DEADSOFTWARE

render: move gfx-once objects into render code
[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 {.$DEFINE D2F_DEBUG_MONS_MOVE}
18 unit g_monsters;
20 interface
22 uses
23 SysUtils, Classes,
24 mempool,
25 MAPDEF,
26 g_base, g_basic, g_phys, g_textures, g_grid,
27 g_saveload, g_panel, xprofiler;
29 const
30 MONSTATE_SLEEP = 0;
31 MONSTATE_GO = 1;
32 MONSTATE_RUN = 2;
33 MONSTATE_CLIMB = 3;
34 MONSTATE_DIE = 4;
35 MONSTATE_DEAD = 5;
36 MONSTATE_ATTACK = 6;
37 MONSTATE_SHOOT = 7;
38 MONSTATE_PAIN = 8;
39 MONSTATE_WAIT = 9;
40 MONSTATE_REVIVE = 10;
41 MONSTATE_RUNOUT = 11;
43 MON_BURN_TIME = 100;
45 { in mapdef now
46 BH_NORMAL = 0;
47 BH_KILLER = 1;
48 BH_MANIAC = 2;
49 BH_INSANE = 3;
50 BH_CANNIBAL = 4;
51 BH_GOOD = 5;
52 }
54 type
55 ADirectedAnim = Array of Array [TDirection.D_LEFT..TDirection.D_RIGHT] of TAnimation;
57 PMonster = ^TMonster;
58 TMonster = class{$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, g_sound, g_gfx, g_player, g_game, r_textures, r_animations, r_gfx,
492 g_weapons, g_triggers, g_items, g_options,
493 g_console, g_map, Math, g_menu, wadreader,
494 g_language, g_netmsg, idpool, utils, xstreams;
497 function g_Look(a, b: PObj; d: TDirection): Boolean;
498 begin
499 if not gmon_dbg_los_enabled then begin result := false; exit; end; // always "wall hit"
501 if ((b^.X > a^.X) and (d = TDirection.D_LEFT)) or
502 ((b^.X < a^.X) and (d = TDirection.D_RIGHT)) then
503 begin
504 Result := False;
505 Exit;
506 end;
508 Result := g_TraceVector(a^.X+a^.Rect.X+(a^.Rect.Width div 2),
509 a^.Y+a^.Rect.Y+(a^.Rect.Height div 2),
510 b^.X+b^.Rect.X+(b^.Rect.Width div 2),
511 b^.Y+b^.Rect.Y+(b^.Rect.Height div 2));
512 end;
514 // ////////////////////////////////////////////////////////////////////////// //
515 procedure g_Mons_ProfilersBegin ();
516 begin
517 if (profMonsLOS = nil) then profMonsLOS := TProfiler.Create('LOS CALC', g_profile_history_size);
518 if (profMonsLOS <> nil) then profMonsLOS.mainBegin(g_profile_los);
519 if g_profile_los and (profMonsLOS <> nil) then
520 begin
521 profMonsLOS.sectionBegin('loscalc');
522 profMonsLOS.sectionEnd();
523 end;
524 end;
526 procedure g_Mons_ProfilersEnd ();
527 begin
528 if (profMonsLOS <> nil) and (g_profile_los) then profMonsLOS.mainEnd();
529 end;
531 procedure g_Mons_LOS_Start (); inline;
532 begin
533 if (profMonsLOS <> nil) then profMonsLOS.sectionBeginAccum('loscalc');
534 end;
536 procedure g_Mons_LOS_End (); inline;
537 begin
538 if (profMonsLOS <> nil) then profMonsLOS.sectionEnd();
539 end;
542 // ////////////////////////////////////////////////////////////////////////// //
543 var
544 monCheckTrapLastFrameId: DWord = 0;
545 monCheckMPlatLastFrameId: LongWord = 0;
548 procedure TMonster.getMapBox (out x, y, w, h: Integer); inline;
549 begin
550 x := FObj.X+FObj.Rect.X;
551 y := FObj.Y+FObj.Rect.Y;
552 w := FObj.Rect.Width;
553 h := FObj.Rect.Height;
554 end;
556 function TMonster.gncNeedSend (): Boolean; inline; begin result := mNeedSend; mNeedSend := false; end;
558 procedure TMonster.setDirty (); inline; begin mNeedSend := true; end;
561 // ////////////////////////////////////////////////////////////////////////// //
563 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
564 begin
565 if not assigned(cb) then begin result := nil; exit; end;
566 result := monsGrid.forEachAlongLine(x0, y0, x1, y1, cb, -1, log);
567 end;
571 //WARNING! call this after monster position was changed, or coldet will not work right!
572 procedure TMonster.positionChanged ();
573 var
574 x, y, w, h: Integer;
575 nx, ny, nw, nh: Integer;
576 begin
577 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
578 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [mArrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
579 {$ENDIF}
580 if (mProxyId = -1) then
581 begin
582 //mNeedSend := true;
583 mProxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
584 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
585 monsGrid.getBodyXY(mProxyId, x, y);
586 e_WriteLog(Format('monster #%d:(%u): inserted into the grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY);
587 {$ENDIF}
588 end
589 else
590 begin
591 monsGrid.getBodyDims(mProxyId, x, y, w, h);
592 getMapBox(nx, ny, nw, nh);
594 if (w <> nw) or (h <> nh) then
595 begin
596 //mNeedSend := true;
597 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
598 e_WriteLog(Format('monster #%d:(%u): resized; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY);
599 {$ENDIF}
600 monsGrid.moveResizeBody(mProxyId, nx, ny, nw, nh);
601 end
602 else if (x <> nx) or (y <> ny) then
603 begin
604 //mNeedSend := true;
605 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
606 e_WriteLog(Format('monster #%d:(%u): updating grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY);
607 {$ENDIF}
608 monsGrid.moveBody(mProxyId, nx, ny);
609 end
610 else
611 begin
612 exit; // nothing to do
613 end;
614 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
615 monsGrid.getBodyXY(mProxyId, x, y);
616 e_WriteLog(Format('monster #%d:(%u): updated grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY);
617 {$ENDIF}
618 end;
619 end;
622 // ////////////////////////////////////////////////////////////////////////// //
623 const
624 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
626 // Таблица типов анимации монстров:
627 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
628 record
629 name: String;
630 loop: Boolean;
631 end = ((name: 'SLEEP'; loop: True),
632 (name: 'GO'; loop: True),
633 (name: 'DIE'; loop: False),
634 (name: 'MESS'; loop: False),
635 (name: 'ATTACK'; loop: False),
636 (name: 'ATTACK2'; loop: False),
637 (name: 'PAIN'; loop: False));
639 MAX_ATM = 89; // Время ожидания после потери цели
640 MAX_SOUL = 512; // Ограничение Lost_Soul'ов
643 // ////////////////////////////////////////////////////////////////////////// //
644 var
645 uidMap: array [0..65535] of TMonster; // monster knows it's index
646 freeInds: TIdPool = nil;
649 procedure clearUidMap ();
650 var
651 idx: Integer;
652 begin
653 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
654 freeInds.clear();
655 end;
658 function g_Mons_getNewTrapFrameId (): DWord; inline;
659 var
660 f: Integer;
661 begin
662 Inc(monCheckTrapLastFrameId);
663 if (monCheckTrapLastFrameId = 0) then
664 begin
665 // wraparound
666 monCheckTrapLastFrameId := 1;
667 for f := 0 to High(gMonsters) do
668 begin
669 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
670 end;
671 end;
672 result := monCheckTrapLastFrameId;
673 end;
676 function g_Mons_getNewMPlatFrameId (): LongWord; inline;
677 var
678 f: Integer;
679 begin
680 Inc(monCheckMPlatLastFrameId);
681 if (monCheckMPlatLastFrameId = 0) then
682 begin
683 // wraparound
684 monCheckMPlatLastFrameId := 1;
685 for f := 0 to High(gMonsters) do
686 begin
687 if (gMonsters[f] <> nil) then gMonsters[f].mplatCheckFrameId := 0;
688 end;
689 end;
690 result := monCheckMPlatLastFrameId;
691 end;
694 var
695 pt_x: Integer = 0;
696 pt_xs: Integer = 1;
697 pt_y: Integer = 0;
698 pt_ys: Integer = 1;
699 soulcount: Integer = 0;
702 function allocMonster (): DWORD;
703 var
704 f, olen: Integer;
705 begin
706 result := freeInds.alloc();
707 if (result > High(gMonsters)) then
708 begin
709 olen := Length(gMonsters);
710 SetLength(gMonsters, result+64);
711 for f := olen to High(gMonsters) do gMonsters[f] := nil;
712 end;
713 end;
716 function IsFriend(a, b: Byte): Boolean;
717 begin
718 Result := True;
720 // Бочка - всем друг:
721 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
722 Exit;
724 // Монстры одного вида:
725 if a = b then
726 case a of
727 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
728 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
729 Exit; // Эти не бьют своих
730 end;
732 // Lost_Soul не может ранить Pain_Elemental'а:
733 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
734 Exit;
735 // Pain_Elemental не может ранить Lost_Soul'а:
736 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
737 Exit;
739 // В остальных случаях - будут бить друг друга:
740 Result := False;
741 end;
744 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
745 var
746 m: TMonster;
747 UIDType, MonsterType: Byte;
748 begin
749 Result := False;
750 MonsterType := 0;
752 UIDType := g_GetUIDType(SpawnerUID);
753 if UIDType = UID_MONSTER then
754 begin
755 m := g_Monsters_ByUID(SpawnerUID);
756 if m = nil then Exit;
757 MonsterType := m.FMonsterType;
758 end;
760 case BH of
761 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
762 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
764 BH_KILLER: Result := UIDType = UID_PLAYER;
765 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
766 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
768 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
769 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
770 end;
771 end;
774 function canShoot(m: Byte): Boolean;
775 begin
776 Result := False;
778 case m of
779 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
780 Exit;
781 else
782 Result := True;
783 end;
784 end;
787 function isCorpse (o: PObj; immediately: Boolean): Integer;
789 (*
790 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
791 begin
792 atag := atag; // shut up, fpc!
793 result := false; // don't stop
794 if (mon.FState = MONSTATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
795 begin
796 case mon.FMonsterType of // Не воскресить:
797 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
798 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
799 end;
800 // Остальных можно воскресить
801 result := true;
802 end;
803 end;
804 *)
806 var
807 a: Integer;
808 mon: PMonster;
809 mres: TMonster = nil;
810 it: TMonsterGrid.Iter;
811 begin
812 result := -1;
814 // Если нужна вероятность
815 if not immediately and (Random(8) <> 0) then exit;
817 // Ищем мертвых монстров поблизости
818 if gmon_debug_use_sqaccel then
819 begin
820 //mon := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
821 //if (mon <> nil) then result := mon.mArrIdx;
822 it := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height);
823 for mon in it do
824 begin
825 case mon.FMonsterType of // Не воскресить:
826 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
827 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: begin end;
828 // Остальных можно воскресить
829 else mres := mon^;
830 end;
831 if (mres <> nil) then break;
832 end;
833 it.release();
834 if (mres <> nil) then result := mres.mArrIdx;
835 end
836 else
837 begin
838 for a := 0 to High(gMonsters) do
839 begin
840 if (gMonsters[a] <> nil) and (gMonsters[a].FState = MONSTATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
841 begin
842 case gMonsters[a].FMonsterType of // Не воскресить:
843 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
844 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
845 else // Остальных можно воскресить
846 begin
847 Result := a;
848 Exit;
849 end;
850 end;
851 end;
852 end;
853 end;
854 end;
856 procedure g_Monsters_LoadData();
857 begin
858 e_WriteLog('Loading monsters data...', TMsgType.Notify);
860 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES], 133, False);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
862 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
866 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
867 g_Game_StepLoading(6);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK_L', GameWAD+':MTEXTURES\ZOMBY_ATTACK_L', 64, 64, 2);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
873 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
874 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
875 g_Game_StepLoading(13);
876 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
877 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK_L', GameWAD+':MTEXTURES\SERG_ATTACK_L', 64, 64, 2);
879 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
880 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
881 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
882 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
883 g_Game_StepLoading(20);
884 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
885 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
886 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
887 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
888 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
889 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
890 g_Game_StepLoading(26);
891 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
892 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
893 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
894 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
895 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
896 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
897 g_Game_StepLoading(32);
898 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
899 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
900 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
901 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
902 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
903 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
904 g_Game_StepLoading(38);
905 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
906 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
907 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
908 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
909 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
910 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
911 g_Game_StepLoading(44);
912 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
913 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
914 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
915 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
916 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
917 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
918 g_Game_StepLoading(50);
919 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
920 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
921 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
922 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
923 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
924 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
925 g_Game_StepLoading(56);
926 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
927 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
928 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
929 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
930 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
931 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
932 g_Game_StepLoading(62);
933 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
934 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
935 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
936 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
937 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
938 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
939 g_Game_StepLoading(68);
940 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
941 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
942 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
943 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
944 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
945 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
946 g_Game_StepLoading(74);
947 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
948 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
949 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
950 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
951 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
952 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
953 g_Game_StepLoading(80);
954 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
955 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
956 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
957 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
958 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
959 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
960 g_Game_StepLoading(86);
961 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
962 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
963 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
964 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
965 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
966 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
967 g_Game_StepLoading(92);
968 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
969 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
970 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
971 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
972 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
973 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
974 g_Game_StepLoading(98);
975 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
976 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
977 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
978 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
979 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
980 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
981 g_Game_StepLoading(104);
982 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
983 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
984 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
985 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
986 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
987 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
988 g_Game_StepLoading(110);
989 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
990 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
991 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
992 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
993 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
994 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
995 g_Game_StepLoading(116);
996 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
997 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
998 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
999 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
1000 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
1001 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
1002 g_Game_StepLoading(122);
1003 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
1004 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
1005 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
1006 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
1007 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
1008 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
1009 g_Game_StepLoading(128);
1010 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
1011 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
1012 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
1013 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
1014 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
1015 g_Game_StepLoading(133);
1017 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
1019 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
1021 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
1022 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
1023 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
1024 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
1025 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
1026 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
1027 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
1028 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
1029 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
1030 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
1031 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
1033 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
1034 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
1035 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
1037 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
1038 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
1039 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
1040 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
1041 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
1042 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
1044 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
1045 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
1046 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
1047 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
1048 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
1050 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
1051 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
1053 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
1054 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
1055 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
1056 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
1058 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
1059 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
1060 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
1061 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
1062 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
1064 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
1065 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
1066 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
1067 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
1068 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
1070 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
1071 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
1072 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
1073 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
1075 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
1076 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
1077 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
1079 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
1080 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
1082 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
1083 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
1085 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
1086 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
1087 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
1089 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
1090 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
1092 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
1093 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
1094 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
1096 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
1098 freeInds := TIdPool.Create();
1099 clearUidMap();
1100 monCheckTrapLastFrameId := 0;
1101 monCheckMPlatLastFrameId := 0;
1102 end;
1104 procedure g_Monsters_FreeData();
1105 begin
1106 e_WriteLog('Releasing monsters data...', TMsgType.Notify);
1108 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
1109 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
1110 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
1111 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
1112 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
1113 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
1114 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
1115 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
1116 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK_L');
1117 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
1118 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
1119 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
1120 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
1121 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
1122 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
1123 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK_L');
1124 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
1125 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
1126 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
1127 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
1128 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
1129 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
1130 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
1131 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
1132 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
1133 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
1134 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
1135 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
1136 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
1137 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
1138 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
1139 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
1140 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1141 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1142 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1143 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1144 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1145 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1146 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1147 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1148 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1149 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1150 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1151 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1152 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1153 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1154 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1155 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1156 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1157 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1158 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1159 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1160 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1161 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1162 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1163 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1164 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1165 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1166 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1167 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1168 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1169 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1170 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1171 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1172 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1173 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1174 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1175 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1176 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1177 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1178 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1179 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1180 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1181 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1182 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1183 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1184 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1185 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1186 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1187 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1188 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1189 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1190 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1191 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1192 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1193 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1194 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1195 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1196 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1197 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1198 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1199 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1200 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1201 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1202 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1203 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1204 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1205 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1206 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1207 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1208 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1209 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1210 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1211 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1212 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1213 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1214 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1215 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1216 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1217 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1218 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1219 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1220 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1221 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1222 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1223 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1224 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1225 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1226 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1227 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1228 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1229 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1230 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1231 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1232 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1233 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1234 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1235 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1236 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1237 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1238 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1239 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1240 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1242 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1244 g_Sound_Delete('SOUND_MONSTER_PAIN');
1245 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1246 g_Sound_Delete('SOUND_MONSTER_ACTION');
1247 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1248 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1249 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1250 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1251 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1252 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1253 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1254 g_Sound_Delete('SOUND_MONSTER_SLOP');
1256 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1257 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1258 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1260 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1261 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1262 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1263 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1264 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1265 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1267 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1268 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1269 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1270 g_Sound_Delete('SOUND_MONSTER_HAHA');
1271 g_Sound_Delete('SOUND_MONSTER_TRUP');
1273 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1274 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1276 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1277 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1278 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1279 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1281 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1282 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1283 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1284 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1285 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1287 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1288 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1289 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1290 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1291 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1293 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1294 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1295 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1296 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1298 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1299 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1300 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1302 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1303 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1305 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1306 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1308 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1309 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1310 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1312 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1313 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1315 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1316 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1317 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1319 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1321 freeInds.Free();
1322 freeInds := nil;
1323 end;
1325 procedure g_Monsters_Init();
1326 begin
1327 soulcount := 0;
1328 end;
1330 procedure g_Monsters_Free (clearGrid: Boolean=true);
1331 var
1332 a: Integer;
1333 begin
1334 e_LogWritefln('Cleared monster data (clearGrid=%s)', [clearGrid]);
1335 if (clearGrid) then
1336 begin
1337 monsGrid.Free();
1338 monsGrid := nil;
1339 end;
1340 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1341 gMonsters := nil;
1342 clearUidMap();
1343 monCheckTrapLastFrameId := 0;
1344 monCheckMPlatLastFrameId := 0;
1345 end;
1348 // will be called from map loader
1349 procedure g_Mons_InitTree (x, y, w, h: Integer);
1350 begin
1351 monsGrid.Free();
1352 monsGrid := TMonsterGrid.Create(x, y, w, h);
1353 //clearUidMap(); // why not?
