = ((name: 'SLEEP'; loop: True),
616 (name: 'GO'; loop: True),
617 (name: 'DIE'; loop: False),
618 (name: 'MESS'; loop: False),
619 (name: 'ATTACK'; loop: False),
620 (name: 'ATTACK2'; loop: False),
621 (name: 'PAIN'; loop: False));
623 MAX_ATM = 89; // Время ожидания после потери цели
624 MAX_SOUL = 512; // Ограничение Lost_Soul'ов
627 // ////////////////////////////////////////////////////////////////////////// //
628 var
629 uidMap: array [0..65535] of TMonster; // monster knows it's index
630 freeInds: TIdPool = nil;
633 procedure clearUidMap ();
634 var
635 idx: Integer;
636 begin
637 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
638 freeInds.clear();
639 end;
642 function g_Mons_getNewTrapFrameId (): DWord; inline;
643 var
644 f: Integer;
645 begin
646 Inc(monCheckTrapLastFrameId);
647 if (monCheckTrapLastFrameId = 0) then
648 begin
649 // wraparound
650 monCheckTrapLastFrameId := 1;
651 for f := 0 to High(gMonsters) do
652 begin
653 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
654 end;
655 end;
656 result := monCheckTrapLastFrameId;
657 end;
660 function g_Mons_getNewMPlatFrameId (): LongWord; inline;
661 var
662 f: Integer;
663 begin
664 Inc(monCheckMPlatLastFrameId);
665 if (monCheckMPlatLastFrameId = 0) then
666 begin
667 // wraparound
668 monCheckMPlatLastFrameId := 1;
669 for f := 0 to High(gMonsters) do
670 begin
671 if (gMonsters[f] <> nil) then gMonsters[f].mplatCheckFrameId := 0;
672 end;
673 end;
674 result := monCheckMPlatLastFrameId;
675 end;
678 var
679 pt_x: Integer = 0;
680 pt_xs: Integer = 1;
681 pt_y: Integer = 0;
682 pt_ys: Integer = 1;
683 soulcount: Integer = 0;
686 function allocMonster (): DWORD;
687 var
688 f, olen: Integer;
689 begin
690 result := freeInds.alloc();
691 if (result > High(gMonsters)) then
692 begin
693 olen := Length(gMonsters);
694 SetLength(gMonsters, result+64);
695 for f := olen to High(gMonsters) do gMonsters[f] := nil;
696 end;
697 end;
700 function IsFriend(a, b: Byte): Boolean;
701 begin
702 Result := True;
704 // Бочка - всем друг:
705 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
706 Exit;
708 // Монстры одного вида:
709 if a = b then
710 case a of
711 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
712 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
713 Exit; // Эти не бьют своих
714 end;
716 // Lost_Soul не может ранить Pain_Elemental'а:
717 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
718 Exit;
719 // Pain_Elemental не может ранить Lost_Soul'а:
720 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
721 Exit;
723 // В остальных случаях - будут бить друг друга:
724 Result := False;
725 end;
728 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
729 var
730 m: TMonster;
731 UIDType, MonsterType: Byte;
732 begin
733 Result := False;
734 MonsterType := 0;
736 UIDType := g_GetUIDType(SpawnerUID);
737 if UIDType = UID_MONSTER then
738 begin
739 m := g_Monsters_ByUID(SpawnerUID);
740 if m = nil then Exit;
741 MonsterType := m.FMonsterType;
742 end;
744 case BH of
745 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
746 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
748 BH_KILLER: Result := UIDType = UID_PLAYER;
749 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
750 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
752 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
753 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
754 end;
755 end;
758 function canShoot(m: Byte): Boolean;
759 begin
760 Result := False;
762 case m of
763 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
764 Exit;
765 else
766 Result := True;
767 end;
768 end;
771 function isCorpse (o: PObj; immediately: Boolean): Integer;
773 (*
774 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
775 begin
776 atag := atag; // shut up, fpc!
777 result := false; // don't stop
778 if (mon.FState = MONSTATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
779 begin
780 case mon.FMonsterType of // Не воскресить:
781 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
782 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
783 end;
784 // Остальных можно воскресить
785 result := true;
786 end;
787 end;
788 *)
790 var
791 a: Integer;
792 mon: PMonster;
793 mres: TMonster = nil;
794 it: TMonsterGrid.Iter;
795 begin
796 result := -1;
798 // Если нужна вероятность
799 if not immediately and (Random(8) <> 0) then exit;
801 // Ищем мертвых монстров поблизости
802 if gmon_debug_use_sqaccel then
803 begin
804 //mon := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
805 //if (mon <> nil) then result := mon.mArrIdx;
806 it := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height);
807 for mon in it do
808 begin
809 case mon.FMonsterType of // Не воскресить:
810 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
811 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: begin end;
812 // Остальных можно воскресить
813 else mres := mon^;
814 end;
815 if (mres <> nil) then break;
816 end;
817 it.release();
818 if (mres <> nil) then result := mres.mArrIdx;
819 end
820 else
821 begin
822 for a := 0 to High(gMonsters) do
823 begin
824 if (gMonsters[a] <> nil) and (gMonsters[a].FState = MONSTATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
825 begin
826 case gMonsters[a].FMonsterType of // Не воскресить:
827 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
828 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
829 else // Остальных можно воскресить
830 begin
831 Result := a;
832 Exit;
833 end;
834 end;
835 end;
836 end;
837 end;
838 end;
840 procedure g_Monsters_LoadData();
841 begin
842 e_WriteLog('Loading monsters data...', TMsgType.Notify);
844 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES], 133, False);
845 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
846 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
848 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
849 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
851 g_Game_StepLoading(6);
852 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
853 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK_L', GameWAD+':MTEXTURES\ZOMBY_ATTACK_L', 64, 64, 2);
855 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
856 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
859 g_Game_StepLoading(13);
860 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
862 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK_L', GameWAD+':MTEXTURES\SERG_ATTACK_L', 64, 64, 2);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
866 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
867 g_Game_StepLoading(20);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
873 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
874 g_Game_StepLoading(26);
875 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
876 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
877 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
879 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
880 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
881 g_Game_StepLoading(32);
882 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
883 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
884 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
885 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
886 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
887 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
888 g_Game_StepLoading(38);
889 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
890 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
891 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
892 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
893 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
894 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
895 g_Game_StepLoading(44);
896 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
897 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
898 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
899 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
900 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
901 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
902 g_Game_StepLoading(50);
903 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
904 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
905 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
906 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
907 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
908 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
909 g_Game_StepLoading(56);
910 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
911 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
912 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
913 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
914 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
915 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
916 g_Game_StepLoading(62);
917 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
918 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
919 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
920 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
921 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
922 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
923 g_Game_StepLoading(68);
924 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
925 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
926 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
927 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
928 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
929 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
930 g_Game_StepLoading(74);
931 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
932 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
933 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
934 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
935 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
936 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
937 g_Game_StepLoading(80);
938 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
939 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
940 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
941 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
942 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
943 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
944 g_Game_StepLoading(86);
945 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
946 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
947 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
948 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
949 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
950 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
951 g_Game_StepLoading(92);
952 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
953 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
954 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
955 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
956 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
957 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
958 g_Game_StepLoading(98);
959 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
960 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
961 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
962 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
963 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
964 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
965 g_Game_StepLoading(104);
966 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
967 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
968 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
969 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
970 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
971 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
972 g_Game_StepLoading(110);
973 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
974 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
975 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
976 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
977 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
978 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
979 g_Game_StepLoading(116);
980 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
981 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
982 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
983 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
984 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
985 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
986 g_Game_StepLoading(122);
987 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
988 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
989 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
990 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
991 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
992 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
993 g_Game_StepLoading(128);
994 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
995 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
996 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
997 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
998 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
999 g_Game_StepLoading(133);
1001 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
1003 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
1005 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
1006 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
1007 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
1008 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
1009 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
1010 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
1011 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
1012 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
1013 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
1014 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
1015 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
1017 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
1018 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
1019 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
1021 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
1022 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
1023 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
1024 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
1025 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
1026 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
1028 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
1029 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
1030 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
1031 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
1032 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
1034 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
1035 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
1037 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
1038 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
1039 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
1040 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
1042 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
1043 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
1044 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
1045 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
1046 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
1048 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
1049 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
1050 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
1051 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
1052 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
1054 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
1055 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
1056 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
1057 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
1059 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
1060 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
1061 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
1063 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
1064 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
1066 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
1067 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
1069 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
1070 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
1071 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
1073 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
1074 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
1076 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
1077 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
1078 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
1080 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
1082 freeInds := TIdPool.Create();
1083 clearUidMap();
1084 monCheckTrapLastFrameId := 0;
1085 monCheckMPlatLastFrameId := 0;
1086 end;
1088 procedure g_Monsters_FreeData();
1089 begin
1090 e_WriteLog('Releasing monsters data...', TMsgType.Notify);
1092 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
1096 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
1097 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
1098 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
1099 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
1100 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK_L');
1101 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
1102 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
1103 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
1104 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
1105 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
1106 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
1107 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK_L');
1108 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
1109 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
1110 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
1111 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
1112 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
1113 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
1114 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
1115 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
1116 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
1117 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
1118 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
1119 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
1120 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
1121 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
1122 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
1123 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
1124 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1125 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1126 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1127 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1128 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1129 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1130 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1131 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1132 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1133 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1134 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1135 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1136 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1137 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1138 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1139 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1140 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1141 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1142 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1143 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1144 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1145 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1146 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1147 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1148 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1149 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1150 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1151 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1152 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1153 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1154 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1155 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1156 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1157 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1158 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1159 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1160 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1161 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1162 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1163 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1164 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1165 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1166 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1167 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1168 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1169 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1170 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1171 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1172 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1173 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1174 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1175 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1176 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1177 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1178 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1179 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1180 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1181 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1182 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1183 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1184 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1185 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1186 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1187 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1188 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1189 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1190 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1191 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1192 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1193 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1194 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1195 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1196 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1197 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1198 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1199 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1200 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1201 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1202 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1203 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1204 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1205 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1206 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1207 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1208 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1209 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1210 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1211 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1212 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1213 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1214 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1215 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1216 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1217 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1218 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1219 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1220 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1221 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1222 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1223 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1224 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1226 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1228 g_Sound_Delete('SOUND_MONSTER_PAIN');
1229 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1230 g_Sound_Delete('SOUND_MONSTER_ACTION');
1231 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1232 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1233 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1234 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1235 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1236 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1237 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1238 g_Sound_Delete('SOUND_MONSTER_SLOP');
1240 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1241 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1242 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1244 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1245 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1246 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1247 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1248 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1249 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1251 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1252 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1253 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1254 g_Sound_Delete('SOUND_MONSTER_HAHA');
1255 g_Sound_Delete('SOUND_MONSTER_TRUP');
1257 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1258 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1260 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1261 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1262 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1263 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1265 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1266 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1267 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1268 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1269 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1271 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1272 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1273 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1274 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1275 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1277 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1278 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1279 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1280 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1282 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1283 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1284 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1286 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1287 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1289 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1290 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1292 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1293 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1294 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1296 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1297 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1299 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1300 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1301 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1303 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1305 freeInds.Free();
1306 freeInds := nil;
1307 end;
1309 procedure g_Monsters_Init();
1310 begin
1311 soulcount := 0;
1312 end;
1314 procedure g_Monsters_Free (clearGrid: Boolean=true);
1315 var
1316 a: Integer;
1317 begin
1318 e_LogWritefln('Cleared monster data (clearGrid=%s)', [clearGrid]);
1319 if (clearGrid) then
1320 begin
1321 monsGrid.Free();
1322 monsGrid := nil;
1323 end;
1324 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1325 gMonsters := nil;
1326 clearUidMap();
1327 monCheckTrapLastFrameId := 0;
1328 monCheckMPlatLastFrameId := 0;
1329 end;
1332 // will be called from map loader
1333 procedure g_Mons_InitTree (x, y, w, h: Integer);
1334 begin
1335 monsGrid.Free();
1336 monsGrid := TMonsterGrid.Create(x, y, w, h);
1337 //clearUidMap(); // why not?
