DEADSOFTWARE

removed all mentions of dynaabb tree from the sources; WARNING! EVERYTHING IS BROKEN!
[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, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel, xprofiler;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 proxyId: Integer; // node in dyntree or -1
84 arrIdx: Integer; // in gMonsters
86 FDieTriggers: Array of Integer;
87 FSpawnTrigger: Integer;
89 procedure Turn();
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
93 public
94 FNoRespawn: Boolean;
95 FFireTime: Integer;
96 trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
98 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
99 destructor Destroy(); override;
100 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
101 function Collide(Panel: TPanel): Boolean; overload;
102 function Collide(X, Y: Integer): Boolean; overload;
103 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
104 function Live(): Boolean;
105 procedure SetHealth(aH: Integer);
106 procedure Push(vx, vy: Integer);
107 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
108 function Heal(Value: Word): Boolean;
109 procedure BFGHit();
110 procedure Update();
111 procedure ClientUpdate();
112 procedure ClientAttack(wx, wy, atx, aty: Integer);
113 procedure SetDeadAnim;
114 procedure Draw();
115 procedure WakeUp();
116 procedure WakeUpSound();
117 procedure DieSound();
118 procedure PainSound();
119 procedure ActionSound();
120 procedure AddTrigger(t: Integer);
121 procedure ClearTriggers();
122 procedure Respawn();
123 procedure SaveState(var Mem: TBinMemoryWriter);
124 procedure LoadState(var Mem: TBinMemoryReader);
125 procedure SetState(State: Byte; ForceAnim: Byte = 255);
126 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
127 procedure MakeBloodSimple(Count: Word);
128 procedure RevertAnim(R: Boolean = True);
129 function AnimIsReverse: Boolean;
130 function shoot(o: PObj; immediately: Boolean): Boolean;
131 function kick(o: PObj): Boolean;
132 procedure CatchFire(Attacker: Word);
133 procedure OnFireFlame(Times: DWORD = 1);
135 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
137 procedure getMapBox (out x, y, w, h: Integer); inline;
139 property MonsterType: Byte read FMonsterType;
140 property MonsterHealth: Integer read FHealth write FHealth;
141 property MonsterAmmo: Integer read FAmmo write FAmmo;
142 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
143 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
144 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
145 property MonsterSleep: Integer read FSleep write FSleep;
146 property MonsterState: Byte read FState write FState;
147 property MonsterRemoved: Boolean read FRemoved write FRemoved;
148 property MonsterPain: Integer read FPain write FPain;
149 property MonsterAnim: Byte read FCurAnim write FCurAnim;
151 property Obj: TObj read FObj;
152 property UID: Word read FUID write FUID;
153 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
155 property GameX: Integer read FObj.X write FObj.X;
156 property GameY: Integer read FObj.Y write FObj.Y;
157 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
158 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
159 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
160 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
161 property GameDirection: TDirection read FDirection write FDirection;
163 property StartID: Integer read FStartID;
164 end;
167 // will be called from map loader
168 procedure g_Mons_InitTree (x, y, w, h: Integer);
170 procedure g_Monsters_LoadData ();
171 procedure g_Monsters_FreeData ();
172 procedure g_Monsters_Init ();
173 procedure g_Monsters_Free ();
174 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
175 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
176 procedure g_Monsters_Update ();
177 procedure g_Monsters_Draw ();
178 procedure g_Monsters_DrawHealth ();
179 function g_Monsters_ByUID (UID: Word): TMonster;
180 procedure g_Monsters_killedp ();
181 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
182 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
183 function g_Monsters_GetIDByName (name: String): Integer;
184 function g_Monsters_GetNameByID (MonsterType: Byte): String;
185 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
188 type
189 TEachMonsterCB = function (mon: TMonster): Boolean is nested; // return `true` to stop
191 // throws on invalid uid
192 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
194 // can return null
195 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
197 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
199 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
200 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
202 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
203 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
205 function g_Mons_getNewTrapFrameId (): DWord;
208 type
209 TMonsAlongLineCB = function (mon: TMonster; distSq: Integer): Boolean is nested;
211 function g_Mons_alongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB): TMonster;
214 var
215 gmon_debug_use_sqaccel: Boolean = true;
218 //HACK!
219 procedure g_Mons_ProfilersBegin ();
220 procedure g_Mons_ProfilersEnd ();
222 procedure g_Mons_LOS_Start (); inline;
223 procedure g_Mons_LOS_End (); inline;
225 var
226 profMonsLOS: TProfiler = nil; //WARNING: FOR DEBUGGING ONLY!
229 implementation
231 uses
232 e_log, g_main, g_sound, g_gfx, g_player, g_game,
233 g_weapons, g_triggers, MAPDEF, g_items, g_options,
234 g_console, g_map, Math, SysUtils, g_menu, wadreader,
235 g_language, g_netmsg, g_grid;
238 // ////////////////////////////////////////////////////////////////////////// //
239 procedure g_Mons_ProfilersBegin ();
240 begin
241 if (profMonsLOS = nil) then profMonsLOS := TProfiler.Create('LOS CALC', g_profile_history_size);
242 profMonsLOS.mainBegin(g_profile_los);
243 if g_profile_los then
244 begin
245 profMonsLOS.sectionBegin('loscalc');
246 profMonsLOS.sectionEnd();
247 end;
248 end;
250 procedure g_Mons_ProfilersEnd ();
251 begin
252 if (profMonsLOS <> nil) and (g_profile_los) then profMapCollision.mainEnd();
253 end;
255 procedure g_Mons_LOS_Start (); inline;
256 begin
257 profMonsLOS.sectionBeginAccum('loscalc');
258 end;
260 procedure g_Mons_LOS_End (); inline;
261 begin
262 profMonsLOS.sectionEnd();
263 end;
266 // ////////////////////////////////////////////////////////////////////////// //
267 var
268 monCheckTrapLastFrameId: DWord;
271 procedure TMonster.getMapBox (out x, y, w, h: Integer); inline;
272 begin
273 x := FObj.X+FObj.Rect.X;
274 y := FObj.Y+FObj.Rect.Y;
275 w := FObj.Rect.Width;
276 h := FObj.Rect.Height;
277 end;
280 // ////////////////////////////////////////////////////////////////////////// //
281 type
282 TMonsterGrid = specialize TBodyGridBase<TMonster>;
284 var
285 monsGrid: TMonsterGrid = nil;
288 function g_Mons_alongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB): TMonster;
289 //!!!FIXME!!!
291 function sqchecker (mon: TMonster; var ray: Ray2D): Single;
292 var
293 aabb: AABB2D;
294 tmin: Single;
295 begin
296 result := -666.0; // invalid
297 aabb := mon.mapAABB;
298 if not aabb.valid then exit;
299 if aabb.intersects(ray, @tmin) then
300 begin
301 if (tmin <= 0.0) then tmin := 0.0;
302 result := tmin;
303 if cb(mon, tmin) then result := 0.0; // instant stop
304 end;
305 end;
307 var
308 qr: TDynAABBTreeMons.TSegmentQueryResult;
310 begin
311 result := nil;
313 if not assigned(cb) then exit;
314 if monsTree.segmentQuery(qr, x0, y0, x1, y1, sqchecker) then
315 begin
316 if (qr.flesh <> nil) then result := qr.flesh;
317 end;
319 end;
322 //WARNING! call this after monster position was changed, or coldet will not work right!
323 procedure TMonster.positionChanged ();
324 var
325 x, y: Integer;
326 begin
327 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
328 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [arrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
329 {$ENDIF}
330 if (proxyId = -1) then
331 begin
332 proxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
333 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
334 monsGrid.getBodyXY(proxyId, x, y);
335 e_WriteLog(Format('monster #%d(%u): inserted into the grid; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);
336 {$ENDIF}
337 end
338 else
339 begin
340 monsGrid.getBodyXY(proxyId, x, y);
341 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
342 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}e_WriteLog(Format('monster #%d(%u): updating tree; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);{$ENDIF}
344 {$IF TRUE}
345 monsGrid.moveBody(proxyId, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y);
346 {$ELSE}
347 monsGrid.removeBody(proxyId);
348 proxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
349 {$ENDIF}
351 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
352 monsGrid.getBodyXY(proxyId, x, y);
353 e_WriteLog(Format('monster #%d(%u): updated tree; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);
354 {$ENDIF}
355 end;
356 end;
359 // ////////////////////////////////////////////////////////////////////////// //
360 const
361 ANIM_SLEEP = 0;
362 ANIM_GO = 1;
363 ANIM_DIE = 2;
364 ANIM_MESS = 3;
365 ANIM_ATTACK = 4;
366 ANIM_ATTACK2 = 5;
367 ANIM_PAIN = 6;
369 STATE_SLEEP = 0;
370 STATE_GO = 1;
371 STATE_RUN = 2;
372 STATE_CLIMB = 3;
373 STATE_DIE = 4;
374 STATE_DEAD = 5;
375 STATE_ATTACK = 6;
376 STATE_SHOOT = 7;
377 STATE_PAIN = 8;
378 STATE_WAIT = 9;
379 STATE_REVIVE = 10;
380 STATE_RUNOUT = 11;
382 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
384 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
385 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
386 record
387 name: String;
388 loop: Boolean;
389 end = ((name: 'SLEEP'; loop: True),
390 (name: 'GO'; loop: True),
391 (name: 'DIE'; loop: False),
392 (name: 'MESS'; loop: False),
393 (name: 'ATTACK'; loop: False),
394 (name: 'ATTACK2'; loop: False),
395 (name: 'PAIN'; loop: False));
397 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
398 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
399 record
400 Name: String;
401 Rect: TRectWH;
402 Health: Word;
403 RunVel: Byte;
404 MinPain: Byte;
405 Pain: Byte;
406 Jump: Byte;
407 end =
408 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
409 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
411 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
412 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
414 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
415 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
417 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
418 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
420 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
421 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
423 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
424 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
426 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
427 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
429 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
430 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
432 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
433 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
435 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
436 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
438 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
439 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
441 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
442 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
444 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
445 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
447 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
448 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
450 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
451 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
453 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
454 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
456 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
457 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
459 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
460 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
462 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
463 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
465 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
466 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
468 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
469 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
470 record
471 LeftAnim: Boolean;
472 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
473 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
474 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
475 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
476 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
477 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
478 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));
479 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))),
481 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
482 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));
483 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))),
485 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
486 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));
487 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))),
489 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
490 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));
491 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))),
493 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
494 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));
495 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))),
497 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
498 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));
499 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))),
501 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
502 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));
503 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))),
505 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
506 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));
507 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))),
509 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
510 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));
511 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))),
513 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
514 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));
515 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))),
517 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
518 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));
519 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))),
521 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
522 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));
523 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))),
525 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
526 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));
527 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))),
529 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
530 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));
531 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))),
533 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
534 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));
535 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))),
537 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
538 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));
539 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))),
541 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
542 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));
543 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 ))),
545 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
546 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));
547 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))),
549 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
550 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));
551 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))),
553 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
554 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));
555 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))) );
557 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
558 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
561 var
562 gMonsters: array of TMonster;
563 uidMap: array [0..65535] of TMonster; // monster knows it's index
566 procedure clearUidMap ();
567 var
568 idx: Integer;
569 begin
570 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
571 end;
574 function g_Mons_getNewTrapFrameId (): DWord;
575 var
576 f: Integer;
577 begin
578 Inc(monCheckTrapLastFrameId);
579 if monCheckTrapLastFrameId = 0 then
580 begin
581 // wraparound
582 monCheckTrapLastFrameId := 1;
583 for f := 0 to High(gMonsters) do
584 begin
585 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
586 end;
587 end;
588 result := monCheckTrapLastFrameId;
589 end;
592 var
593 pt_x: Integer = 0;
594 pt_xs: Integer = 1;
595 pt_y: Integer = 0;
596 pt_ys: Integer = 1;
597 soulcount: Integer = 0;
600 function allocMonster(): DWORD;
601 var
602 i, olen: Integer;
603 begin
604 for i := 0 to High(gMonsters) do
605 begin
606 if (gMonsters[i] = nil) then
607 begin
608 result := i;
609 exit;
610 end;
611 end;
613 olen := Length(gMonsters);
614 if (olen = 0) then
615 begin
616 SetLength(gMonsters, 64);
617 result := 0;
618 end
619 else
620 begin
621 result := olen;
622 SetLength(gMonsters, Length(gMonsters)+32);
623 end;
624 end;
627 function IsFriend(a, b: Byte): Boolean;
628 begin
629 Result := True;
631 // Áî÷êà - âñåì äðóã:
632 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
633 Exit;
635 // Ìîíñòðû îäíîãî âèäà:
636 if a = b then
637 case a of
638 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
639 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
640 Exit; // Ýòè íå áüþò ñâîèõ
641 end;
643 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
644 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
645 Exit;
646 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
647 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
648 Exit;
650 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
651 Result := False;
652 end;
655 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
656 var
657 m: TMonster;
658 UIDType, MonsterType: Byte;
659 begin
660 Result := False;
661 MonsterType := 0;
663 UIDType := g_GetUIDType(SpawnerUID);
664 if UIDType = UID_MONSTER then
665 begin
666 m := g_Monsters_ByUID(SpawnerUID);
667 if m = nil then Exit;
668 MonsterType := m.FMonsterType;
669 end;
671 case BH of
672 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
673 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
675 BH_KILLER: Result := UIDType = UID_PLAYER;
676 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
677 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
679 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
680 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
681 end;
682 end;
685 function canShoot(m: Byte): Boolean;
686 begin
687 Result := False;
689 case m of
690 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
691 Exit;
692 else
693 Result := True;
694 end;
695 end;
698 function isCorpse (o: PObj; immediately: Boolean): Integer;
700 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
701 begin
702 atag := atag; // shut up, fpc!