1354 e_LogWritefln('%s', ['Recreated monster tree']);
1355 end;
1358 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1359 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1360 var
1361 find_id: DWORD;
1362 mon: TMonster;
1363 begin
1364 result := nil;
1366 // Нет такого монстра
1367 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1369 // Соблюдаем ограничение Lost_Soul'ов
1370 if MonsterType = MONSTER_SOUL then
1371 begin
1372 if soulcount > MAX_SOUL then exit;
1373 soulcount := soulcount + 1;
1374 end;
1376 find_id := allocMonster();
1378 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1379 gMonsters[find_id] := mon;
1380 mon.mArrIdx := find_id;
1381 mon.mProxyId := -1;
1383 uidMap[mon.FUID] := mon;
1385 // Настраиваем положение
1386 with mon do
1387 begin
1388 if AdjCoord then
1389 begin
1390 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1391 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1392 end
1393 else
1394 begin
1395 FObj.X := X-FObj.Rect.X;
1396 FObj.Y := Y-FObj.Rect.Y;
1397 end;
1399 FDirection := Direction;
1400 FStartDirection := Direction;
1401 FStartX := GameX;
1402 FStartY := GameY;
1403 FObj.oldX := FObj.X;
1404 FObj.oldY := FObj.Y;
1405 end;
1407 mon.positionChanged();
1409 result := mon;
1410 end;
1412 procedure g_Monsters_killedp();
1413 var
1414 a, h: Integer;
1415 begin
1416 if gMonsters = nil then
1417 Exit;
1419 // Приколист смеется над смертью игрока:
1420 h := High(gMonsters);
1421 for a := 0 to h do
1422 begin
1423 if (gMonsters[a] <> nil) then
1424 begin
1425 with gMonsters[a] do
1426 begin
1427 if (FMonsterType = MONSTER_MAN) and
1428 (FState <> MONSTATE_DEAD) and
1429 (FState <> MONSTATE_SLEEP) and
1430 (FState <> MONSTATE_DIE) then
1431 begin
1432 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1433 Exit;
1434 end;
1435 end;
1436 end;
1437 end;
1438 end;
1440 procedure g_Monsters_PreUpdate();
1441 var
1442 a: Integer;
1443 begin
1444 if gMonsters = nil then Exit;
1445 for a := 0 to High(gMonsters) do
1446 if (gMonsters[a] <> nil) and (not gMonsters[a].FRemoved) then
1447 gMonsters[a].PreUpdate();
1448 end;
1450 procedure g_Monsters_Update();
1451 var
1452 a: Integer;
1453 begin
1454 // Целеуказатель
1455 if gTime mod (GAME_TICK*2) = 0 then
1456 begin
1457 pt_x := pt_x+pt_xs;
1458 pt_y := pt_y+pt_ys;
1459 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1460 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1461 end;
1463 gMon := True; // Для работы BlockMon'а
1465 if gmon_debug_think or gmon_debug_one_think_step then
1466 begin
1467 gmon_debug_one_think_step := false;
1468 for a := 0 to High(gMonsters) do
1469 begin
1470 if (gMonsters[a] = nil) then continue;
1471 if not gMonsters[a].FRemoved then
1472 begin
1473 if g_Game_IsClient then
1474 gMonsters[a].ClientUpdate()
1475 else
1476 gMonsters[a].Update();
1477 end
1478 else
1479 begin
1480 gMonsters[a].Free();
1481 gMonsters[a] := nil;
1482 end;
1483 end;
1484 end;
1486 gMon := False;
1487 end;
1489 function g_Monsters_ByUID (UID: Word): TMonster;
1490 begin
1491 result := uidMap[UID];
1492 end;
1494 procedure g_Monsters_SaveState (st: TStream);
1495 var
1496 count, i: Integer;
1497 begin
1498 // Считаем количество существующих монстров
1499 count := 0;
1500 for i := 0 to High(gMonsters) do
1501 begin
1502 if (gMonsters[i] <> nil) and (gMonsters[i].FMonsterType <> MONSTER_NONE) then count += 1;
1503 end;
1505 // Сохраняем информацию целеуказателя
1506 utils.writeInt(st, LongInt(pt_x));
1507 utils.writeInt(st, LongInt(pt_xs));
1508 utils.writeInt(st, LongInt(pt_y));
1509 utils.writeInt(st, LongInt(pt_ys));
1511 // Количество монстров
1512 utils.writeInt(st, LongInt(count));
1514 if (count = 0) then exit;
1516 // Сохраняем монстров
1517 for i := 0 to High(gMonsters) do
1518 begin
1519 if (gMonsters[i] <> nil) and (gMonsters[i].FMonsterType <> MONSTER_NONE) then
1520 begin
1521 // Тип монстра
1522 utils.writeInt(st, Byte(gMonsters[i].MonsterType));
1523 // Сохраняем данные монстра:
1524 gMonsters[i].SaveState(st);
1525 end;
1526 end;
1527 end;
1530 procedure g_Monsters_LoadState (st: TStream);
1531 var
1532 count, a: Integer;
1533 b: Byte;
1534 mon: TMonster;
1535 begin
1536 assert(st <> nil);
1538 g_Monsters_Free(false);
1540 // Загружаем информацию целеуказателя
1541 pt_x := utils.readLongInt(st);
1542 pt_xs := utils.readLongInt(st);
1543 pt_y := utils.readLongInt(st);
1544 pt_ys := utils.readLongInt(st);
1546 // Количество монстров
1547 count := utils.readLongInt(st);
1549 if (count = 0) then exit;
1550 if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid monster count');
1552 // Загружаем монстров
1553 for a := 0 to count-1 do
1554 begin
1555 // Тип монстра
1556 b := utils.readByte(st);
1557 // Создаем монстра
1558 mon := g_Monsters_Create(b, 0, 0, TDirection.D_LEFT);
1559 if (mon = nil) then raise XStreamError.Create('g_Monsters_LoadState: ID = -1 (can''t create)');
1560 // Загружаем данные монстра
1561 mon.LoadState(st);
1562 end;
1563 end;
1566 // ////////////////////////////////////////////////////////////////////////// //
1567 function g_Mons_SpawnAt (monType: Integer; x, y: Integer; dir: TDirection=TDirection.D_LEFT): TMonster; overload;
1568 begin
1569 result := nil;
1570 if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
1571 begin
1572 result := g_Monsters_Create(monType, x, y, dir);
1573 end;
1574 end;
1577 function g_Mons_SpawnAt (const typeName: AnsiString; x, y: Integer; dir: TDirection=TDirection.D_LEFT): TMonster; overload;
1578 begin
1579 result := g_Mons_SpawnAt(g_Mons_TypeIdByName(typeName), x, y, dir);
1580 end;
1584 // ////////////////////////////////////////////////////////////////////////// //
1585 function g_Mons_TypeLo (): Integer; inline; begin result := Low(MONSTERTABLE); end;
1586 function g_Mons_TypeHi (): Integer; inline; begin result := High(MONSTERTABLE); end;
1589 function g_Mons_TypeIdByName (const name: String): Integer;
1590 var
1591 i: Integer;
1592 begin
1593 i := MONSTER_DEMON;
1594 while (i <= MONSTER_MAN) do
1595 begin
1596 if (CompareText(name, MONSTERTABLE[i].Name) = 0) then
1597 begin
1598 result := i;
1599 exit;
1600 end;
1601 Inc(i);
1602 end;
1603 result := -1;
1604 // HACK!