1338 e_LogWritefln('%s', ['Recreated monster tree']);
1339 end;
1342 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1343 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1344 var
1345 find_id: DWORD;
1346 mon: TMonster;
1347 begin
1348 result := nil;
1350 // Нет такого монстра
1351 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1353 // Соблюдаем ограничение Lost_Soul'ов
1354 if MonsterType = MONSTER_SOUL then
1355 begin
1356 if soulcount > MAX_SOUL then exit;
1357 soulcount := soulcount + 1;
1358 end;
1360 find_id := allocMonster();
1362 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1363 gMonsters[find_id] := mon;
1364 mon.mArrIdx := find_id;
1365 mon.mProxyId := -1;
1367 uidMap[mon.FUID] := mon;
1369 // Настраиваем положение
1370 with mon do
1371 begin
1372 if AdjCoord then
1373 begin
1374 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1375 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1376 end
1377 else
1378 begin
1379 FObj.X := X-FObj.Rect.X;
1380 FObj.Y := Y-FObj.Rect.Y;
1381 end;
1383 FDirection := Direction;
1384 FStartDirection := Direction;
1385 FStartX := GameX;
1386 FStartY := GameY;
1387 FObj.oldX := FObj.X;
1388 FObj.oldY := FObj.Y;
1389 end;
1391 mon.positionChanged();
1393 result := mon;
1394 end;
1396 procedure g_Monsters_killedp();
1397 var
1398 a, h: Integer;
1399 begin
1400 if gMonsters = nil then
1401 Exit;
1403 // Приколист смеется над смертью игрока:
1404 h := High(gMonsters);
1405 for a := 0 to h do
1406 begin
1407 if (gMonsters[a] <> nil) then
1408 begin
1409 with gMonsters[a] do
1410 begin
1411 if (FMonsterType = MONSTER_MAN) and
1412 (FState <> MONSTATE_DEAD) and
1413 (FState <> MONSTATE_SLEEP) and
1414 (FState <> MONSTATE_DIE) then
1415 begin
1416 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1417 Exit;
1418 end;
1419 end;
1420 end;
1421 end;
1422 end;
1424 procedure g_Monsters_PreUpdate();
1425 var
1426 a: Integer;
1427 begin
1428 if gMonsters = nil then Exit;
1429 for a := 0 to High(gMonsters) do
1430 if (gMonsters[a] <> nil) and (not gMonsters[a].FRemoved) then
1431 gMonsters[a].PreUpdate();
1432 end;
1434 procedure g_Monsters_Update();
1435 var
1436 a: Integer;
1437 begin
1438 // Целеуказатель
1439 if gTime mod (GAME_TICK*2) = 0 then
1440 begin
1441 pt_x := pt_x+pt_xs;
1442 pt_y := pt_y+pt_ys;
1443 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1444 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1445 end;
1447 gMon := True; // Для работы BlockMon'а
1449 if gmon_debug_think or gmon_debug_one_think_step then
1450 begin
1451 gmon_debug_one_think_step := false;
1452 for a := 0 to High(gMonsters) do
1453 begin
1454 if (gMonsters[a] = nil) then continue;
1455 if not gMonsters[a].FRemoved then
1456 begin
1457 if g_Game_IsClient then
1458 gMonsters[a].ClientUpdate()
1459 else
1460 gMonsters[a].Update();
1461 end
1462 else
1463 begin
1464 gMonsters[a].Free();
1465 gMonsters[a] := nil;
1466 end;
1467 end;
1468 end;
1470 gMon := False;
1471 end;
1473 function g_Monsters_ByUID (UID: Word): TMonster;
1474 begin
1475 result := uidMap[UID];
1476 end;
1478 procedure g_Monsters_SaveState (st: TStream);
1479 var
1480 count, i: Integer;
1481 begin
1482 // Считаем количество существующих монстров
1483 count := 0;
1484 for i := 0 to High(gMonsters) do
1485 begin
1486 if (gMonsters[i] <> nil) and (gMonsters[i].FMonsterType <> MONSTER_NONE) then count += 1;
1487 end;
1489 // Сохраняем информацию целеуказателя
1490 utils.writeInt(st, LongInt(pt_x));
1491 utils.writeInt(st, LongInt(pt_xs));
1492 utils.writeInt(st, LongInt(pt_y));
1493 utils.writeInt(st, LongInt(pt_ys));
1495 // Количество монстров
1496 utils.writeInt(st, LongInt(count));
1498 if (count = 0) then exit;
1500 // Сохраняем монстров
1501 for i := 0 to High(gMonsters) do
1502 begin
1503 if (gMonsters[i] <> nil) and (gMonsters[i].FMonsterType <> MONSTER_NONE) then
1504 begin
1505 // Тип монстра
1506 utils.writeInt(st, Byte(gMonsters[i].MonsterType));
1507 // Сохраняем данные монстра:
1508 gMonsters[i].SaveState(st);
1509 end;
1510 end;
1511 end;
1514 procedure g_Monsters_LoadState (st: TStream);
1515 var
1516 count, a: Integer;
1517 b: Byte;
1518 mon: TMonster;
1519 begin
1520 assert(st <> nil);
1522 g_Monsters_Free(false);
1524 // Загружаем информацию целеуказателя
1525 pt_x := utils.readLongInt(st);
1526 pt_xs := utils.readLongInt(st);
1527 pt_y := utils.readLongInt(st);
1528 pt_ys := utils.readLongInt(st);
1530 // Количество монстров
1531 count := utils.readLongInt(st);
1533 if (count = 0) then exit;
1534 if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid monster count');
1536 // Загружаем монстров
1537 for a := 0 to count-1 do
1538 begin
1539 // Тип монстра
1540 b := utils.readByte(st);
1541 // Создаем монстра
1542 mon := g_Monsters_Create(b, 0, 0, TDirection.D_LEFT);
1543 if (mon = nil) then raise XStreamError.Create('g_Monsters_LoadState: ID = -1 (can''t create)');
1544 // Загружаем данные монстра
1545 mon.LoadState(st);
1546 end;
1547 end;
1550 // ////////////////////////////////////////////////////////////////////////// //
1551 function g_Mons_SpawnAt (monType: Integer; x, y: Integer; dir: TDirection=TDirection.D_LEFT): TMonster; overload;
1552 begin
1553 result := nil;
1554 if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
1555 begin
1556 result := g_Monsters_Create(monType, x, y, dir);
1557 end;
1558 end;
1561 function g_Mons_SpawnAt (const typeName: AnsiString; x, y: Integer; dir: TDirection=TDirection.D_LEFT): TMonster; overload;
1562 begin
1563 result := g_Mons_SpawnAt(g_Mons_TypeIdByName(typeName), x, y, dir);
1564 end;
1568 // ////////////////////////////////////////////////////////////////////////// //
1569 function g_Mons_TypeLo (): Integer; inline; begin result := Low(MONSTERTABLE); end;
1570 function g_Mons_TypeHi (): Integer; inline; begin result := High(MONSTERTABLE); end;
1573 function g_Mons_TypeIdByName (const name: String): Integer;
1574 var
1575 i: Integer;
1576 begin
1577 i := MONSTER_DEMON;
1578 while (i <= MONSTER_MAN) do
1579 begin
1580 if (CompareText(name, MONSTERTABLE[i].Name) = 0) then
1581 begin
1582 result := i;
1583 exit;
1584 end;
1585 Inc(i);
1586 end;
1587 result := -1;
1588 // HACK!
1589 if (CompareText(name, 'zombie') = 0) then result := MONSTER_ZOMBY;
1590 end;
1593 function g_Mons_NameByTypeId (monType: Integer): AnsiString;
1594 begin
1595 if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
1596 result := MONSTERTABLE[monType].Name
1597 else
1598 result := '?';
1599 end;
1602 function g_Mons_GetKilledByTypeId (monType: Integer): AnsiString;
1603 begin
1604 if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
1605 Result := KilledByMonster[monType]
1606 else
1607 Result := '?';
1608 end;
1611 // ////////////////////////////////////////////////////////////////////////// //
1612 { T M o n s t e r : }
1614 procedure TMonster.setGameX (v: Integer); inline; begin FObj.X := v; positionChanged(); end;
1615 procedure TMonster.setGameY (v: Integer); inline; begin FObj.Y := v; positionChanged(); end;
1617 procedure TMonster.setPosition (ax, ay: Integer; callPosChanged: Boolean=true); inline; begin FObj.X := ax; FObj.Y := ay; if callPosChanged then positionChanged(); end;
1619 procedure TMonster.moveBy (dx, dy: Integer); inline;
1620 begin
1621 if (dx <> 0) or (dy <> 0) then
1622 begin
1623 FObj.X += dx;
1624 FObj.Y += dy;
1625 positionChanged();
1626 end;
1627 end;
1629 procedure TMonster.doDamage (v: Integer);
1630 begin
1631 if (v <= 0) then exit;
1632 if (v > 32767) then v := 32767;
1633 Damage(v, 0, 0, 0, mEDamageType);
1634 end;
1636 procedure TMonster.ActionSound();
1637 begin
1638 case FMonsterType of
1639 MONSTER_IMP:
1640 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1641 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1642 MONSTER_MANCUB:
1643 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1644 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1645 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1646 MONSTER_SPIDER:
1647 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1648 MONSTER_BSP:
1649 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1650 MONSTER_VILE:
1651 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1652 MONSTER_SKEL:
1653 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1654 MONSTER_CYBER:
1656 MONSTER_MAN:
1657 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1658 end;
1659 end;
1661 procedure TMonster.PainSound();
1662 begin
1663 if FPainSound then
1664 Exit;
1666 FPainSound := True;
1667 FPainTicks := 20;
1669 case FMonsterType of
1670 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1671 MONSTER_SKEL, MONSTER_CGUN:
1672 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1673 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1674 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1675 MONSTER_BSP, MONSTER_CYBER:
1676 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1677 MONSTER_VILE:
1678 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1679 MONSTER_MANCUB:
1680 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1681 MONSTER_PAIN:
1682 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1683 MONSTER_MAN:
1684 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1685 end;
1686 end;
1688 procedure TMonster.DieSound();
1689 begin
1690 case FMonsterType of
1691 MONSTER_IMP:
1692 case Random(2) of
1693 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1694 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1695 end;
1696 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1697 case Random(3) of
1698 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1699 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1700 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1701 end;
1702 MONSTER_DEMON:
1703 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1704 MONSTER_BARREL:
1705 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1706 MONSTER_SOUL:
1707 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1708 MONSTER_BSP:
1709 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1710 MONSTER_VILE:
1711 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1712 MONSTER_BARON:
1713 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1714 MONSTER_CACO:
1715 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1716 MONSTER_CYBER:
1717 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1718 MONSTER_KNIGHT:
1719 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1720 MONSTER_MANCUB:
1721 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1722 MONSTER_PAIN:
1723 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1724 MONSTER_SKEL:
1725 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1726 MONSTER_SPIDER:
1727 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1728 MONSTER_MAN:
1729 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1730 end;
1731 end;
1733 procedure TMonster.WakeUpSound();
1734 begin
1735 case FMonsterType of
1736 MONSTER_IMP:
1737 case Random(2) of
1738 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1739 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1740 end;
1741 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1742 case Random(3) of
1743 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1744 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1745 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1746 end;
1747 MONSTER_MAN:
1748 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1749 MONSTER_BSP:
1750 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1751 MONSTER_VILE:
1752 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1753 MONSTER_BARON:
1754 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1755 MONSTER_CACO:
1756 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1757 MONSTER_CYBER:
1758 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1759 MONSTER_KNIGHT:
1760 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1761 MONSTER_MANCUB:
1762 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1763 MONSTER_PAIN:
1764 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1765 MONSTER_DEMON:
1766 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1767 MONSTER_SKEL:
1768 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1769 MONSTER_SPIDER:
1770 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1771 MONSTER_SOUL:
1773 end;
1774 end;
1776 procedure TMonster.BFGHit();
1777 begin
1778 if FMonsterType = MONSTER_FISH then
1779 Exit;
1781 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1782 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1783 {if g_Game_IsServer and g_Game_IsNet then
1784 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1785 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1786 0, NET_GFX_BFG);}
1787 end;
1789 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1790 begin
1791 Result := g_Collide(FObj.X+FObj.Rect.X,
1792 FObj.Y+FObj.Rect.Y,
1793 FObj.Rect.Width,
1794 FObj.Rect.Height,
1795 X, Y,
1796 Width, Height);
1797 end;
1799 function TMonster.Collide(Panel: TPanel): Boolean;
1800 begin
1801 Result := g_Collide(FObj.X+FObj.Rect.X,
1802 FObj.Y+FObj.Rect.Y,
1803 FObj.Rect.Width,
1804 FObj.Rect.Height,
1805 Panel.X, Panel.Y,
1806 Panel.Width, Panel.Height);
1807 end;
1809 function TMonster.Collide(X, Y: Integer): Boolean;
1810 begin
1811 X := X - FObj.X - FObj.Rect.X;
1812 Y := Y - FObj.Y - FObj.Rect.Y;
1813 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1814 (y >= 0) and (y <= FObj.Rect.Height);
1815 end;
1817 procedure TMonster.Respawn;
1818 begin
1819 FObj.Vel.X := 0;
1820 FObj.Vel.Y := 0;
1821 FObj.Accel.X := 0;
1822 FObj.Accel.Y := 0;
1823 FDirection := FStartDirection;
1824 {GameX}FObj.X := FStartX;
1825 {GameY}FObj.Y := FStartY;
1826 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1827 FHealth := MONSTERTABLE[FMonsterType].Health;
1828 FAmmo := 0;
1829 FPain := 0;
1830 FTargetUID := 0;
1831 FTargetTime := 0;
1832 FDieTriggers := nil;
1833 FWaitAttackAnim := False;
1834 FChainFire := False;
1835 FShellTimer := -1;
1837 FState := MONSTATE_SLEEP;
1838 FCurAnim := ANIM_SLEEP;
1840 positionChanged(); // this updates spatial accelerators
1842 if g_Game_IsNet and g_Game_IsServer then
1843 begin
1844 MH_SEND_MonsterPos(FUID);
1845 MH_SEND_MonsterState(FUID);
1846 end;
1847 end;
1849 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1850 var
1851 a: Integer;
1852 FramesID: DWORD = 0;
1853 s: String;
1854 res: Boolean;
1855 begin
1856 if ForcedUID < 0 then
1857 FUID := g_CreateUID(UID_MONSTER)
1858 else
1859 FUID := ForcedUID;
1861 FMonsterType := MonsterType;
1863 g_Obj_Init(@FObj);
1865 FState := MONSTATE_SLEEP;
1866 FCurAnim := ANIM_SLEEP;
1867 FHealth := MONSTERTABLE[MonsterType].Health;
1868 FMaxHealth := FHealth;
1869 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1870 FDieTriggers := nil;
1871 FSpawnTrigger := -1;
1872 FWaitAttackAnim := False;
1873 FChainFire := False;
1874 FStartID := aID;
1875 FNoRespawn := False;
1876 FShellTimer := -1;
1877 FBehaviour := BH_NORMAL;
1878 FFireTime := 0;
1879 FFirePainTime := 0;
1880 FFireAttacker := 0;
1881 mEDamageType := HIT_SOME;
1883 mProxyId := -1;
1884 mArrIdx := -1;
1885 trapCheckFrameId := 0;
1886 mplatCheckFrameId := 0;
1887 mNeedSend := false;
1889 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1890 FBloodKind := BLOOD_SPARKS
1891 else
1892 FBloodKind := BLOOD_NORMAL;
1893 if FMonsterType = MONSTER_CACO then
1894 begin
1895 FBloodRed := 0;
1896 FBloodGreen := 0;
1897 FBloodBlue := 150;
1898 end
1899 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1900 begin
1901 FBloodRed := 0;
1902 FBloodGreen := 150;
1903 FBloodBlue := 0;
1904 end
1905 else
1906 begin
1907 FBloodRed := 150;
1908 FBloodGreen := 0;
1909 FBloodBlue := 0;
1910 end;
1912 SetLength(FAnim, Length(ANIMTABLE));
1914 for a := 0 to High(FAnim) do
1915 begin