703 result := false; // don't stop
704 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
705 begin
706 case mon.FMonsterType of // Íå âîñêðåñèòü:
707 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
708 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
709 end;
710 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
711 result := true;
712 end;
713 end;
715 var
716 a: Integer;
717 mon: TMonster;
718 begin
719 result := -1;
721 // Åñëè íóæíà âåðîÿòíîñòü
722 if not immediately and (Random(8) <> 0) then exit;
724 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
725 if gmon_debug_use_sqaccel then
726 begin
727 mon := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
728 if (mon <> nil) then result := mon.arrIdx;
729 end
730 else
731 begin
732 for a := 0 to High(gMonsters) do
733 begin
734 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
735 begin
736 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
737 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
738 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
739 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
740 begin
741 Result := a;
742 Exit;
743 end;
744 end;
745 end;
746 end;
747 end;
748 end;
750 procedure g_Monsters_LoadData();
751 begin
752 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
754 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
761 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
768 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
775 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
782 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
789 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
796 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
803 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
810 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
817 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
824 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
825 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
827 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
828 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
831 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
832 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
834 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
835 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
838 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
839 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
840 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
841 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
842 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
843 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
844 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
845 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
846 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
848 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
849 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
851 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
852 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
853 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
855 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
856 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
859 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
860 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
862 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
866 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
867 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
873 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
874 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
875 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
876 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
877 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
879 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
880 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
881 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
882 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
883 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
884 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
885 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
886 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
887 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
888 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
889 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
890 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
891 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
892 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
893 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
894 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
895 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
896 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
897 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
898 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
899 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
900 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
901 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
902 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
903 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
904 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
905 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
907 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
909 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
911 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
912 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
913 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
914 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
915 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
916 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
917 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
918 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
919 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
920 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
921 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
923 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
924 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
925 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
927 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
928 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
929 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
930 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
931 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
932 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
934 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
935 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
936 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
937 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
938 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
940 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
941 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
943 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
944 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
945 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
946 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
948 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
949 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
950 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
951 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
952 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
954 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
955 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
956 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
957 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
958 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
960 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
961 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
962 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
963 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
965 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
966 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
967 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
969 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
970 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
972 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
973 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
975 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
976 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
977 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
979 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
980 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
982 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
983 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
984 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
986 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
988 clearUidMap();
989 monCheckTrapLastFrameId := 0;
990 end;
992 procedure g_Monsters_FreeData();
993 begin
994 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
996 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
997 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
998 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
999 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1049 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1050 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1051 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1052 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1053 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1054 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1055 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1056 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1057 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1060 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1061 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1062 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1063 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1064 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1065 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1066 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1067 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1068 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1069 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1070 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1071 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1072 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1073 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1074 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1075 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1076 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1077 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1078 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1079 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1080 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1081 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1082 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1083 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1084 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1085 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1086 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1087 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1088 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1089 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1090 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1091 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1092 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1096 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1097 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1098 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1099 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1100 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1101 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1102 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1103 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1104 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1105 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1106 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1107 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1108 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1109 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1110 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1111 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1112 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1113 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1114 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1115 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1116 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1117 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1118 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1119 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1120 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1121 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1122 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1123 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1124 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1125 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1126 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1128 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1130 g_Sound_Delete('SOUND_MONSTER_PAIN');
1131 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1132 g_Sound_Delete('SOUND_MONSTER_ACTION');
1133 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1134 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1135 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1136 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1137 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1138 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1139 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1140 g_Sound_Delete('SOUND_MONSTER_SLOP');
1142 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1143 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1144 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1146 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1147 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1148 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1149 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1150 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1151 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1153 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1154 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1155 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1156 g_Sound_Delete('SOUND_MONSTER_HAHA');
1157 g_Sound_Delete('SOUND_MONSTER_TRUP');
1159 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1160 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1162 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1163 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1164 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1165 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1167 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1168 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1169 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1170 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1171 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1173 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1174 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1175 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1176 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1177 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1179 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1180 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1181 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1182 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1184 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1185 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1186 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1188 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1189 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1191 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1192 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1194 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1195 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1196 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1198 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1199 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1201 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1202 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1203 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1205 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1206 end;
1208 procedure g_Monsters_Init();
1209 begin
1210 soulcount := 0;
1211 end;
1213 procedure g_Monsters_Free();
1214 var
1215 a: Integer;
1216 begin
1217 monsGrid.Free();
1218 monsGrid := nil;
1219 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1220 gMonsters := nil;
1221 clearUidMap();
1222 monCheckTrapLastFrameId := 0;
1223 end;
1226 // will be called from map loader
1227 procedure g_Mons_InitTree (x, y, w, h: Integer);
1228 begin
1229 monsGrid.Free();
1230 monsGrid := TMonsterGrid.Create(x, y, w, h);
1231 end;