1605 if (CompareText(name, 'zombie') = 0) then result := MONSTER_ZOMBY;
1606 end;
1609 function g_Mons_NameByTypeId (monType: Integer): AnsiString;
1610 begin
1611 if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
1612 result := MONSTERTABLE[monType].Name
1613 else
1614 result := '?';
1615 end;
1618 function g_Mons_GetKilledByTypeId (monType: Integer): AnsiString;
1619 begin
1620 if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
1621 Result := KilledByMonster[monType]
1622 else
1623 Result := '?';
1624 end;
1627 // ////////////////////////////////////////////////////////////////////////// //
1628 { T M o n s t e r : }
1630 procedure TMonster.setGameX (v: Integer); inline; begin FObj.X := v; positionChanged(); end;
1631 procedure TMonster.setGameY (v: Integer); inline; begin FObj.Y := v; positionChanged(); end;
1633 procedure TMonster.setPosition (ax, ay: Integer; callPosChanged: Boolean=true); inline; begin FObj.X := ax; FObj.Y := ay; if callPosChanged then positionChanged(); end;
1635 procedure TMonster.moveBy (dx, dy: Integer); inline;
1636 begin
1637 if (dx <> 0) or (dy <> 0) then
1638 begin
1639 FObj.X += dx;
1640 FObj.Y += dy;
1641 positionChanged();
1642 end;
1643 end;
1645 procedure TMonster.doDamage (v: Integer);
1646 begin
1647 if (v <= 0) then exit;
1648 if (v > 32767) then v := 32767;
1649 Damage(v, 0, 0, 0, mEDamageType);
1650 end;
1652 procedure TMonster.ActionSound();
1653 begin
1654 case FMonsterType of
1655 MONSTER_IMP:
1656 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1657 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1658 MONSTER_MANCUB:
1659 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1660 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1661 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1662 MONSTER_SPIDER:
1663 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1664 MONSTER_BSP:
1665 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1666 MONSTER_VILE:
1667 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1668 MONSTER_SKEL:
1669 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1670 MONSTER_CYBER:
1672 MONSTER_MAN:
1673 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1674 end;
1675 end;
1677 procedure TMonster.PainSound();
1678 begin
1679 if FPainSound then
1680 Exit;
1682 FPainSound := True;
1683 FPainTicks := 20;
1685 case FMonsterType of
1686 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1687 MONSTER_SKEL, MONSTER_CGUN:
1688 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1689 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1690 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1691 MONSTER_BSP, MONSTER_CYBER:
1692 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1693 MONSTER_VILE:
1694 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1695 MONSTER_MANCUB:
1696 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1697 MONSTER_PAIN:
1698 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1699 MONSTER_MAN:
1700 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1701 end;
1702 end;
1704 procedure TMonster.DieSound();
1705 begin
1706 case FMonsterType of
1707 MONSTER_IMP:
1708 case Random(2) of
1709 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1710 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1711 end;
1712 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1713 case Random(3) of
1714 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1715 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1716 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1717 end;
1718 MONSTER_DEMON:
1719 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1720 MONSTER_BARREL:
1721 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1722 MONSTER_SOUL:
1723 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1724 MONSTER_BSP:
1725 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1726 MONSTER_VILE:
1727 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1728 MONSTER_BARON:
1729 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1730 MONSTER_CACO:
1731 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1732 MONSTER_CYBER:
1733 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1734 MONSTER_KNIGHT:
1735 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1736 MONSTER_MANCUB:
1737 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1738 MONSTER_PAIN:
1739 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1740 MONSTER_SKEL:
1741 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1742 MONSTER_SPIDER:
1743 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1744 MONSTER_MAN:
1745 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1746 end;
1747 end;
1749 procedure TMonster.WakeUpSound();
1750 begin
1751 case FMonsterType of
1752 MONSTER_IMP:
1753 case Random(2) of
1754 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1755 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1756 end;
1757 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1758 case Random(3) of
1759 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1760 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1761 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1762 end;
1763 MONSTER_MAN:
1764 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1765 MONSTER_BSP:
1766 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1767 MONSTER_VILE:
1768 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1769 MONSTER_BARON:
1770 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1771 MONSTER_CACO:
1772 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1773 MONSTER_CYBER:
1774 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1775 MONSTER_KNIGHT:
1776 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1777 MONSTER_MANCUB:
1778 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1779 MONSTER_PAIN:
1780 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1781 MONSTER_DEMON:
1782 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1783 MONSTER_SKEL:
1784 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1785 MONSTER_SPIDER:
1786 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1787 MONSTER_SOUL:
1789 end;
1790 end;
1792 procedure TMonster.BFGHit();
1793 begin
1794 if FMonsterType = MONSTER_FISH then
1795 Exit;
1797 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1798 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1799 {if g_Game_IsServer and g_Game_IsNet then
1800 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1801 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1802 0, NET_GFX_BFG);}
1803 end;
1805 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1806 begin
1807 Result := g_Collide(FObj.X+FObj.Rect.X,
1808 FObj.Y+FObj.Rect.Y,
1809 FObj.Rect.Width,
1810 FObj.Rect.Height,
1811 X, Y,
1812 Width, Height);
1813 end;
1815 function TMonster.Collide(Panel: TPanel): Boolean;
1816 begin
1817 Result := g_Collide(FObj.X+FObj.Rect.X,
1818 FObj.Y+FObj.Rect.Y,
1819 FObj.Rect.Width,
1820 FObj.Rect.Height,
1821 Panel.X, Panel.Y,
1822 Panel.Width, Panel.Height);
1823 end;
1825 function TMonster.Collide(X, Y: Integer): Boolean;
1826 begin
1827 X := X - FObj.X - FObj.Rect.X;
1828 Y := Y - FObj.Y - FObj.Rect.Y;
1829 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1830 (y >= 0) and (y <= FObj.Rect.Height);
1831 end;
1833 procedure TMonster.Respawn;
1834 begin
1835 FObj.Vel.X := 0;
1836 FObj.Vel.Y := 0;
1837 FObj.Accel.X := 0;
1838 FObj.Accel.Y := 0;
1839 FDirection := FStartDirection;
1840 {GameX}FObj.X := FStartX;
1841 {GameY}FObj.Y := FStartY;
1842 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1843 FHealth := MONSTERTABLE[FMonsterType].Health;
1844 FAmmo := 0;
1845 FPain := 0;
1846 FTargetUID := 0;
1847 FTargetTime := 0;
1848 FDieTriggers := nil;
1849 FWaitAttackAnim := False;
1850 FChainFire := False;
1851 FShellTimer := -1;
1853 FState := MONSTATE_SLEEP;
1854 FCurAnim := ANIM_SLEEP;
1856 positionChanged(); // this updates spatial accelerators
1858 if g_Game_IsNet and g_Game_IsServer then
1859 begin
1860 MH_SEND_MonsterPos(FUID);
1861 MH_SEND_MonsterState(FUID);
1862 end;
1863 end;
1865 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1866 var
1867 a: Integer;
1868 FramesID: DWORD = 0;
1869 s: String;
1870 res: Boolean;
1871 begin
1872 if ForcedUID < 0 then
1873 FUID := g_CreateUID(UID_MONSTER)
1874 else
1875 FUID := ForcedUID;
1877 FMonsterType := MonsterType;
1879 g_Obj_Init(@FObj);
1881 FState := MONSTATE_SLEEP;
1882 FCurAnim := ANIM_SLEEP;
1883 FHealth := MONSTERTABLE[MonsterType].Health;
1884 FMaxHealth := FHealth;
1885 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1886 FDieTriggers := nil;
1887 FSpawnTrigger := -1;
1888 FWaitAttackAnim := False;
1889 FChainFire := False;
1890 FStartID := aID;
1891 FNoRespawn := False;
1892 FShellTimer := -1;
1893 FBehaviour := BH_NORMAL;
1894 FFireTime := 0;
1895 FFirePainTime := 0;
1896 FFireAttacker := 0;
1897 mEDamageType := HIT_SOME;
1899 mProxyId := -1;
1900 mArrIdx := -1;
1901 trapCheckFrameId := 0;
1902 mplatCheckFrameId := 0;
1903 mNeedSend := false;
1905 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1906 FBloodKind := BLOOD_SPARKS
1907 else
1908 FBloodKind := BLOOD_NORMAL;
1909 if FMonsterType = MONSTER_CACO then
1910 begin
1911 FBloodRed := 0;
1912 FBloodGreen := 0;
1913 FBloodBlue := 150;
1914 end
1915 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1916 begin
1917 FBloodRed := 0;
1918 FBloodGreen := 150;
1919 FBloodBlue := 0;
1920 end
1921 else
1922 begin
1923 FBloodRed := 150;
1924 FBloodGreen := 0;
1925 FBloodBlue := 0;
1926 end;
1928 SetLength(FAnim, Length(ANIMTABLE));
1930 for a := 0 to High(FAnim) do
1931 begin
1932 FAnim[a, TDirection.D_LEFT] := nil;
1933 FAnim[a, TDirection.D_RIGHT] := nil;
1934 end;
1936 for a := ANIM_SLEEP to ANIM_PAIN do
1937 if (ANIMTABLE[a].name <> '') and
1938 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1939 begin
1940 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1941 '_'+ANIMTABLE[a].name;
1943 res := g_Frames_Exists(s);
1945 if res then
1946 res := g_Frames_Get(FramesID, s);
1948 // Если нет такой анимации, то пробуем заменить ее на анимацию смерти:
1949 if (not res) then
1950 begin
1951 // Заменяем только ANIM_MESS на ANIM_DIE:
1952 if a <> ANIM_MESS then
1953 Continue;
1955 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1956 '_'+ANIMTABLE[ANIM_DIE].name) then
1957 begin
1958 FAnim[a, TDirection.D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1959 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1960 FAnim[a, TDirection.D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1961 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1962 Continue;
1963 end;
1964 end;
1966 FAnim[a, TDirection.D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1967 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1969 // Если есть отдельная левая анимация - загружаем:
1970 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1971 begin
1972 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1973 '_'+ANIMTABLE[a].name+'_L';
1974 if g_Frames_Exists(s) then
1975 g_Frames_Get(FramesID, s);
1976 end;
1978 FAnim[a, TDirection.D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1979 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1980 end;
1982 // Для колдуна загружаем также анимацию огня:
1983 if MonsterType = MONSTER_VILE then
1984 begin
1985 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1986 vilefire := TAnimation.Create(FramesID, True, 2);
1987 end
1988 else
1989 vilefire := nil;
1990 end;
1992 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1993 var
1994 c, it: Integer;
1995 p: TPlayer;
1996 begin
1997 Result := False;
1999 // Монстр статичен пока идет warmup
2000 if (gLMSRespawn > LMS_RESPAWN_NONE) then exit;
2002 // Умирает, умер или воскрешается => урон делать некому:
2003 if (FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE) or (FState = MONSTATE_REVIVE) then
2004 Exit;
2006 // Рыбу в воде бьет током => паника без урона:
2007 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
2008 begin
2009 FSleep := 20;
2010 if Random(2) = 0 then FDirection := TDirection.D_RIGHT else FDirection := TDirection.D_LEFT;
2011 Result := True;
2012 SetState(MONSTATE_RUN);
2013 Exit;
2014 end;
2016 // Арчи не горят, черепа уже горят
2017 if (t = HIT_FLAME) and (FMonsterType in [MONSTER_VILE, MONSTER_SOUL]) then
2018 begin
2019 // Проснуться все-таки стоит
2020 if FState = MONSTATE_SLEEP then
2021 SetState(MONSTATE_GO);
2022 Exit;
2023 end;
2025 // Ловушка убивает сразу:
2026 if t = HIT_TRAP then
2027 FHealth := -100;
2029 // Роботу урона нет:
2030 if FMonsterType = MONSTER_ROBO then
2031 aDamage := 0;
2033 // Наносим урон:
2034 if g_Game_IsServer then Dec(FHealth, aDamage);
2036 // Усиливаем боль монстра от урона:
2037 if FPain = 0 then
2038 FPain := 3;
2039 FPain := FPain+aDamage;
2041 // Если боль существенная, то меняем состояние на болевое:
2042 if FState <> MONSTATE_PAIN then
2043 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
2044 (FMonsterType <> MONSTER_BARREL) then
2045 SetState(MONSTATE_PAIN);
2047 // Если разрешена кровь - создаем брызги крови:
2048 if (gBloodCount > 0) then
2049 begin
2050 c := Min(aDamage, 200);
2051 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
2053 if (VelX = 0) and (VelY = 0) then
2054 MakeBloodSimple(c)
2055 else
2056 case t of
2057 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
2058 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
2059 end;
2060 end;
2062 // Теперь цель - ударивший, если только не сам себя:
2063 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
2064 begin
2065 FTargetUID := SpawnerUID;
2066 FTargetTime := 0;
2067 end;
2069 // Здоровье закончилось:
2070 if FHealth <= 0 then
2071 begin
2072 // Если это не бочка и убил игрок, то ему +1:
2073 if (FMonsterType <> MONSTER_BARREL) then
2074 begin
2075 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
2076 begin
2077 p := g_Player_Get(SpawnerUID);
2078 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
2079 begin
2080 p.MonsterKills := p.MonsterKills+1;
2081 if gGameSettings.GameMode = GM_COOP then
2082 p.Frags := p.Frags + 1;
2083 // Uncomment this if you want to double-kill monsters
2084 //p.FragCombo();
2085 end;
2086 end;
2087 if gLMSRespawn = LMS_RESPAWN_NONE then
2088 begin
2089 Inc(gCoopMonstersKilled);
2090 if g_Game_IsNet then
2091 MH_SEND_GameStats;
2092 end;
2093 end;
2095 // Выбираем лут:
2096 case FMonsterType of
2097 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
2098 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
2099 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
2100 MONSTER_MAN: c := ITEM_KEY_RED;
2101 else c := 0;
2102 end;
2104 // Бросаем лут:
2105 if c <> 0 then
2106 begin
2107 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
2108 FObj.Y + (FObj.Rect.Height div 2),
2109 c, True, False);
2110 g_Items_SetDrop(it); // mark it as monster drop
2111 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
2112 (FObj.Vel.Y div 2)-Random(4));
2113 //positionChanged(); // this updates spatial accelerators
2114 if g_Game_IsServer and g_Game_IsNet then
2115 MH_SEND_ItemSpawn(True, it);
2116 end;
2118 // Труп дальше не идет:
2119 FObj.Vel.X := 0;
2121 // У трупа размеры меньше:
2122 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
2123 begin
2124 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
2125 FObj.Rect.Height := 12;
2126 positionChanged();
2127 end;
2129 // Урон был сильным => слабые - в кашу:
2130 if (FHealth <= -30) and
2131 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
2132 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
2133 (FMonsterType = MONSTER_MAN)) then
2134 begin
2135 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2136 SetState(MONSTATE_DIE, ANIM_MESS);
2137 end
2138 else
2139 begin
2140 DieSound();
2141 SetState(MONSTATE_DIE);
2142 end;
2144 // Активировать триггеры, ждущие смерти этого монстра:
2145 if g_Game_IsServer then ActivateTriggers();
2147 FHealth := 0;
2148 end
2149 else
2150 if FState = MONSTATE_SLEEP then
2151 begin // Спал, разбудили несмертельным ударом:
2152 FPain := MONSTERTABLE[FMonsterType].Pain;
2153 SetState(MONSTATE_GO);
2154 end;
2156 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
2157 Result := True;
2158 end;
2160 function TMonster.Heal(Value: Word): Boolean;
2161 begin
2162 Result := False;
2163 if g_Game_IsClient then
2164 Exit;
