DEADSOFTWARE

uidmap for monsters, so we don't have to do linear searches
[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;
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 treeNode: 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;
97 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
98 destructor Destroy(); override;
99 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
100 function Collide(Panel: TPanel): Boolean; overload;
101 function Collide(X, Y: Integer): Boolean; overload;
102 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
103 function Live(): Boolean;
104 procedure SetHealth(aH: Integer);
105 procedure Push(vx, vy: Integer);
106 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
107 function Heal(Value: Word): Boolean;
108 procedure BFGHit();
109 procedure Update();
110 procedure ClientUpdate();
111 procedure ClientAttack(wx, wy, atx, aty: Integer);
112 procedure SetDeadAnim;
113 procedure Draw();
114 procedure WakeUp();
115 procedure WakeUpSound();
116 procedure DieSound();
117 procedure PainSound();
118 procedure ActionSound();
119 procedure AddTrigger(t: Integer);
120 procedure ClearTriggers();
121 procedure Respawn();
122 procedure SaveState(var Mem: TBinMemoryWriter);
123 procedure LoadState(var Mem: TBinMemoryReader);
124 procedure SetState(State: Byte; ForceAnim: Byte = 255);
125 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
126 procedure MakeBloodSimple(Count: Word);
127 procedure RevertAnim(R: Boolean = True);
128 function AnimIsReverse: Boolean;
129 function shoot(o: PObj; immediately: Boolean): Boolean;
130 function kick(o: PObj): Boolean;
131 procedure CatchFire(Attacker: Word);
132 procedure OnFireFlame(Times: DWORD = 1);
134 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
136 property MonsterType: Byte read FMonsterType;
137 property MonsterHealth: Integer read FHealth write FHealth;
138 property MonsterAmmo: Integer read FAmmo write FAmmo;
139 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
140 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
141 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
142 property MonsterSleep: Integer read FSleep write FSleep;
143 property MonsterState: Byte read FState write FState;
144 property MonsterRemoved: Boolean read FRemoved write FRemoved;
145 property MonsterPain: Integer read FPain write FPain;
146 property MonsterAnim: Byte read FCurAnim write FCurAnim;
148 property Obj: TObj read FObj;
149 property UID: Word read FUID write FUID;
150 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
152 property GameX: Integer read FObj.X write FObj.X;
153 property GameY: Integer read FObj.Y write FObj.Y;
154 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
155 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
156 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
157 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
158 property GameDirection: TDirection read FDirection write FDirection;
160 property StartID: Integer read FStartID;
161 end;
164 procedure g_Monsters_LoadData ();
165 procedure g_Monsters_FreeData ();
166 procedure g_Monsters_Init ();
167 procedure g_Monsters_Free ();
168 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
169 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
170 procedure g_Monsters_Update ();
171 procedure g_Monsters_Draw ();
172 procedure g_Monsters_DrawHealth ();
173 function g_Monsters_ByUID (UID: Word): TMonster;
174 procedure g_Monsters_killedp ();
175 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
176 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
177 function g_Monsters_GetIDByName (name: String): Integer;
178 function g_Monsters_GetNameByID (MonsterType: Byte): String;
179 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
182 type
183 TEachMonsterCB = function (monidx: Integer; mon: TMonster): Boolean is nested; // return `true` to stop
185 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
187 // throws on invalid uid
188 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
190 // can return null
191 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
193 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
195 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
196 function g_Mons_ForEachAtAlive (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
199 var
200 gmon_debug_use_sqaccel: Boolean = true;
203 implementation
205 uses
206 e_log, g_main, g_sound, g_gfx, g_player, g_game,
207 g_weapons, g_triggers, MAPDEF, g_items, g_options,
208 g_console, g_map, Math, SysUtils, g_menu, wadreader,
209 g_language, g_netmsg, z_aabbtree;
212 // ////////////////////////////////////////////////////////////////////////// //
213 type
214 TDynAABBTreeMonsBase = specialize TDynAABBTreeBase<TMonster>;
216 TDynAABBTreeMons = class(TDynAABBTreeMonsBase)
217 function getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean; override;
218 end;
220 function TDynAABBTreeMons.getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean;
221 begin
222 result := false;
223 if (flesh = nil) then raise Exception.Create('DynTree: trying to get dimensions of inexistant monsters');
224 if (flesh.Obj.Rect.Width < 1) or (flesh.Obj.Rect.Height < 1) then raise Exception.Create('DynTree: monster without size, wtf?!');
225 aabb := AABB2D.CreateWH(flesh.Obj.X+flesh.Obj.Rect.X, flesh.Obj.Y+flesh.Obj.Rect.Y, flesh.Obj.Rect.Width, flesh.Obj.Rect.Height);
226 if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
227 result := true;
228 end;
231 var
232 monsTree: TDynAABBTreeMons = nil;
235 //WARNING! call this after monster position was changed, or coldet will not work right!