1234 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1235 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1236 var
1237 find_id: DWORD;
1238 mon: TMonster;
1239 begin
1240 result := nil;
1242 // Íåò òàêîãî ìîíñòðà
1243 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1245 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1246 if MonsterType = MONSTER_SOUL then
1247 begin
1248 if soulcount > MAX_SOUL then exit;
1249 soulcount := soulcount + 1;
1250 end;
1252 find_id := allocMonster();
1254 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1255 gMonsters[find_id] := mon;
1256 mon.arrIdx := find_id;
1257 mon.proxyId := -1;
1259 uidMap[mon.FUID] := mon;
1261 // Íàñòðàèâàåì ïîëîæåíèå
1262 with mon do
1263 begin
1264 if AdjCoord then
1265 begin
1266 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1267 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1268 end
1269 else
1270 begin
1271 FObj.X := X-FObj.Rect.X;
1272 FObj.Y := Y-FObj.Rect.Y;
1273 end;
1275 FDirection := Direction;
1276 FStartDirection := Direction;
1277 FStartX := GameX;
1278 FStartY := GameY;
1279 end;
1281 mon.positionChanged();
1283 result := mon;
1284 end;
1286 procedure g_Monsters_killedp();
1287 var
1288 a, h: Integer;
1289 begin
1290 if gMonsters = nil then
1291 Exit;
1293 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1294 h := High(gMonsters);
1295 for a := 0 to h do
1296 if (gMonsters[a] <> nil) then
1297 with gMonsters[a] do
1298 if (FMonsterType = MONSTER_MAN) and
1299 (FState <> STATE_DEAD) and
1300 (FState <> STATE_SLEEP) and
1301 (FState <> STATE_DIE) then
1302 begin
1303 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1304 Exit;
1305 end;
1306 end;
1308 procedure g_Monsters_Update();
1309 var
1310 a: Integer;
1311 begin
1312 // Öåëåóêàçàòåëü
1313 if gTime mod (GAME_TICK*2) = 0 then
1314 begin
1315 pt_x := pt_x+pt_xs;
1316 pt_y := pt_y+pt_ys;
1317 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1318 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1319 end;
1321 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1323 for a := 0 to High(gMonsters) do
1324 begin
1325 if (gMonsters[a] = nil) then continue;
1326 if not gMonsters[a].FRemoved then
1327 begin
1328 if g_Game_IsClient then
1329 gMonsters[a].ClientUpdate()
1330 else
1331 gMonsters[a].Update();
1332 end
1333 else
1334 begin
1335 gMonsters[a].Free();
1336 gMonsters[a] := nil;
1337 end;
1338 end;
1340 gMon := False;
1341 end;
1343 procedure g_Monsters_Draw();
1344 var
1345 a: Integer;
1346 begin
1347 if gMonsters <> nil then
1348 for a := 0 to High(gMonsters) do
1349 if gMonsters[a] <> nil then
1350 gMonsters[a].Draw();
1351 end;
1353 procedure g_Monsters_DrawHealth();
1354 var
1355 a: Integer;
1356 fW, fH: Byte;
1357 begin
1358 if gMonsters = nil then Exit;
1359 e_TextureFontGetSize(gStdFont, fW, fH);
1361 for a := 0 to High(gMonsters) do
1362 if gMonsters[a] <> nil then
1363 begin
1364 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1365 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1366 IntToStr(gMonsters[a].FHealth), gStdFont);
1367 end;
1368 end;
1370 function g_Monsters_ByUID (UID: Word): TMonster;
1371 //var a: Integer;
1372 begin
1373 result := uidMap[UID];
1375 Result := nil;
1376 if gMonsters <> nil then
1377 for a := 0 to High(gMonsters) do
1378 if (gMonsters[a] <> nil) and
1379 (gMonsters[a].FUID = UID) then
1380 begin
1381 Result := gMonsters[a];
1382 Break;
1383 end;
1385 end;
1387 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1388 var
1389 count, i: Integer;
1390 b: Byte;
1391 begin
1392 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1393 count := 0;
1394 if gMonsters <> nil then
1395 for i := 0 to High(gMonsters) do
1396 if gMonsters[i] <> nil then
1397 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1398 count := count + 1;
1400 Mem := TBinMemoryWriter.Create((count+1) * 350);
1402 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1403 Mem.WriteInt(pt_x);
1404 Mem.WriteInt(pt_xs);
1405 Mem.WriteInt(pt_y);
1406 Mem.WriteInt(pt_ys);
1408 // Êîëè÷åñòâî ìîíñòðîâ:
1409 Mem.WriteInt(count);
1411 if count = 0 then
1412 Exit;
1414 // Ñîõðàíÿåì ìîíñòðîâ:
1415 for i := 0 to High(gMonsters) do
1416 if gMonsters[i] <> nil then
1417 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1418 begin
1419 // Òèï ìîíñòðà:
1420 b := gMonsters[i].MonsterType;
1421 Mem.WriteByte(b);
1422 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1423 gMonsters[i].SaveState(Mem);
1424 end;
1425 end;
1427 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1428 var
1429 count, a: Integer;
1430 b: Byte;
1431 mon: TMonster;
1432 begin
1433 if Mem = nil then exit;
1435 g_Monsters_Free();
1437 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1438 Mem.ReadInt(pt_x);
1439 Mem.ReadInt(pt_xs);
1440 Mem.ReadInt(pt_y);
1441 Mem.ReadInt(pt_ys);
1443 // Êîëè÷åñòâî ìîíñòðîâ
1444 Mem.ReadInt(count);
1446 if count = 0 then exit;
1448 // Çàãðóæàåì ìîíñòðîâ
1449 for a := 0 to count-1 do
1450 begin
1451 // Òèï ìîíñòðà
1452 Mem.ReadByte(b);
1453 // Ñîçäàåì ìîíñòðà
1454 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1455 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1456 // Çàãðóæàåì äàííûå ìîíñòðà
1457 mon.LoadState(Mem);
1458 end;
1459 end;
1461 function g_Monsters_GetIDByName(name: String): Integer;
1462 var
1463 i: Integer;
1464 begin
1465 name := UpperCase(name);
1466 i := MONSTER_DEMON;
1467 while (i <= MONSTER_MAN) do
1468 begin
1469 if name = MONSTERTABLE[i].Name then
1470 begin
1471 Result := i;
1472 Exit;
1473 end;
1474 Inc(i);
1475 end;
1477 Result := -1;
1478 end;
1480 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1481 begin
1482 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1483 Result := MONSTERTABLE[MonsterType].Name
1484 else
1485 Result := '?';
1486 end;
1488 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1489 begin
1490 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1491 Result := KilledByMonster[MonsterType]
1492 else
1493 Result := '?';
1494 end;
1496 { T M o n s t e r : }
1498 procedure TMonster.ActionSound();
1499 begin
1500 case FMonsterType of
1501 MONSTER_IMP:
1502 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1503 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1504 MONSTER_MANCUB:
1505 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1506 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1507 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1508 MONSTER_SPIDER:
1509 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1510 MONSTER_BSP:
1511 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1512 MONSTER_VILE:
1513 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1514 MONSTER_SKEL:
1515 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1516 MONSTER_CYBER:
1518 MONSTER_MAN:
1519 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1520 end;
1521 end;
1523 procedure TMonster.PainSound();
1524 begin
1525 if FPainSound then
1526 Exit;
1528 FPainSound := True;
1529 FPainTicks := 20;
1531 case FMonsterType of
1532 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1533 MONSTER_SKEL, MONSTER_CGUN:
1534 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1535 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1536 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1537 MONSTER_BSP, MONSTER_CYBER:
1538 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1539 MONSTER_VILE:
1540 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1541 MONSTER_MANCUB:
1542 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1543 MONSTER_PAIN:
1544 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1545 MONSTER_MAN:
1546 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1547 end;
1548 end;
1550 procedure TMonster.DieSound();
1551 begin
1552 case FMonsterType of
1553 MONSTER_IMP:
1554 case Random(2) of
1555 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1556 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1557 end;
1558 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1559 case Random(3) of
1560 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1561 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1562 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1563 end;
1564 MONSTER_DEMON:
1565 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1566 MONSTER_BARREL:
1567 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1568 MONSTER_SOUL:
1569 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1570 MONSTER_BSP:
1571 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1572 MONSTER_VILE:
1573 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1574 MONSTER_BARON:
1575 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1576 MONSTER_CACO:
1577 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1578 MONSTER_CYBER:
1579 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1580 MONSTER_KNIGHT:
1581 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1582 MONSTER_MANCUB:
1583 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1584 MONSTER_PAIN:
1585 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1586 MONSTER_SKEL:
1587 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1588 MONSTER_SPIDER:
1589 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1590 MONSTER_MAN:
1591 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1592 end;
1593 end;
1595 procedure TMonster.WakeUpSound();
1596 begin
1597 case FMonsterType of
1598 MONSTER_IMP:
1599 case Random(2) of
1600 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1601 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1602 end;
1603 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1604 case Random(3) of
1605 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1606 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1607 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1608 end;
1609 MONSTER_MAN:
1610 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1611 MONSTER_BSP:
1612 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1613 MONSTER_VILE:
1614 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1615 MONSTER_BARON:
1616 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1617 MONSTER_CACO:
1618 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1619 MONSTER_CYBER:
1620 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1621 MONSTER_KNIGHT:
1622 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1623 MONSTER_MANCUB:
1624 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1625 MONSTER_PAIN:
1626 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1627 MONSTER_DEMON:
1628 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1629 MONSTER_SKEL:
1630 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1631 MONSTER_SPIDER:
1632 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1633 MONSTER_SOUL:
1635 end;
1636 end;
1638 procedure TMonster.BFGHit();
1639 begin
1640 if FMonsterType = MONSTER_FISH then
1641 Exit;
1643 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1644 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1645 {if g_Game_IsServer and g_Game_IsNet then
1646 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1647 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1648 0, NET_GFX_BFG);}
1649 end;
1651 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1652 begin
1653 Result := g_Collide(FObj.X+FObj.Rect.X,
1654 FObj.Y+FObj.Rect.Y,
1655 FObj.Rect.Width,
1656 FObj.Rect.Height,
1657 X, Y,
1658 Width, Height);
1659 end;
1661 function TMonster.Collide(Panel: TPanel): Boolean;
1662 begin
1663 Result := g_Collide(FObj.X+FObj.Rect.X,
1664 FObj.Y+FObj.Rect.Y,
1665 FObj.Rect.Width,
1666 FObj.Rect.Height,
1667 Panel.X, Panel.Y,
1668 Panel.Width, Panel.Height);
1669 end;
1671 function TMonster.Collide(X, Y: Integer): Boolean;
1672 begin
1673 X := X - FObj.X - FObj.Rect.X;
1674 Y := Y - FObj.Y - FObj.Rect.Y;
1675 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1676 (y >= 0) and (y <= FObj.Rect.Height);
1677 end;
1679 procedure TMonster.Respawn;
1680 begin
1681 FObj.Vel.X := 0;
1682 FObj.Vel.Y := 0;
1683 FObj.Accel.X := 0;
1684 FObj.Accel.Y := 0;
1685 FDirection := FStartDirection;
1686 GameX := FStartX;
1687 GameY := FStartY;
1688 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1689 FHealth := MONSTERTABLE[FMonsterType].Health;
1690 FAmmo := 0;
1691 FPain := 0;
1692 FTargetUID := 0;
1693 FTargetTime := 0;
1694 FDieTriggers := nil;
1695 FWaitAttackAnim := False;
1696 FChainFire := False;
1697 FShellTimer := -1;
1699 FState := STATE_SLEEP;
1700 FCurAnim := ANIM_SLEEP;
1702 positionChanged(); // this updates spatial accelerators
1704 if g_Game_IsNet and g_Game_IsServer then
1705 begin
1706 MH_SEND_MonsterPos(FUID);
1707 MH_SEND_MonsterState(FUID);
1708 end;
1709 end;
1711 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1712 var
1713 a: Integer;
1714 FramesID: DWORD = 0;
1715 s: String;
1716 res: Boolean;
1717 begin
1718 if ForcedUID < 0 then
1719 FUID := g_CreateUID(UID_MONSTER)
1720 else
1721 FUID := ForcedUID;
1723 FMonsterType := MonsterType;
1725 g_Obj_Init(@FObj);
1727 FState := STATE_SLEEP;
1728 FCurAnim := ANIM_SLEEP;
1729 FHealth := MONSTERTABLE[MonsterType].Health;
1730 FMaxHealth := FHealth;
1731 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1732 FDieTriggers := nil;
1733 FSpawnTrigger := -1;
1734 FWaitAttackAnim := False;
1735 FChainFire := False;
1736 FStartID := aID;
1737 FNoRespawn := False;
1738 FShellTimer := -1;
1739 FBehaviour := BH_NORMAL;
1740 FFireTime := 0;
1741 FFirePainTime := 0;
1742 FFireAttacker := 0;
1744 proxyId := -1;
1745 arrIdx := -1;
1746 trapCheckFrameId := 0;
1748 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1749 FBloodKind := BLOOD_SPARKS
1750 else
1751 FBloodKind := BLOOD_NORMAL;
1752 if FMonsterType = MONSTER_CACO then
1753 begin
1754 FBloodRed := 0;
1755 FBloodGreen := 0;
1756 FBloodBlue := 150;
1757 end
1758 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1759 begin
1760 FBloodRed := 0;
1761 FBloodGreen := 150;
1762 FBloodBlue := 0;
1763 end
1764 else
1765 begin
1766 FBloodRed := 150;
1767 FBloodGreen := 0;
1768 FBloodBlue := 0;
1769 end;
1771 SetLength(FAnim, Length(ANIMTABLE));
1773 for a := 0 to High(FAnim) do
1774 begin
1775 FAnim[a, D_LEFT] := nil;
1776 FAnim[a, D_RIGHT] := nil;
1777 end;
1779 for a := ANIM_SLEEP to ANIM_PAIN do
1780 if (ANIMTABLE[a].name <> '') and
1781 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1782 begin
1783 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1784 '_'+ANIMTABLE[a].name;
1786 res := g_Frames_Exists(s);
1788 if res then
1789 res := g_Frames_Get(FramesID, s);
1791 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1792 if (not res) then
1793 begin
1794 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1795 if a <> ANIM_MESS then
1796 Continue;
1798 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1799 '_'+ANIMTABLE[ANIM_DIE].name) then
1800 begin
1801 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1802 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1803 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1804 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1805 Continue;
1806 end;
1807 end;
1809 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1810 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1812 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1813 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1814 begin
1815 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1816 '_'+ANIMTABLE[a].name+'_L';
1817 if g_Frames_Exists(s) then
1818 g_Frames_Get(FramesID, s);
1819 end;
1821 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1822 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1823 end;
1825 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1826 if MonsterType = MONSTER_VILE then
1827 begin
1828 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1829 vilefire := TAnimation.Create(FramesID, True, 2);
1830 end
1831 else
1832 vilefire := nil;
1833 end;
1835 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1836 var
1837 c, it: Integer;
1838 p: TPlayer;
1839 begin
1840 Result := False;
1842 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1843 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1844 Exit;
1846 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1847 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1848 begin
1849 FSleep := 20;
1850 if Random(2) = 0 then
1851 FDirection := D_RIGHT
1852 else
1853 FDirection := D_LEFT;
1854 Result := True;
1855 SetState(STATE_RUN);
1856 Exit;
1857 end;
1859 // Ëîâóøêà óáèâàåò ñðàçó:
1860 if t = HIT_TRAP then
1861 FHealth := -100;
1863 // Ðîáîòó óðîíà íåò:
1864 if FMonsterType = MONSTER_ROBO then
1865 aDamage := 0;
1867 // Íàíîñèì óðîí:
1868 if g_Game_IsServer then Dec(FHealth, aDamage);
1870 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1871 if FPain = 0 then
1872 FPain := 3;
1873 FPain := FPain+aDamage;
1875 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1876 if FState <> STATE_PAIN then
1877 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1878 (FMonsterType <> MONSTER_BARREL) then
1879 SetState(STATE_PAIN);
1881 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1882 if (gBloodCount > 0) then
1883 begin
1884 c := Min(aDamage, 200);
1885 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1887 if (VelX = 0) and (VelY = 0) then
1888 MakeBloodSimple(c)
1889 else
1890 case t of
1891 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1892 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1893 end;
1894 end;
1896 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1897 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1898 begin
1899 FTargetUID := SpawnerUID;
1900 FTargetTime := 0;
1901 end;
1903 // Çäîðîâüå çàêîí÷èëîñü:
1904 if FHealth <= 0 then
1905 begin
1906 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1907 if (FMonsterType <> MONSTER_BARREL) then
1908 begin