2165 if not alive then
2166 Exit;
2168 if FHealth < FMaxHealth then
2169 begin
2170 IncMax(FHealth, Value, FMaxHealth);
2171 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
2172 Result := True;
2173 end;
2174 end;
2176 destructor TMonster.Destroy();
2177 var
2178 a: Integer;
2179 begin
2180 for a := 0 to High(FAnim) do
2181 begin
2182 FAnim[a, TDirection.D_LEFT].Free();
2183 FAnim[a, TDirection.D_RIGHT].Free();
2184 end;
2186 vilefire.Free();
2188 if (mProxyId <> -1) then
2189 begin
2190 if (monsGrid <> nil) then
2191 begin
2192 monsGrid.removeBody(mProxyId);
2193 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
2194 e_WriteLog(Format('monster #%d:(%u): removed from grid; mProxyid=%d', [mArrIdx, UID, mProxyId]), MSG_NOTIFY);
2195 {$ENDIF}
2196 end;
2197 mProxyId := -1;
2198 end;
2200 if (mArrIdx <> -1) and (mArrIdx < Length(gMonsters)) then
2201 begin
2202 freeInds.release(mArrIdx);
2203 gMonsters[mArrIdx] := nil;
2204 end;
2205 mArrIdx := -1;
2207 uidMap[FUID] := nil;
2209 inherited Destroy();
2210 end;
2212 procedure TMonster.MakeBloodSimple(Count: Word);
2213 begin
2214 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2215 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2216 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2217 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2218 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2219 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2220 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2221 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2222 end;
2224 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2225 begin
2226 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2227 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2228 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2229 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2230 end;
2232 procedure TMonster.Push(vx, vy: Integer);
2233 begin
2234 FObj.Accel.X := FObj.Accel.X + vx;
2235 FObj.Accel.Y := FObj.Accel.Y + vy;
2236 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2237 end;
2239 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2240 var
2241 Anim: Byte;
2242 begin
2243 // Если состояние = начали умирать, а этот монстр = Lost_Soul,
2244 // то соблюдаем ограничение количества Lost_Soul'ов:
2245 if (State = MONSTATE_DIE) and (MonsterType = MONSTER_SOUL) then
2246 soulcount := soulcount-1;
2248 // Присмерти - нельзя сразу начинать атаковать или бегать:
2249 case FState of
2250 MONSTATE_DIE, MONSTATE_DEAD, MONSTATE_REVIVE:
2251 if (State <> MONSTATE_DEAD) and (State <> MONSTATE_REVIVE) and
2252 (State <> MONSTATE_GO) then
2253 Exit;
2254 end;
2256 // Смена состояния:
2257 FState := State;
2259 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2261 // Новая анимация при новом состоянии:
2262 case FState of
2263 MONSTATE_SLEEP: Anim := ANIM_SLEEP;
2264 MONSTATE_PAIN: Anim := ANIM_PAIN;
2265 MONSTATE_WAIT: Anim := ANIM_SLEEP;
2266 MONSTATE_CLIMB, MONSTATE_RUN, MONSTATE_RUNOUT, MONSTATE_GO: Anim := ANIM_GO;
2267 MONSTATE_SHOOT: Anim := ANIM_ATTACK;
2268 MONSTATE_ATTACK: Anim := ANIM_ATTACK;
2269 MONSTATE_DIE: Anim := ANIM_DIE;
2270 MONSTATE_REVIVE:
2271 begin // начали восрешаться
2272 Anim := FCurAnim;
2273 FAnim[Anim, FDirection].Revert(True);
2275 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2276 FHealth := MONSTERTABLE[FMonsterType].Health;
2277 FAmmo := 0;
2278 FPain := 0;
2279 end;
2280 else Exit;
2281 end;
2283 // Надо сменить анимацию на нестандартную:
2284 if ForceAnim <> 255 then
2285 Anim := ForceAnim;
2287 // Если анимация новая - перезапускаем её:
2288 if FCurAnim <> Anim then
2289 if FAnim[Anim, FDirection] <> nil then
2290 begin
2291 FAnim[Anim, FDirection].Reset();
2292 FCurAnim := Anim;
2293 end;
2294 end;
2296 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2297 begin
2298 Result := False;
2300 // В точке назначения стена:
2301 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2302 begin
2303 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2304 if g_Game_IsServer and g_Game_IsNet then
2305 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2306 Exit;
2307 end;
2309 // Эффект телепорта в позиции монстра:
2310 if not silent then
2311 begin
2312 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2313 r_GFX_OnceAnim(
2314 R_GFX_TELEPORT,
2315 FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2316 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32
2317 );
2319 if g_Game_IsServer and g_Game_IsNet then
2320 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2321 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2322 NET_GFX_TELE);
2323 end;
2325 FObj.X := X - FObj.Rect.X;
2326 FObj.Y := Y - FObj.Rect.Y;
2327 FObj.oldX := FObj.X; // don't interpolate after teleport
2328 FObj.oldY := FObj.Y;
2329 positionChanged();
2331 if dir = 1 then
2332 FDirection := TDirection.D_LEFT
2333 else
2334 if dir = 2 then
2335 FDirection := TDirection.D_RIGHT
2336 else
2337 if dir = 3 then
2338 begin // обратное
2339 if FDirection = TDirection.D_RIGHT then
2340 FDirection := TDirection.D_LEFT
2341 else
2342 FDirection := TDirection.D_RIGHT;
2343 end;
2345 // Эффект телепорта в точке назначения:
2346 if not silent then
2347 begin
2348 r_GFX_OnceAnim(
2349 R_GFX_TELEPORT,
2350 FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2351 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32
2352 );
2354 if g_Game_IsServer and g_Game_IsNet then
2355 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2356 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2357 NET_GFX_TELE);
2358 end;
2360 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2361 Result := True;
2362 end;
2364 procedure TMonster.PreUpdate();
2365 begin
2366 FObj.oldX := FObj.X;
2367 FObj.oldY := FObj.Y;
2368 end;
2370 procedure TMonster.Update();
2371 var
2372 a, b, sx, sy, wx, wy, oldvelx: Integer;
2373 st: Word;
2374 o, co: TObj;
2375 fall, bubbles: Boolean;
2376 mon: TMonster;
2377 mit: PMonster;
2378 it: TMonsterGrid.Iter;
2379 label
2380 _end;
2381 begin
2382 fall := True;
2383 bubbles := True;
2385 // Монстр статичен пока идет warmup
2386 if (gLMSRespawn > LMS_RESPAWN_NONE) then exit;
2388 // Рыбы "летают" только в воде:
2389 if FMonsterType = MONSTER_FISH then
2390 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2391 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
2392 fall := False;
2394 // Летающие монтсры:
2395 if ((FMonsterType = MONSTER_SOUL) or
2396 (FMonsterType = MONSTER_PAIN) or
2397 (FMonsterType = MONSTER_CACO)) and
2398 (FState <> MONSTATE_DIE) and
2399 (FState <> MONSTATE_DEAD) then
2400 fall := False;
2402 // Меняем скорость только по четным кадрам:
2403 if gTime mod (GAME_TICK*2) <> 0 then
2404 begin
2405 g_Obj_Move(@FObj, fall, True, True);
2406 positionChanged(); // this updates spatial accelerators
2407 Exit;
2408 end;
2410 if FPainTicks > 0 then
2411 Dec(FPainTicks)
2412 else
2413 FPainSound := False;
2415 // Двигаемся:
2416 st := g_Obj_Move(@FObj, fall, True, True);
2417 positionChanged(); // this updates spatial accelerators
2419 // Если горим - поджигаем других монстров, но не на 100 тиков каждый раз:
2420 if FFireTime > 0 then
2421 begin
2422 it := monsGrid.forEachInAABB(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
2423 for mit in it do
2424 if mit.UID <> FUID then
2425 mit.CatchFire(FFireAttacker, FFireTime);
2426 end;
2428 // Вылетел за карту - удаляем и запускаем триггеры:
2429 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2430 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2431 begin
2432 FRemoved := True;
2433 if alive and (gLMSRespawn = LMS_RESPAWN_NONE) then
2434 begin
2435 Inc(gCoopMonstersKilled);
2436 if g_Game_IsNet then
2437 MH_SEND_GameStats;
2438 end;
2439 ActivateTriggers();
2440 Exit;
2441 end;
2443 oldvelx := FObj.Vel.X;
2445 // Сопротивление воздуха для трупа:
2446 if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then
2447 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2449 if FFireTime > 0 then
2450 begin
2451 if WordBool(st and MOVE_INWATER) then
2452 FFireTime := 0
2453 else
2454 begin
2455 OnFireFlame(1);
2456 FFireTime := FFireTime - 1;
2457 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
2458 if FFirePainTime = 0 then
2459 begin
2460 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2461 FFirePainTime := 18;
2462 end
2463 else
2464 FFirePainTime := FFirePainTime - 1;
2465 end;
2466 end;
2468 // Мертвый ничего не делает:
2469 if (FState = MONSTATE_DEAD) then
2470 goto _end;
2472 // AI монстров выключен:
2473 if g_debug_MonsterOff then
2474 begin
2475 FSleep := 1;
2476 if FState <> MONSTATE_SLEEP then
2477 SetState(MONSTATE_SLEEP);
2478 end;
2480 // Возможно, создаем пузырьки в воде:
2481 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2482 begin
2483 case FMonsterType of
2484 MONSTER_FISH:
2485 if Random(4) <> 0 then bubbles := False else
2486 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2487 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2488 MONSTER_ROBO, MONSTER_BARREL:
2489 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2490 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2491 else
2492 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2493 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2494 end;
2495 if bubbles then if Random(2) = 0
2496 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2497 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2498 end;
2500 // Если прошел первый кадр анимации взрыва бочки, то взрыв:
2501 if FMonsterType = MONSTER_BARREL then
2502 begin
2503 if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2504 (FAnim[FCurAnim, FDirection].Counter = 0) then
2505 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2506 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2507 60, FUID);
2508 end;
2510 // Lost_Soul вылетел из воды => ускоряется:
2511 if FMonsterType = MONSTER_SOUL then
2512 if WordBool(st and MOVE_HITAIR) then
2513 g_Obj_SetSpeed(@FObj, 16);
2515 if FAmmo < 0 then
2516 FAmmo := FAmmo + 1;
2518 // Если начали всплывать, то продолжаем:
2519 if FObj.Vel.Y < 0 then
2520 if WordBool(st and MOVE_INWATER) then
2521 FObj.Vel.Y := -4;
2523 // Таймер - ждем после потери цели:
2524 FTargetTime := FTargetTime + 1;
2526 // Гильзы
2527 if FShellTimer > -1 then
2528 if FShellTimer = 0 then
2529 begin
2530 if FShellType = SHELL_SHELL then
2531 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2532 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2533 GameVelX, GameVelY-2, SHELL_SHELL)
2534 else if FShellType = SHELL_DBLSHELL then
2535 begin
2536 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2537 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2538 GameVelX-1, GameVelY-2, SHELL_SHELL);
2539 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2540 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2541 GameVelX+1, GameVelY-2, SHELL_SHELL);
2542 end;
2543 FShellTimer := -1;
2544 end else Dec(FShellTimer);
2546 // Пробуем увернуться от летящей пули:
2547 if fall then
2548 if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT,
2549 MONSTATE_ATTACK, MONSTATE_SHOOT]) then
2550 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2551 FObj.Rect.Width, FObj.Rect.Height, 50) then
2552 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2553 (FObj.Accel.Y = 0) then
2554 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2556 case FState of
2557 MONSTATE_PAIN: // Состояние - Боль
2558 begin
2559 // Боль сильная => монстр кричит:
2560 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2561 begin
2562 FPain := MONSTERTABLE[FMonsterType].Pain;
2563 if gSoundEffectsDF then PainSound();
2564 end;
2565 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2566 PainSound();
2568 // Снижаем боль со временем:
2569 FPain := FPain - 5;
2571 // Боль уже не ошутимая => идем дальше:
2572 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2573 begin
2574 FPain := 0;
2575 FAmmo := -9;
2576 SetState(MONSTATE_GO);
2577 end;
2578 end;
2580 MONSTATE_SLEEP: // Состояние - Сон
2581 begin
2582 // Спим:
2583 FSleep := FSleep + 1;
2585 // Проспали достаточно:
2586 if FSleep >= 18 then
2587 FSleep := 0
2588 else // еще спим
2589 goto _end;
2591 // На игроков идут только обычные монстры, киллеры и маньяки
2592 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2593 // Если есть игрок рядом, просыпаемся и идем к нему:
2594 if (gPlayers <> nil) then
2595 for a := 0 to High(gPlayers) do
2596 if (gPlayers[a] <> nil) and (gPlayers[a].alive)
2597 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2598 with gPlayers[a] do
2599 if g_Look(@FObj, @Obj, FDirection) then
2600 begin
2601 FTargetUID := gPlayers[a].UID;
2602 FTargetTime := 0;
2603 WakeUpSound();
2604 SetState(MONSTATE_GO);
2605 Break;
2606 end;
2608 // На монстров тянет маньяков, поехавших и каннибалов
2609 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2610 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2611 // Если есть подходящий монстр рядом:
2612 if gMonsters <> nil then
2613 for a := 0 to High(gMonsters) do
2614 if (gMonsters[a] <> nil) and (gMonsters[a].alive) and
2615 (gMonsters[a].FUID <> FUID) then
2616 begin
2617 // Маньяки нападают на всех монстров, кроме друзей
2618 if (FBehaviour = BH_MANIAC) and
2619 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2620 Continue;
2621 // Поехавшие также, но могут обозлиться на бочку
2622 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2623 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2624 Continue;
2625 // Каннибалы нападают на себе подобных
2626 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2627 Continue;
2628 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2629 begin
2630 FTargetUID := gMonsters[a].UID;
2631 FTargetTime := 0;
2632 WakeUpSound();
2633 SetState(MONSTATE_GO);
2634 Break;
2635 end;
2636 end;
2637 end;
2639 MONSTATE_WAIT: // Состояние - Ожидание
2640 begin
2641 // Ждем:
2642 FSleep := FSleep - 1;
2644 // Выждали достаточно - идем:
2645 if FSleep < 0 then
2646 SetState(MONSTATE_GO);
2647 end;
2649 MONSTATE_GO: // Состояние - Движение (с осмотром ситуации)
2650 begin
2651 // Если наткнулись на БлокМон - убегаем от него:
2652 if WordBool(st and MOVE_BLOCK) then
2653 begin
2654 Turn();
2655 FSleep := 40;
2656 SetState(MONSTATE_RUNOUT);
2658 goto _end;
2659 end;
2661 // Если монстр - колдун, то пробуем воскресить кого-нибудь:
2662 if (FMonsterType = MONSTER_VILE) then
2663 if isCorpse(@FObj, False) <> -1 then
2664 begin
2665 FObj.Vel.X := 0;
2666 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
2668 goto _end;
2669 end;
2671 // Цель погибла или давно ждем:
2672 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2673 if not findNewPrey() then
2674 begin // Новых целей нет
2675 FTargetUID := 0;
2676 o.X := FObj.X+pt_x;
2677 o.Y := FObj.Y+pt_y;
2678 o.Vel.X := 0;
2679 o.Vel.Y := 0;
2680 o.Accel.X := 0;
2681 o.Accel.Y := 0;
2682 o.Rect := _Rect(0, 0, 0, 1);
2683 end
2684 else // Новая цель есть - берем ее координаты
2685 GetPos(FTargetUID, @o);
2687 // Цель очень близко - пинаем:
2688 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2689 begin
2690 FTargetTime := 0;
2691 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2692 begin
2693 if kick(@o) then
2694 goto _end;
2695 end;
2696 end;
2698 // Расстояние до цели:
2699 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2700 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2702 // Поворачиваемся в сторону цели:
2703 if sx > 0 then
2704 FDirection := TDirection.D_RIGHT
2705 else
2706 FDirection := TDirection.D_LEFT;
2708 // Если монстр умеет стрелять и есть по кому - стреляем:
2709 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2710 if Abs(sx) > Abs(sy) then // угол выстрела удобный
2711 if shoot(@o, False) then
2712 goto _end;
2714 // Если цель почти на одной вертикали - бегаем туда-сюда:
2715 if Abs(sx) < 40 then
2716 if FMonsterType <> MONSTER_FISH then
2717 begin
2718 FSleep := 15;
2719 SetState(MONSTATE_RUN);
2720 if Random(2) = 0 then
2721 FDirection := TDirection.D_LEFT
2722 else
2723 FDirection := TDirection.D_RIGHT;
2725 goto _end;
2726 end;
2728 // Уперлись в стену:
2729 if WordBool(st and MOVE_HITWALL) then
2730 begin
2731 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2732 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2733 begin // Смогли нажать кнопку - небольшое ожидание