1916 FAnim[a, TDirection.D_LEFT] := nil;
1917 FAnim[a, TDirection.D_RIGHT] := nil;
1918 end;
1920 for a := ANIM_SLEEP to ANIM_PAIN do
1921 if (ANIMTABLE[a].name <> '') and
1922 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1923 begin
1924 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1925 '_'+ANIMTABLE[a].name;
1927 res := g_Frames_Exists(s);
1929 if res then
1930 res := g_Frames_Get(FramesID, s);
1932 // Если нет такой анимации, то пробуем заменить ее на анимацию смерти:
1933 if (not res) then
1934 begin
1935 // Заменяем только ANIM_MESS на ANIM_DIE:
1936 if a <> ANIM_MESS then
1937 Continue;
1939 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1940 '_'+ANIMTABLE[ANIM_DIE].name) then
1941 begin
1942 FAnim[a, TDirection.D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1943 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1944 FAnim[a, TDirection.D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1945 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1946 Continue;
1947 end;
1948 end;
1950 FAnim[a, TDirection.D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1951 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1953 // Если есть отдельная левая анимация - загружаем:
1954 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1955 begin
1956 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1957 '_'+ANIMTABLE[a].name+'_L';
1958 if g_Frames_Exists(s) then
1959 g_Frames_Get(FramesID, s);
1960 end;
1962 FAnim[a, TDirection.D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1963 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1964 end;
1966 // Для колдуна загружаем также анимацию огня:
1967 if MonsterType = MONSTER_VILE then
1968 begin
1969 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1970 vilefire := TAnimation.Create(FramesID, True, 2);
1971 end
1972 else
1973 vilefire := nil;
1974 end;
1976 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1977 var
1978 c, it: Integer;
1979 p: TPlayer;
1980 begin
1981 Result := False;
1983 // Монстр статичен пока идет warmup
1984 if (gLMSRespawn > LMS_RESPAWN_NONE) then exit;
1986 // Умирает, умер или воскрешается => урон делать некому:
1987 if (FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE) or (FState = MONSTATE_REVIVE) then
1988 Exit;
1990 // Рыбу в воде бьет током => паника без урона:
1991 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1992 begin
1993 FSleep := 20;
1994 if Random(2) = 0 then FDirection := TDirection.D_RIGHT else FDirection := TDirection.D_LEFT;
1995 Result := True;
1996 SetState(MONSTATE_RUN);
1997 Exit;
1998 end;
2000 // Арчи не горят, черепа уже горят
2001 if (t = HIT_FLAME) and (FMonsterType in [MONSTER_VILE, MONSTER_SOUL]) then
2002 begin
2003 // Проснуться все-таки стоит
2004 if FState = MONSTATE_SLEEP then
2005 SetState(MONSTATE_GO);
2006 Exit;
2007 end;
2009 // Ловушка убивает сразу:
2010 if t = HIT_TRAP then
2011 FHealth := -100;
2013 // Роботу урона нет:
2014 if FMonsterType = MONSTER_ROBO then
2015 aDamage := 0;
2017 // Наносим урон:
2018 if g_Game_IsServer then Dec(FHealth, aDamage);
2020 // Усиливаем боль монстра от урона:
2021 if FPain = 0 then
2022 FPain := 3;
2023 FPain := FPain+aDamage;
2025 // Если боль существенная, то меняем состояние на болевое:
2026 if FState <> MONSTATE_PAIN then
2027 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
2028 (FMonsterType <> MONSTER_BARREL) then
2029 SetState(MONSTATE_PAIN);
2031 // Если разрешена кровь - создаем брызги крови:
2032 if (gBloodCount > 0) then
2033 begin
2034 c := Min(aDamage, 200);
2035 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
2037 if (VelX = 0) and (VelY = 0) then
2038 MakeBloodSimple(c)
2039 else
2040 case t of
2041 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
2042 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
2043 end;
2044 end;
2046 // Теперь цель - ударивший, если только не сам себя:
2047 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
2048 begin
2049 FTargetUID := SpawnerUID;
2050 FTargetTime := 0;
2051 end;
2053 // Здоровье закончилось:
2054 if FHealth <= 0 then
2055 begin
2056 // Если это не бочка и убил игрок, то ему +1:
2057 if (FMonsterType <> MONSTER_BARREL) then
2058 begin
2059 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
2060 begin
2061 p := g_Player_Get(SpawnerUID);
2062 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
2063 begin
2064 p.MonsterKills := p.MonsterKills+1;
2065 if gGameSettings.GameMode = GM_COOP then
2066 p.Frags := p.Frags + 1;
2067 // Uncomment this if you want to double-kill monsters
2068 //p.FragCombo();
2069 end;
2070 end;
2071 if gLMSRespawn = LMS_RESPAWN_NONE then
2072 begin
2073 Inc(gCoopMonstersKilled);
2074 if g_Game_IsNet then
2075 MH_SEND_GameStats;
2076 end;
2077 end;
2079 // Выбираем лут:
2080 case FMonsterType of
2081 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
2082 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
2083 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
2084 MONSTER_MAN: c := ITEM_KEY_RED;
2085 else c := 0;
2086 end;
2088 // Бросаем лут:
2089 if c <> 0 then
2090 begin
2091 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
2092 FObj.Y + (FObj.Rect.Height div 2),
2093 c, True, False);
2094 g_Items_SetDrop(it); // mark it as monster drop
2095 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
2096 (FObj.Vel.Y div 2)-Random(4));
2097 //positionChanged(); // this updates spatial accelerators
2098 if g_Game_IsServer and g_Game_IsNet then
2099 MH_SEND_ItemSpawn(True, it);
2100 end;
2102 // Труп дальше не идет:
2103 FObj.Vel.X := 0;
2105 // У трупа размеры меньше:
2106 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
2107 begin
2108 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
2109 FObj.Rect.Height := 12;
2110 positionChanged();
2111 end;
2113 // Урон был сильным => слабые - в кашу:
2114 if (FHealth <= -30) and
2115 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
2116 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
2117 (FMonsterType = MONSTER_MAN)) then
2118 begin
2119 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2120 SetState(MONSTATE_DIE, ANIM_MESS);
2121 end
2122 else
2123 begin
2124 DieSound();
2125 SetState(MONSTATE_DIE);
2126 end;
2128 // Активировать триггеры, ждущие смерти этого монстра:
2129 if g_Game_IsServer then ActivateTriggers();
2131 FHealth := 0;
2132 end
2133 else
2134 if FState = MONSTATE_SLEEP then
2135 begin // Спал, разбудили несмертельным ударом:
2136 FPain := MONSTERTABLE[FMonsterType].Pain;
2137 SetState(MONSTATE_GO);
2138 end;
2140 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
2141 Result := True;
2142 end;
2144 function TMonster.Heal(Value: Word): Boolean;
2145 begin
2146 Result := False;
2147 if g_Game_IsClient then
2148 Exit;
2149 if not alive then
2150 Exit;
2152 if FHealth < FMaxHealth then
2153 begin
2154 IncMax(FHealth, Value, FMaxHealth);
2155 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
2156 Result := True;
2157 end;
2158 end;
2160 destructor TMonster.Destroy();
2161 var
2162 a: Integer;
2163 begin
2164 for a := 0 to High(FAnim) do
2165 begin
2166 FAnim[a, TDirection.D_LEFT].Free();
2167 FAnim[a, TDirection.D_RIGHT].Free();
2168 end;
2170 vilefire.Free();
2172 if (mProxyId <> -1) then
2173 begin
2174 if (monsGrid <> nil) then
2175 begin
2176 monsGrid.removeBody(mProxyId);
2177 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
2178 e_WriteLog(Format('monster #%d:(%u): removed from grid; mProxyid=%d', [mArrIdx, UID, mProxyId]), MSG_NOTIFY);
2179 {$ENDIF}
2180 end;
2181 mProxyId := -1;
2182 end;
2184 if (mArrIdx <> -1) and (mArrIdx < Length(gMonsters)) then
2185 begin
2186 freeInds.release(mArrIdx);
2187 gMonsters[mArrIdx] := nil;
2188 end;
2189 mArrIdx := -1;
2191 uidMap[FUID] := nil;
2193 inherited Destroy();
2194 end;
2196 procedure TMonster.MakeBloodSimple(Count: Word);
2197 begin
2198 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2199 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2200 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2201 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2202 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2203 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2204 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2205 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2206 end;
2208 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2209 begin
2210 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2211 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2212 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2213 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2214 end;
2216 procedure TMonster.Push(vx, vy: Integer);
2217 begin
2218 FObj.Accel.X := FObj.Accel.X + vx;
2219 FObj.Accel.Y := FObj.Accel.Y + vy;
2220 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2221 end;
2223 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2224 var
2225 Anim: Byte;
2226 begin
2227 // Если состояние = начали умирать, а этот монстр = Lost_Soul,
2228 // то соблюдаем ограничение количества Lost_Soul'ов:
2229 if (State = MONSTATE_DIE) and (MonsterType = MONSTER_SOUL) then
2230 soulcount := soulcount-1;
2232 // Присмерти - нельзя сразу начинать атаковать или бегать:
2233 case FState of
2234 MONSTATE_DIE, MONSTATE_DEAD, MONSTATE_REVIVE:
2235 if (State <> MONSTATE_DEAD) and (State <> MONSTATE_REVIVE) and
2236 (State <> MONSTATE_GO) then
2237 Exit;
2238 end;
2240 // Смена состояния:
2241 FState := State;
2243 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2245 // Новая анимация при новом состоянии:
2246 case FState of
2247 MONSTATE_SLEEP: Anim := ANIM_SLEEP;
2248 MONSTATE_PAIN: Anim := ANIM_PAIN;
2249 MONSTATE_WAIT: Anim := ANIM_SLEEP;
2250 MONSTATE_CLIMB, MONSTATE_RUN, MONSTATE_RUNOUT, MONSTATE_GO: Anim := ANIM_GO;
2251 MONSTATE_SHOOT: Anim := ANIM_ATTACK;
2252 MONSTATE_ATTACK: Anim := ANIM_ATTACK;
2253 MONSTATE_DIE: Anim := ANIM_DIE;
2254 MONSTATE_REVIVE:
2255 begin // начали восрешаться
2256 Anim := FCurAnim;
2257 FAnim[Anim, FDirection].Revert(True);
2259 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2260 FHealth := MONSTERTABLE[FMonsterType].Health;
2261 FAmmo := 0;
2262 FPain := 0;
2263 end;
2264 else Exit;
2265 end;
2267 // Надо сменить анимацию на нестандартную:
2268 if ForceAnim <> 255 then
2269 Anim := ForceAnim;
2271 // Если анимация новая - перезапускаем её:
2272 if FCurAnim <> Anim then
2273 if FAnim[Anim, FDirection] <> nil then
2274 begin
2275 FAnim[Anim, FDirection].Reset();
2276 FCurAnim := Anim;
2277 end;
2278 end;
2280 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2281 var
2282 TA: TAnimation;
2283 FramesID: DWORD;
2284 begin
2285 Result := False;
2287 // В точке назначения стена:
2288 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2289 begin
2290 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2291 if g_Game_IsServer and g_Game_IsNet then
2292 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2293 Exit;
2294 end;
2296 TA := nil;
2298 // Эффект телепорта в позиции монстра:
2299 if not silent then
2300 begin
2301 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2302 TA := TAnimation.Create(FramesID, False, 6);
2303 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2304 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2305 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2307 if g_Game_IsServer and g_Game_IsNet then
2308 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2309 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2310 NET_GFX_TELE);
2311 end;
2313 FObj.X := X - FObj.Rect.X;
2314 FObj.Y := Y - FObj.Rect.Y;
2315 FObj.oldX := FObj.X; // don't interpolate after teleport
2316 FObj.oldY := FObj.Y;
2317 positionChanged();
2319 if dir = 1 then
2320 FDirection := TDirection.D_LEFT
2321 else
2322 if dir = 2 then
2323 FDirection := TDirection.D_RIGHT
2324 else
2325 if dir = 3 then
2326 begin // обратное
2327 if FDirection = TDirection.D_RIGHT then
2328 FDirection := TDirection.D_LEFT
2329 else
2330 FDirection := TDirection.D_RIGHT;
2331 end;
2333 // Эффект телепорта в точке назначения:
2334 if not silent and (TA <> nil) then
2335 begin
2336 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2337 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2338 TA.Free();
2340 if g_Game_IsServer and g_Game_IsNet then
2341 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2342 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2343 NET_GFX_TELE);
2344 end;
2346 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2347 Result := True;
2348 end;
2350 procedure TMonster.PreUpdate();
2351 begin
2352 FObj.oldX := FObj.X;
2353 FObj.oldY := FObj.Y;
2354 end;
2356 procedure TMonster.Update();
2357 var
2358 a, b, sx, sy, wx, wy, oldvelx: Integer;
2359 st: Word;
2360 o, co: TObj;
2361 fall, bubbles: Boolean;
2362 mon: TMonster;
2363 mit: PMonster;
2364 it: TMonsterGrid.Iter;
2365 label
2366 _end;
2367 begin
2368 fall := True;
2369 bubbles := True;
2371 // Монстр статичен пока идет warmup
2372 if (gLMSRespawn > LMS_RESPAWN_NONE) then exit;
2374 // Рыбы "летают" только в воде:
2375 if FMonsterType = MONSTER_FISH then
2376 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2377 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
2378 fall := False;
2380 // Летающие монтсры:
2381 if ((FMonsterType = MONSTER_SOUL) or
2382 (FMonsterType = MONSTER_PAIN) or
2383 (FMonsterType = MONSTER_CACO)) and
2384 (FState <> MONSTATE_DIE) and
2385 (FState <> MONSTATE_DEAD) then
2386 fall := False;
2388 // Меняем скорость только по четным кадрам:
2389 if gTime mod (GAME_TICK*2) <> 0 then
2390 begin
2391 g_Obj_Move(@FObj, fall, True, True);
2392 positionChanged(); // this updates spatial accelerators
2393 Exit;
2394 end;
2396 if FPainTicks > 0 then
2397 Dec(FPainTicks)
2398 else
2399 FPainSound := False;
2401 // Двигаемся:
2402 st := g_Obj_Move(@FObj, fall, True, True);
2403 positionChanged(); // this updates spatial accelerators
2405 // Если горим - поджигаем других монстров, но не на 100 тиков каждый раз:
2406 if FFireTime > 0 then
2407 begin
2408 it := monsGrid.forEachInAABB(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
2409 for mit in it do
2410 if mit.UID <> FUID then
2411 mit.CatchFire(FFireAttacker, FFireTime);
2412 end;
2414 // Вылетел за карту - удаляем и запускаем триггеры:
2415 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2416 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2417 begin
2418 FRemoved := True;
2419 if alive and (gLMSRespawn = LMS_RESPAWN_NONE) then
2420 begin
2421 Inc(gCoopMonstersKilled);
2422 if g_Game_IsNet then
2423 MH_SEND_GameStats;
2424 end;
2425 ActivateTriggers();
2426 Exit;
2427 end;
2429 oldvelx := FObj.Vel.X;
2431 // Сопротивление воздуха для трупа:
2432 if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then
2433 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2435 if FFireTime > 0 then
2436 begin
2437 if WordBool(st and MOVE_INWATER) then
2438 FFireTime := 0
2439 else
2440 begin
2441 OnFireFlame(1);
2442 FFireTime := FFireTime - 1;
2443 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
2444 if FFirePainTime = 0 then
2445 begin
2446 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2447 FFirePainTime := 18;
2448 end
2449 else
2450 FFirePainTime := FFirePainTime - 1;
2451 end;
2452 end;
2454 // Мертвый ничего не делает:
2455 if (FState = MONSTATE_DEAD) then
2456 goto _end;
2458 // AI монстров выключен:
2459 if g_debug_MonsterOff then
2460 begin
2461 FSleep := 1;
2462 if FState <> MONSTATE_SLEEP then
2463 SetState(MONSTATE_SLEEP);
2464 end;
2466 // Возможно, создаем пузырьки в воде:
2467 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2468 begin
2469 case FMonsterType of
2470 MONSTER_FISH:
2471 if Random(4) <> 0 then bubbles := False else