1909 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1910 begin
1911 p := g_Player_Get(SpawnerUID);
1912 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1913 begin
1914 p.MonsterKills := p.MonsterKills+1;
1915 if gGameSettings.GameMode = GM_COOP then
1916 p.Frags := p.Frags + 1;
1917 // Uncomment this if you want to double-kill monsters
1918 //p.FragCombo();
1919 end;
1920 end;
1921 if gLMSRespawn = LMS_RESPAWN_NONE then
1922 begin
1923 Inc(gCoopMonstersKilled);
1924 if g_Game_IsNet then
1925 MH_SEND_GameStats;
1926 end;
1927 end;
1929 // Âûáèðàåì ëóò:
1930 case FMonsterType of
1931 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1932 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1933 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1934 MONSTER_MAN: c := ITEM_KEY_RED;
1935 else c := 0;
1936 end;
1938 // Áðîñàåì ëóò:
1939 if c <> 0 then
1940 begin
1941 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1942 FObj.Y + (FObj.Rect.Height div 2),
1943 c, True, False);
1944 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1945 (FObj.Vel.Y div 2)-Random(4));
1946 positionChanged(); // this updates spatial accelerators
1947 if g_Game_IsServer and g_Game_IsNet then
1948 MH_SEND_ItemSpawn(True, it);
1949 end;
1951 // Òðóï äàëüøå íå èäåò:
1952 FObj.Vel.X := 0;
1954 // Ó òðóïà ðàçìåðû ìåíüøå:
1955 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1956 begin
1957 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1958 FObj.Rect.Height := 12;
1959 end;
1961 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1962 if (FHealth <= -30) and
1963 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1964 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1965 (FMonsterType = MONSTER_MAN)) then
1966 begin
1967 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1968 SetState(STATE_DIE, ANIM_MESS);
1969 end
1970 else
1971 begin
1972 DieSound();
1973 SetState(STATE_DIE);
1974 end;
1976 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1977 if g_Game_IsServer then ActivateTriggers();
1979 FHealth := 0;
1980 end
1981 else
1982 if FState = STATE_SLEEP then
1983 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1984 FPain := MONSTERTABLE[FMonsterType].Pain;
1985 SetState(STATE_GO);
1986 end;
1988 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1989 Result := True;
1990 end;
1992 function TMonster.Heal(Value: Word): Boolean;
1993 begin
1994 Result := False;
1995 if g_Game_IsClient then
1996 Exit;
1997 if not Live then
1998 Exit;
2000 if FHealth < FMaxHealth then
2001 begin
2002 IncMax(FHealth, Value, FMaxHealth);
2003 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
2004 Result := True;
2005 end;
2006 end;
2008 destructor TMonster.Destroy();
2009 var
2010 a: Integer;
2011 begin
2012 for a := 0 to High(FAnim) do
2013 begin
2014 FAnim[a, D_LEFT].Free();
2015 FAnim[a, D_RIGHT].Free();
2016 end;
2018 vilefire.Free();
2020 if (proxyId <> -1) then
2021 begin
2022 monsGrid.removeBody(proxyId);
2023 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
2024 e_WriteLog(Format('monster #%d(%u): removed from tree; proxyid=%d', [arrIdx, UID, proxyId]), MSG_NOTIFY);
2025 {$ENDIF}
2026 proxyId := -1;
2027 end;
2029 if (arrIdx <> -1) then gMonsters[arrIdx] := nil;
2030 arrIdx := -1;
2032 uidMap[FUID] := nil;
2034 inherited Destroy();
2035 end;
2037 procedure TMonster.Draw();
2038 var
2039 m: TMirrorType;
2040 dx, dy, c: Integer;
2041 o: TObj;
2042 begin
2043 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
2044 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
2046 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
2047 if FMonsterType = MONSTER_VILE then
2048 if FState = STATE_SHOOT then
2049 if GetPos(FTargetUID, @o) then
2050 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
2051 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
2053 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
2054 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
2055 sX-128, sY-128, sWidth+256, sHeight+256) then
2056 Exit;
2058 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
2059 if FState = STATE_DEAD then
2060 case FMonsterType of
2061 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
2062 end;
2064 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
2065 if FAnim[FCurAnim, FDirection] <> nil then
2066 begin
2067 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
2068 if (FDirection = D_LEFT) and
2069 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
2070 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
2071 (FMonsterType <> MONSTER_BARREL) then
2072 m := M_HORIZONTAL
2073 else
2074 m := M_NONE;
2076 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2077 if (FDirection = D_LEFT) and
2078 (FMonsterType <> MONSTER_BARREL) then
2079 begin
2080 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
2081 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
2083 if m = M_HORIZONTAL then
2084 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2085 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2086 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
2087 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2088 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2089 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2090 dx := -dx;
2091 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2092 end;
2093 end
2094 else // Ïðàâàÿ àíèìàöèÿ
2095 begin
2096 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2097 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2098 end;
2100 // Ðèñóåì:
2101 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2102 end;
2104 if g_debug_Frames then
2105 begin
2106 e_DrawQuad(FObj.X+FObj.Rect.X,
2107 FObj.Y+FObj.Rect.Y,
2108 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2109 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2110 0, 255, 0);
2111 end;
2112 end;
2114 procedure TMonster.MakeBloodSimple(Count: Word);
2115 begin
2116 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2117 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2118 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2119 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2120 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2121 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2122 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2123 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2124 end;
2126 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2127 begin
2128 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2129 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2130 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2131 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2132 end;
2134 procedure TMonster.Push(vx, vy: Integer);
2135 begin
2136 FObj.Accel.X := FObj.Accel.X + vx;
2137 FObj.Accel.Y := FObj.Accel.Y + vy;
2138 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2139 end;
2141 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2142 var
2143 Anim: Byte;
2144 begin
2145 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2146 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2147 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2148 soulcount := soulcount-1;
2150 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2151 case FState of
2152 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2153 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2154 (State <> STATE_GO) then
2155 Exit;
2156 end;
2158 // Ñìåíà ñîñòîÿíèÿ:
2159 FState := State;
2161 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2163 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2164 case FState of
2165 STATE_SLEEP: Anim := ANIM_SLEEP;
2166 STATE_PAIN: Anim := ANIM_PAIN;
2167 STATE_WAIT: Anim := ANIM_SLEEP;
2168 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2169 STATE_SHOOT: Anim := ANIM_ATTACK;
2170 STATE_ATTACK: Anim := ANIM_ATTACK;
2171 STATE_DIE: Anim := ANIM_DIE;
2172 STATE_REVIVE:
2173 begin // íà÷àëè âîñðåøàòüñÿ
2174 Anim := FCurAnim;
2175 FAnim[Anim, FDirection].Revert(True);
2177 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2178 FHealth := MONSTERTABLE[FMonsterType].Health;
2179 FAmmo := 0;
2180 FPain := 0;
2181 end;
2182 else Exit;
2183 end;
2185 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2186 if ForceAnim <> 255 then
2187 Anim := ForceAnim;
2189 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2190 if FCurAnim <> Anim then
2191 if FAnim[Anim, FDirection] <> nil then
2192 begin
2193 FAnim[Anim, FDirection].Reset();
2194 FCurAnim := Anim;
2195 end;
2196 end;
2198 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2199 var
2200 TA: TAnimation;
2201 FramesID: DWORD;
2202 begin
2203 Result := False;
2205 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2206 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2207 begin
2208 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2209 if g_Game_IsServer and g_Game_IsNet then
2210 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2211 Exit;
2212 end;
2214 TA := nil;
2216 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2217 if not silent then
2218 begin
2219 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2220 TA := TAnimation.Create(FramesID, False, 6);
2221 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2222 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2223 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2225 if g_Game_IsServer and g_Game_IsNet then
2226 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2227 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2228 NET_GFX_TELE);
2229 end;
2231 FObj.X := X - FObj.Rect.X;
2232 FObj.Y := Y - FObj.Rect.Y;
2233 positionChanged();
2235 if dir = 1 then
2236 FDirection := D_LEFT
2237 else
2238 if dir = 2 then
2239 FDirection := D_RIGHT
2240 else
2241 if dir = 3 then
2242 begin // îáðàòíîå
2243 if FDirection = D_RIGHT then
2244 FDirection := D_LEFT
2245 else
2246 FDirection := D_RIGHT;
2247 end;
2249 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2250 if not silent and (TA <> nil) then
2251 begin
2252 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2253 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2254 TA.Free();
2256 if g_Game_IsServer and g_Game_IsNet then
2257 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2258 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2259 NET_GFX_TELE);
2260 end;
2262 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2263 Result := True;
2264 end;
2266 procedure TMonster.Update();
2267 var
2268 a, b, sx, sy, wx, wy, oldvelx: Integer;
2269 st: Word;
2270 o, co: TObj;
2271 fall: Boolean;
2272 mon: TMonster;
2273 label
2274 _end;
2275 begin
2276 fall := True;
2278 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2279 if FMonsterType = MONSTER_FISH then
2280 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2281 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2282 fall := False;
2284 // Ëåòàþùèå ìîíòñðû:
2285 if ((FMonsterType = MONSTER_SOUL) or
2286 (FMonsterType = MONSTER_PAIN) or
2287 (FMonsterType = MONSTER_CACO)) and
2288 (FState <> STATE_DIE) and
2289 (FState <> STATE_DEAD) then
2290 fall := False;
2292 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2293 if gTime mod (GAME_TICK*2) <> 0 then
2294 begin
2295 g_Obj_Move(@FObj, fall, True, True);
2296 positionChanged(); // this updates spatial accelerators
2297 Exit;
2298 end;
2300 if FPainTicks > 0 then
2301 Dec(FPainTicks)
2302 else
2303 FPainSound := False;
2305 // Äâèãàåìñÿ:
2306 st := g_Obj_Move(@FObj, fall, True, True);
2307 positionChanged(); // this updates spatial accelerators
2309 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2310 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2311 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2312 begin
2313 FRemoved := True;
2314 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2315 begin
2316 Inc(gCoopMonstersKilled);
2317 if g_Game_IsNet then
2318 MH_SEND_GameStats;
2319 end;
2320 ActivateTriggers();
2321 Exit;
2322 end;
2324 oldvelx := FObj.Vel.X;
2326 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2327 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2328 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2330 if FFireTime > 0 then
2331 begin
2332 if WordBool(st and MOVE_INWATER) then
2333 FFireTime := 0
2334 else
2335 begin
2336 OnFireFlame(1);
2337 FFireTime := FFireTime - 1;
2338 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2339 if FFirePainTime = 0 then
2340 begin
2341 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2342 FFirePainTime := 18;
2343 end
2344 else
2345 FFirePainTime := FFirePainTime - 1;
2346 end;
2347 end;
2349 // Ìåðòâûé íè÷åãî íå äåëàåò:
2350 if (FState = STATE_DEAD) then
2351 goto _end;
2353 // AI ìîíñòðîâ âûêëþ÷åí:
2354 if g_debug_MonsterOff then
2355 begin
2356 FSleep := 1;
2357 if FState <> STATE_SLEEP then
2358 SetState(STATE_SLEEP);
2359 end;
2361 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2362 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2363 case FMonsterType of
2364 MONSTER_FISH:
2365 if Random(4) = 0 then
2366 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2367 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2368 MONSTER_ROBO, MONSTER_BARREL:
2369 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2370 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2371 else begin
2372 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2373 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2374 if Random(2) = 0 then
2375 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2376 else
2377 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2378 end;
2379 end;
2381 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2382 if FMonsterType = MONSTER_BARREL then
2383 begin
2384 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2385 (FAnim[FCurAnim, FDirection].Counter = 0) then
2386 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2387 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2388 60, FUID);
2389 end;
2391 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2392 if FMonsterType = MONSTER_SOUL then
2393 if WordBool(st and MOVE_HITAIR) then
2394 g_Obj_SetSpeed(@FObj, 16);
2396 if FAmmo < 0 then
2397 FAmmo := FAmmo + 1;
2399 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2400 if FObj.Vel.Y < 0 then
2401 if WordBool(st and MOVE_INWATER) then
2402 FObj.Vel.Y := -4;
2404 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2405 FTargetTime := FTargetTime + 1;
2407 // Ãèëüçû
2408 if FShellTimer > -1 then
2409 if FShellTimer = 0 then
2410 begin
2411 if FShellType = SHELL_SHELL then
2412 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2413 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2414 GameVelX, GameVelY-2, SHELL_SHELL)
2415 else if FShellType = SHELL_DBLSHELL then
2416 begin
2417 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2418 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2419 GameVelX-1, GameVelY-2, SHELL_SHELL);
2420 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2421 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2422 GameVelX+1, GameVelY-2, SHELL_SHELL);
2423 end;
2424 FShellTimer := -1;
2425 end else Dec(FShellTimer);
2427 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2428 if fall then
2429 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2430 STATE_ATTACK, STATE_SHOOT]) then
2431 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2432 FObj.Rect.Width, FObj.Rect.Height, 50) then
2433 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2434 (FObj.Accel.Y = 0) then
2435 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2437 case FState of
2438 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2439 begin
2440 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2441 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2442 begin
2443 FPain := MONSTERTABLE[FMonsterType].Pain;
2444 if gSoundEffectsDF then PainSound();
2445 end;
2446 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2447 PainSound();
2449 // Ñíèæàåì áîëü ñî âðåìåíåì:
2450 FPain := FPain - 5;
2452 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2453 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2454 begin
2455 FPain := 0;
2456 FAmmo := -9;
2457 SetState(STATE_GO);
2458 end;
2459 end;
2461 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2462 begin
2463 // Ñïèì:
2464 FSleep := FSleep + 1;
2466 // Ïðîñïàëè äîñòàòî÷íî:
2467 if FSleep >= 18 then
2468 FSleep := 0
2469 else // åùå ñïèì
2470 goto _end;
2472 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2473 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2474 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2475 if (gPlayers <> nil) then
2476 for a := 0 to High(gPlayers) do
2477 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2478 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2479 with gPlayers[a] do
2480 if g_Look(@FObj, @Obj, FDirection) then
2481 begin
2482 FTargetUID := gPlayers[a].UID;
2483 FTargetTime := 0;
2484 WakeUpSound();
2485 SetState(STATE_GO);
2486 Break;
2487 end;
2489 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2490 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2491 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2492 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2493 if gMonsters <> nil then
2494 for a := 0 to High(gMonsters) do
2495 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2496 (gMonsters[a].FUID <> FUID) then
2497 begin
2498 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2499 if (FBehaviour = BH_MANIAC) and
2500 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2501 Continue;
2502 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2503 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2504 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2505 Continue;