2734 FSleep := 4;
2735 SetState(MONSTATE_WAIT);
2737 goto _end;
2738 end;
2740 case FMonsterType of
2741 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2742 else // Не летают:
2743 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2744 (FObj.Accel.Y = 0) then
2745 begin // Стоим на твердом полу или ступени
2746 // Прыжок через стену:
2747 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2748 SetState(MONSTATE_CLIMB);
2749 end;
2750 end;
2752 goto _end;
2753 end;
2755 // Монстры, не подверженные гравитации:
2756 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2757 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2758 begin
2759 if FMonsterType = MONSTER_FISH then
2760 begin // Рыба
2761 if not WordBool(st and MOVE_INWATER) then
2762 begin // Рыба вне воды:
2763 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2764 begin // "Стоит" твердо
2765 // Рыба трепыхается на поверхности:
2766 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2767 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2768 end;
2770 // Рыбе больно:
2771 SetState(MONSTATE_PAIN);
2772 FPain := FPain + 50;
2773 end
2774 else // Рыба в воде
2775 begin
2776 // Плывем в сторону цели по-вертикали:
2777 if Abs(sy) > 8 then
2778 FObj.Vel.Y := g_basic.Sign(sy)*4
2779 else
2780 FObj.Vel.Y := 0;
2782 // Рыба плывет вверх:
2783 if FObj.Vel.Y < 0 then
2784 if not g_Obj_CollideLiquid(@FObj, 0, -16) then
2785 begin
2786 // Всплыли до поверхности - стоп:
2787 FObj.Vel.Y := 0;
2788 // Плаваем туда-сюда:
2789 if Random(2) = 0 then
2790 FDirection := TDirection.D_LEFT
2791 else
2792 FDirection := TDirection.D_RIGHT;
2793 FSleep := 20;
2794 SetState(MONSTATE_RUN);
2795 end;
2796 end;
2797 end
2798 else // Летающие монстры
2799 begin
2800 // Летим в сторону цели по-вертикали:
2801 if Abs(sy) > 8 then
2802 FObj.Vel.Y := g_basic.Sign(sy)*4
2803 else
2804 FObj.Vel.Y := 0;
2805 end;
2806 end
2807 else // "Наземные" монстры
2808 begin
2809 // Возможно, пинаем куски:
2810 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2811 begin
2812 b := Abs(FObj.Vel.X);
2813 if b > 1 then b := b * (Random(8 div b) + 1);
2814 for a := 0 to High(gGibs) do
2815 begin
2816 if gGibs[a].alive and
2817 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2818 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2819 begin
2820 // Пинаем куски
2821 if FObj.Vel.X < 0 then
2822 begin
2823 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
2824 end
2825 else
2826 begin
2827 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
2828 end;
2829 end;
2830 end;
2831 end;
2832 // Боссы могут пинать трупы:
2833 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2834 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2835 begin
2836 b := Abs(FObj.Vel.X);
2837 if b > 1 then b := b * (Random(8 div b) + 1);
2838 for a := 0 to High(gCorpses) do
2839 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2840 begin
2841 co := gCorpses[a].Obj;
2842 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2843 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2844 // Пинаем трупы
2845 if FObj.Vel.X < 0 then
2846 gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
2847 else
2848 gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
2849 end;
2850 end;
2851 // Если цель высоко, то, возможно, прыгаем:
2852 if sy < -40 then
2853 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2854 // стоит твердо
2855 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2856 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2857 end;
2859 FSleep := FSleep + 1;
2861 // Иногда рычим:
2862 if FSleep >= 8 then
2863 begin
2864 FSleep := 0;
2865 if Random(8) = 0 then
2866 ActionSound();
2867 end;
2869 // Бежим в выбранную сторону:
2870 if FDirection = TDirection.D_RIGHT then
2871 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2872 else
2873 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2875 // Если в воде, то замедляемся:
2876 if WordBool(st and MOVE_INWATER) then
2877 FObj.Vel.X := FObj.Vel.X div 2
2878 else // Рыбам не нужно замедляться
2879 if FMonsterType = MONSTER_FISH then
2880 FObj.Vel.X := 0;
2881 end;
2883 MONSTATE_RUN: // Состояние - Бег
2884 begin
2885 // Если наткнулись на БлокМон - убегаем от него:
2886 if WordBool(st and MOVE_BLOCK) then
2887 begin
2888 Turn();
2889 FSleep := 40;
2890 SetState(MONSTATE_RUNOUT);
2892 goto _end;
2893 end;
2895 FSleep := FSleep - 1;
2897 // Пробежали достаточно или врезались в стену => переходим на шаг:
2898 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2899 begin
2900 FSleep := 0;
2901 SetState(MONSTATE_GO);
2902 // Стена - идем обратно:
2903 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2904 Turn();
2905 // Иногда рычим:
2906 if Random(8) = 0 then
2907 ActionSound();
2908 end;
2910 // Бежим в выбранную сторону:
2911 if FDirection = TDirection.D_RIGHT then
2912 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2913 else
2914 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2916 // Если в воде, то замедляемся:
2917 if WordBool(st and MOVE_INWATER) then
2918 FObj.Vel.X := FObj.Vel.X div 2
2919 else // Рыбам не нужно замедляться
2920 if FMonsterType = MONSTER_FISH then
2921 FObj.Vel.X := 0;
2922 end;
2924 MONSTATE_RUNOUT: // Состояние - Убегает от чего-то
2925 begin
2926 // Вышли из БлокМона:
2927 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2928 FSleep := 0;
2930 FSleep := FSleep - 1;
2932 // Убажели достаточно далеко => переходим на шаг:
2933 if FSleep <= -18 then
2934 begin
2935 FSleep := 0;
2936 SetState(MONSTATE_GO);
2937 // Стена/БлокМон - идем обратно:
2938 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2939 Turn();
2940 // Иногда рычим:
2941 if Random(8) = 0 then
2942 ActionSound();
2943 end;
2945 // Бежим в выбранную сторону:
2946 if FDirection = TDirection.D_RIGHT then
2947 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2948 else
2949 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2951 // Если в воде, то замедляемся:
2952 if WordBool(st and MOVE_INWATER) then
2953 FObj.Vel.X := FObj.Vel.X div 2
2954 else // Рыбам не нужно замедляться
2955 if FMonsterType = MONSTER_FISH then
2956 FObj.Vel.X := 0;
2957 end;
2959 MONSTATE_CLIMB: // Состояние - Прыжок (чтобы обойти стену)
2960 begin
2961 // Достигли высшей точки прыжка или стена кончилась => переходим на шаг:
2962 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2963 (not WordBool(st and MOVE_HITWALL)) then
2964 begin
2965 FSleep := 0;
2966 SetState(MONSTATE_GO);
2968 // Стена не кончилась => бежим от нее:
2969 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2970 begin
2971 Turn();
2972 FSleep := 15;
2973 SetState(MONSTATE_RUN);
2974 end;
2975 end;
2977 // Бежим в выбранную сторону:
2978 if FDirection = TDirection.D_RIGHT then
2979 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2980 else
2981 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2983 // Если в воде, то замедляемся:
2984 if WordBool(st and MOVE_INWATER) then
2985 FObj.Vel.X := FObj.Vel.X div 2
2986 else // Рыбам не нужно замедляться
2987 if FMonsterType = MONSTER_FISH then
2988 FObj.Vel.X := 0;
2989 end;
2991 MONSTATE_ATTACK, // Состояние - Атака
2992 MONSTATE_SHOOT: // Состояние - Стрельба
2993 begin
2994 // Lost_Soul врезался в стену при атаке => переходит на шаг:
2995 if FMonsterType = MONSTER_SOUL then
2996 begin
2997 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2998 SetState(MONSTATE_GO);
3000 goto _end;
3001 end;
3003 // Замедляемся при атаке:
3004 if FMonsterType <> MONSTER_FISH then
3005 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3007 // Нужно стрелять, а монстр - колдун:
3008 if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then
3009 begin
3010 // Цель погибла => идем дальше:
3011 if not GetPos(FTargetUID, @o) then
3012 begin
3013 SetState(MONSTATE_GO);
3015 goto _end;
3016 end;
3018 // Цель не видно => идем дальше:
3019 if not g_Look(@FObj, @o, FDirection) then
3020 begin
3021 SetState(MONSTATE_GO);
3023 goto _end;
3024 end;
3026 // Цель в воде - не загорится => идем дальше:
3027 if g_Obj_CollideWater(@o, 0, 0) then
3028 begin
3029 SetState(MONSTATE_GO);
3031 goto _end;
3032 end;
3034 // Жарим цель:
3035 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
3036 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
3037 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
3038 end;
3039 end;
3040 end; // case FState of ...
3042 _end:
3044 // Состояние - Воскрешение:
3045 if FState = MONSTATE_REVIVE then
3046 if FAnim[FCurAnim, FDirection].Played then
3047 begin // Обратная анимация умирания закончилась - идем дальше:
3048 FAnim[FCurAnim, FDirection].Revert(False);
3049 SetState(MONSTATE_GO);
3050 end;
3052 // Если есть анимация огня колдуна - пусть она идет:
3053 if vilefire <> nil then
3054 vilefire.Update();
3056 // Состояние - Умирает и текущая анимация проиграна:
3057 if (FState = MONSTATE_DIE) and
3058 (FAnim[FCurAnim, FDirection] <> nil) and
3059 (FAnim[FCurAnim, FDirection].Played) then
3060 begin
3061 // Умер:
3062 SetState(MONSTATE_DEAD);
3064 // Pain_Elemental при смерти выпускает 3 Lost_Soul'а:
3065 if (FMonsterType = MONSTER_PAIN) then
3066 begin
3067 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
3068 FObj.Y+FObj.Rect.Y+20, TDirection.D_LEFT);
3069 if mon <> nil then
3070 begin
3071 mon.SetState(MONSTATE_GO);
3072 mon.FNoRespawn := True;
3073 Inc(gTotalMonsters);
3074 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3075 end;
3077 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3078 FObj.Y+FObj.Rect.Y+20, TDirection.D_RIGHT);
3079 if mon <> nil then
3080 begin
3081 mon.SetState(MONSTATE_GO);
3082 mon.FNoRespawn := True;
3083 Inc(gTotalMonsters);
3084 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3085 end;
3087 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
3088 FObj.Y+FObj.Rect.Y, TDirection.D_RIGHT);
3089 if mon <> nil then
3090 begin
3091 mon.SetState(MONSTATE_GO);
3092 mon.FNoRespawn := True;
3093 Inc(gTotalMonsters);
3094 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3095 end;
3097 if g_Game_IsNet then MH_SEND_CoopStats();
3098 end;
3100 // У этих монстров нет трупов:
3101 if (FMonsterType = MONSTER_PAIN) or
3102 (FMonsterType = MONSTER_SOUL) or
3103 (FMonsterType = MONSTER_BARREL) then
3104 FRemoved := True;
3105 end;
3107 // Совершение атаки и стрельбы:
3108 if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
3109 if (FAnim[FCurAnim, FDirection] <> nil) then
3110 // Анимация атаки есть - можно атаковать
3111 if (FAnim[FCurAnim, FDirection].Played) then
3112 begin // Анимация атаки закончилась => переходим на шаг
3113 if FState = MONSTATE_ATTACK then
3114 begin // Состояние - Атака
3115 // Если монстр не Lost_Soul, то после атаки переходим на шаг:
3116 if FMonsterType <> MONSTER_SOUL then
3117 SetState(MONSTATE_GO);
3118 end
3119 else // Состояние - Стрельба
3120 begin
3121 // Переходим на шаг, если не надо стрелять еще раз:
3122 if not FChainFire then
3123 SetState(MONSTATE_GO)
3124 else
3125 begin // Надо стрелять еще
3126 FChainFire := False;
3127 // Т.к. состояние не изменилось, и нужен
3128 // новый цикл ожидания завершения анимации:
3129 FAnim[FCurAnim, FDirection].Reset();
3130 end;
3131 end;
3133 FWaitAttackAnim := False;
3134 end
3136 else // Анимация атаки еще идет (исключение - Lost_Soul):
3137 if (FMonsterType = MONSTER_SOUL) or
3138 ( (not FWaitAttackAnim) and
3139 (FAnim[FCurAnim, FDirection].CurrentFrame =
3140 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3141 ) then
3142 begin // Атаки еще не было и это середина анимации атаки
3143 if FState = MONSTATE_ATTACK then
3144 begin // Состояние - Атака
3145 // Если это Lost_Soul, то сбрасываем анимацию атаки:
3146 if FMonsterType = MONSTER_SOUL then
3147 FAnim[FCurAnim, FDirection].Reset();
3149 case FMonsterType of
3150 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3151 // Грызем первого попавшегося:
3152 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3153 // Lost_Soul укусил кого-то => переходит на шаг:
3154 if FMonsterType = MONSTER_SOUL then
3155 SetState(MONSTATE_GO);
3157 MONSTER_FISH:
3158 // Рыба кусает первого попавшегося со звуком:
3159 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
3160 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
3162 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3163 // Робот, кибер или скелет сильно пинаются:
3164 if FCurAnim = ANIM_ATTACK2 then
3165 begin
3166 o := FObj;
3167 o.Vel.X := IfThen(FDirection = TDirection.D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3168 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
3169 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
3170 end;
3172 MONSTER_VILE:
3173 // Колдун пытается воскрешать:
3174 if FCurAnim = ANIM_ATTACK2 then
3175 begin
3176 sx := isCorpse(@FObj, True);
3177 if sx <> -1 then
3178 begin // Нашли, кого воскресить
3179 gMonsters[sx].SetState(MONSTATE_REVIVE);
3180 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3181 // Воскрешать - себе вредить:
3182 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3183 end;
3184 end;
3185 end;
3186 end
3188 else // Состояние - Стрельба
3189 begin
3190 // Вычисляем координаты, откуда вылетит пуля:
3191 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
3193 if FDirection = TDirection.D_LEFT then
3194 begin
3195 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
3196 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
3197 end; // Это значит: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3199 wx := FObj.X + wx;
3200 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
3202 // Монстр не может целиться в объект за спиной, стреляя влево:
3203 if (FDirection = TDirection.D_LEFT) and (tx > wx) then
3204 begin
3205 tx := wx - 32;
3206 ty := wy + Random(11) - 5;
3207 end;
3208 // И аналогично, стреляя вправо:
3209 if (FDirection = TDirection.D_RIGHT) and (tx < wx) then
3210 begin
3211 tx := wx + 32;
3212 ty := wy + Random(11) - 5;
3213 end;
3215 // Делаем выстрел нужным оружием:
3216 case FMonsterType of
3217 MONSTER_IMP:
3218 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3219 MONSTER_ZOMBY:
3220 begin
3221 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3222 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, True);
3223 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3224 end;
3225 MONSTER_SERG:
3226 begin
3227 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3228 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3229 FShellTimer := 10;
3230 FShellType := SHELL_SHELL;
3231 end;
3232 MONSTER_MAN:
3233 begin
3234 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3235 FShellTimer := 13;
3236 FShellType := SHELL_DBLSHELL;
3237 FAmmo := -36;
3238 end;
3239 MONSTER_CYBER:
3240 begin
3241 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3242 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3243 end;
3244 MONSTER_SKEL:
3245 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3246 MONSTER_CGUN:
3247 begin
3248 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3249 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3250 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3251 end;
3252 MONSTER_SPIDER:
3253 begin
3254 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3255 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3256 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3257 end;
3258 MONSTER_BSP:
3259 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3260 MONSTER_ROBO:
3261 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3262 MONSTER_MANCUB:
3263 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3264 MONSTER_BARON, MONSTER_KNIGHT:
3265 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3266 MONSTER_CACO:
3267 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3268 MONSTER_PAIN:
3269 begin // Создаем Lost_Soul:
3270 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3271 FObj.Y+FObj.Rect.Y, FDirection);
3273 if mon <> nil then
3274 begin // Цель - цель Pain_Elemental'а. Летим к ней:
3275 mon.FTargetUID := FTargetUID;
3276 GetPos(FTargetUID, @o);
3277 mon.FTargetTime := 0;
3278 mon.FNoRespawn := True;
3279 mon.SetState(MONSTATE_GO);
3280 mon.shoot(@o, True);
3281 Inc(gTotalMonsters);
3283 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3284 end;
3285 end;
3286 end;
3288 if FMonsterType <> MONSTER_PAIN then
3289 if g_Game_IsNet then