2472 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2473 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2474 MONSTER_ROBO, MONSTER_BARREL:
2475 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2476 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2477 else
2478 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2479 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2480 end;
2481 if bubbles then if Random(2) = 0
2482 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2483 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2484 end;
2486 // Если прошел первый кадр анимации взрыва бочки, то взрыв:
2487 if FMonsterType = MONSTER_BARREL then
2488 begin
2489 if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2490 (FAnim[FCurAnim, FDirection].Counter = 0) then
2491 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2492 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2493 60, FUID);
2494 end;
2496 // Lost_Soul вылетел из воды => ускоряется:
2497 if FMonsterType = MONSTER_SOUL then
2498 if WordBool(st and MOVE_HITAIR) then
2499 g_Obj_SetSpeed(@FObj, 16);
2501 if FAmmo < 0 then
2502 FAmmo := FAmmo + 1;
2504 // Если начали всплывать, то продолжаем:
2505 if FObj.Vel.Y < 0 then
2506 if WordBool(st and MOVE_INWATER) then
2507 FObj.Vel.Y := -4;
2509 // Таймер - ждем после потери цели:
2510 FTargetTime := FTargetTime + 1;
2512 // Гильзы
2513 if FShellTimer > -1 then
2514 if FShellTimer = 0 then
2515 begin
2516 if FShellType = SHELL_SHELL then
2517 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2518 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2519 GameVelX, GameVelY-2, SHELL_SHELL)
2520 else if FShellType = SHELL_DBLSHELL then
2521 begin
2522 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2523 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2524 GameVelX-1, GameVelY-2, SHELL_SHELL);
2525 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2526 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2527 GameVelX+1, GameVelY-2, SHELL_SHELL);
2528 end;
2529 FShellTimer := -1;
2530 end else Dec(FShellTimer);
2532 // Пробуем увернуться от летящей пули:
2533 if fall then
2534 if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT,
2535 MONSTATE_ATTACK, MONSTATE_SHOOT]) then
2536 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2537 FObj.Rect.Width, FObj.Rect.Height, 50) then
2538 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2539 (FObj.Accel.Y = 0) then
2540 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2542 case FState of
2543 MONSTATE_PAIN: // Состояние - Боль
2544 begin
2545 // Боль сильная => монстр кричит:
2546 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2547 begin
2548 FPain := MONSTERTABLE[FMonsterType].Pain;
2549 if gSoundEffectsDF then PainSound();
2550 end;
2551 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2552 PainSound();
2554 // Снижаем боль со временем:
2555 FPain := FPain - 5;
2557 // Боль уже не ошутимая => идем дальше:
2558 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2559 begin
2560 FPain := 0;
2561 FAmmo := -9;
2562 SetState(MONSTATE_GO);
2563 end;
2564 end;
2566 MONSTATE_SLEEP: // Состояние - Сон
2567 begin
2568 // Спим:
2569 FSleep := FSleep + 1;
2571 // Проспали достаточно:
2572 if FSleep >= 18 then
2573 FSleep := 0
2574 else // еще спим
2575 goto _end;
2577 // На игроков идут только обычные монстры, киллеры и маньяки
2578 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2579 // Если есть игрок рядом, просыпаемся и идем к нему:
2580 if (gPlayers <> nil) then
2581 for a := 0 to High(gPlayers) do
2582 if (gPlayers[a] <> nil) and (gPlayers[a].alive)
2583 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2584 with gPlayers[a] do
2585 if g_Look(@FObj, @Obj, FDirection) then
2586 begin
2587 FTargetUID := gPlayers[a].UID;
2588 FTargetTime := 0;
2589 WakeUpSound();
2590 SetState(MONSTATE_GO);
2591 Break;
2592 end;
2594 // На монстров тянет маньяков, поехавших и каннибалов
2595 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2596 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2597 // Если есть подходящий монстр рядом:
2598 if gMonsters <> nil then
2599 for a := 0 to High(gMonsters) do
2600 if (gMonsters[a] <> nil) and (gMonsters[a].alive) and
2601 (gMonsters[a].FUID <> FUID) then
2602 begin
2603 // Маньяки нападают на всех монстров, кроме друзей
2604 if (FBehaviour = BH_MANIAC) and
2605 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2606 Continue;
2607 // Поехавшие также, но могут обозлиться на бочку
2608 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2609 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2610 Continue;
2611 // Каннибалы нападают на себе подобных
2612 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2613 Continue;
2614 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2615 begin
2616 FTargetUID := gMonsters[a].UID;
2617 FTargetTime := 0;
2618 WakeUpSound();
2619 SetState(MONSTATE_GO);
2620 Break;
2621 end;
2622 end;
2623 end;
2625 MONSTATE_WAIT: // Состояние - Ожидание
2626 begin
2627 // Ждем:
2628 FSleep := FSleep - 1;
2630 // Выждали достаточно - идем:
2631 if FSleep < 0 then
2632 SetState(MONSTATE_GO);
2633 end;
2635 MONSTATE_GO: // Состояние - Движение (с осмотром ситуации)
2636 begin
2637 // Если наткнулись на БлокМон - убегаем от него:
2638 if WordBool(st and MOVE_BLOCK) then
2639 begin
2640 Turn();
2641 FSleep := 40;
2642 SetState(MONSTATE_RUNOUT);
2644 goto _end;
2645 end;
2647 // Если монстр - колдун, то пробуем воскресить кого-нибудь:
2648 if (FMonsterType = MONSTER_VILE) then
2649 if isCorpse(@FObj, False) <> -1 then
2650 begin
2651 FObj.Vel.X := 0;
2652 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
2654 goto _end;
2655 end;
2657 // Цель погибла или давно ждем:
2658 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2659 if not findNewPrey() then
2660 begin // Новых целей нет
2661 FTargetUID := 0;
2662 o.X := FObj.X+pt_x;
2663 o.Y := FObj.Y+pt_y;
2664 o.Vel.X := 0;
2665 o.Vel.Y := 0;
2666 o.Accel.X := 0;
2667 o.Accel.Y := 0;
2668 o.Rect := _Rect(0, 0, 0, 1);
2669 end
2670 else // Новая цель есть - берем ее координаты
2671 GetPos(FTargetUID, @o);
2673 // Цель очень близко - пинаем:
2674 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2675 begin
2676 FTargetTime := 0;
2677 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2678 begin
2679 if kick(@o) then
2680 goto _end;
2681 end;
2682 end;
2684 // Расстояние до цели:
2685 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2686 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2688 // Поворачиваемся в сторону цели:
2689 if sx > 0 then
2690 FDirection := TDirection.D_RIGHT
2691 else
2692 FDirection := TDirection.D_LEFT;
2694 // Если монстр умеет стрелять и есть по кому - стреляем:
2695 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2696 if Abs(sx) > Abs(sy) then // угол выстрела удобный
2697 if shoot(@o, False) then
2698 goto _end;
2700 // Если цель почти на одной вертикали - бегаем туда-сюда:
2701 if Abs(sx) < 40 then
2702 if FMonsterType <> MONSTER_FISH then
2703 begin
2704 FSleep := 15;
2705 SetState(MONSTATE_RUN);
2706 if Random(2) = 0 then
2707 FDirection := TDirection.D_LEFT
2708 else
2709 FDirection := TDirection.D_RIGHT;
2711 goto _end;
2712 end;
2714 // Уперлись в стену:
2715 if WordBool(st and MOVE_HITWALL) then
2716 begin
2717 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2718 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2719 begin // Смогли нажать кнопку - небольшое ожидание
2720 FSleep := 4;
2721 SetState(MONSTATE_WAIT);
2723 goto _end;
2724 end;
2726 case FMonsterType of
2727 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2728 else // Не летают:
2729 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2730 (FObj.Accel.Y = 0) then
2731 begin // Стоим на твердом полу или ступени
2732 // Прыжок через стену:
2733 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2734 SetState(MONSTATE_CLIMB);
2735 end;
2736 end;
2738 goto _end;
2739 end;
2741 // Монстры, не подверженные гравитации:
2742 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2743 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2744 begin
2745 if FMonsterType = MONSTER_FISH then
2746 begin // Рыба
2747 if not WordBool(st and MOVE_INWATER) then
2748 begin // Рыба вне воды:
2749 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2750 begin // "Стоит" твердо
2751 // Рыба трепыхается на поверхности:
2752 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2753 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2754 end;
2756 // Рыбе больно:
2757 SetState(MONSTATE_PAIN);
2758 FPain := FPain + 50;
2759 end
2760 else // Рыба в воде
2761 begin
2762 // Плывем в сторону цели по-вертикали:
2763 if Abs(sy) > 8 then
2764 FObj.Vel.Y := g_basic.Sign(sy)*4
2765 else
2766 FObj.Vel.Y := 0;
2768 // Рыба плывет вверх:
2769 if FObj.Vel.Y < 0 then
2770 if not g_Obj_CollideLiquid(@FObj, 0, -16) then
2771 begin
2772 // Всплыли до поверхности - стоп:
2773 FObj.Vel.Y := 0;
2774 // Плаваем туда-сюда:
2775 if Random(2) = 0 then
2776 FDirection := TDirection.D_LEFT
2777 else
2778 FDirection := TDirection.D_RIGHT;
2779 FSleep := 20;
2780 SetState(MONSTATE_RUN);
2781 end;
2782 end;
2783 end
2784 else // Летающие монстры
2785 begin
2786 // Летим в сторону цели по-вертикали:
2787 if Abs(sy) > 8 then
2788 FObj.Vel.Y := g_basic.Sign(sy)*4
2789 else
2790 FObj.Vel.Y := 0;
2791 end;
2792 end
2793 else // "Наземные" монстры
2794 begin
2795 // Возможно, пинаем куски:
2796 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2797 begin
2798 b := Abs(FObj.Vel.X);
2799 if b > 1 then b := b * (Random(8 div b) + 1);
2800 for a := 0 to High(gGibs) do
2801 begin
2802 if gGibs[a].alive and
2803 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2804 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2805 begin
2806 // Пинаем куски
2807 if FObj.Vel.X < 0 then
2808 begin
2809 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
2810 end
2811 else
2812 begin
2813 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
2814 end;
2815 end;
2816 end;
2817 end;
2818 // Боссы могут пинать трупы:
2819 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2820 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2821 begin
2822 b := Abs(FObj.Vel.X);
2823 if b > 1 then b := b * (Random(8 div b) + 1);
2824 for a := 0 to High(gCorpses) do
2825 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2826 begin
2827 co := gCorpses[a].Obj;
2828 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2829 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2830 // Пинаем трупы
2831 if FObj.Vel.X < 0 then
2832 gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
2833 else
2834 gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
2835 end;
2836 end;
2837 // Если цель высоко, то, возможно, прыгаем:
2838 if sy < -40 then
2839 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2840 // стоит твердо
2841 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2842 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2843 end;
2845 FSleep := FSleep + 1;
2847 // Иногда рычим:
2848 if FSleep >= 8 then
2849 begin
2850 FSleep := 0;
2851 if Random(8) = 0 then
2852 ActionSound();
2853 end;
2855 // Бежим в выбранную сторону:
2856 if FDirection = TDirection.D_RIGHT then
2857 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2858 else
2859 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2861 // Если в воде, то замедляемся:
2862 if WordBool(st and MOVE_INWATER) then
2863 FObj.Vel.X := FObj.Vel.X div 2
2864 else // Рыбам не нужно замедляться
2865 if FMonsterType = MONSTER_FISH then
2866 FObj.Vel.X := 0;
2867 end;
2869 MONSTATE_RUN: // Состояние - Бег
2870 begin
2871 // Если наткнулись на БлокМон - убегаем от него:
2872 if WordBool(st and MOVE_BLOCK) then
2873 begin
2874 Turn();
2875 FSleep := 40;
2876 SetState(MONSTATE_RUNOUT);
2878 goto _end;
2879 end;
2881 FSleep := FSleep - 1;
2883 // Пробежали достаточно или врезались в стену => переходим на шаг:
2884 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2885 begin
2886 FSleep := 0;
2887 SetState(MONSTATE_GO);
2888 // Стена - идем обратно:
2889 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2890 Turn();
2891 // Иногда рычим:
2892 if Random(8) = 0 then
2893 ActionSound();
2894 end;
2896 // Бежим в выбранную сторону:
2897 if FDirection = TDirection.D_RIGHT then
2898 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2899 else
2900 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2902 // Если в воде, то замедляемся:
2903 if WordBool(st and MOVE_INWATER) then
2904 FObj.Vel.X := FObj.Vel.X div 2
2905 else // Рыбам не нужно замедляться
2906 if FMonsterType = MONSTER_FISH then
2907 FObj.Vel.X := 0;
2908 end;
2910 MONSTATE_RUNOUT: // Состояние - Убегает от чего-то
2911 begin
2912 // Вышли из БлокМона:
2913 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2914 FSleep := 0;
2916 FSleep := FSleep - 1;
2918 // Убажели достаточно далеко => переходим на шаг:
2919 if FSleep <= -18 then
2920 begin
2921 FSleep := 0;
2922 SetState(MONSTATE_GO);
2923 // Стена/БлокМон - идем обратно:
2924 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2925 Turn();
2926 // Иногда рычим:
2927 if Random(8) = 0 then
2928 ActionSound();
2929 end;
2931 // Бежим в выбранную сторону:
2932 if FDirection = TDirection.D_RIGHT then
2933 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2934 else
2935 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2937 // Если в воде, то замедляемся:
2938 if WordBool(st and MOVE_INWATER) then
2939 FObj.Vel.X := FObj.Vel.X div 2
2940 else // Рыбам не нужно замедляться
2941 if FMonsterType = MONSTER_FISH then
2942 FObj.Vel.X := 0;
2943 end;
2945 MONSTATE_CLIMB: // Состояние - Прыжок (чтобы обойти стену)
2946 begin
2947 // Достигли высшей точки прыжка или стена кончилась => переходим на шаг:
2948 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2949 (not WordBool(st and MOVE_HITWALL)) then
2950 begin
2951 FSleep := 0;
2952 SetState(MONSTATE_GO);
2954 // Стена не кончилась => бежим от нее:
2955 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2956 begin
2957 Turn();
2958 FSleep := 15;
2959 SetState(MONSTATE_RUN);
2960 end;
2961 end;
2963 // Бежим в выбранную сторону:
2964 if FDirection = TDirection.D_RIGHT then
2965 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2966 else
2967 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2969 // Если в воде, то замедляемся:
2970 if WordBool(st and MOVE_INWATER) then
2971 FObj.Vel.X := FObj.Vel.X div 2
2972 else // Рыбам не нужно замедляться
2973 if FMonsterType = MONSTER_FISH then
2974 FObj.Vel.X := 0;
2975 end;
2977 MONSTATE_ATTACK, // Состояние - Атака
2978 MONSTATE_SHOOT: // Состояние - Стрельба
2979 begin
2980 // Lost_Soul врезался в стену при атаке => переходит на шаг:
2981 if FMonsterType = MONSTER_SOUL then
2982 begin
2983 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2984 SetState(MONSTATE_GO);
2986 goto _end;
2987 end;
2989 // Замедляемся при атаке:
2990 if FMonsterType <> MONSTER_FISH then
2991 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2993 // Нужно стрелять, а монстр - колдун:
2994 if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then
2995 begin
2996 // Цель погибла => идем дальше:
2997 if not GetPos(FTargetUID, @o) then
2998 begin
2999 SetState(MONSTATE_GO);
3001 goto _end;
3002 end;
3004 // Цель не видно => идем дальше:
3005 if not g_Look(@FObj, @o, FDirection) then
3006 begin
3007 SetState(MONSTATE_GO);
3009 goto _end;
3010 end;
3012 // Цель в воде - не загорится => идем дальше:
3013 if g_Obj_CollideWater(@o, 0, 0) then
3014 begin
3015 SetState(MONSTATE_GO);
3017 goto _end;
3018 end;
3020 // Жарим цель:
3021 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
3022 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
3023 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
3024 end;
3025 end;
3026 end; // case FState of ...