2506 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2507 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2508 Continue;
2509 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2510 begin
2511 FTargetUID := gMonsters[a].UID;
2512 FTargetTime := 0;
2513 WakeUpSound();
2514 SetState(STATE_GO);
2515 Break;
2516 end;
2517 end;
2518 end;
2520 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2521 begin
2522 // Æäåì:
2523 FSleep := FSleep - 1;
2525 // Âûæäàëè äîñòàòî÷íî - èäåì:
2526 if FSleep < 0 then
2527 SetState(STATE_GO);
2528 end;
2530 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2531 begin
2532 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2533 if WordBool(st and MOVE_BLOCK) then
2534 begin
2535 Turn();
2536 FSleep := 40;
2537 SetState(STATE_RUNOUT);
2539 goto _end;
2540 end;
2542 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2543 if (FMonsterType = MONSTER_VILE) then
2544 if isCorpse(@FObj, False) <> -1 then
2545 begin
2546 FObj.Vel.X := 0;
2547 SetState(STATE_ATTACK, ANIM_ATTACK2);
2549 goto _end;
2550 end;
2552 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2553 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2554 if not findNewPrey() then
2555 begin // Íîâûõ öåëåé íåò
2556 FTargetUID := 0;
2557 o.X := FObj.X+pt_x;
2558 o.Y := FObj.Y+pt_y;
2559 o.Vel.X := 0;
2560 o.Vel.Y := 0;
2561 o.Accel.X := 0;
2562 o.Accel.Y := 0;
2563 o.Rect := _Rect(0, 0, 0, 1);
2564 end
2565 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2566 GetPos(FTargetUID, @o);
2568 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2569 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2570 begin
2571 FTargetTime := 0;
2572 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2573 begin
2574 if kick(@o) then
2575 goto _end;
2576 end;
2577 end;
2579 // Ðàññòîÿíèå äî öåëè:
2580 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2581 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2583 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2584 if sx > 0 then
2585 FDirection := D_RIGHT
2586 else
2587 FDirection := D_LEFT;
2589 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2590 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2591 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2592 if shoot(@o, False) then
2593 goto _end;
2595 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2596 if Abs(sx) < 40 then
2597 if FMonsterType <> MONSTER_FISH then
2598 begin
2599 FSleep := 15;
2600 SetState(STATE_RUN);
2601 if Random(2) = 0 then
2602 FDirection := D_LEFT
2603 else
2604 FDirection := D_RIGHT;
2606 goto _end;
2607 end;
2609 // Óïåðëèñü â ñòåíó:
2610 if WordBool(st and MOVE_HITWALL) then
2611 begin
2612 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2613 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2614 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2615 FSleep := 4;
2616 SetState(STATE_WAIT);
2618 goto _end;
2619 end;
2621 case FMonsterType of
2622 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2623 else // Íå ëåòàþò:
2624 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2625 (FObj.Accel.Y = 0) then
2626 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2627 // Ïðûæîê ÷åðåç ñòåíó:
2628 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2629 SetState(STATE_CLIMB);
2630 end;
2631 end;
2633 goto _end;
2634 end;
2636 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2637 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2638 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2639 begin
2640 if FMonsterType = MONSTER_FISH then
2641 begin // Ðûáà
2642 if not WordBool(st and MOVE_INWATER) then
2643 begin // Ðûáà âíå âîäû:
2644 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2645 begin // "Ñòîèò" òâåðäî
2646 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2647 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2648 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2649 end;
2651 // Ðûáå áîëüíî:
2652 SetState(STATE_PAIN);
2653 FPain := FPain + 50;
2654 end
2655 else // Ðûáà â âîäå
2656 begin
2657 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2658 if Abs(sy) > 8 then
2659 FObj.Vel.Y := g_basic.Sign(sy)*4
2660 else
2661 FObj.Vel.Y := 0;
2663 // Ðûáà ïëûâåò ââåðõ:
2664 if FObj.Vel.Y < 0 then
2665 if not g_Obj_CollideWater(@FObj, 0, -16) then
2666 begin
2667 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2668 FObj.Vel.Y := 0;
2669 // Ïëàâàåì òóäà-ñþäà:
2670 if Random(2) = 0 then
2671 FDirection := D_LEFT
2672 else
2673 FDirection := D_RIGHT;
2674 FSleep := 20;
2675 SetState(STATE_RUN);
2676 end;
2677 end;
2678 end
2679 else // Ëåòàþùèå ìîíñòðû
2680 begin
2681 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2682 if Abs(sy) > 8 then
2683 FObj.Vel.Y := g_basic.Sign(sy)*4
2684 else
2685 FObj.Vel.Y := 0;
2686 end;
2687 end
2688 else // "Íàçåìíûå" ìîíñòðû
2689 begin
2690 // Âîçìîæíî, ïèíàåì êóñêè:
2691 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2692 begin
2693 b := Abs(FObj.Vel.X);
2694 if b > 1 then b := b * (Random(8 div b) + 1);
2695 for a := 0 to High(gGibs) do
2696 begin
2697 if gGibs[a].Live and
2698 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2699 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2700 begin
2701 // Ïèíàåì êóñêè
2702 if FObj.Vel.X < 0 then
2703 begin
2704 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2705 end
2706 else
2707 begin
2708 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2709 end;
2710 end;
2711 end;
2712 end;
2713 // Áîññû ìîãóò ïèíàòü òðóïû:
2714 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2715 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2716 begin
2717 b := Abs(FObj.Vel.X);
2718 if b > 1 then b := b * (Random(8 div b) + 1);
2719 for a := 0 to High(gCorpses) do
2720 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2721 begin
2722 co := gCorpses[a].Obj;
2723 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2724 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2725 // Ïèíàåì òðóïû
2726 if FObj.Vel.X < 0 then
2727 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2728 else
2729 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2730 end;
2731 end;
2732 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2733 if sy < -40 then
2734 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2735 // ñòîèò òâåðäî
2736 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2737 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2738 end;
2740 FSleep := FSleep + 1;
2742 // Èíîãäà ðû÷èì:
2743 if FSleep >= 8 then
2744 begin
2745 FSleep := 0;
2746 if Random(8) = 0 then
2747 ActionSound();
2748 end;
2750 // Áåæèì â âûáðàííóþ ñòîðîíó:
2751 if FDirection = D_RIGHT then
2752 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2753 else
2754 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2756 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2757 if WordBool(st and MOVE_INWATER) then
2758 FObj.Vel.X := FObj.Vel.X div 2
2759 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2760 if FMonsterType = MONSTER_FISH then
2761 FObj.Vel.X := 0;
2762 end;
2764 STATE_RUN: // Ñîñòîÿíèå - Áåã
2765 begin
2766 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2767 if WordBool(st and MOVE_BLOCK) then
2768 begin
2769 Turn();
2770 FSleep := 40;
2771 SetState(STATE_RUNOUT);
2773 goto _end;
2774 end;
2776 FSleep := FSleep - 1;
2778 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2779 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2780 begin
2781 FSleep := 0;
2782 SetState(STATE_GO);
2783 // Ñòåíà - èäåì îáðàòíî:
2784 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2785 Turn();
2786 // Èíîãäà ðû÷èì:
2787 if Random(8) = 0 then
2788 ActionSound();
2789 end;
2791 // Áåæèì â âûáðàííóþ ñòîðîíó:
2792 if FDirection = D_RIGHT then
2793 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2794 else
2795 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2797 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2798 if WordBool(st and MOVE_INWATER) then
2799 FObj.Vel.X := FObj.Vel.X div 2
2800 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2801 if FMonsterType = MONSTER_FISH then
2802 FObj.Vel.X := 0;
2803 end;
2805 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2806 begin
2807 // Âûøëè èç ÁëîêÌîíà:
2808 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2809 FSleep := 0;
2811 FSleep := FSleep - 1;
2813 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2814 if FSleep <= -18 then
2815 begin
2816 FSleep := 0;
2817 SetState(STATE_GO);
2818 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2819 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2820 Turn();
2821 // Èíîãäà ðû÷èì:
2822 if Random(8) = 0 then
2823 ActionSound();
2824 end;
2826 // Áåæèì â âûáðàííóþ ñòîðîíó:
2827 if FDirection = D_RIGHT then
2828 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2829 else
2830 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2832 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2833 if WordBool(st and MOVE_INWATER) then
2834 FObj.Vel.X := FObj.Vel.X div 2
2835 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2836 if FMonsterType = MONSTER_FISH then
2837 FObj.Vel.X := 0;
2838 end;
2840 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2841 begin
2842 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2843 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2844 (not WordBool(st and MOVE_HITWALL)) then
2845 begin
2846 FSleep := 0;
2847 SetState(STATE_GO);
2849 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2850 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2851 begin
2852 Turn();
2853 FSleep := 15;
2854 SetState(STATE_RUN);
2855 end;
2856 end;
2858 // Áåæèì â âûáðàííóþ ñòîðîíó:
2859 if FDirection = D_RIGHT then
2860 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2861 else
2862 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2864 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2865 if WordBool(st and MOVE_INWATER) then
2866 FObj.Vel.X := FObj.Vel.X div 2
2867 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2868 if FMonsterType = MONSTER_FISH then
2869 FObj.Vel.X := 0;
2870 end;
2872 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2873 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2874 begin
2875 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2876 if FMonsterType = MONSTER_SOUL then
2877 begin
2878 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2879 SetState(STATE_GO);
2881 goto _end;
2882 end;
2884 // Çàìåäëÿåìñÿ ïðè àòàêå:
2885 if FMonsterType <> MONSTER_FISH then
2886 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2888 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2889 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2890 begin
2891 // Öåëü ïîãèáëà => èäåì äàëüøå:
2892 if not GetPos(FTargetUID, @o) then
2893 begin
2894 SetState(STATE_GO);
2896 goto _end;
2897 end;
2899 // Öåëü íå âèäíî => èäåì äàëüøå:
2900 if not g_Look(@FObj, @o, FDirection) then
2901 begin
2902 SetState(STATE_GO);
2904 goto _end;
2905 end;
2907 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2908 if g_Obj_CollideWater(@o, 0, 0) then
2909 begin
2910 SetState(STATE_GO);
2912 goto _end;
2913 end;
2915 // Æàðèì öåëü:
2916 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2917 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2918 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2919 end;
2920 end;
2921 end; // case FState of ...
2923 _end:
2925 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2926 if FState = STATE_REVIVE then
2927 if FAnim[FCurAnim, FDirection].Played then
2928 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2929 FAnim[FCurAnim, FDirection].Revert(False);
2930 SetState(STATE_GO);
2931 end;
2933 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2934 if vilefire <> nil then
2935 vilefire.Update();
2937 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2938 if (FState = STATE_DIE) and
2939 (FAnim[FCurAnim, FDirection] <> nil) and
2940 (FAnim[FCurAnim, FDirection].Played) then
2941 begin
2942 // Óìåð:
2943 SetState(STATE_DEAD);
2945 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2946 if (FMonsterType = MONSTER_PAIN) then
2947 begin
2948 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2949 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2950 if mon <> nil then
2951 begin
2952 mon.SetState(STATE_GO);
2953 mon.FNoRespawn := True;
2954 Inc(gTotalMonsters);
2955 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2956 end;
2958 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2959 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2960 if mon <> nil then
2961 begin
2962 mon.SetState(STATE_GO);
2963 mon.FNoRespawn := True;
2964 Inc(gTotalMonsters);
2965 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2966 end;
2968 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2969 FObj.Y+FObj.Rect.Y, D_RIGHT);
2970 if mon <> nil then
2971 begin
2972 mon.SetState(STATE_GO);
2973 mon.FNoRespawn := True;
2974 Inc(gTotalMonsters);
2975 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2976 end;
2978 if g_Game_IsNet then MH_SEND_CoopStats();
2979 end;
2981 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2982 if (FMonsterType = MONSTER_PAIN) or
2983 (FMonsterType = MONSTER_SOUL) or
2984 (FMonsterType = MONSTER_BARREL) then
2985 FRemoved := True;
2986 end;
2988 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2989 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2990 if (FAnim[FCurAnim, FDirection] <> nil) then
2991 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2992 if (FAnim[FCurAnim, FDirection].Played) then
2993 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2994 if FState = STATE_ATTACK then
2995 begin // Ñîñòîÿíèå - Àòàêà
2996 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2997 if FMonsterType <> MONSTER_SOUL then
2998 SetState(STATE_GO);
2999 end
3000 else // Ñîñòîÿíèå - Ñòðåëüáà
3001 begin
3002 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3003 if not FChainFire then
3004 SetState(STATE_GO)
3005 else
3006 begin // Íàäî ñòðåëÿòü åùå
3007 FChainFire := False;
3008 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3009 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3010 FAnim[FCurAnim, FDirection].Reset();
3011 end;
3012 end;
3014 FWaitAttackAnim := False;
3015 end
3017 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3018 if (FMonsterType = MONSTER_SOUL) or
3019 ( (not FWaitAttackAnim) and
3020 (FAnim[FCurAnim, FDirection].CurrentFrame =
3021 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3022 ) then
3023 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3024 if FState = STATE_ATTACK then
3025 begin // Ñîñòîÿíèå - Àòàêà
3026 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3027 if FMonsterType = MONSTER_SOUL then
3028 FAnim[FCurAnim, FDirection].Reset();
3030 case FMonsterType of
3031 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3032 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3033 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3034 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3035 if FMonsterType = MONSTER_SOUL then
3036 SetState(STATE_GO);
3038 MONSTER_FISH:
3039 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
3040 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
3041 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
3043 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3044 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3045 if FCurAnim = ANIM_ATTACK2 then
3046 begin
3047 o := FObj;
3048 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3049 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
3050 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
3051 end;
3053 MONSTER_VILE:
3054 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3055 if FCurAnim = ANIM_ATTACK2 then
3056 begin
3057 sx := isCorpse(@FObj, True);
3058 if sx <> -1 then
3059 begin // Íàøëè, êîãî âîñêðåñèòü
3060 gMonsters[sx].SetState(STATE_REVIVE);
3061 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3062 // Âîñêðåøàòü - ñåáå âðåäèòü:
3063 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3064 end;
3065 end;
3066 end;
3067 end
3069 else // Ñîñòîÿíèå - Ñòðåëüáà
3070 begin
3071 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3072 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
3074 if FDirection = D_LEFT then
3075 begin
3076 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
3077 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
3078 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3080 wx := FObj.X + wx;
3081 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
3083 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3084 case FMonsterType of
3085 MONSTER_IMP:
3086 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3087 MONSTER_ZOMBY:
3088 begin
3089 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3090 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3091 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3092 end;
3093 MONSTER_SERG:
3094 begin
3095 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3096 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3097 FShellTimer := 10;
3098 FShellType := SHELL_SHELL;
3099 end;
3100 MONSTER_MAN:
3101 begin
3102 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3103 FShellTimer := 13;
3104 FShellType := SHELL_DBLSHELL;
3105 FAmmo := -36;
3106 end;
3107 MONSTER_CYBER:
3108 begin
3109 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3110 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3111 end;
3112 MONSTER_SKEL:
3113 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3114 MONSTER_CGUN:
3115 begin
3116 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3117 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3118 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3119 end;