3290 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3292 // Скорострельные монстры:
3293 if (FMonsterType = MONSTER_CGUN) or
3294 (FMonsterType = MONSTER_SPIDER) or
3295 (FMonsterType = MONSTER_BSP) or
3296 (FMonsterType = MONSTER_MANCUB) or
3297 (FMonsterType = MONSTER_ROBO) then
3298 if not GetPos(FTargetUID, @o) then
3299 // Цель мертва - ищем новую:
3300 findNewPrey()
3301 else // Цель жива - продолжаем стрелять:
3302 if shoot(@o, False) then
3303 FChainFire := True;
3304 end;
3306 // Атака только 1 раз за анимацию атаки:
3307 FWaitAttackAnim := True;
3308 end;
3310 // Последний кадр текущей анимации:
3311 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3312 case FState of
3313 MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT:
3314 // Звуки при передвижении:
3315 case FMonsterType of
3316 MONSTER_CYBER:
3317 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3318 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3319 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3320 MONSTER_SPIDER:
3321 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3322 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3323 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3324 MONSTER_BSP:
3325 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3326 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3327 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3328 MONSTER_ROBO:
3329 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3330 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3331 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3332 end;
3333 end;
3335 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3336 not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then
3337 FObj.Vel.X := oldvelx;
3339 // Если есть анимация, то пусть она идет:
3340 if FAnim[FCurAnim, FDirection] <> nil then
3341 FAnim[FCurAnim, FDirection].Update();
3342 end;
3344 procedure TMonster.SetDeadAnim;
3345 begin
3346 if FAnim <> nil then
3347 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3348 end;
3350 procedure TMonster.RevertAnim(R: Boolean = True);
3351 begin
3352 if FAnim <> nil then
3353 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3354 FAnim[FCurAnim, FDirection].Revert(R);
3355 end;
3357 function TMonster.AnimIsReverse: Boolean;
3358 begin
3359 if FAnim <> nil then
3360 Result := FAnim[FCurAnim, FDirection].IsReverse
3361 else
3362 Result := False;
3363 end;
3365 procedure TMonster.ClientUpdate();
3366 var
3367 a, b, sx, sy, oldvelx: Integer;
3368 st: Word;
3369 o, co: TObj;
3370 fall, bubbles: Boolean;
3371 label
3372 _end;
3373 begin
3374 sx := 0; // SHUT UP COMPILER
3375 sy := 0;
3376 fall := True;
3377 bubbles := True;
3379 // Монстр статичен пока идет warmup
3380 if (gLMSRespawn > LMS_RESPAWN_NONE) then exit;
3382 // Рыбы "летают" только в воде:
3383 if FMonsterType = MONSTER_FISH then
3384 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3385 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
3386 fall := False;
3388 // Летающие монтсры:
3389 if ((FMonsterType = MONSTER_SOUL) or
3390 (FMonsterType = MONSTER_PAIN) or
3391 (FMonsterType = MONSTER_CACO)) and
3392 (FState <> MONSTATE_DIE) and
3393 (FState <> MONSTATE_DEAD) then
3394 fall := False;
3396 // Меняем скорость только по четным кадрам:
3397 if gTime mod (GAME_TICK*2) <> 0 then
3398 begin
3399 g_Obj_Move(@FObj, fall, True, True);
3400 positionChanged(); // this updates spatial accelerators
3401 Exit;
3402 end;
3404 if FPainTicks > 0 then
3405 Dec(FPainTicks)
3406 else
3407 FPainSound := False;
3409 // Двигаемся:
3410 st := g_Obj_Move(@FObj, fall, True, True);
3411 positionChanged(); // this updates spatial accelerators
3413 // Вылетел за карту - удаляем и запускаем триггеры:
3414 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3415 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3416 begin
3417 FRemoved := True;
3418 Exit;
3419 end;
3421 oldvelx := FObj.Vel.X;
3423 // Сопротивление воздуха для трупа:
3424 if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then
3425 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3427 if FFireTime > 0 then
3428 begin
3429 if WordBool(st and MOVE_INWATER) then
3430 FFireTime := 0
3431 else
3432 begin
3433 OnFireFlame(1);
3434 FFireTime := FFireTime - 1;
3435 end;
3436 end;
3438 // Мертвый ничего не делает:
3439 if (FState = MONSTATE_DEAD) then
3440 goto _end;
3442 // Возможно, создаем пузырьки в воде:
3443 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3444 begin
3445 case FMonsterType of
3446 MONSTER_FISH:
3447 if Random(4) <> 0 then bubbles := False else
3448 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3449 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3450 MONSTER_ROBO, MONSTER_BARREL:
3451 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3452 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3453 else
3454 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3455 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3456 end;
3457 if bubbles then if Random(2) = 0
3458 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3459 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3460 end;
3462 // Если прошел первый кадр анимации взрыва бочки, то взрыв:
3463 if FMonsterType = MONSTER_BARREL then
3464 begin
3465 if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3466 (FAnim[FCurAnim, FDirection].Counter = 0) then
3467 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3468 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3469 60, FUID);
3470 end;
3472 // Lost_Soul вылетел из воды => ускоряется:
3473 if FMonsterType = MONSTER_SOUL then
3474 if WordBool(st and MOVE_HITAIR) then
3475 g_Obj_SetSpeed(@FObj, 16);
3477 if FAmmo < 0 then
3478 FAmmo := FAmmo + 1;
3480 // Если начали всплывать, то продолжаем:
3481 if FObj.Vel.Y < 0 then
3482 if WordBool(st and MOVE_INWATER) then
3483 FObj.Vel.Y := -4;
3485 // Таймер - ждем после потери цели:
3486 FTargetTime := FTargetTime + 1;
3488 if FShellTimer > -1 then
3489 if FShellTimer = 0 then
3490 begin
3491 if FShellType = SHELL_SHELL then
3492 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3493 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3494 GameVelX, GameVelY-2, SHELL_SHELL)
3495 else if FShellType = SHELL_DBLSHELL then
3496 begin
3497 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3498 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3499 GameVelX-1, GameVelY-2, SHELL_SHELL);
3500 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3501 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3502 GameVelX+1, GameVelY-2, SHELL_SHELL);
3503 end;
3504 FShellTimer := -1;
3505 end else Dec(FShellTimer);
3507 // Пробуем увернуться от летящей пули:
3508 if fall then
3509 if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT,
3510 MONSTATE_ATTACK, MONSTATE_SHOOT]) then
3511 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3512 FObj.Rect.Width, FObj.Rect.Height, 50) then
3513 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3514 (FObj.Accel.Y = 0) then
3515 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3517 case FState of
3518 MONSTATE_PAIN: // Состояние - Боль
3519 begin
3520 // Боль сильная => монстр кричит:
3521 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3522 begin
3523 FPain := MONSTERTABLE[FMonsterType].Pain;
3524 if gSoundEffectsDF then PainSound();
3525 end;
3526 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3527 PainSound();
3529 // Снижаем боль со временем:
3530 FPain := FPain - 5;
3532 // Боль уже не ошутимая => идем дальше:
3533 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3534 begin
3535 SetState(MONSTATE_GO);
3536 FPain := 0;
3537 end;
3538 end;
3540 MONSTATE_SLEEP: // Состояние - Сон
3541 begin
3542 // Спим:
3543 FSleep := FSleep + 1;
3545 // Проспали достаточно:
3546 if FSleep >= 18 then
3547 FSleep := 0
3548 else // еще спим
3549 goto _end;
3550 end;
3552 MONSTATE_WAIT: // Состояние - Ожидание
3553 begin
3554 // Ждем:
3555 FSleep := FSleep - 1;
3556 end;
3558 MONSTATE_GO: // Состояние - Движение (с осмотром ситуации)
3559 begin
3560 // Если наткнулись на БлокМон - убегаем от него:
3561 if WordBool(st and MOVE_BLOCK) then
3562 begin
3563 Turn();
3564 FSleep := 40;
3565 SetState(MONSTATE_RUNOUT);
3567 goto _end;
3568 end;
3570 // Если монстр - колдун, то пробуем воскресить кого-нибудь:
3571 if (FMonsterType = MONSTER_VILE) then
3572 if isCorpse(@FObj, False) <> -1 then
3573 begin
3574 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
3575 FObj.Vel.X := 0;
3577 goto _end;
3578 end;
3580 // Если цель почти на одной вертикали - бегаем туда-сюда:
3581 if Abs(sx) < 40 then
3582 if FMonsterType <> MONSTER_FISH then
3583 begin
3584 SetState(MONSTATE_RUN);
3585 FSleep := 15;
3587 goto _end;
3588 end;
3590 // Уперлись в стену:
3591 if WordBool(st and MOVE_HITWALL) then
3592 begin
3593 case FMonsterType of
3594 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3595 else // Не летают:
3596 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3597 (FObj.Accel.Y = 0) then
3598 begin // Стоим на твердом полу или ступени
3599 // Прыжок через стену:
3600 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3601 SetState(MONSTATE_CLIMB);
3602 end;
3603 end;
3605 goto _end;
3606 end;
3608 // Монстры, не подверженные гравитации:
3609 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3610 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3611 begin
3612 if FMonsterType = MONSTER_FISH then
3613 begin // Рыба
3614 if not WordBool(st and MOVE_INWATER) then
3615 begin // Рыба вне воды:
3616 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3617 begin // "Стоит" твердо
3618 // Рыба трепыхается на поверхности:
3619 if FObj.Accel.Y = 0 then
3620 FObj.Vel.Y := -6;
3621 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3622 end;
3624 // Рыбе больно:
3625 SetState(MONSTATE_PAIN);
3626 FPain := FPain + 50;
3627 end
3628 else // Рыба в воде
3629 begin
3630 // Плывем в сторону цели по-вертикали:
3631 if Abs(sy) > 8 then
3632 FObj.Vel.Y := g_basic.Sign(sy)*4
3633 else
3634 FObj.Vel.Y := 0;
3636 // Рыба плывет вверх:
3637 if FObj.Vel.Y < 0 then
3638 if not g_Obj_CollideLiquid(@FObj, 0, -16) then
3639 begin
3640 // Всплыли до поверхности - стоп:
3641 FObj.Vel.Y := 0;
3642 // Плаваем туда-сюда:
3643 SetState(MONSTATE_RUN);
3644 FSleep := 20;
3645 end;
3646 end;
3647 end
3648 else // Летающие монстры
3649 begin
3650 // Летим в сторону цели по-вертикали:
3651 if Abs(sy) > 8 then
3652 FObj.Vel.Y := g_basic.Sign(sy)*4
3653 else
3654 FObj.Vel.Y := 0;
3655 end;
3656 end
3657 else // "Наземные" монстры
3658 begin
3659 // Возможно, пинаем куски:
3660 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3661 begin
3662 b := Abs(FObj.Vel.X);
3663 if b > 1 then b := b * (Random(8 div b) + 1);
3664 for a := 0 to High(gGibs) do
3665 begin
3666 if gGibs[a].alive and
3667 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3668 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3669 begin
3670 // Пинаем куски
3671 if FObj.Vel.X < 0 then
3672 begin
3673 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
3674 end
3675 else
3676 begin
3677 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
3678 end;
3679 positionChanged(); // this updates spatial accelerators
3680 end;
3681 end;
3682 end;
3683 // Боссы могут пинать трупы:
3684 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3685 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3686 begin
3687 b := Abs(FObj.Vel.X);
3688 if b > 1 then b := b * (Random(8 div b) + 1);
3689 for a := 0 to High(gCorpses) do
3690 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3691 begin
3692 co := gCorpses[a].Obj;
3693 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3694 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3695 // Пинаем трупы
3696 if FObj.Vel.X < 0 then
3697 gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
3698 else
3699 gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
3700 end;
3701 end;
3702 end;
3704 FSleep := FSleep + 1;
3706 // Иногда рычим:
3707 if FSleep >= 8 then
3708 begin
3709 FSleep := 0;
3710 if Random(8) = 0 then
3711 ActionSound();
3712 end;
3714 // Бежим в выбранную сторону:
3715 if FDirection = TDirection.D_RIGHT then
3716 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3717 else
3718 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3720 // Если в воде, то замедляемся:
3721 if WordBool(st and MOVE_INWATER) then
3722 FObj.Vel.X := FObj.Vel.X div 2
3723 else // Рыбам не нужно замедляться
3724 if FMonsterType = MONSTER_FISH then
3725 FObj.Vel.X := 0;
3726 end;
3728 MONSTATE_RUN: // Состояние - Бег
3729 begin
3730 // Если наткнулись на БлокМон - убегаем от него:
3731 if WordBool(st and MOVE_BLOCK) then
3732 begin
3733 SetState(MONSTATE_RUNOUT);
3734 FSleep := 40;
3736 goto _end;
3737 end;
3739 FSleep := FSleep - 1;
3741 // Пробежали достаточно или врезались в стену => переходим на шаг:
3742 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3743 begin
3744 SetState(MONSTATE_GO);
3745 FSleep := 0;
3747 // Иногда рычим:
3748 if Random(8) = 0 then
3749 ActionSound();
3750 end;
3752 // Бежим в выбранную сторону:
3753 if FDirection = TDirection.D_RIGHT then
3754 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3755 else
3756 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3758 // Если в воде, то замедляемся:
3759 if WordBool(st and MOVE_INWATER) then
3760 FObj.Vel.X := FObj.Vel.X div 2
3761 else // Рыбам не нужно замедляться
3762 if FMonsterType = MONSTER_FISH then
3763 FObj.Vel.X := 0;
3764 end;
3766 MONSTATE_RUNOUT: // Состояние - Убегает от чего-то
3767 begin
3768 // Вышли из БлокМона:
3769 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3770 FSleep := 0;
3772 FSleep := FSleep - 1;
3774 // Убажели достаточно далеко => переходим на шаг:
3775 if FSleep <= -18 then
3776 begin
3777 SetState(MONSTATE_GO);
3778 FSleep := 0;
3780 // Иногда рычим:
3781 if Random(8) = 0 then
3782 ActionSound();
3783 end;
3785 // Бежим в выбранную сторону:
3786 if FDirection = TDirection.D_RIGHT then
3787 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3788 else
3789 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3791 // Если в воде, то замедляемся:
3792 if WordBool(st and MOVE_INWATER) then
3793 FObj.Vel.X := FObj.Vel.X div 2
3794 else // Рыбам не нужно замедляться
3795 if FMonsterType = MONSTER_FISH then
3796 FObj.Vel.X := 0;
3797 end;
3799 MONSTATE_CLIMB: // Состояние - Прыжок (чтобы обойти стену)
3800 begin
3801 // Достигли высшей точки прыжка или стена кончилась => переходим на шаг:
3802 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3803 (not WordBool(st and MOVE_HITWALL)) then
3804 begin
3805 SetState(MONSTATE_GO);
3806 FSleep := 0;
3808 // Стена не кончилась => бежим от нее:
3809 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3810 begin
3811 SetState(MONSTATE_RUN);
3812 FSleep := 15;
3813 end;
3814 end;
3816 // Бежим в выбранную сторону:
3817 if FDirection = TDirection.D_RIGHT then
3818 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3819 else
3820 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3822 // Если в воде, то замедляемся:
3823 if WordBool(st and MOVE_INWATER) then
3824 FObj.Vel.X := FObj.Vel.X div 2
3825 else // Рыбам не нужно замедляться
3826 if FMonsterType = MONSTER_FISH then
3827 FObj.Vel.X := 0;
3828 end;
3830 MONSTATE_ATTACK, // Состояние - Атака
3831 MONSTATE_SHOOT: // Состояние - Стрельба
3832 begin
3833 // Lost_Soul врезался в стену при атаке => переходит на шаг:
3834 if FMonsterType = MONSTER_SOUL then
3835 begin
3836 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3837 SetState(MONSTATE_GO);
3839 goto _end;
3840 end;
3842 // Замедляемся при атаке:
3843 if FMonsterType <> MONSTER_FISH then
3844 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3846 // Нужно стрелять, а монстр - колдун:
3847 if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then
3848 begin
3849 // Цель погибла => идем дальше:
3850 if not GetPos(FTargetUID, @o) then
3851 begin
3852 SetState(MONSTATE_GO);
3854 goto _end;
3855 end;
3857 // Цель не видно => идем дальше:
3858 if not g_Look(@FObj, @o, FDirection) then
3859 begin
3860 SetState(MONSTATE_GO);
3862 goto _end;
3863 end;
3865 // Цель в воде - не загорится => идем дальше:
3866 if g_Obj_CollideWater(@o, 0, 0) then
3867 begin
3868 SetState(MONSTATE_GO);
3870 goto _end;
3871 end;
3872 end;
3873 end;
3874 end; // case FState of ...