3028 _end:
3030 // Состояние - Воскрешение:
3031 if FState = MONSTATE_REVIVE then
3032 if FAnim[FCurAnim, FDirection].Played then
3033 begin // Обратная анимация умирания закончилась - идем дальше:
3034 FAnim[FCurAnim, FDirection].Revert(False);
3035 SetState(MONSTATE_GO);
3036 end;
3038 // Если есть анимация огня колдуна - пусть она идет:
3039 if vilefire <> nil then
3040 vilefire.Update();
3042 // Состояние - Умирает и текущая анимация проиграна:
3043 if (FState = MONSTATE_DIE) and
3044 (FAnim[FCurAnim, FDirection] <> nil) and
3045 (FAnim[FCurAnim, FDirection].Played) then
3046 begin
3047 // Умер:
3048 SetState(MONSTATE_DEAD);
3050 // Pain_Elemental при смерти выпускает 3 Lost_Soul'а:
3051 if (FMonsterType = MONSTER_PAIN) then
3052 begin
3053 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
3054 FObj.Y+FObj.Rect.Y+20, TDirection.D_LEFT);
3055 if mon <> nil then
3056 begin
3057 mon.SetState(MONSTATE_GO);
3058 mon.FNoRespawn := True;
3059 Inc(gTotalMonsters);
3060 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3061 end;
3063 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3064 FObj.Y+FObj.Rect.Y+20, TDirection.D_RIGHT);
3065 if mon <> nil then
3066 begin
3067 mon.SetState(MONSTATE_GO);
3068 mon.FNoRespawn := True;
3069 Inc(gTotalMonsters);
3070 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3071 end;
3073 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
3074 FObj.Y+FObj.Rect.Y, TDirection.D_RIGHT);
3075 if mon <> nil then
3076 begin
3077 mon.SetState(MONSTATE_GO);
3078 mon.FNoRespawn := True;
3079 Inc(gTotalMonsters);
3080 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3081 end;
3083 if g_Game_IsNet then MH_SEND_CoopStats();
3084 end;
3086 // У этих монстров нет трупов:
3087 if (FMonsterType = MONSTER_PAIN) or
3088 (FMonsterType = MONSTER_SOUL) or
3089 (FMonsterType = MONSTER_BARREL) then
3090 FRemoved := True;
3091 end;
3093 // Совершение атаки и стрельбы:
3094 if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
3095 if (FAnim[FCurAnim, FDirection] <> nil) then
3096 // Анимация атаки есть - можно атаковать
3097 if (FAnim[FCurAnim, FDirection].Played) then
3098 begin // Анимация атаки закончилась => переходим на шаг
3099 if FState = MONSTATE_ATTACK then
3100 begin // Состояние - Атака
3101 // Если монстр не Lost_Soul, то после атаки переходим на шаг:
3102 if FMonsterType <> MONSTER_SOUL then
3103 SetState(MONSTATE_GO);
3104 end
3105 else // Состояние - Стрельба
3106 begin
3107 // Переходим на шаг, если не надо стрелять еще раз:
3108 if not FChainFire then
3109 SetState(MONSTATE_GO)
3110 else
3111 begin // Надо стрелять еще
3112 FChainFire := False;
3113 // Т.к. состояние не изменилось, и нужен
3114 // новый цикл ожидания завершения анимации:
3115 FAnim[FCurAnim, FDirection].Reset();
3116 end;
3117 end;
3119 FWaitAttackAnim := False;
3120 end
3122 else // Анимация атаки еще идет (исключение - Lost_Soul):
3123 if (FMonsterType = MONSTER_SOUL) or
3124 ( (not FWaitAttackAnim) and
3125 (FAnim[FCurAnim, FDirection].CurrentFrame =
3126 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3127 ) then
3128 begin // Атаки еще не было и это середина анимации атаки
3129 if FState = MONSTATE_ATTACK then
3130 begin // Состояние - Атака
3131 // Если это Lost_Soul, то сбрасываем анимацию атаки:
3132 if FMonsterType = MONSTER_SOUL then
3133 FAnim[FCurAnim, FDirection].Reset();
3135 case FMonsterType of
3136 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3137 // Грызем первого попавшегося:
3138 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3139 // Lost_Soul укусил кого-то => переходит на шаг:
3140 if FMonsterType = MONSTER_SOUL then
3141 SetState(MONSTATE_GO);
3143 MONSTER_FISH:
3144 // Рыба кусает первого попавшегося со звуком:
3145 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
3146 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
3148 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3149 // Робот, кибер или скелет сильно пинаются:
3150 if FCurAnim = ANIM_ATTACK2 then
3151 begin
3152 o := FObj;
3153 o.Vel.X := IfThen(FDirection = TDirection.D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3154 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
3155 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
3156 end;
3158 MONSTER_VILE:
3159 // Колдун пытается воскрешать:
3160 if FCurAnim = ANIM_ATTACK2 then
3161 begin
3162 sx := isCorpse(@FObj, True);
3163 if sx <> -1 then
3164 begin // Нашли, кого воскресить
3165 gMonsters[sx].SetState(MONSTATE_REVIVE);
3166 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3167 // Воскрешать - себе вредить:
3168 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3169 end;
3170 end;
3171 end;
3172 end
3174 else // Состояние - Стрельба
3175 begin
3176 // Вычисляем координаты, откуда вылетит пуля:
3177 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
3179 if FDirection = TDirection.D_LEFT then
3180 begin
3181 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
3182 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
3183 end; // Это значит: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3185 wx := FObj.X + wx;
3186 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
3188 // Монстр не может целиться в объект за спиной, стреляя влево:
3189 if (FDirection = TDirection.D_LEFT) and (tx > wx) then
3190 begin
3191 tx := wx - 32;
3192 ty := wy + Random(11) - 5;
3193 end;
3194 // И аналогично, стреляя вправо:
3195 if (FDirection = TDirection.D_RIGHT) and (tx < wx) then
3196 begin
3197 tx := wx + 32;
3198 ty := wy + Random(11) - 5;
3199 end;
3201 // Делаем выстрел нужным оружием:
3202 case FMonsterType of
3203 MONSTER_IMP:
3204 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3205 MONSTER_ZOMBY:
3206 begin
3207 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3208 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, True);
3209 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3210 end;
3211 MONSTER_SERG:
3212 begin
3213 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3214 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3215 FShellTimer := 10;
3216 FShellType := SHELL_SHELL;
3217 end;
3218 MONSTER_MAN:
3219 begin
3220 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3221 FShellTimer := 13;
3222 FShellType := SHELL_DBLSHELL;
3223 FAmmo := -36;
3224 end;
3225 MONSTER_CYBER:
3226 begin
3227 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3228 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3229 end;
3230 MONSTER_SKEL:
3231 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3232 MONSTER_CGUN:
3233 begin
3234 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3235 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3236 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3237 end;
3238 MONSTER_SPIDER:
3239 begin
3240 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3241 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3242 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3243 end;
3244 MONSTER_BSP:
3245 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3246 MONSTER_ROBO:
3247 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3248 MONSTER_MANCUB:
3249 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3250 MONSTER_BARON, MONSTER_KNIGHT:
3251 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3252 MONSTER_CACO:
3253 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3254 MONSTER_PAIN:
3255 begin // Создаем Lost_Soul:
3256 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3257 FObj.Y+FObj.Rect.Y, FDirection);
3259 if mon <> nil then
3260 begin // Цель - цель Pain_Elemental'а. Летим к ней:
3261 mon.FTargetUID := FTargetUID;
3262 GetPos(FTargetUID, @o);
3263 mon.FTargetTime := 0;
3264 mon.FNoRespawn := True;
3265 mon.SetState(MONSTATE_GO);
3266 mon.shoot(@o, True);
3267 Inc(gTotalMonsters);
3269 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3270 end;
3271 end;
3272 end;
3274 if FMonsterType <> MONSTER_PAIN then
3275 if g_Game_IsNet then
3276 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3278 // Скорострельные монстры:
3279 if (FMonsterType = MONSTER_CGUN) or
3280 (FMonsterType = MONSTER_SPIDER) or
3281 (FMonsterType = MONSTER_BSP) or
3282 (FMonsterType = MONSTER_MANCUB) or
3283 (FMonsterType = MONSTER_ROBO) then
3284 if not GetPos(FTargetUID, @o) then
3285 // Цель мертва - ищем новую:
3286 findNewPrey()
3287 else // Цель жива - продолжаем стрелять:
3288 if shoot(@o, False) then
3289 FChainFire := True;
3290 end;
3292 // Атака только 1 раз за анимацию атаки:
3293 FWaitAttackAnim := True;
3294 end;
3296 // Последний кадр текущей анимации:
3297 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3298 case FState of
3299 MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT:
3300 // Звуки при передвижении:
3301 case FMonsterType of
3302 MONSTER_CYBER:
3303 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3304 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3305 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3306 MONSTER_SPIDER:
3307 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3308 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3309 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3310 MONSTER_BSP:
3311 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3312 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3313 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3314 MONSTER_ROBO:
3315 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3316 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3317 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3318 end;
3319 end;
3321 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3322 not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then
3323 FObj.Vel.X := oldvelx;
3325 // Если есть анимация, то пусть она идет:
3326 if FAnim[FCurAnim, FDirection] <> nil then
3327 FAnim[FCurAnim, FDirection].Update();
3328 end;
3330 procedure TMonster.SetDeadAnim;
3331 begin
3332 if FAnim <> nil then
3333 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3334 end;
3336 procedure TMonster.RevertAnim(R: Boolean = True);
3337 begin
3338 if FAnim <> nil then
3339 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3340 FAnim[FCurAnim, FDirection].Revert(R);
3341 end;
3343 function TMonster.AnimIsReverse: Boolean;
3344 begin
3345 if FAnim <> nil then
3346 Result := FAnim[FCurAnim, FDirection].IsReverse
3347 else
3348 Result := False;
3349 end;
3351 procedure TMonster.ClientUpdate();
3352 var
3353 a, b, sx, sy, oldvelx: Integer;
3354 st: Word;
3355 o, co: TObj;
3356 fall, bubbles: Boolean;
3357 label
3358 _end;
3359 begin
3360 sx := 0; // SHUT UP COMPILER
3361 sy := 0;
3362 fall := True;
3363 bubbles := True;
3365 // Монстр статичен пока идет warmup
3366 if (gLMSRespawn > LMS_RESPAWN_NONE) then exit;
3368 // Рыбы "летают" только в воде:
3369 if FMonsterType = MONSTER_FISH then
3370 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3371 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
3372 fall := False;
3374 // Летающие монтсры:
3375 if ((FMonsterType = MONSTER_SOUL) or
3376 (FMonsterType = MONSTER_PAIN) or
3377 (FMonsterType = MONSTER_CACO)) and
3378 (FState <> MONSTATE_DIE) and
3379 (FState <> MONSTATE_DEAD) then
3380 fall := False;
3382 // Меняем скорость только по четным кадрам:
3383 if gTime mod (GAME_TICK*2) <> 0 then
3384 begin
3385 g_Obj_Move(@FObj, fall, True, True);
3386 positionChanged(); // this updates spatial accelerators
3387 Exit;
3388 end;
3390 if FPainTicks > 0 then
3391 Dec(FPainTicks)
3392 else
3393 FPainSound := False;
3395 // Двигаемся:
3396 st := g_Obj_Move(@FObj, fall, True, True);
3397 positionChanged(); // this updates spatial accelerators
3399 // Вылетел за карту - удаляем и запускаем триггеры:
3400 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3401 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3402 begin
3403 FRemoved := True;
3404 Exit;
3405 end;
3407 oldvelx := FObj.Vel.X;
3409 // Сопротивление воздуха для трупа:
3410 if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then
3411 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3413 if FFireTime > 0 then
3414 begin
3415 if WordBool(st and MOVE_INWATER) then
3416 FFireTime := 0
3417 else