3120 MONSTER_SPIDER:
3121 begin
3122 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3123 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3124 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3125 end;
3126 MONSTER_BSP:
3127 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3128 MONSTER_ROBO:
3129 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3130 MONSTER_MANCUB:
3131 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3132 MONSTER_BARON, MONSTER_KNIGHT:
3133 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3134 MONSTER_CACO:
3135 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3136 MONSTER_PAIN:
3137 begin // Ñîçäàåì Lost_Soul:
3138 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3139 FObj.Y+FObj.Rect.Y, FDirection);
3141 if mon <> nil then
3142 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3143 mon.FTargetUID := FTargetUID;
3144 GetPos(FTargetUID, @o);
3145 mon.FTargetTime := 0;
3146 mon.FNoRespawn := True;
3147 mon.SetState(STATE_GO);
3148 mon.shoot(@o, True);
3149 Inc(gTotalMonsters);
3151 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3152 end;
3153 end;
3154 end;
3156 if FMonsterType <> MONSTER_PAIN then
3157 if g_Game_IsNet then
3158 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3160 // Ñêîðîñòðåëüíûå ìîíñòðû:
3161 if (FMonsterType = MONSTER_CGUN) or
3162 (FMonsterType = MONSTER_SPIDER) or
3163 (FMonsterType = MONSTER_BSP) or
3164 (FMonsterType = MONSTER_MANCUB) or
3165 (FMonsterType = MONSTER_ROBO) then
3166 if not GetPos(FTargetUID, @o) then
3167 // Öåëü ìåðòâà - èùåì íîâóþ:
3168 findNewPrey()
3169 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3170 if shoot(@o, False) then
3171 FChainFire := True;
3172 end;
3174 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3175 FWaitAttackAnim := True;
3176 end;
3178 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3179 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3180 case FState of
3181 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3182 // Çâóêè ïðè ïåðåäâèæåíèè:
3183 case FMonsterType of
3184 MONSTER_CYBER:
3185 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3186 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3187 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3188 MONSTER_SPIDER:
3189 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3190 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3191 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3192 MONSTER_BSP:
3193 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3194 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3195 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3196 MONSTER_ROBO:
3197 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3198 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3199 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3200 end;
3201 end;
3203 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3204 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3205 FObj.Vel.X := oldvelx;
3207 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3208 if FAnim[FCurAnim, FDirection] <> nil then
3209 FAnim[FCurAnim, FDirection].Update();
3210 end;
3212 procedure TMonster.SetDeadAnim;
3213 begin
3214 if FAnim <> nil then
3215 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3216 end;
3218 procedure TMonster.RevertAnim(R: Boolean = True);
3219 begin
3220 if FAnim <> nil then
3221 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3222 FAnim[FCurAnim, FDirection].Revert(R);
3223 end;
3225 function TMonster.AnimIsReverse: Boolean;
3226 begin
3227 if FAnim <> nil then
3228 Result := FAnim[FCurAnim, FDirection].IsReverse
3229 else
3230 Result := False;
3231 end;
3233 procedure TMonster.ClientUpdate();
3234 var
3235 a, b, sx, sy, oldvelx: Integer;
3236 st: Word;
3237 o, co: TObj;
3238 fall: Boolean;
3239 label
3240 _end;
3241 begin
3242 sx := 0; // SHUT UP COMPILER
3243 sy := 0;
3244 fall := True;
3245 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3246 if FMonsterType = MONSTER_FISH then
3247 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3248 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3249 fall := False;
3251 // Ëåòàþùèå ìîíòñðû:
3252 if ((FMonsterType = MONSTER_SOUL) or
3253 (FMonsterType = MONSTER_PAIN) or
3254 (FMonsterType = MONSTER_CACO)) and
3255 (FState <> STATE_DIE) and
3256 (FState <> STATE_DEAD) then
3257 fall := False;
3259 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3260 if gTime mod (GAME_TICK*2) <> 0 then
3261 begin
3262 g_Obj_Move(@FObj, fall, True, True);
3263 positionChanged(); // this updates spatial accelerators
3264 Exit;
3265 end;
3267 if FPainTicks > 0 then
3268 Dec(FPainTicks)
3269 else
3270 FPainSound := False;
3272 // Äâèãàåìñÿ:
3273 st := g_Obj_Move(@FObj, fall, True, True);
3274 positionChanged(); // this updates spatial accelerators
3276 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3277 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3278 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3279 begin
3280 FRemoved := True;
3281 Exit;
3282 end;
3284 oldvelx := FObj.Vel.X;
3286 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3287 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3288 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3290 if FFireTime > 0 then
3291 begin
3292 if WordBool(st and MOVE_INWATER) then
3293 FFireTime := 0
3294 else
3295 begin
3296 OnFireFlame(1);
3297 FFireTime := FFireTime - 1;
3298 end;
3299 end;
3301 // Ìåðòâûé íè÷åãî íå äåëàåò:
3302 if (FState = STATE_DEAD) then
3303 goto _end;
3305 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3306 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3307 case FMonsterType of
3308 MONSTER_FISH:
3309 if Random(4) = 0 then
3310 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3311 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3312 MONSTER_ROBO, MONSTER_BARREL:
3313 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3314 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3315 else begin
3316 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3317 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3318 if Random(2) = 0 then
3319 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3320 else
3321 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3322 end;
3323 end;
3325 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3326 if FMonsterType = MONSTER_BARREL then
3327 begin
3328 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3329 (FAnim[FCurAnim, FDirection].Counter = 0) then
3330 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3331 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3332 60, FUID);
3333 end;
3335 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3336 if FMonsterType = MONSTER_SOUL then
3337 if WordBool(st and MOVE_HITAIR) then
3338 g_Obj_SetSpeed(@FObj, 16);
3340 if FAmmo < 0 then
3341 FAmmo := FAmmo + 1;
3343 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3344 if FObj.Vel.Y < 0 then
3345 if WordBool(st and MOVE_INWATER) then
3346 FObj.Vel.Y := -4;
3348 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3349 FTargetTime := FTargetTime + 1;
3351 if FShellTimer > -1 then
3352 if FShellTimer = 0 then
3353 begin
3354 if FShellType = SHELL_SHELL then
3355 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3356 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3357 GameVelX, GameVelY-2, SHELL_SHELL)
3358 else if FShellType = SHELL_DBLSHELL then
3359 begin
3360 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3361 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3362 GameVelX-1, GameVelY-2, SHELL_SHELL);
3363 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3364 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3365 GameVelX+1, GameVelY-2, SHELL_SHELL);
3366 end;
3367 FShellTimer := -1;
3368 end else Dec(FShellTimer);
3370 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3371 if fall then
3372 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3373 STATE_ATTACK, STATE_SHOOT]) then
3374 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3375 FObj.Rect.Width, FObj.Rect.Height, 50) then
3376 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3377 (FObj.Accel.Y = 0) then
3378 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3380 case FState of
3381 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3382 begin
3383 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3384 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3385 begin
3386 FPain := MONSTERTABLE[FMonsterType].Pain;
3387 if gSoundEffectsDF then PainSound();
3388 end;
3389 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3390 PainSound();
3392 // Ñíèæàåì áîëü ñî âðåìåíåì:
3393 FPain := FPain - 5;
3395 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3396 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3397 begin
3398 SetState(STATE_GO);
3399 FPain := 0;
3400 end;
3401 end;
3403 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3404 begin
3405 // Ñïèì:
3406 FSleep := FSleep + 1;
3408 // Ïðîñïàëè äîñòàòî÷íî:
3409 if FSleep >= 18 then
3410 FSleep := 0
3411 else // åùå ñïèì
3412 goto _end;
3413 end;
3415 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3416 begin
3417 // Æäåì:
3418 FSleep := FSleep - 1;
3419 end;
3421 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3422 begin
3423 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3424 if WordBool(st and MOVE_BLOCK) then
3425 begin
3426 Turn();
3427 FSleep := 40;
3428 SetState(STATE_RUNOUT);
3430 goto _end;
3431 end;
3433 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3434 if (FMonsterType = MONSTER_VILE) then
3435 if isCorpse(@FObj, False) <> -1 then
3436 begin
3437 SetState(STATE_ATTACK, ANIM_ATTACK2);
3438 FObj.Vel.X := 0;
3440 goto _end;
3441 end;
3443 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3444 if Abs(sx) < 40 then
3445 if FMonsterType <> MONSTER_FISH then
3446 begin
3447 SetState(STATE_RUN);
3448 FSleep := 15;
3450 goto _end;
3451 end;
3453 // Óïåðëèñü â ñòåíó:
3454 if WordBool(st and MOVE_HITWALL) then
3455 begin
3456 case FMonsterType of
3457 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3458 else // Íå ëåòàþò:
3459 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3460 (FObj.Accel.Y = 0) then
3461 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3462 // Ïðûæîê ÷åðåç ñòåíó:
3463 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3464 SetState(STATE_CLIMB);
3465 end;
3466 end;
3468 goto _end;
3469 end;
3471 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3472 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3473 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3474 begin
3475 if FMonsterType = MONSTER_FISH then
3476 begin // Ðûáà
3477 if not WordBool(st and MOVE_INWATER) then
3478 begin // Ðûáà âíå âîäû:
3479 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3480 begin // "Ñòîèò" òâåðäî
3481 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3482 if FObj.Accel.Y = 0 then
3483 FObj.Vel.Y := -6;
3484 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3485 end;
3487 // Ðûáå áîëüíî:
3488 SetState(STATE_PAIN);
3489 FPain := FPain + 50;
3490 end
3491 else // Ðûáà â âîäå
3492 begin
3493 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3494 if Abs(sy) > 8 then
3495 FObj.Vel.Y := g_basic.Sign(sy)*4
3496 else
3497 FObj.Vel.Y := 0;
3499 // Ðûáà ïëûâåò ââåðõ:
3500 if FObj.Vel.Y < 0 then
3501 if not g_Obj_CollideWater(@FObj, 0, -16) then
3502 begin
3503 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3504 FObj.Vel.Y := 0;
3505 // Ïëàâàåì òóäà-ñþäà:
3506 SetState(STATE_RUN);
3507 FSleep := 20;
3508 end;
3509 end;
3510 end
3511 else // Ëåòàþùèå ìîíñòðû
3512 begin
3513 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3514 if Abs(sy) > 8 then
3515 FObj.Vel.Y := g_basic.Sign(sy)*4
3516 else
3517 FObj.Vel.Y := 0;
3518 end;
3519 end
3520 else // "Íàçåìíûå" ìîíñòðû
3521 begin
3522 // Âîçìîæíî, ïèíàåì êóñêè:
3523 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3524 begin
3525 b := Abs(FObj.Vel.X);
3526 if b > 1 then b := b * (Random(8 div b) + 1);
3527 for a := 0 to High(gGibs) do
3528 begin
3529 if gGibs[a].Live and
3530 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3531 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3532 begin
3533 // Ïèíàåì êóñêè
3534 if FObj.Vel.X < 0 then
3535 begin
3536 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3537 end
3538 else
3539 begin
3540 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3541 end;
3542 positionChanged(); // this updates spatial accelerators
3543 end;
3544 end;
3545 end;
3546 // Áîññû ìîãóò ïèíàòü òðóïû:
3547 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3548 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3549 begin
3550 b := Abs(FObj.Vel.X);
3551 if b > 1 then b := b * (Random(8 div b) + 1);
3552 for a := 0 to High(gCorpses) do
3553 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3554 begin
3555 co := gCorpses[a].Obj;
3556 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3557 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3558 // Ïèíàåì òðóïû
3559 if FObj.Vel.X < 0 then
3560 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3561 else
3562 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3563 end;
3564 end;
3565 end;
3567 FSleep := FSleep + 1;
3569 // Èíîãäà ðû÷èì:
3570 if FSleep >= 8 then
3571 begin
3572 FSleep := 0;
3573 if Random(8) = 0 then
3574 ActionSound();
3575 end;
3577 // Áåæèì â âûáðàííóþ ñòîðîíó:
3578 if FDirection = D_RIGHT then
3579 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3580 else
3581 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3583 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3584 if WordBool(st and MOVE_INWATER) then
3585 FObj.Vel.X := FObj.Vel.X div 2
3586 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3587 if FMonsterType = MONSTER_FISH then
3588 FObj.Vel.X := 0;
3589 end;
3591 STATE_RUN: // Ñîñòîÿíèå - Áåã
3592 begin
3593 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3594 if WordBool(st and MOVE_BLOCK) then
3595 begin
3596 SetState(STATE_RUNOUT);
3597 FSleep := 40;
3599 goto _end;
3600 end;
3602 FSleep := FSleep - 1;
3604 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3605 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3606 begin
3607 SetState(STATE_GO);
3608 FSleep := 0;
3610 // Èíîãäà ðû÷èì:
3611 if Random(8) = 0 then
3612 ActionSound();
3613 end;
3615 // Áåæèì â âûáðàííóþ ñòîðîíó:
3616 if FDirection = D_RIGHT then
3617 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3618 else
3619 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3621 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3622 if WordBool(st and MOVE_INWATER) then
3623 FObj.Vel.X := FObj.Vel.X div 2
3624 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3625 if FMonsterType = MONSTER_FISH then
3626 FObj.Vel.X := 0;
3627 end;
3629 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3630 begin
3631 // Âûøëè èç ÁëîêÌîíà:
3632 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3633 FSleep := 0;
3635 FSleep := FSleep - 1;
3637 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3638 if FSleep <= -18 then
3639 begin
3640 SetState(STATE_GO);
3641 FSleep := 0;
3643 // Èíîãäà ðû÷èì:
3644 if Random(8) = 0 then
3645 ActionSound();
3646 end;
3648 // Áåæèì â âûáðàííóþ ñòîðîíó:
3649 if FDirection = D_RIGHT then
3650 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3651 else
3652 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3654 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3655 if WordBool(st and MOVE_INWATER) then
3656 FObj.Vel.X := FObj.Vel.X div 2
3657 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3658 if FMonsterType = MONSTER_FISH then
3659 FObj.Vel.X := 0;
3660 end;
3662 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3663 begin
3664 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3665 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3666 (not WordBool(st and MOVE_HITWALL)) then
3667 begin
3668 SetState(STATE_GO);
3669 FSleep := 0;
3671 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3672 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3673 begin
3674 SetState(STATE_RUN);
3675 FSleep := 15;
3676 end;
3677 end;
3679 // Áåæèì â âûáðàííóþ ñòîðîíó:
3680 if FDirection = D_RIGHT then
3681 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3682 else
3683 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3685 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3686 if WordBool(st and MOVE_INWATER) then
3687 FObj.Vel.X := FObj.Vel.X div 2
3688 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3689 if FMonsterType = MONSTER_FISH then
3690 FObj.Vel.X := 0;
3691 end;
3693 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3694 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3695 begin
3696 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3697 if FMonsterType = MONSTER_SOUL then
3698 begin
3699 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3700 SetState(STATE_GO);
3702 goto _end;
3703 end;
3705 // Çàìåäëÿåìñÿ ïðè àòàêå:
3706 if FMonsterType <> MONSTER_FISH then
3707 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3709 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3710 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3711 begin
3712 // Öåëü ïîãèáëà => èäåì äàëüøå:
3713 if not GetPos(FTargetUID, @o) then
3714 begin
3715 SetState(STATE_GO);
3717 goto _end;
3718 end;
3720 // Öåëü íå âèäíî => èäåì äàëüøå:
3721 if not g_Look(@FObj, @o, FDirection) then
3722 begin
3723 SetState(STATE_GO);
3725 goto _end;
3726 end;
3728 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3729 if g_Obj_CollideWater(@o, 0, 0) then
3730 begin
3731 SetState(STATE_GO);
3733 goto _end;
3734 end;
3735 end;
3736 end;
3737 end; // case FState of ...