3876 _end:
3878 // Состояние - Воскрешение:
3879 if FState = MONSTATE_REVIVE then
3880 if FAnim[FCurAnim, FDirection].Played then
3881 begin // Обратная анимация умирания закончилась - идем дальше:
3882 FAnim[FCurAnim, FDirection].Revert(False);
3883 SetState(MONSTATE_GO);
3884 end;
3886 // Если есть анимация огня колдуна - пусть она идет:
3887 if vilefire <> nil then
3888 vilefire.Update();
3890 // Состояние - Умирает и текущая анимация проиграна:
3891 if (FState = MONSTATE_DIE) and
3892 (FAnim[FCurAnim, FDirection] <> nil) and
3893 (FAnim[FCurAnim, FDirection].Played) then
3894 begin
3895 // Умер:
3896 SetState(MONSTATE_DEAD);
3898 // У этих монстров нет трупов:
3899 if (FMonsterType = MONSTER_PAIN) or
3900 (FMonsterType = MONSTER_SOUL) or
3901 (FMonsterType = MONSTER_BARREL) then
3902 FRemoved := True
3903 else
3904 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3905 end;
3907 // Совершение атаки и стрельбы:
3908 if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
3909 if (FAnim[FCurAnim, FDirection] <> nil) then
3910 // Анимация атаки есть - можно атаковать
3911 if (FAnim[FCurAnim, FDirection].Played) then
3912 begin // Анимация атаки закончилась => переходим на шаг
3913 if FState = MONSTATE_ATTACK then
3914 begin // Состояние - Атака
3915 // Если монстр не Lost_Soul, то после атаки переходим на шаг:
3916 if FMonsterType <> MONSTER_SOUL then
3917 SetState(MONSTATE_GO);
3918 end
3919 else // Состояние - Стрельба
3920 begin
3921 // Переходим на шаг, если не надо стрелять еще раз:
3922 if not FChainFire then
3923 SetState(MONSTATE_GO)
3924 else
3925 begin // Надо стрелять еще
3926 FChainFire := False;
3927 // Т.к. состояние не изменилось, и нужен
3928 // новый цикл ожидания завершения анимации:
3929 FAnim[FCurAnim, FDirection].Reset();
3930 end;
3931 end;
3933 FWaitAttackAnim := False;
3934 end
3936 else // Анимация атаки еще идет (исключение - Lost_Soul):
3937 if (FMonsterType = MONSTER_SOUL) or
3938 ( (not FWaitAttackAnim) and
3939 (FAnim[FCurAnim, FDirection].CurrentFrame =
3940 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3941 ) then
3942 begin // Атаки еще не было и это середина анимации атаки
3943 if FState = MONSTATE_ATTACK then
3944 begin // Состояние - Атака
3945 // Если это Lost_Soul, то сбрасываем анимацию атаки:
3946 if FMonsterType = MONSTER_SOUL then
3947 FAnim[FCurAnim, FDirection].Reset();
3949 case FMonsterType of
3950 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3951 // Грызем первого попавшегося:
3952 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3953 // Lost_Soul укусил кого-то => переходит на шаг:
3954 if FMonsterType = MONSTER_SOUL then
3955 SetState(MONSTATE_GO);
3957 MONSTER_FISH:
3958 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3960 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3961 // Робот, кибер или скелет сильно пинаются:
3962 if FCurAnim = ANIM_ATTACK2 then
3963 begin
3964 o := FObj;
3965 o.Vel.X := IfThen(FDirection = TDirection.D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3966 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3967 end;
3969 MONSTER_VILE:
3970 // Колдун пытается воскрешать:
3971 if FCurAnim = ANIM_ATTACK2 then
3972 begin
3973 sx := isCorpse(@FObj, True);
3974 if sx <> -1 then
3975 begin // Нашли, кого воскресить
3976 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3977 // Воскрешать - себе вредить:
3978 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3979 end;
3980 end;
3981 end;
3982 end
3984 else // Состояние - Стрельба
3985 begin
3986 // Скорострельные монстры:
3987 if (FMonsterType = MONSTER_CGUN) or
3988 (FMonsterType = MONSTER_SPIDER) or
3989 (FMonsterType = MONSTER_BSP) or
3990 (FMonsterType = MONSTER_MANCUB) or
3991 (FMonsterType = MONSTER_ROBO) then
3992 if not GetPos(FTargetUID, @o) then
3993 // Цель мертва - ищем новую:
3994 findNewPrey()
3995 else // Цель жива - продолжаем стрелять:
3996 if shoot(@o, False) then
3997 FChainFire := True;
3998 end;
4000 // Атака только 1 раз за анимацию атаки:
4001 FWaitAttackAnim := True;
4002 end;
4004 // Последний кадр текущей анимации:
4005 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
4006 case FState of
4007 MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT:
4008 // Звуки при передвижении:
4009 case FMonsterType of
4010 MONSTER_CYBER:
4011 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
4012 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
4013 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
4014 MONSTER_SPIDER:
4015 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
4016 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
4017 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
4018 MONSTER_BSP:
4019 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
4020 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
4021 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
4022 MONSTER_ROBO:
4023 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
4024 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
4025 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
4026 end;
4027 end;
4029 // Костыль для потоков
4030 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
4031 not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then
4032 FObj.Vel.X := oldvelx;
4034 // Если есть анимация, то пусть она идет:
4035 if FAnim[FCurAnim, FDirection] <> nil then
4036 FAnim[FCurAnim, FDirection].Update();
4037 end;
4039 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
4040 begin
4041 case FMonsterType of
4042 MONSTER_ZOMBY:
4043 begin
4044 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
4045 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
4046 end;
4047 MONSTER_SERG:
4048 begin
4049 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
4050 FShellTimer := 10;
4051 FShellType := SHELL_SHELL;
4052 end;
4053 MONSTER_MAN:
4054 begin
4055 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
4056 FShellTimer := 13;
4057 FShellType := SHELL_DBLSHELL;
4058 end;
4059 MONSTER_CGUN, MONSTER_SPIDER:
4060 begin
4061 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
4062 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
4063 end;
4064 MONSTER_IMP:
4065 g_Weapon_ball1(wx, wy, atx, aty, FUID);
4066 MONSTER_CYBER:
4067 g_Weapon_rocket(wx, wy, atx, aty, FUID);
4068 MONSTER_SKEL:
4069 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
4070 MONSTER_BSP:
4071 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
4072 MONSTER_ROBO:
4073 g_Weapon_plasma(wx, wy, atx, aty, FUID);
4074 MONSTER_MANCUB:
4075 g_Weapon_manfire(wx, wy, atx, aty, FUID);
4076 MONSTER_BARON, MONSTER_KNIGHT:
4077 g_Weapon_ball7(wx, wy, atx, aty, FUID);
4078 MONSTER_CACO:
4079 g_Weapon_ball2(wx, wy, atx, aty, FUID);
4080 end;
4081 end;
4083 procedure TMonster.Turn();
4084 begin
4085 // Разворачиваемся:
4086 if FDirection = TDirection.D_LEFT then FDirection := TDirection.D_RIGHT else FDirection := TDirection.D_LEFT;
4088 // Бежим в выбранную сторону:
4089 if FDirection = TDirection.D_RIGHT then
4090 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
4091 else
4092 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
4093 end;
4095 function TMonster.findNewPrey(): Boolean;
4096 var
4097 a: DWORD;
4098 l, l2: Integer;
4099 PlayersSee, MonstersSee: Array of DWORD;
4100 PlayerNear, MonsterNear: Integer;
4101 begin
4102 Result := False;
4103 SetLength(MonstersSee, 0);
4104 SetLength(PlayersSee, 0);
4106 FTargetUID := 0;
4107 l := 32000;
4108 PlayerNear := -1;
4109 MonsterNear := -1;
4111 // Поехавшие, каннибалы, и добрые игроков не трогают
4112 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
4113 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
4114 for a := 0 to High(gPlayers) do
4115 if (gPlayers[a] <> nil) and (gPlayers[a].alive)
4116 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
4117 begin
4118 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
4119 begin
4120 SetLength(PlayersSee, Length(PlayersSee) + 1);
4121 PlayersSee[High(PlayersSee)] := a;
4122 end;
4123 l2 := Abs(gPlayers[a].GameX-FObj.X)+
4124 Abs(gPlayers[a].GameY-FObj.Y);
4125 if l2 < l then
4126 begin
4127 l := l2;
4128 PlayerNear := Integer(a);
4129 end;
4130 end;
4132 // Киллеры и добрые не трогают монстров
4133 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
4134 for a := 0 to High(gMonsters) do
4135 if (gMonsters[a] <> nil) and (gMonsters[a].alive) and
4136 (gMonsters[a].FUID <> FUID) then
4137 begin
4138 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
4139 Continue; // Каннибалы атакуют только сородичей
4140 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
4141 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
4142 Continue; // Поехавшие не трогают друзей, но им не нравятся бочки
4143 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
4144 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
4145 Continue; // Оставшиеся типы, кроме каннибалов, не трогают своих друзей
4147 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
4148 begin
4149 SetLength(MonstersSee, Length(MonstersSee) + 1);
4150 MonstersSee[High(MonstersSee)] := a;
4151 end;
4152 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
4153 Abs(gMonsters[a].FObj.Y-FObj.Y);
4154 if l2 < l then
4155 begin
4156 l := l2;
4157 MonsterNear := Integer(a);
4158 end;
4159 end;
4161 case FBehaviour of
4162 BH_NORMAL, BH_KILLER:
4163 begin
4164 // Обычный и киллер сначала ищут игроков в поле зрения
4165 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4166 begin
4167 a := PlayersSee[Random(Length(PlayersSee))];
4168 FTargetUID := gPlayers[a].UID;
4169 end;
4170 // Затем поблизости
4171 if (FTargetUID = 0) and (PlayerNear > -1) then
4172 begin
4173 a := PlayerNear;
4174 FTargetUID := gPlayers[a].UID;
4175 end;
4176 // Потом обычные ищут монстров в поле зрения
4177 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4178 begin
4179 a := MonstersSee[Random(Length(MonstersSee))];
4180 FTargetUID := gMonsters[a].UID;
4181 end;
4182 // Затем поблизости
4183 if (FTargetUID = 0) and (MonsterNear > -1) then
4184 begin
4185 a := MonsterNear;
4186 FTargetUID := gMonsters[a].UID;
4187 end;
4188 end;
4189 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
4190 begin
4191 // Маньяки, поехавшие и каннибалы сначала истребляют всё в поле зрения
4192 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4193 begin
4194 a := PlayersSee[Random(Length(PlayersSee))];
4195 FTargetUID := gPlayers[a].UID;
4196 end;
4197 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4198 begin
4199 a := MonstersSee[Random(Length(MonstersSee))];
4200 FTargetUID := gMonsters[a].UID;
4201 end;
4202 // Затем ищут кого-то поблизости
4203 if (FTargetUID = 0) and (PlayerNear > -1) then
4204 begin
4205 a := PlayerNear;
4206 FTargetUID := gPlayers[a].UID;
4207 end;
4208 if (FTargetUID = 0) and (MonsterNear > -1) then
4209 begin
4210 a := MonsterNear;
4211 FTargetUID := gMonsters[a].UID;
4212 end;
4213 end;
4214 end;
4216 // Если и монстров нет - начинаем ждать цель:
4217 if FTargetUID = 0 then
4218 begin
4219 // Поехавший пытается самоубиться
4220 if FBehaviour = BH_INSANE then
4221 FTargetUID := FUID
4222 else
4223 FTargetTime := MAX_ATM;
4224 end
4225 else
4226 begin // Цель нашли
4227 FTargetTime := 0;
4228 Result := True;
4229 end;
4230 end;
4232 function TMonster.kick(o: PObj): Boolean;
4233 begin
4234 Result := False;
4236 case FMonsterType of
4237 MONSTER_FISH:
4238 begin
4239 SetState(MONSTATE_ATTACK);
4240 Result := True;
4241 end;
4242 MONSTER_DEMON:
4243 begin
4244 SetState(MONSTATE_ATTACK);
4245 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4246 Result := True;
4247 end;
4248 MONSTER_IMP:
4249 begin
4250 SetState(MONSTATE_ATTACK);
4251 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4252 Result := True;
4253 end;
4254 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4255 begin
4256 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
4257 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4258 Result := True;
4259 end;
4260 MONSTER_BARON, MONSTER_KNIGHT,
4261 MONSTER_CACO, MONSTER_MANCUB:
4262 // Эти монстры не пинают - они стреляют в упор:
4263 if not g_Game_IsClient then Result := shoot(o, True);
4264 end;
4265 end;
4267 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4268 var
4269 xd, yd, m: Integer;
4270 begin
4271 Result := False;
4273 // Стрелять рано:
4274 if FAmmo < 0 then
4275 Exit;
4277 // Ждать времени готовности к выстрелу:
4278 if not immediately then
4279 case FMonsterType of
4280 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4281 Exit; // не стреляют
4282 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4283 begin
4284 FAmmo := FAmmo + 1;
4285 // Время выстрела упущено:
4286 if FAmmo >= 50 then
4287 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4288 end;
4289 MONSTER_MAN: ;
4290 MONSTER_MANCUB:
4291 begin
4292 FAmmo := FAmmo + 1;
4293 // Время выстрела упущено:
4294 if FAmmo >= 5 then
4295 FAmmo := -50;
4296 end;
4297 MONSTER_SPIDER:
4298 begin
4299 FAmmo := FAmmo + 1;
4300 // Время выстрела упущено:
4301 if FAmmo >= 100 then
4302 FAmmo := -50;
4303 end;
4304 MONSTER_CYBER:
4305 begin
4306 // Стреляет не всегда:
4307 if Random(2) = 0 then
4308 Exit;
4309 FAmmo := FAmmo + 1;
4310 // Время выстрела упущено:
4311 if FAmmo >= 10 then
4312 FAmmo := -50;
4313 end;
4314 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4315 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4316 MONSTER_VILE: if Random(8) <> 0 then Exit;
4317 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4318 else if Random(16) <> 0 then Exit;
4319 end;
4321 // Цели не видно:
4322 if not g_Look(@FObj, o, FDirection) then
4323 Exit;
4325 FTargetTime := 0;
4327 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4328 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4330 // Разница по высоте больше разницы по горизонтали