3418 begin
3419 OnFireFlame(1);
3420 FFireTime := FFireTime - 1;
3421 end;
3422 end;
3424 // Мертвый ничего не делает:
3425 if (FState = MONSTATE_DEAD) then
3426 goto _end;
3428 // Возможно, создаем пузырьки в воде:
3429 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3430 begin
3431 case FMonsterType of
3432 MONSTER_FISH:
3433 if Random(4) <> 0 then bubbles := False else
3434 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3435 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3436 MONSTER_ROBO, MONSTER_BARREL:
3437 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3438 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3439 else
3440 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3441 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3442 end;
3443 if bubbles then if Random(2) = 0
3444 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3445 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3446 end;
3448 // Если прошел первый кадр анимации взрыва бочки, то взрыв:
3449 if FMonsterType = MONSTER_BARREL then
3450 begin
3451 if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3452 (FAnim[FCurAnim, FDirection].Counter = 0) then
3453 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3454 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3455 60, FUID);
3456 end;
3458 // Lost_Soul вылетел из воды => ускоряется:
3459 if FMonsterType = MONSTER_SOUL then
3460 if WordBool(st and MOVE_HITAIR) then
3461 g_Obj_SetSpeed(@FObj, 16);
3463 if FAmmo < 0 then
3464 FAmmo := FAmmo + 1;
3466 // Если начали всплывать, то продолжаем:
3467 if FObj.Vel.Y < 0 then
3468 if WordBool(st and MOVE_INWATER) then
3469 FObj.Vel.Y := -4;
3471 // Таймер - ждем после потери цели:
3472 FTargetTime := FTargetTime + 1;
3474 if FShellTimer > -1 then
3475 if FShellTimer = 0 then
3476 begin
3477 if FShellType = SHELL_SHELL then
3478 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3479 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3480 GameVelX, GameVelY-2, SHELL_SHELL)
3481 else if FShellType = SHELL_DBLSHELL then
3482 begin
3483 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3484 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3485 GameVelX-1, GameVelY-2, SHELL_SHELL);
3486 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3487 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3488 GameVelX+1, GameVelY-2, SHELL_SHELL);
3489 end;
3490 FShellTimer := -1;
3491 end else Dec(FShellTimer);
3493 // Пробуем увернуться от летящей пули:
3494 if fall then
3495 if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT,
3496 MONSTATE_ATTACK, MONSTATE_SHOOT]) then
3497 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3498 FObj.Rect.Width, FObj.Rect.Height, 50) then
3499 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3500 (FObj.Accel.Y = 0) then
3501 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3503 case FState of
3504 MONSTATE_PAIN: // Состояние - Боль
3505 begin
3506 // Боль сильная => монстр кричит:
3507 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3508 begin
3509 FPain := MONSTERTABLE[FMonsterType].Pain;
3510 if gSoundEffectsDF then PainSound();
3511 end;
3512 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3513 PainSound();
3515 // Снижаем боль со временем:
3516 FPain := FPain - 5;
3518 // Боль уже не ошутимая => идем дальше:
3519 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3520 begin
3521 SetState(MONSTATE_GO);
3522 FPain := 0;
3523 end;
3524 end;
3526 MONSTATE_SLEEP: // Состояние - Сон
3527 begin
3528 // Спим:
3529 FSleep := FSleep + 1;
3531 // Проспали достаточно:
3532 if FSleep >= 18 then
3533 FSleep := 0
3534 else // еще спим
3535 goto _end;
3536 end;
3538 MONSTATE_WAIT: // Состояние - Ожидание
3539 begin
3540 // Ждем:
3541 FSleep := FSleep - 1;
3542 end;
3544 MONSTATE_GO: // Состояние - Движение (с осмотром ситуации)
3545 begin
3546 // Если наткнулись на БлокМон - убегаем от него:
3547 if WordBool(st and MOVE_BLOCK) then
3548 begin
3549 Turn();
3550 FSleep := 40;
3551 SetState(MONSTATE_RUNOUT);
3553 goto _end;
3554 end;
3556 // Если монстр - колдун, то пробуем воскресить кого-нибудь:
3557 if (FMonsterType = MONSTER_VILE) then
3558 if isCorpse(@FObj, False) <> -1 then
3559 begin
3560 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
3561 FObj.Vel.X := 0;
3563 goto _end;
3564 end;
3566 // Если цель почти на одной вертикали - бегаем туда-сюда:
3567 if Abs(sx) < 40 then
3568 if FMonsterType <> MONSTER_FISH then
3569 begin
3570 SetState(MONSTATE_RUN);
3571 FSleep := 15;
3573 goto _end;
3574 end;
3576 // Уперлись в стену:
3577 if WordBool(st and MOVE_HITWALL) then
3578 begin
3579 case FMonsterType of
3580 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3581 else // Не летают:
3582 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3583 (FObj.Accel.Y = 0) then
3584 begin // Стоим на твердом полу или ступени
3585 // Прыжок через стену:
3586 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3587 SetState(MONSTATE_CLIMB);
3588 end;
3589 end;
3591 goto _end;
3592 end;
3594 // Монстры, не подверженные гравитации:
3595 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3596 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3597 begin
3598 if FMonsterType = MONSTER_FISH then
3599 begin // Рыба
3600 if not WordBool(st and MOVE_INWATER) then
3601 begin // Рыба вне воды:
3602 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3603 begin // "Стоит" твердо
3604 // Рыба трепыхается на поверхности:
3605 if FObj.Accel.Y = 0 then
3606 FObj.Vel.Y := -6;
3607 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3608 end;
3610 // Рыбе больно:
3611 SetState(MONSTATE_PAIN);
3612 FPain := FPain + 50;
3613 end
3614 else // Рыба в воде
3615 begin
3616 // Плывем в сторону цели по-вертикали:
3617 if Abs(sy) > 8 then
3618 FObj.Vel.Y := g_basic.Sign(sy)*4
3619 else
3620 FObj.Vel.Y := 0;
3622 // Рыба плывет вверх:
3623 if FObj.Vel.Y < 0 then
3624 if not g_Obj_CollideLiquid(@FObj, 0, -16) then
3625 begin
3626 // Всплыли до поверхности - стоп:
3627 FObj.Vel.Y := 0;
3628 // Плаваем туда-сюда:
3629 SetState(MONSTATE_RUN);
3630 FSleep := 20;
3631 end;
3632 end;
3633 end
3634 else // Летающие монстры
3635 begin
3636 // Летим в сторону цели по-вертикали:
3637 if Abs(sy) > 8 then
3638 FObj.Vel.Y := g_basic.Sign(sy)*4
3639 else
3640 FObj.Vel.Y := 0;
3641 end;
3642 end
3643 else // "Наземные" монстры
3644 begin
3645 // Возможно, пинаем куски:
3646 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3647 begin
3648 b := Abs(FObj.Vel.X);
3649 if b > 1 then b := b * (Random(8 div b) + 1);
3650 for a := 0 to High(gGibs) do
3651 begin
3652 if gGibs[a].alive and
3653 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3654 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3655 begin
3656 // Пинаем куски
3657 if FObj.Vel.X < 0 then
3658 begin
3659 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
3660 end
3661 else
3662 begin
3663 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
3664 end;
3665 positionChanged(); // this updates spatial accelerators
3666 end;
3667 end;
3668 end;
3669 // Боссы могут пинать трупы:
3670 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3671 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3672 begin
3673 b := Abs(FObj.Vel.X);
3674 if b > 1 then b := b * (Random(8 div b) + 1);
3675 for a := 0 to High(gCorpses) do
3676 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3677 begin
3678 co := gCorpses[a].Obj;
3679 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3680 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3681 // Пинаем трупы
3682 if FObj.Vel.X < 0 then
3683 gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
3684 else
3685 gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
3686 end;
3687 end;
3688 end;
3690 FSleep := FSleep + 1;
3692 // Иногда рычим:
3693 if FSleep >= 8 then
3694 begin
3695 FSleep := 0;
3696 if Random(8) = 0 then
3697 ActionSound();
3698 end;
3700 // Бежим в выбранную сторону:
3701 if FDirection = TDirection.D_RIGHT then
3702 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3703 else
3704 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3706 // Если в воде, то замедляемся:
3707 if WordBool(st and MOVE_INWATER) then
3708 FObj.Vel.X := FObj.Vel.X div 2
3709 else // Рыбам не нужно замедляться
3710 if FMonsterType = MONSTER_FISH then
3711 FObj.Vel.X := 0;
3712 end;
3714 MONSTATE_RUN: // Состояние - Бег
3715 begin
3716 // Если наткнулись на БлокМон - убегаем от него:
3717 if WordBool(st and MOVE_BLOCK) then
3718 begin
3719 SetState(MONSTATE_RUNOUT);
3720 FSleep := 40;
3722 goto _end;
3723 end;
3725 FSleep := FSleep - 1;
3727 // Пробежали достаточно или врезались в стену => переходим на шаг:
3728 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3729 begin
3730 SetState(MONSTATE_GO);
3731 FSleep := 0;
3733 // Иногда рычим:
3734 if Random(8) = 0 then
3735 ActionSound();
3736 end;
3738 // Бежим в выбранную сторону:
3739 if FDirection = TDirection.D_RIGHT then
3740 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3741 else
3742 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3744 // Если в воде, то замедляемся:
3745 if WordBool(st and MOVE_INWATER) then
3746 FObj.Vel.X := FObj.Vel.X div 2
3747 else // Рыбам не нужно замедляться
3748 if FMonsterType = MONSTER_FISH then
3749 FObj.Vel.X := 0;
3750 end;
3752 MONSTATE_RUNOUT: // Состояние - Убегает от чего-то
3753 begin
3754 // Вышли из БлокМона:
3755 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3756 FSleep := 0;
3758 FSleep := FSleep - 1;
3760 // Убажели достаточно далеко => переходим на шаг:
3761 if FSleep <= -18 then
3762 begin
3763 SetState(MONSTATE_GO);
3764 FSleep := 0;
3766 // Иногда рычим:
3767 if Random(8) = 0 then
3768 ActionSound();
3769 end;
3771 // Бежим в выбранную сторону:
3772 if FDirection = TDirection.D_RIGHT then
3773 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3774 else
3775 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3777 // Если в воде, то замедляемся:
3778 if WordBool(st and MOVE_INWATER) then
3779 FObj.Vel.X := FObj.Vel.X div 2
3780 else // Рыбам не нужно замедляться
3781 if FMonsterType = MONSTER_FISH then
3782 FObj.Vel.X := 0;
3783 end;
3785 MONSTATE_CLIMB: // Состояние - Прыжок (чтобы обойти стену)
3786 begin
3787 // Достигли высшей точки прыжка или стена кончилась => переходим на шаг:
3788 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3789 (not WordBool(st and MOVE_HITWALL)) then
3790 begin
3791 SetState(MONSTATE_GO);
3792 FSleep := 0;
3794 // Стена не кончилась => бежим от нее:
3795 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3796 begin
3797 SetState(MONSTATE_RUN);
3798 FSleep := 15;
3799 end;
3800 end;
3802 // Бежим в выбранную сторону:
3803 if FDirection = TDirection.D_RIGHT then
3804 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3805 else
3806 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3808 // Если в воде, то замедляемся:
3809 if WordBool(st and MOVE_INWATER) then
3810 FObj.Vel.X := FObj.Vel.X div 2
3811 else // Рыбам не нужно замедляться
3812 if FMonsterType = MONSTER_FISH then
3813 FObj.Vel.X := 0;
3814 end;
3816 MONSTATE_ATTACK, // Состояние - Атака
3817 MONSTATE_SHOOT: // Состояние - Стрельба
3818 begin
3819 // Lost_Soul врезался в стену при атаке => переходит на шаг:
3820 if FMonsterType = MONSTER_SOUL then
3821 begin
3822 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3823 SetState(MONSTATE_GO);
3825 goto _end;
3826 end;
3828 // Замедляемся при атаке:
3829 if FMonsterType <> MONSTER_FISH then
3830 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3832 // Нужно стрелять, а монстр - колдун:
3833 if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then
3834 begin
3835 // Цель погибла => идем дальше:
3836 if not GetPos(FTargetUID, @o) then
3837 begin
3838 SetState(MONSTATE_GO);
3840 goto _end;
3841 end;
3843 // Цель не видно => идем дальше:
3844 if not g_Look(@FObj, @o, FDirection) then
3845 begin
3846 SetState(MONSTATE_GO);
3848 goto _end;
3849 end;
3851 // Цель в воде - не загорится => идем дальше:
3852 if g_Obj_CollideWater(@o, 0, 0) then
3853 begin
3854 SetState(MONSTATE_GO);
3856 goto _end;
3857 end;
3858 end;
3859 end;
3860 end; // case FState of ...