3739 _end:
3741 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3742 if FState = STATE_REVIVE then
3743 if FAnim[FCurAnim, FDirection].Played then
3744 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3745 FAnim[FCurAnim, FDirection].Revert(False);
3746 SetState(STATE_GO);
3747 end;
3749 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3750 if vilefire <> nil then
3751 vilefire.Update();
3753 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3754 if (FState = STATE_DIE) and
3755 (FAnim[FCurAnim, FDirection] <> nil) and
3756 (FAnim[FCurAnim, FDirection].Played) then
3757 begin
3758 // Óìåð:
3759 SetState(STATE_DEAD);
3761 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3762 if (FMonsterType = MONSTER_PAIN) or
3763 (FMonsterType = MONSTER_SOUL) or
3764 (FMonsterType = MONSTER_BARREL) then
3765 FRemoved := True
3766 else
3767 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3768 end;
3770 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3771 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3772 if (FAnim[FCurAnim, FDirection] <> nil) then
3773 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3774 if (FAnim[FCurAnim, FDirection].Played) then
3775 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3776 if FState = STATE_ATTACK then
3777 begin // Ñîñòîÿíèå - Àòàêà
3778 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3779 if FMonsterType <> MONSTER_SOUL then
3780 SetState(STATE_GO);
3781 end
3782 else // Ñîñòîÿíèå - Ñòðåëüáà
3783 begin
3784 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3785 if not FChainFire then
3786 SetState(STATE_GO)
3787 else
3788 begin // Íàäî ñòðåëÿòü åùå
3789 FChainFire := False;
3790 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3791 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3792 FAnim[FCurAnim, FDirection].Reset();
3793 end;
3794 end;
3796 FWaitAttackAnim := False;
3797 end
3799 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3800 if (FMonsterType = MONSTER_SOUL) or
3801 ( (not FWaitAttackAnim) and
3802 (FAnim[FCurAnim, FDirection].CurrentFrame =
3803 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3804 ) then
3805 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3806 if FState = STATE_ATTACK then
3807 begin // Ñîñòîÿíèå - Àòàêà
3808 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3809 if FMonsterType = MONSTER_SOUL then
3810 FAnim[FCurAnim, FDirection].Reset();
3812 case FMonsterType of
3813 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3814 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3815 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3816 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3817 if FMonsterType = MONSTER_SOUL then
3818 SetState(STATE_GO);
3820 MONSTER_FISH:
3821 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3823 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3824 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3825 if FCurAnim = ANIM_ATTACK2 then
3826 begin
3827 o := FObj;
3828 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3829 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3830 end;
3832 MONSTER_VILE:
3833 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3834 if FCurAnim = ANIM_ATTACK2 then
3835 begin
3836 sx := isCorpse(@FObj, True);
3837 if sx <> -1 then
3838 begin // Íàøëè, êîãî âîñêðåñèòü
3839 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3840 // Âîñêðåøàòü - ñåáå âðåäèòü:
3841 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3842 end;
3843 end;
3844 end;
3845 end
3847 else // Ñîñòîÿíèå - Ñòðåëüáà
3848 begin
3849 // Ñêîðîñòðåëüíûå ìîíñòðû:
3850 if (FMonsterType = MONSTER_CGUN) or
3851 (FMonsterType = MONSTER_SPIDER) or
3852 (FMonsterType = MONSTER_BSP) or
3853 (FMonsterType = MONSTER_MANCUB) or
3854 (FMonsterType = MONSTER_ROBO) then
3855 if not GetPos(FTargetUID, @o) then
3856 // Öåëü ìåðòâà - èùåì íîâóþ:
3857 findNewPrey()
3858 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3859 if shoot(@o, False) then
3860 FChainFire := True;
3861 end;
3863 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3864 FWaitAttackAnim := True;
3865 end;
3867 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3868 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3869 case FState of
3870 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3871 // Çâóêè ïðè ïåðåäâèæåíèè:
3872 case FMonsterType of
3873 MONSTER_CYBER:
3874 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3875 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3876 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3877 MONSTER_SPIDER:
3878 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3879 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3880 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3881 MONSTER_BSP:
3882 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3883 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3884 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3885 MONSTER_ROBO:
3886 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3887 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3888 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3889 end;
3890 end;
3892 // Êîñòûëü äëÿ ïîòîêîâ
3893 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3894 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3895 FObj.Vel.X := oldvelx;
3897 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3898 if FAnim[FCurAnim, FDirection] <> nil then
3899 FAnim[FCurAnim, FDirection].Update();
3900 end;
3902 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3903 begin
3904 case FMonsterType of
3905 MONSTER_ZOMBY:
3906 begin
3907 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3908 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3909 end;
3910 MONSTER_SERG:
3911 begin
3912 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3913 FShellTimer := 10;
3914 FShellType := SHELL_SHELL;
3915 end;
3916 MONSTER_MAN:
3917 begin
3918 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3919 FShellTimer := 13;
3920 FShellType := SHELL_DBLSHELL;
3921 end;
3922 MONSTER_CGUN, MONSTER_SPIDER:
3923 begin
3924 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3925 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3926 end;
3927 MONSTER_IMP:
3928 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3929 MONSTER_CYBER:
3930 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3931 MONSTER_SKEL:
3932 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3933 MONSTER_BSP:
3934 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3935 MONSTER_ROBO:
3936 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3937 MONSTER_MANCUB:
3938 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3939 MONSTER_BARON, MONSTER_KNIGHT:
3940 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3941 MONSTER_CACO:
3942 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3943 end;
3944 end;
3946 procedure TMonster.Turn();
3947 begin
3948 // Ðàçâîðà÷èâàåìñÿ:
3949 if FDirection = D_LEFT then
3950 FDirection := D_RIGHT
3951 else
3952 FDirection := D_LEFT;
3954 // Áåæèì â âûáðàííóþ ñòîðîíó:
3955 if FDirection = D_RIGHT then
3956 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3957 else
3958 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3959 end;
3961 function TMonster.findNewPrey(): Boolean;
3962 var
3963 a: DWORD;
3964 l, l2: Integer;
3965 PlayersSee, MonstersSee: Array of DWORD;
3966 PlayerNear, MonsterNear: Integer;
3967 begin
3968 Result := False;
3969 SetLength(MonstersSee, 0);
3970 SetLength(PlayersSee, 0);
3972 FTargetUID := 0;
3973 l := 32000;
3974 PlayerNear := -1;
3975 MonsterNear := -1;
3977 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3978 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3979 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3980 for a := 0 to High(gPlayers) do
3981 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3982 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3983 begin
3984 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3985 begin
3986 SetLength(PlayersSee, Length(PlayersSee) + 1);
3987 PlayersSee[High(PlayersSee)] := a;
3988 end;
3989 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3990 Abs(gPlayers[a].GameY-FObj.Y);
3991 if l2 < l then
3992 begin
3993 l := l2;
3994 PlayerNear := Integer(a);
3995 end;
3996 end;
3998 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3999 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
4000 for a := 0 to High(gMonsters) do
4001 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
4002 (gMonsters[a].FUID <> FUID) then
4003 begin
4004 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
4005 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
4006 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
4007 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
4008 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
4009 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
4010 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
4011 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
4013 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
4014 begin
4015 SetLength(MonstersSee, Length(MonstersSee) + 1);
4016 MonstersSee[High(MonstersSee)] := a;
4017 end;
4018 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
4019 Abs(gMonsters[a].FObj.Y-FObj.Y);
4020 if l2 < l then
4021 begin
4022 l := l2;
4023 MonsterNear := Integer(a);
4024 end;
4025 end;
4027 case FBehaviour of
4028 BH_NORMAL, BH_KILLER:
4029 begin
4030 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
4031 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4032 begin
4033 a := PlayersSee[Random(Length(PlayersSee))];
4034 FTargetUID := gPlayers[a].UID;
4035 end;
4036 // Çàòåì ïîáëèçîñòè
4037 if (FTargetUID = 0) and (PlayerNear > -1) then
4038 begin
4039 a := PlayerNear;
4040 FTargetUID := gPlayers[a].UID;
4041 end;
4042 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
4043 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4044 begin
4045 a := MonstersSee[Random(Length(MonstersSee))];
4046 FTargetUID := gMonsters[a].UID;
4047 end;
4048 // Çàòåì ïîáëèçîñòè
4049 if (FTargetUID = 0) and (MonsterNear > -1) then
4050 begin
4051 a := MonsterNear;
4052 FTargetUID := gMonsters[a].UID;
4053 end;
4054 end;
4055 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
4056 begin
4057 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
4058 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4059 begin
4060 a := PlayersSee[Random(Length(PlayersSee))];
4061 FTargetUID := gPlayers[a].UID;
4062 end;
4063 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4064 begin
4065 a := MonstersSee[Random(Length(MonstersSee))];
4066 FTargetUID := gMonsters[a].UID;
4067 end;
4068 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
4069 if (FTargetUID = 0) and (PlayerNear > -1) then
4070 begin
4071 a := PlayerNear;
4072 FTargetUID := gPlayers[a].UID;
4073 end;
4074 if (FTargetUID = 0) and (MonsterNear > -1) then
4075 begin
4076 a := MonsterNear;
4077 FTargetUID := gMonsters[a].UID;
4078 end;
4079 end;
4080 end;
4082 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4083 if FTargetUID = 0 then
4084 begin
4085 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4086 if FBehaviour = BH_INSANE then
4087 FTargetUID := FUID
4088 else
4089 FTargetTime := MAX_ATM;
4090 end
4091 else
4092 begin // Öåëü íàøëè
4093 FTargetTime := 0;
4094 Result := True;
4095 end;
4096 end;
4098 function TMonster.kick(o: PObj): Boolean;
4099 begin
4100 Result := False;
4102 case FMonsterType of
4103 MONSTER_FISH:
4104 begin
4105 SetState(STATE_ATTACK);
4106 Result := True;
4107 end;
4108 MONSTER_DEMON:
4109 begin
4110 SetState(STATE_ATTACK);
4111 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4112 Result := True;
4113 end;
4114 MONSTER_IMP:
4115 begin
4116 SetState(STATE_ATTACK);
4117 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4118 Result := True;
4119 end;
4120 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4121 begin
4122 SetState(STATE_ATTACK, ANIM_ATTACK2);
4123 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4124 Result := True;
4125 end;
4126 MONSTER_BARON, MONSTER_KNIGHT,
4127 MONSTER_CACO, MONSTER_MANCUB:
4128 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4129 if not g_Game_IsClient then Result := shoot(o, True);
4130 end;
4131 end;
4133 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4134 var
4135 xd, yd, m: Integer;
4136 begin
4137 Result := False;
4139 // Ñòðåëÿòü ðàíî:
4140 if FAmmo < 0 then
4141 Exit;
4143 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4144 if not immediately then
4145 case FMonsterType of
4146 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4147 Exit; // íå ñòðåëÿþò
4148 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4149 begin
4150 FAmmo := FAmmo + 1;
4151 // Âðåìÿ âûñòðåëà óïóùåíî:
4152 if FAmmo >= 50 then
4153 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4154 end;
4155 MONSTER_MAN: ;
4156 MONSTER_MANCUB:
4157 begin
4158 FAmmo := FAmmo + 1;
4159 // Âðåìÿ âûñòðåëà óïóùåíî:
4160 if FAmmo >= 5 then
4161 FAmmo := -50;
4162 end;