4331 // (не может стрелять под таким большим углом):
4332 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4333 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4334 Exit;
4336 case FMonsterType of
4337 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4338 begin
4339 SetState(MONSTATE_SHOOT);
4340 {nn}
4341 end;
4342 MONSTER_SKEL:
4343 begin
4344 SetState(MONSTATE_SHOOT);
4345 {nn}
4346 end;
4347 MONSTER_VILE:
4348 begin // Зажигаем огонь
4349 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4350 ty := o^.Y+o^.Rect.Y;
4351 SetState(MONSTATE_SHOOT);
4353 vilefire.Reset();
4355 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4356 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4357 end;
4358 MONSTER_SOUL:
4359 begin // Летит в сторону цели:
4360 SetState(MONSTATE_ATTACK);
4361 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4363 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4364 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4365 m := Max(Abs(xd), Abs(yd));
4366 if m = 0 then
4367 m := 1;
4369 FObj.Vel.X := (xd*16) div m;
4370 FObj.Vel.Y := (yd*16) div m;
4371 end;
4372 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4373 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4374 begin
4375 // Манкубус рявкает перед первой атакой:
4376 if FMonsterType = MONSTER_MANCUB then
4377 if FAmmo = 1 then
4378 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4380 SetState(MONSTATE_SHOOT);
4381 end;
4382 else Exit;
4383 end;
4385 Result := True;
4386 end;
4388 function TMonster.alive(): Boolean;
4389 begin
4390 Result := (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) and (FHealth > 0);
4391 end;
4393 procedure TMonster.SetHealth(aH: Integer);
4394 begin
4395 if (aH > 0) and (aH < 1000000) then
4396 begin
4397 FHealth := aH;
4398 if FHealth > FMaxHealth then
4399 FMaxHealth := FHealth;
4400 end;
4401 end;
4403 procedure TMonster.WakeUp();
4404 begin
4405 if g_Game_IsClient then Exit;
4406 SetState(MONSTATE_GO);
4407 FTargetTime := MAX_ATM;
4408 WakeUpSound();
4409 end;
4411 procedure TMonster.SaveState (st: TStream);
4412 var
4413 i: Integer;
4414 b: Byte;
4415 anim: Boolean;
4416 begin
4417 assert(st <> nil);
4419 // Сигнатура монстра:
4420 utils.writeSign(st, 'MONS');
4421 utils.writeInt(st, Byte(0)); // version
4422 // UID монстра:
4423 utils.writeInt(st, Word(FUID));
4424 // Направление
4425 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
4426 utils.writeInt(st, Byte(b));
4427 // Надо ли удалить его
4428 utils.writeBool(st, FRemoved);
4429 // Осталось здоровья
4430 utils.writeInt(st, LongInt(FHealth));
4431 // Состояние
4432 utils.writeInt(st, Byte(FState));
4433 // Текущая анимация
4434 utils.writeInt(st, Byte(FCurAnim));
4435 // UID цели
4436 utils.writeInt(st, Word(FTargetUID));
4437 // Время после потери цели
4438 utils.writeInt(st, LongInt(FTargetTime));
4439 // Поведение монстра
4440 utils.writeInt(st, Byte(FBehaviour));
4441 // Готовность к выстрелу
4442 utils.writeInt(st, LongInt(FAmmo));
4443 // Боль
4444 utils.writeInt(st, LongInt(FPain));
4445 // Время ожидания
4446 utils.writeInt(st, LongInt(FSleep));
4447 // Озвучивать ли боль
4448 utils.writeBool(st, FPainSound);
4449 // Была ли атака во время анимации атаки
4450 utils.writeBool(st, FWaitAttackAnim);
4451 // Надо ли стрелять на следующем шаге
4452 utils.writeBool(st, FChainFire);
4453 // Подлежит ли респавну
4454 utils.writeBool(st, FNoRespawn);
4455 // Координаты цели
4456 utils.writeInt(st, LongInt(tx));
4457 utils.writeInt(st, LongInt(ty));
4458 // ID монстра при старте карты
4459 utils.writeInt(st, LongInt(FStartID));
4460 // Индекс триггера, создавшего монстра
4461 utils.writeInt(st, LongInt(FSpawnTrigger));
4462 // Объект монстра
4463 Obj_SaveState(st, @FObj);
4464 // Есть ли анимация огня колдуна
4465 anim := (vilefire <> nil);
4466 utils.writeBool(st, anim);
4467 // Если есть - сохраняем:
4468 if anim then vilefire.SaveState(st);
4469 // Анимации
4470 for i := ANIM_SLEEP to ANIM_PAIN do
4471 begin
4472 // Есть ли левая анимация
4473 anim := (FAnim[i, TDirection.D_LEFT] <> nil);
4474 utils.writeBool(st, anim);
4475 // Если есть - сохраняем
4476 if anim then FAnim[i, TDirection.D_LEFT].SaveState(st);
4477 // Есть ли правая анимация
4478 anim := (FAnim[i, TDirection.D_RIGHT] <> nil);
4479 utils.writeBool(st, anim);
4480 // Если есть - сохраняем
4481 if anim then FAnim[i, TDirection.D_RIGHT].SaveState(st);
4482 end;
4483 end;
4486 procedure TMonster.LoadState (st: TStream);
4487 var
4488 i: Integer;
4489 b: Byte;
4490 anim: Boolean;
4491 begin
4492 assert(st <> nil);
4494 // Сигнатура монстра:
4495 if not utils.checkSign(st, 'MONS') then raise XStreamError.Create('invalid monster signature');
4496 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid monster version');
4497 if (uidMap[FUID] <> nil) and (uidMap[FUID] <> self) then raise Exception.Create('internal error in monster loader (0)');
4498 uidMap[FUID] := nil;
4499 // UID монстра:
4500 FUID := utils.readWord(st);
4501 //if (arrIdx = -1) then raise Exception.Create('internal error in monster loader');
4502 if (uidMap[FUID] <> nil) then raise Exception.Create('internal error in monster loader (1)');
4503 uidMap[FUID] := self;
4504 // Направление
4505 b := utils.readByte(st);
4506 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
4507 // Надо ли удалить его
4508 FRemoved := utils.readBool(st);
4509 // Осталось здоровья
4510 FHealth := utils.readLongInt(st);
4511 // Состояние
4512 FState := utils.readByte(st);
4513 // Текущая анимация
4514 FCurAnim := utils.readByte(st);
4515 // UID цели
4516 FTargetUID := utils.readWord(st);
4517 // Время после потери цели
4518 FTargetTime := utils.readLongInt(st);
4519 // Поведение монстра
4520 FBehaviour := utils.readByte(st);
4521 // Готовность к выстрелу
4522 FAmmo := utils.readLongInt(st);
4523 // Боль
4524 FPain := utils.readLongInt(st);
4525 // Время ожидания
4526 FSleep := utils.readLongInt(st);
4527 // Озвучивать ли боль
4528 FPainSound := utils.readBool(st);
4529 // Была ли атака во время анимации атаки
4530 FWaitAttackAnim := utils.readBool(st);
4531 // Надо ли стрелять на следующем шаге
4532 FChainFire := utils.readBool(st);
4533 // Подлежит ли респавну
4534 FNoRespawn := utils.readBool(st);
4535 // Координаты цели
4536 tx := utils.readLongInt(st);
4537 ty := utils.readLongInt(st);
4538 // ID монстра при старте карты
4539 FStartID := utils.readLongInt(st);
4540 // Индекс триггера, создавшего монстра
4541 FSpawnTrigger := utils.readLongInt(st);
4542 // Объект монстра
4543 Obj_LoadState(@FObj, st);
4544 // Есть ли анимация огня колдуна
4545 anim := utils.readBool(st);
4546 // Если есть - загружаем:
4547 if anim then
4548 begin
4549 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4550 vilefire.LoadState(st);
4551 end;
4552 // Анимации
4553 for i := ANIM_SLEEP to ANIM_PAIN do
4554 begin
4555 // Есть ли левая анимация
4556 anim := utils.readBool(st);
4557 // Если есть - загружаем
4558 if anim then
4559 begin
4560 Assert(FAnim[i, TDirection.D_LEFT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4561 FAnim[i, TDirection.D_LEFT].LoadState(st);
4562 end;
4563 // Есть ли правая анимация
4564 anim := utils.readBool(st);
4565 // Если есть - загружаем
4566 if anim then
4567 begin
4568 Assert(FAnim[i, TDirection.D_RIGHT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4569 FAnim[i, TDirection.D_RIGHT].LoadState(st);
4570 end;
4571 end;
4572 // update cache
4573 self.positionChanged
4574 end;
4577 procedure TMonster.ActivateTriggers();
4578 var
4579 a: Integer;
4580 begin
4581 if FDieTriggers <> nil then
4582 for a := 0 to High(FDieTriggers) do
4583 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4584 if FSpawnTrigger > -1 then
4585 begin
4586 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4587 FSpawnTrigger := -1;
4588 end;
4589 end;
4591 procedure TMonster.AddTrigger(t: Integer);
4592 begin
4593 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4594 FDieTriggers[High(FDieTriggers)] := t;
4595 end;
4597 procedure TMonster.ClearTriggers();
4598 begin
4599 SetLength(FDieTriggers, 0);
4600 end;
4602 procedure TMonster.CatchFire(Attacker: Word; Timeout: Integer = MON_BURN_TIME);
4603 begin
4604 if FMonsterType in [MONSTER_SOUL, MONSTER_VILE] then
4605 exit; // арчи не горят, черепа уже горят
4606 if Timeout <= 0 then exit;
4607 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
4608 exit; // не подгораем в воде на всякий случай
4609 if FFireTime <= 0 then
4610 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
4611 FFireTime := Timeout;
4612 FFireAttacker := Attacker;
4613 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4614 end;
4616 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4617 var i: DWORD; x, y: Integer;
4618 begin
4619 if (Random(10) = 1) and (Times = 1) then
4620 Exit;
4622 for i := 1 to Times do
4623 begin
4624 x := Obj.X + Obj.Rect.X + Random(Obj.Rect.Width + Times * 2) - (R_GFX_FLAME_WIDTH div 2);
4625 y := Obj.Y + 8 + Random(8 + Times * 2) + IfThen(FState = MONSTATE_DEAD, 16, 0);
4626 r_GFX_OnceAnim(R_GFX_FLAME, x, y);
4627 end;
4628 end;
4631 // ////////////////////////////////////////////////////////////////////////// //
4632 // throws on invalid uid
4633 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4634 begin
4635 result := g_Mons_ByIdx_NC(uid);
4636 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4637 end;
4639 // can return null
4640 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4641 begin
4642 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4643 result := gMonsters[uid];
4644 end;
4646 function g_Mons_TotalCount (): Integer; inline;
4647 begin
4648 result := Length(gMonsters);
4649 end;
4652 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4653 var
4654 idx: Integer;
4655 mon: TMonster;
4656 begin
4657 result := false;
4658 if (gMonsters = nil) or not assigned(cb) then exit;
4659 for idx := 0 to High(gMonsters) do
4660 begin
4661 mon := gMonsters[idx];
4662 if (mon <> nil) then
4663 begin
4664 result := cb(mon);
4665 if result then exit;
4666 end;
4667 end;
4668 end;
4671 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
4672 var
4673 idx: Integer;
4674 mon: TMonster;
4675 begin
4676 result := false;
4677 if (gMonsters = nil) or not assigned(cb) then exit;
4678 for idx := 0 to High(gMonsters) do
4679 begin
4680 mon := gMonsters[idx];
4681 if (mon <> nil) and mon.alive then
4682 begin
4683 result := cb(mon);
4684 if result then exit;
4685 end;
4686 end;
4687 end;
4690 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4691 (*
4692 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4693 begin
4694 result := mon.alive;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
4695 end;
4696 *)
4697 var
4698 idx: Integer;
4699 mon: TMonster;
4700 mit: PMonster;
4701 it: TMonsterGrid.Iter;
4702 begin
4703 result := false;
4704 if (width < 1) or (height < 1) then exit;
4705 if gmon_debug_use_sqaccel then
4706 begin
4707 //result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4708 it := monsGrid.forEachInAABB(x, y, width, height);
4709 for mit in it do if (mit.alive) then begin result := true; break; end;
4710 it.release();
4711 end
4712 else
4713 begin
4714 for idx := 0 to High(gMonsters) do
4715 begin
4716 mon := gMonsters[idx];
4717 if (mon <> nil) and mon.alive then
4718 begin
4719 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4720 begin
4721 result := true;
4722 exit;
4723 end;
4724 end;
4725 end;
4726 end;
4727 end;
4730 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4731 (*
4732 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4733 begin
4734 result := cb(mon);
4735 end;
4736 *)
4737 var
4738 idx: Integer;
4739 mon: TMonster;
4740 mit: PMonster;
4741 it: TMonsterGrid.Iter;
4742 begin
4743 result := false;
4744 if (width < 1) or (height < 1) then exit;
4745 if gmon_debug_use_sqaccel then
4746 begin
4747 //result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4748 it := monsGrid.forEachInAABB(x, y, width, height);
4749 for mit in it do if (cb(mit^)) then begin result := true; break; end;
4750 it.release();
4751 end
4752 else
4753 begin
4754 for idx := 0 to High(gMonsters) do
4755 begin
4756 mon := gMonsters[idx];
4757 if (mon <> nil) and mon.alive then
4758 begin
4759 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4760 begin
4761 result := cb(mon);
4762 if result then exit;
4763 end;
4764 end;
4765 end;
4766 end;
4767 end;
4770 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4771 (*
4772 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4773 begin
4774 //result := false;
4775 //if mon.alive and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4776 if mon.alive then result := cb(mon) else result := false;
4777 end;
4778 *)
4779 var
4780 idx: Integer;
4781 mon: TMonster;
4782 mit: PMonster;
4783 it: TMonsterGrid.Iter;
4784 begin
4785 result := false;
4786 if (width < 1) or (height < 1) then exit;
4787 if gmon_debug_use_sqaccel then
4788 begin
4790 if (width = 1) and (height = 1) then
4791 begin
4792 result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil);
4793 end
4794 else
4795 begin
4796 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4797 end;
4799 it := monsGrid.forEachInAABB(x, y, width, height);
4800 for mit in it do
4801 begin
4802 if (mit^.alive) then
4803 begin
4804 if (cb(mit^)) then begin result := true; break; end;
4805 end;
4806 end;
4807 it.release();
4808 end
4809 else
4810 begin
4811 for idx := 0 to High(gMonsters) do
4812 begin
4813 mon := gMonsters[idx];
4814 if (mon <> nil) and mon.alive then
4815 begin
4816 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4817 begin
4818 result := cb(mon);
4819 if result then exit;
4820 end;
4821 end;
4822 end;
4823 end;
4824 end;
4827 end.