3862 _end:
3864 // Состояние - Воскрешение:
3865 if FState = MONSTATE_REVIVE then
3866 if FAnim[FCurAnim, FDirection].Played then
3867 begin // Обратная анимация умирания закончилась - идем дальше:
3868 FAnim[FCurAnim, FDirection].Revert(False);
3869 SetState(MONSTATE_GO);
3870 end;
3872 // Если есть анимация огня колдуна - пусть она идет:
3873 if vilefire <> nil then
3874 vilefire.Update();
3876 // Состояние - Умирает и текущая анимация проиграна:
3877 if (FState = MONSTATE_DIE) and
3878 (FAnim[FCurAnim, FDirection] <> nil) and
3879 (FAnim[FCurAnim, FDirection].Played) then
3880 begin
3881 // Умер:
3882 SetState(MONSTATE_DEAD);
3884 // У этих монстров нет трупов:
3885 if (FMonsterType = MONSTER_PAIN) or
3886 (FMonsterType = MONSTER_SOUL) or
3887 (FMonsterType = MONSTER_BARREL) then
3888 FRemoved := True
3889 else
3890 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3891 end;
3893 // Совершение атаки и стрельбы:
3894 if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
3895 if (FAnim[FCurAnim, FDirection] <> nil) then
3896 // Анимация атаки есть - можно атаковать
3897 if (FAnim[FCurAnim, FDirection].Played) then
3898 begin // Анимация атаки закончилась => переходим на шаг
3899 if FState = MONSTATE_ATTACK then
3900 begin // Состояние - Атака
3901 // Если монстр не Lost_Soul, то после атаки переходим на шаг:
3902 if FMonsterType <> MONSTER_SOUL then
3903 SetState(MONSTATE_GO);
3904 end
3905 else // Состояние - Стрельба
3906 begin
3907 // Переходим на шаг, если не надо стрелять еще раз:
3908 if not FChainFire then
3909 SetState(MONSTATE_GO)
3910 else
3911 begin // Надо стрелять еще
3912 FChainFire := False;
3913 // Т.к. состояние не изменилось, и нужен
3914 // новый цикл ожидания завершения анимации:
3915 FAnim[FCurAnim, FDirection].Reset();
3916 end;
3917 end;
3919 FWaitAttackAnim := False;
3920 end
3922 else // Анимация атаки еще идет (исключение - Lost_Soul):
3923 if (FMonsterType = MONSTER_SOUL) or
3924 ( (not FWaitAttackAnim) and
3925 (FAnim[FCurAnim, FDirection].CurrentFrame =
3926 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3927 ) then
3928 begin // Атаки еще не было и это середина анимации атаки
3929 if FState = MONSTATE_ATTACK then
3930 begin // Состояние - Атака
3931 // Если это Lost_Soul, то сбрасываем анимацию атаки:
3932 if FMonsterType = MONSTER_SOUL then
3933 FAnim[FCurAnim, FDirection].Reset();
3935 case FMonsterType of
3936 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3937 // Грызем первого попавшегося:
3938 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3939 // Lost_Soul укусил кого-то => переходит на шаг:
3940 if FMonsterType = MONSTER_SOUL then
3941 SetState(MONSTATE_GO);
3943 MONSTER_FISH:
3944 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3946 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3947 // Робот, кибер или скелет сильно пинаются:
3948 if FCurAnim = ANIM_ATTACK2 then
3949 begin
3950 o := FObj;
3951 o.Vel.X := IfThen(FDirection = TDirection.D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3952 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3953 end;
3955 MONSTER_VILE:
3956 // Колдун пытается воскрешать:
3957 if FCurAnim = ANIM_ATTACK2 then
3958 begin
3959 sx := isCorpse(@FObj, True);
3960 if sx <> -1 then
3961 begin // Нашли, кого воскресить
3962 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3963 // Воскрешать - себе вредить:
3964 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3965 end;
3966 end;
3967 end;
3968 end
3970 else // Состояние - Стрельба
3971 begin
3972 // Скорострельные монстры:
3973 if (FMonsterType = MONSTER_CGUN) or
3974 (FMonsterType = MONSTER_SPIDER) or
3975 (FMonsterType = MONSTER_BSP) or
3976 (FMonsterType = MONSTER_MANCUB) or
3977 (FMonsterType = MONSTER_ROBO) then
3978 if not GetPos(FTargetUID, @o) then
3979 // Цель мертва - ищем новую:
3980 findNewPrey()
3981 else // Цель жива - продолжаем стрелять:
3982 if shoot(@o, False) then
3983 FChainFire := True;
3984 end;
3986 // Атака только 1 раз за анимацию атаки:
3987 FWaitAttackAnim := True;
3988 end;
3990 // Последний кадр текущей анимации:
3991 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3992 case FState of
3993 MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT:
3994 // Звуки при передвижении:
3995 case FMonsterType of
3996 MONSTER_CYBER:
3997 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3998 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3999 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
4000 MONSTER_SPIDER:
4001 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
4002 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
4003 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
4004 MONSTER_BSP:
4005 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
4006 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
4007 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
4008 MONSTER_ROBO:
4009 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
4010 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
4011 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
4012 end;
4013 end;
4015 // Костыль для потоков
4016 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
4017 not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then
4018 FObj.Vel.X := oldvelx;
4020 // Если есть анимация, то пусть она идет:
4021 if FAnim[FCurAnim, FDirection] <> nil then
4022 FAnim[FCurAnim, FDirection].Update();
4023 end;
4025 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
4026 begin
4027 case FMonsterType of
4028 MONSTER_ZOMBY:
4029 begin
4030 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
4031 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
4032 end;
4033 MONSTER_SERG:
4034 begin
4035 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
4036 FShellTimer := 10;
4037 FShellType := SHELL_SHELL;
4038 end;
4039 MONSTER_MAN:
4040 begin
4041 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
4042 FShellTimer := 13;
4043 FShellType := SHELL_DBLSHELL;
4044 end;
4045 MONSTER_CGUN, MONSTER_SPIDER:
4046 begin
4047 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
4048 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
4049 end;
4050 MONSTER_IMP:
4051 g_Weapon_ball1(wx, wy, atx, aty, FUID);
4052 MONSTER_CYBER:
4053 g_Weapon_rocket(wx, wy, atx, aty, FUID);
4054 MONSTER_SKEL:
4055 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
4056 MONSTER_BSP:
4057 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
4058 MONSTER_ROBO:
4059 g_Weapon_plasma(wx, wy, atx, aty, FUID);
4060 MONSTER_MANCUB:
4061 g_Weapon_manfire(wx, wy, atx, aty, FUID);
4062 MONSTER_BARON, MONSTER_KNIGHT:
4063 g_Weapon_ball7(wx, wy, atx, aty, FUID);
4064 MONSTER_CACO:
4065 g_Weapon_ball2(wx, wy, atx, aty, FUID);
4066 end;
4067 end;
4069 procedure TMonster.Turn();
4070 begin
4071 // Разворачиваемся:
4072 if FDirection = TDirection.D_LEFT then FDirection := TDirection.D_RIGHT else FDirection := TDirection.D_LEFT;
4074 // Бежим в выбранную сторону:
4075 if FDirection = TDirection.D_RIGHT then
4076 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
4077 else
4078 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
4079 end;
4081 function TMonster.findNewPrey(): Boolean;
4082 var
4083 a: DWORD;
4084 l, l2: Integer;
4085 PlayersSee, MonstersSee: Array of DWORD;
4086 PlayerNear, MonsterNear: Integer;
4087 begin
4088 Result := False;
4089 SetLength(MonstersSee, 0);
4090 SetLength(PlayersSee, 0);
4092 FTargetUID := 0;
4093 l := 32000;
4094 PlayerNear := -1;
4095 MonsterNear := -1;
4097 // Поехавшие, каннибалы, и добрые игроков не трогают
4098 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
4099 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
4100 for a := 0 to High(gPlayers) do
4101 if (gPlayers[a] <> nil) and (gPlayers[a].alive)
4102 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
4103 begin
4104 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
4105 begin
4106 SetLength(PlayersSee, Length(PlayersSee) + 1);
4107 PlayersSee[High(PlayersSee)] := a;
4108 end;
4109 l2 := Abs(gPlayers[a].GameX-FObj.X)+
4110 Abs(gPlayers[a].GameY-FObj.Y);
4111 if l2 < l then
4112 begin
4113 l := l2;
4114 PlayerNear := Integer(a);
4115 end;
4116 end;
4118 // Киллеры и добрые не трогают монстров
4119 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
4120 for a := 0 to High(gMonsters) do
4121 if (gMonsters[a] <> nil) and (gMonsters[a].alive) and
4122 (gMonsters[a].FUID <> FUID) then
4123 begin
4124 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
4125 Continue; // Каннибалы атакуют только сородичей
4126 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
4127 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
4128 Continue; // Поехавшие не трогают друзей, но им не нравятся бочки
4129 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
4130 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
4131 Continue; // Оставшиеся типы, кроме каннибалов, не трогают своих друзей
4133 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
4134 begin
4135 SetLength(MonstersSee, Length(MonstersSee) + 1);
4136 MonstersSee[High(MonstersSee)] := a;
4137 end;
4138 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
4139 Abs(gMonsters[a].FObj.Y-FObj.Y);
4140 if l2 < l then
4141 begin
4142 l := l2;
4143 MonsterNear := Integer(a);
4144 end;
4145 end;
4147 case FBehaviour of
4148 BH_NORMAL, BH_KILLER:
4149 begin
4150 // Обычный и киллер сначала ищут игроков в поле зрения
4151 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4152 begin
4153 a := PlayersSee[Random(Length(PlayersSee))];
4154 FTargetUID := gPlayers[a].UID;
4155 end;
4156 // Затем поблизости
4157 if (FTargetUID = 0) and (PlayerNear > -1) then
4158 begin
4159 a := PlayerNear;
4160 FTargetUID := gPlayers[a].UID;
4161 end;
4162 // Потом обычные ищут монстров в поле зрения
4163 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4164 begin
4165 a := MonstersSee[Random(Length(MonstersSee))];
4166 FTargetUID := gMonsters[a].UID;
4167 end;
4168 // Затем поблизости
4169 if (FTargetUID = 0) and (MonsterNear > -1) then
4170 begin
4171 a := MonsterNear;
4172 FTargetUID := gMonsters[a].UID;
4173 end;
4174 end;
4175 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
4176 begin
4177 // Маньяки, поехавшие и каннибалы сначала истребляют всё в поле зрения
4178 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4179 begin
4180 a := PlayersSee[Random(Length(PlayersSee))];
4181 FTargetUID := gPlayers[a].UID;
4182 end;
4183 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4184 begin
4185 a := MonstersSee[Random(Length(MonstersSee))];
4186 FTargetUID := gMonsters[a].UID;
4187 end;
4188 // Затем ищут кого-то поблизости
4189 if (FTargetUID = 0) and (PlayerNear > -1) then
4190 begin
4191 a := PlayerNear;
4192 FTargetUID := gPlayers[a].UID;
4193 end;
4194 if (FTargetUID = 0) and (MonsterNear > -1) then
4195 begin
4196 a := MonsterNear;
4197 FTargetUID := gMonsters[a].UID;
4198 end;
4199 end;
4200 end;
4202 // Если и монстров нет - начинаем ждать цель:
4203 if FTargetUID = 0 then
4204 begin
4205 // Поехавший пытается самоубиться
4206 if FBehaviour = BH_INSANE then
4207 FTargetUID := FUID
4208 else
4209 FTargetTime := MAX_ATM;
4210 end
4211 else
4212 begin // Цель нашли
4213 FTargetTime := 0;
4214 Result := True;
4215 end;
4216 end;
4218 function TMonster.kick(o: PObj): Boolean;
4219 begin
4220 Result := False;
4222 case FMonsterType of
4223 MONSTER_FISH:
4224 begin
4225 SetState(MONSTATE_ATTACK);
4226 Result := True;
4227 end;
4228 MONSTER_DEMON:
4229 begin
4230 SetState(MONSTATE_ATTACK);
4231 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4232 Result := True;
4233 end;
4234 MONSTER_IMP:
4235 begin
4236 SetState(MONSTATE_ATTACK);
4237 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4238 Result := True;
4239 end;
4240 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4241 begin
4242 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
4243 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4244 Result := True;
4245 end;
4246 MONSTER_BARON, MONSTER_KNIGHT,
4247 MONSTER_CACO, MONSTER_MANCUB:
4248 // Эти монстры не пинают - они стреляют в упор:
4249 if not g_Game_IsClient then Result := shoot(o, True);
4250 end;
4251 end;
4253 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4254 var
4255 xd, yd, m: Integer;
4256 begin
4257 Result := False;
4259 // Стрелять рано:
4260 if FAmmo < 0 then
4261 Exit;
4263 // Ждать времени готовности к выстрелу:
4264 if not immediately then
4265 case FMonsterType of
4266 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4267 Exit; // не стреляют
4268 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4269 begin
4270 FAmmo := FAmmo + 1;
4271 // Время выстрела упущено:
4272 if FAmmo >= 50 then
4273 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4274 end;
4275 MONSTER_MAN: ;
4276 MONSTER_MANCUB:
4277 begin
4278 FAmmo := FAmmo + 1;
4279 // Время выстрела упущено:
4280 if FAmmo >= 5 then
4281 FAmmo := -50;
4282 end;
4283 MONSTER_SPIDER:
4284 begin
4285 FAmmo := FAmmo + 1;
4286 // Время выстрела упущено:
4287 if FAmmo >= 100 then
4288 FAmmo := -50;
4289 end;
4290 MONSTER_CYBER:
4291 begin
4292 // Стреляет не всегда:
4293 if Random(2) = 0 then
4294 Exit;
4295 FAmmo := FAmmo + 1;
4296 // Время выстрела упущено:
4297 if FAmmo >= 10 then
4298 FAmmo := -50;
4299 end;
4300 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4301 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4302 MONSTER_VILE: if Random(8) <> 0 then Exit;
4303 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4304 else if Random(16) <> 0 then Exit;
4305 end;
4307 // Цели не видно:
4308 if not g_Look(@FObj, o, FDirection) then
4309 Exit;
4311 FTargetTime := 0;
4313 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4314 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4316 // Разница по высоте больше разницы по горизонтали