4163 MONSTER_SPIDER:
4164 begin
4165 FAmmo := FAmmo + 1;
4166 // Âðåìÿ âûñòðåëà óïóùåíî:
4167 if FAmmo >= 100 then
4168 FAmmo := -50;
4169 end;
4170 MONSTER_CYBER:
4171 begin
4172 // Ñòðåëÿåò íå âñåãäà:
4173 if Random(2) = 0 then
4174 Exit;
4175 FAmmo := FAmmo + 1;
4176 // Âðåìÿ âûñòðåëà óïóùåíî:
4177 if FAmmo >= 10 then
4178 FAmmo := -50;
4179 end;
4180 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4181 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4182 MONSTER_VILE: if Random(8) <> 0 then Exit;
4183 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4184 else if Random(16) <> 0 then Exit;
4185 end;
4187 // Öåëè íå âèäíî:
4188 if not g_Look(@FObj, o, FDirection) then
4189 Exit;
4191 FTargetTime := 0;
4193 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4194 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4196 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4197 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4198 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4199 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4200 Exit;
4202 case FMonsterType of
4203 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4204 begin
4205 SetState(STATE_SHOOT);
4206 {nn}
4207 end;
4208 MONSTER_SKEL:
4209 begin
4210 SetState(STATE_SHOOT);
4211 {nn}
4212 end;
4213 MONSTER_VILE:
4214 begin // Çàæèãàåì îãîíü
4215 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4216 ty := o^.Y+o^.Rect.Y;
4217 SetState(STATE_SHOOT);
4219 vilefire.Reset();
4221 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4222 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4223 end;
4224 MONSTER_SOUL:
4225 begin // Ëåòèò â ñòîðîíó öåëè:
4226 SetState(STATE_ATTACK);
4227 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4229 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4230 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4231 m := Max(Abs(xd), Abs(yd));
4232 if m = 0 then
4233 m := 1;
4235 FObj.Vel.X := (xd*16) div m;
4236 FObj.Vel.Y := (yd*16) div m;
4237 end;
4238 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4239 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4240 begin
4241 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4242 if FMonsterType = MONSTER_MANCUB then
4243 if FAmmo = 1 then
4244 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4246 SetState(STATE_SHOOT);
4247 end;
4248 else Exit;
4249 end;
4251 Result := True;
4252 end;
4254 function TMonster.Live(): Boolean;
4255 begin
4256 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4257 end;
4259 procedure TMonster.SetHealth(aH: Integer);
4260 begin
4261 if (aH > 0) and (aH < 1000000) then
4262 begin
4263 FHealth := aH;
4264 if FHealth > FMaxHealth then
4265 FMaxHealth := FHealth;
4266 end;
4267 end;
4269 procedure TMonster.WakeUp();
4270 begin
4271 if g_Game_IsClient then Exit;
4272 SetState(STATE_GO);
4273 FTargetTime := MAX_ATM;
4274 WakeUpSound();
4275 end;
4277 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4278 var
4279 i: Integer;
4280 sig: DWORD;
4281 b: Byte;
4282 anim: Boolean;
4283 begin
4284 if Mem = nil then
4285 Exit;
4287 // Ñèãíàòóðà ìîíñòðà:
4288 sig := MONSTER_SIGNATURE; // 'MONS'
4289 Mem.WriteDWORD(sig);
4290 // UID ìîíñòðà:
4291 Mem.WriteWord(FUID);
4292 // Íàïðàâëåíèå:
4293 if FDirection = D_LEFT then
4294 b := 1
4295 else // D_RIGHT
4296 b := 2;
4297 Mem.WriteByte(b);
4298 // Íàäî ëè óäàëèòü åãî:
4299 Mem.WriteBoolean(FRemoved);
4300 // Îñòàëîñü çäîðîâüÿ:
4301 Mem.WriteInt(FHealth);
4302 // Ñîñòîÿíèå:
4303 Mem.WriteByte(FState);
4304 // Òåêóùàÿ àíèìàöèÿ:
4305 Mem.WriteByte(FCurAnim);
4306 // UID öåëè:
4307 Mem.WriteWord(FTargetUID);
4308 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4309 Mem.WriteInt(FTargetTime);
4310 // Ïîâåäåíèå ìîíñòðà:
4311 Mem.WriteByte(FBehaviour);
4312 // Ãîòîâíîñòü ê âûñòðåëó:
4313 Mem.WriteInt(FAmmo);
4314 // Áîëü:
4315 Mem.WriteInt(FPain);
4316 // Âðåìÿ îæèäàíèÿ:
4317 Mem.WriteInt(FSleep);
4318 // Îçâó÷èâàòü ëè áîëü:
4319 Mem.WriteBoolean(FPainSound);
4320 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4321 Mem.WriteBoolean(FWaitAttackAnim);
4322 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4323 Mem.WriteBoolean(FChainFire);
4324 // Ïîäëåæèò ëè ðåñïàâíó:
4325 Mem.WriteBoolean(FNoRespawn);
4326 // Êîîðäèíàòû öåëè:
4327 Mem.WriteInt(tx);
4328 Mem.WriteInt(ty);
4329 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4330 Mem.WriteInt(FStartID);
4331 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4332 Mem.WriteInt(FSpawnTrigger);
4333 // Îáúåêò ìîíñòðà:
4334 Obj_SaveState(@FObj, Mem);
4335 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4336 anim := vilefire <> nil;
4337 Mem.WriteBoolean(anim);
4338 // Åñëè åñòü - ñîõðàíÿåì:
4339 if anim then
4340 vilefire.SaveState(Mem);
4341 // Àíèìàöèè:
4342 for i := ANIM_SLEEP to ANIM_PAIN do
4343 begin
4344 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4345 anim := FAnim[i, D_LEFT] <> nil;
4346 Mem.WriteBoolean(anim);
4347 // Åñëè åñòü - ñîõðàíÿåì:
4348 if anim then
4349 FAnim[i, D_LEFT].SaveState(Mem);
4350 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4351 anim := FAnim[i, D_RIGHT] <> nil;
4352 Mem.WriteBoolean(anim);
4353 // Åñëè åñòü - ñîõðàíÿåì:
4354 if anim then
4355 FAnim[i, D_RIGHT].SaveState(Mem);
4356 end;
4357 end;
4359 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4360 var
4361 i: Integer;
4362 sig: DWORD;
4363 b: Byte;
4364 anim: Boolean;
4365 begin
4366 if Mem = nil then
4367 Exit;
4369 // Ñèãíàòóðà ìîíñòðà:
4370 Mem.ReadDWORD(sig);
4371 if sig <> MONSTER_SIGNATURE then // 'MONS'
4372 begin
4373 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4374 end;
4375 // UID ìîíñòðà:
4376 Mem.ReadWord(FUID);
4377 // Íàïðàâëåíèå:
4378 Mem.ReadByte(b);
4379 if b = 1 then
4380 FDirection := D_LEFT
4381 else // b = 2
4382 FDirection := D_RIGHT;
4383 // Íàäî ëè óäàëèòü åãî:
4384 Mem.ReadBoolean(FRemoved);
4385 // Îñòàëîñü çäîðîâüÿ:
4386 Mem.ReadInt(FHealth);
4387 // Ñîñòîÿíèå:
4388 Mem.ReadByte(FState);
4389 // Òåêóùàÿ àíèìàöèÿ:
4390 Mem.ReadByte(FCurAnim);
4391 // UID öåëè:
4392 Mem.ReadWord(FTargetUID);
4393 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4394 Mem.ReadInt(FTargetTime);
4395 // Ïîâåäåíèå ìîíñòðà:
4396 Mem.ReadByte(FBehaviour);
4397 // Ãîòîâíîñòü ê âûñòðåëó:
4398 Mem.ReadInt(FAmmo);
4399 // Áîëü:
4400 Mem.ReadInt(FPain);
4401 // Âðåìÿ îæèäàíèÿ:
4402 Mem.ReadInt(FSleep);
4403 // Îçâó÷èâàòü ëè áîëü:
4404 Mem.ReadBoolean(FPainSound);
4405 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4406 Mem.ReadBoolean(FWaitAttackAnim);
4407 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4408 Mem.ReadBoolean(FChainFire);
4409 // Ïîäëåæèò ëè ðåñïàâíó
4410 Mem.ReadBoolean(FNoRespawn);
4411 // Êîîðäèíàòû öåëè:
4412 Mem.ReadInt(tx);
4413 Mem.ReadInt(ty);
4414 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4415 Mem.ReadInt(FStartID);
4416 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4417 Mem.ReadInt(FSpawnTrigger);
4418 // Îáúåêò ìîíñòðà:
4419 Obj_LoadState(@FObj, Mem);
4420 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4421 Mem.ReadBoolean(anim);
4422 // Åñëè åñòü - çàãðóæàåì:
4423 if anim then
4424 begin
4425 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4426 vilefire.LoadState(Mem);
4427 end;
4428 // Àíèìàöèè:
4429 for i := ANIM_SLEEP to ANIM_PAIN do
4430 begin
4431 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4432 Mem.ReadBoolean(anim);
4433 // Åñëè åñòü - çàãðóæàåì:
4434 if anim then
4435 begin
4436 Assert(FAnim[i, D_LEFT] <> nil,
4437 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4438 FAnim[i, D_LEFT].LoadState(Mem);
4439 end;
4440 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4441 Mem.ReadBoolean(anim);
4442 // Åñëè åñòü - çàãðóæàåì:
4443 if anim then
4444 begin
4445 Assert(FAnim[i, D_RIGHT] <> nil,
4446 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4447 FAnim[i, D_RIGHT].LoadState(Mem);
4448 end;
4449 end;
4450 end;
4452 procedure TMonster.ActivateTriggers();
4453 var
4454 a: Integer;
4455 begin
4456 if FDieTriggers <> nil then
4457 for a := 0 to High(FDieTriggers) do
4458 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4459 if FSpawnTrigger > -1 then
4460 begin
4461 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4462 FSpawnTrigger := -1;
4463 end;
4464 end;
4466 procedure TMonster.AddTrigger(t: Integer);
4467 begin
4468 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4469 FDieTriggers[High(FDieTriggers)] := t;
4470 end;
4472 procedure TMonster.ClearTriggers();
4473 begin
4474 SetLength(FDieTriggers, 0);
4475 end;
4477 procedure TMonster.CatchFire(Attacker: Word);
4478 begin
4479 FFireTime := 100;
4480 FFireAttacker := Attacker;
4481 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4482 end;
4484 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4485 var
4486 id, i: DWORD;
4487 Anim: TAnimation;
4488 begin
4489 if (Random(10) = 1) and (Times = 1) then
4490 Exit;
4492 if g_Frames_Get(id, 'FRAMES_FLAME') then
4493 begin
4494 for i := 1 to Times do
4495 begin
4496 Anim := TAnimation.Create(id, False, 3);
4497 Anim.Alpha := 0;
4498 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4499 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4500 Anim.Free();
4501 end;
4502 end;
4503 end;
4506 // ////////////////////////////////////////////////////////////////////////// //
4507 // throws on invalid uid
4508 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4509 begin
4510 result := g_Mons_ByIdx_NC(uid);
4511 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4512 end;
4515 // can return null
4516 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4517 begin
4518 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4519 result := gMonsters[uid];
4520 end;
4523 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4524 var
4525 idx: Integer;
4526 mon: TMonster;
4527 begin
4528 result := false;
4529 if (gMonsters = nil) or not assigned(cb) then exit;
4530 for idx := 0 to High(gMonsters) do
4531 begin
4532 mon := gMonsters[idx];
4533 if (mon <> nil) then
4534 begin
4535 result := cb(mon);
4536 if result then exit;
4537 end;
4538 end;
4539 end;
4542 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
4543 var
4544 idx: Integer;
4545 mon: TMonster;
4546 begin
4547 result := false;
4548 if (gMonsters = nil) or not assigned(cb) then exit;
4549 for idx := 0 to High(gMonsters) do
4550 begin
4551 mon := gMonsters[idx];
4552 if (mon <> nil) and mon.Live then
4553 begin
4554 result := cb(mon);
4555 if result then exit;
4556 end;
4557 end;
4558 end;
4561 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4563 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4564 begin
4565 result := mon.Live;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
4566 end;
4568 var
4569 idx: Integer;
4570 mon: TMonster;
4571 begin
4572 result := false;
4573 if (width < 1) or (height < 1) then exit;
4574 if gmon_debug_use_sqaccel then
4575 begin
4576 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4577 end
4578 else
4579 begin
4580 for idx := 0 to High(gMonsters) do
4581 begin
4582 mon := gMonsters[idx];
4583 if (mon <> nil) and mon.Live then
4584 begin
4585 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4586 begin
4587 result := true;
4588 exit;
4589 end;
4590 end;
4591 end;
4592 end;
4593 end;
4596 ///!!!FIXME!!!
4597 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4599 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4600 begin
4601 //result := false;
4602 //if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4603 result := cb(mon);
4604 end;
4606 var
4607 idx: Integer;
4608 mon: TMonster;
4609 begin
4610 result := false;
4611 if (width < 1) or (height < 1) then exit;
4612 if gmon_debug_use_sqaccel then
4613 begin
4614 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4615 end
4616 else
4617 begin
4618 for idx := 0 to High(gMonsters) do
4619 begin
4620 mon := gMonsters[idx];
4621 if (mon <> nil) and mon.Live then
4622 begin
4623 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4624 begin
4625 result := cb(mon);
4626 if result then exit;
4627 end;
4628 end;
4629 end;
4630 end;
4631 end;
4634 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4636 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4637 begin
4638 //result := false;
4639 //if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4640 if mon.Live then result := cb(mon) else result := false;
4641 end;
4643 var
4644 idx: Integer;
4645 mon: TMonster;
4646 begin
4647 result := false;
4648 if (width < 1) or (height < 1) then exit;
4649 if gmon_debug_use_sqaccel then
4650 begin
4651 if (width = 1) and (height = 1) then
4652 begin
4653 result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil);
4654 end
4655 else
4656 begin
4657 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4658 end;
4659 end
4660 else
4661 begin
4662 for idx := 0 to High(gMonsters) do
4663 begin
4664 mon := gMonsters[idx];
4665 if (mon <> nil) and mon.Live then
4666 begin
4667 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4668 begin
4669 result := cb(mon);
4670 if result then exit;
4671 end;
4672 end;
4673 end;
4674 end;
4675 end;
4678 end.