4317 // (не может стрелять под таким большим углом):
4318 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4319 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4320 Exit;
4322 case FMonsterType of
4323 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4324 begin
4325 SetState(MONSTATE_SHOOT);
4326 {nn}
4327 end;
4328 MONSTER_SKEL:
4329 begin
4330 SetState(MONSTATE_SHOOT);
4331 {nn}
4332 end;
4333 MONSTER_VILE:
4334 begin // Зажигаем огонь
4335 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4336 ty := o^.Y+o^.Rect.Y;
4337 SetState(MONSTATE_SHOOT);
4339 vilefire.Reset();
4341 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4342 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4343 end;
4344 MONSTER_SOUL:
4345 begin // Летит в сторону цели:
4346 SetState(MONSTATE_ATTACK);
4347 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4349 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4350 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4351 m := Max(Abs(xd), Abs(yd));
4352 if m = 0 then
4353 m := 1;
4355 FObj.Vel.X := (xd*16) div m;
4356 FObj.Vel.Y := (yd*16) div m;
4357 end;
4358 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4359 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4360 begin
4361 // Манкубус рявкает перед первой атакой:
4362 if FMonsterType = MONSTER_MANCUB then
4363 if FAmmo = 1 then
4364 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4366 SetState(MONSTATE_SHOOT);
4367 end;
4368 else Exit;
4369 end;
4371 Result := True;
4372 end;
4374 function TMonster.alive(): Boolean;
4375 begin
4376 Result := (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) and (FHealth > 0);
4377 end;
4379 procedure TMonster.SetHealth(aH: Integer);
4380 begin
4381 if (aH > 0) and (aH < 1000000) then
4382 begin
4383 FHealth := aH;
4384 if FHealth > FMaxHealth then
4385 FMaxHealth := FHealth;
4386 end;
4387 end;
4389 procedure TMonster.WakeUp();
4390 begin
4391 if g_Game_IsClient then Exit;
4392 SetState(MONSTATE_GO);
4393 FTargetTime := MAX_ATM;
4394 WakeUpSound();
4395 end;
4397 procedure TMonster.SaveState (st: TStream);
4398 var
4399 i: Integer;
4400 b: Byte;
4401 anim: Boolean;
4402 begin
4403 assert(st <> nil);
4405 // Сигнатура монстра:
4406 utils.writeSign(st, 'MONS');
4407 utils.writeInt(st, Byte(0)); // version
4408 // UID монстра:
4409 utils.writeInt(st, Word(FUID));
4410 // Направление
4411 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
4412 utils.writeInt(st, Byte(b));
4413 // Надо ли удалить его
4414 utils.writeBool(st, FRemoved);
4415 // Осталось здоровья
4416 utils.writeInt(st, LongInt(FHealth));
4417 // Состояние
4418 utils.writeInt(st, Byte(FState));
4419 // Текущая анимация
4420 utils.writeInt(st, Byte(FCurAnim));
4421 // UID цели
4422 utils.writeInt(st, Word(FTargetUID));
4423 // Время после потери цели
4424 utils.writeInt(st, LongInt(FTargetTime));
4425 // Поведение монстра
4426 utils.writeInt(st, Byte(FBehaviour));
4427 // Готовность к выстрелу
4428 utils.writeInt(st, LongInt(FAmmo));
4429 // Боль
4430 utils.writeInt(st, LongInt(FPain));
4431 // Время ожидания
4432 utils.writeInt(st, LongInt(FSleep));
4433 // Озвучивать ли боль
4434 utils.writeBool(st, FPainSound);
4435 // Была ли атака во время анимации атаки
4436 utils.writeBool(st, FWaitAttackAnim);
4437 // Надо ли стрелять на следующем шаге
4438 utils.writeBool(st, FChainFire);
4439 // Подлежит ли респавну
4440 utils.writeBool(st, FNoRespawn);
4441 // Координаты цели
4442 utils.writeInt(st, LongInt(tx));
4443 utils.writeInt(st, LongInt(ty));
4444 // ID монстра при старте карты
4445 utils.writeInt(st, LongInt(FStartID));
4446 // Индекс триггера, создавшего монстра
4447 utils.writeInt(st, LongInt(FSpawnTrigger));
4448 // Объект монстра
4449 Obj_SaveState(st, @FObj);
4450 // Есть ли анимация огня колдуна
4451 anim := (vilefire <> nil);
4452 utils.writeBool(st, anim);
4453 // Если есть - сохраняем:
4454 if anim then vilefire.SaveState(st);
4455 // Анимации
4456 for i := ANIM_SLEEP to ANIM_PAIN do
4457 begin
4458 // Есть ли левая анимация
4459 anim := (FAnim[i, TDirection.D_LEFT] <> nil);
4460 utils.writeBool(st, anim);
4461 // Если есть - сохраняем
4462 if anim then FAnim[i, TDirection.D_LEFT].SaveState(st);
4463 // Есть ли правая анимация
4464 anim := (FAnim[i, TDirection.D_RIGHT] <> nil);
4465 utils.writeBool(st, anim);
4466 // Если есть - сохраняем
4467 if anim then FAnim[i, TDirection.D_RIGHT].SaveState(st);
4468 end;
4469 end;
4472 procedure TMonster.LoadState (st: TStream);
4473 var
4474 i: Integer;
4475 b: Byte;
4476 anim: Boolean;
4477 begin
4478 assert(st <> nil);
4480 // Сигнатура монстра:
4481 if not utils.checkSign(st, 'MONS') then raise XStreamError.Create('invalid monster signature');
4482 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid monster version');
4483 if (uidMap[FUID] <> nil) and (uidMap[FUID] <> self) then raise Exception.Create('internal error in monster loader (0)');
4484 uidMap[FUID] := nil;
4485 // UID монстра:
4486 FUID := utils.readWord(st);
4487 //if (arrIdx = -1) then raise Exception.Create('internal error in monster loader');
4488 if (uidMap[FUID] <> nil) then raise Exception.Create('internal error in monster loader (1)');
4489 uidMap[FUID] := self;
4490 // Направление
4491 b := utils.readByte(st);
4492 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
4493 // Надо ли удалить его
4494 FRemoved := utils.readBool(st);
4495 // Осталось здоровья
4496 FHealth := utils.readLongInt(st);
4497 // Состояние
4498 FState := utils.readByte(st);
4499 // Текущая анимация
4500 FCurAnim := utils.readByte(st);
4501 // UID цели
4502 FTargetUID := utils.readWord(st);
4503 // Время после потери цели
4504 FTargetTime := utils.readLongInt(st);
4505 // Поведение монстра
4506 FBehaviour := utils.readByte(st);
4507 // Готовность к выстрелу
4508 FAmmo := utils.readLongInt(st);
4509 // Боль
4510 FPain := utils.readLongInt(st);
4511 // Время ожидания
4512 FSleep := utils.readLongInt(st);
4513 // Озвучивать ли боль
4514 FPainSound := utils.readBool(st);
4515 // Была ли атака во время анимации атаки
4516 FWaitAttackAnim := utils.readBool(st);
4517 // Надо ли стрелять на следующем шаге
4518 FChainFire := utils.readBool(st);
4519 // Подлежит ли респавну
4520 FNoRespawn := utils.readBool(st);
4521 // Координаты цели
4522 tx := utils.readLongInt(st);
4523 ty := utils.readLongInt(st);
4524 // ID монстра при старте карты
4525 FStartID := utils.readLongInt(st);
4526 // Индекс триггера, создавшего монстра
4527 FSpawnTrigger := utils.readLongInt(st);
4528 // Объект монстра
4529 Obj_LoadState(@FObj, st);
4530 // Есть ли анимация огня колдуна
4531 anim := utils.readBool(st);
4532 // Если есть - загружаем:
4533 if anim then
4534 begin
4535 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4536 vilefire.LoadState(st);
4537 end;
4538 // Анимации
4539 for i := ANIM_SLEEP to ANIM_PAIN do
4540 begin
4541 // Есть ли левая анимация
4542 anim := utils.readBool(st);
4543 // Если есть - загружаем
4544 if anim then
4545 begin
4546 Assert(FAnim[i, TDirection.D_LEFT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4547 FAnim[i, TDirection.D_LEFT].LoadState(st);
4548 end;
4549 // Есть ли правая анимация
4550 anim := utils.readBool(st);
4551 // Если есть - загружаем
4552 if anim then
4553 begin
4554 Assert(FAnim[i, TDirection.D_RIGHT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4555 FAnim[i, TDirection.D_RIGHT].LoadState(st);
4556 end;
4557 end;
4558 // update cache
4559 self.positionChanged
4560 end;
4563 procedure TMonster.ActivateTriggers();
4564 var
4565 a: Integer;
4566 begin
4567 if FDieTriggers <> nil then
4568 for a := 0 to High(FDieTriggers) do
4569 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4570 if FSpawnTrigger > -1 then
4571 begin
4572 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4573 FSpawnTrigger := -1;
4574 end;
4575 end;
4577 procedure TMonster.AddTrigger(t: Integer);
4578 begin
4579 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4580 FDieTriggers[High(FDieTriggers)] := t;
4581 end;
4583 procedure TMonster.ClearTriggers();
4584 begin
4585 SetLength(FDieTriggers, 0);
4586 end;
4588 procedure TMonster.CatchFire(Attacker: Word; Timeout: Integer = MON_BURN_TIME);
4589 begin
4590 if FMonsterType in [MONSTER_SOUL, MONSTER_VILE] then
4591 exit; // арчи не горят, черепа уже горят
4592 if Timeout <= 0 then exit;
4593 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
4594 exit; // не подгораем в воде на всякий случай
4595 if FFireTime <= 0 then
4596 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
4597 FFireTime := Timeout;
4598 FFireAttacker := Attacker;
4599 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4600 end;
4602 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4603 var
4604 id, i: DWORD;
4605 Anim: TAnimation;
4606 begin
4607 if (Random(10) = 1) and (Times = 1) then
4608 Exit;
4610 if g_Frames_Get(id, 'FRAMES_FLAME') then
4611 begin
4612 for i := 1 to Times do
4613 begin
4614 Anim := TAnimation.Create(id, False, 3);
4615 Anim.Alpha := 0;
4616 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4617 Obj.Y+8+Random(8+Times*2)+IfThen(FState = MONSTATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4618 Anim.Free();
4619 end;
4620 end;
4621 end;
4624 // ////////////////////////////////////////////////////////////////////////// //
4625 // throws on invalid uid
4626 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4627 begin
4628 result := g_Mons_ByIdx_NC(uid);
4629 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4630 end;
4632 // can return null
4633 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4634 begin
4635 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4636 result := gMonsters[uid];
4637 end;
4639 function g_Mons_TotalCount (): Integer; inline;
4640 begin
4641 result := Length(gMonsters);
4642 end;
4645 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4646 var
4647 idx: Integer;
4648 mon: TMonster;
4649 begin
4650 result := false;
4651 if (gMonsters = nil) or not assigned(cb) then exit;
4652 for idx := 0 to High(gMonsters) do
4653 begin
4654 mon := gMonsters[idx];
4655 if (mon <> nil) then
4656 begin
4657 result := cb(mon);
4658 if result then exit;
4659 end;
4660 end;
4661 end;
4664 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
4665 var
4666 idx: Integer;
4667 mon: TMonster;
4668 begin
4669 result := false;
4670 if (gMonsters = nil) or not assigned(cb) then exit;
4671 for idx := 0 to High(gMonsters) do
4672 begin
4673 mon := gMonsters[idx];
4674 if (mon <> nil) and mon.alive then
4675 begin
4676 result := cb(mon);
4677 if result then exit;
4678 end;
4679 end;
4680 end;
4683 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4684 (*
4685 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4686 begin
4687 result := mon.alive;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
4688 end;
4689 *)
4690 var
4691 idx: Integer;
4692 mon: TMonster;
4693 mit: PMonster;
4694 it: TMonsterGrid.Iter;
4695 begin
4696 result := false;
4697 if (width < 1) or (height < 1) then exit;
4698 if gmon_debug_use_sqaccel then
4699 begin
4700 //result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4701 it := monsGrid.forEachInAABB(x, y, width, height);
4702 for mit in it do if (mit.alive) then begin result := true; break; end;
4703 it.release();
4704 end
4705 else
4706 begin
4707 for idx := 0 to High(gMonsters) do
4708 begin
4709 mon := gMonsters[idx];
4710 if (mon <> nil) and mon.alive then
4711 begin
4712 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4713 begin
4714 result := true;
4715 exit;
4716 end;
4717 end;
4718 end;
4719 end;
4720 end;
4723 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4724 (*
4725 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4726 begin
4727 result := cb(mon);
4728 end;
4729 *)
4730 var
4731 idx: Integer;
4732 mon: TMonster;
4733 mit: PMonster;
4734 it: TMonsterGrid.Iter;
4735 begin
4736 result := false;
4737 if (width < 1) or (height < 1) then exit;
4738 if gmon_debug_use_sqaccel then
4739 begin
4740 //result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4741 it := monsGrid.forEachInAABB(x, y, width, height);
4742 for mit in it do if (cb(mit^)) then begin result := true; break; end;
4743 it.release();
4744 end
4745 else
4746 begin
4747 for idx := 0 to High(gMonsters) do
4748 begin
4749 mon := gMonsters[idx];
4750 if (mon <> nil) and mon.alive then
4751 begin
4752 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4753 begin
4754 result := cb(mon);
4755 if result then exit;
4756 end;
4757 end;
4758 end;
4759 end;
4760 end;
4763 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4764 (*
4765 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4766 begin
4767 //result := false;
4768 //if mon.alive and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4769 if mon.alive then result := cb(mon) else result := false;
4770 end;
4771 *)
4772 var
4773 idx: Integer;
4774 mon: TMonster;
4775 mit: PMonster;
4776 it: TMonsterGrid.Iter;
4777 begin
4778 result := false;
4779 if (width < 1) or (height < 1) then exit;
4780 if gmon_debug_use_sqaccel then
4781 begin
4783 if (width = 1) and (height = 1) then
4784 begin
4785 result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil);
4786 end
4787 else
4788 begin
4789 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4790 end;
4792 it := monsGrid.forEachInAABB(x, y, width, height);
4793 for mit in it do
4794 begin
4795 if (mit^.alive) then
4796 begin
4797 if (cb(mit^)) then begin result := true; break; end;
4798 end;
4799 end;
4800 it.release();
4801 end
4802 else
4803 begin
4804 for idx := 0 to High(gMonsters) do
4805 begin
4806 mon := gMonsters[idx];
4807 if (mon <> nil) and mon.alive then
4808 begin
4809 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4810 begin
4811 result := cb(mon);
4812 if result then exit;
4813 end;
4814 end;
4815 end;
4816 end;
4817 end;
4820 end.