236 procedure TMonster.positionChanged ();
237 var
238 x, y: Integer;
239 begin
240 {$IF DEFINED(D2F_DEBUG)}
241 //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);
242 {$ENDIF}
243 if (treeNode = -1) then
244 begin
245 treeNode := monsTree.insertObject(self, 0);
246 {$IF DEFINED(D2F_DEBUG)}
247 monsTree.getNodeXY(treeNode, x, y);
248 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
249 {$ENDIF}
250 end
251 else
252 begin
253 monsTree.getNodeXY(treeNode, x, y);
254 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
255 {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);{$ENDIF}
257 {$IFDEF TRUE}
258 monsTree.updateObject(treeNode);
259 {$ELSE}
260 monsTree.removeObject(treeNode);
261 treeNode := monsTree.insertObject(self);
262 {$ENDIF}
264 {$IF DEFINED(D2F_DEBUG)}
265 monsTree.getNodeXY(treeNode, x, y);
266 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
267 {$ENDIF}
268 end;
269 end;
272 // ////////////////////////////////////////////////////////////////////////// //
273 const
274 ANIM_SLEEP = 0;
275 ANIM_GO = 1;
276 ANIM_DIE = 2;
277 ANIM_MESS = 3;
278 ANIM_ATTACK = 4;
279 ANIM_ATTACK2 = 5;
280 ANIM_PAIN = 6;
282 STATE_SLEEP = 0;
283 STATE_GO = 1;
284 STATE_RUN = 2;
285 STATE_CLIMB = 3;
286 STATE_DIE = 4;
287 STATE_DEAD = 5;
288 STATE_ATTACK = 6;
289 STATE_SHOOT = 7;
290 STATE_PAIN = 8;
291 STATE_WAIT = 9;
292 STATE_REVIVE = 10;
293 STATE_RUNOUT = 11;
295 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
297 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
298 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
299 record
300 name: String;
301 loop: Boolean;
302 end = ((name: 'SLEEP'; loop: True),
303 (name: 'GO'; loop: True),
304 (name: 'DIE'; loop: False),
305 (name: 'MESS'; loop: False),
306 (name: 'ATTACK'; loop: False),
307 (name: 'ATTACK2'; loop: False),
308 (name: 'PAIN'; loop: False));
310 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
311 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
312 record
313 Name: String;
314 Rect: TRectWH;
315 Health: Word;
316 RunVel: Byte;
317 MinPain: Byte;
318 Pain: Byte;
319 Jump: Byte;
320 end =
321 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
322 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
324 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
325 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
327 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
328 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
330 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
331 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
333 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
334 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
336 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
337 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
339 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
340 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
342 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
343 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
345 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
346 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
348 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
349 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
351 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
352 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
354 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
355 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
357 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
358 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
360 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
361 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
363 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
364 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
366 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
367 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
369 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
370 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
372 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
373 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
375 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
376 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
378 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
379 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
381 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
382 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
383 record
384 LeftAnim: Boolean;
385 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
386 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
387 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
388 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
389 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
390 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
391 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));
392 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))),
394 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
395 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));
396 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))),
398 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
399 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));
400 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))),
402 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
403 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));
404 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))),
406 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
407 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));
408 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))),
410 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
411 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));
412 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))),
414 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
415 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));
416 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))),
418 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
419 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));
420 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))),
422 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
423 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));
424 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))),
426 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
427 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));
428 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))),
430 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
431 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));
432 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))),
434 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
435 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));
436 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))),
438 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
439 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));
440 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))),
442 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
443 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));
444 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))),
446 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
447 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));
448 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))),
450 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
451 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));
452 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))),
454 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
455 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));
456 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 ))),
458 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
459 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));
460 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))),
462 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
463 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));
464 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))),
466 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
467 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));
468 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))) );
470 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
471 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
474 var
475 gMonsters: array of TMonster;
476 uidMap: array [0..65535] of TMonster; // monster knows it's index
479 procedure clearUidMap ();
480 var
481 idx: Integer;
482 begin
483 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
484 end;
487 var
488 pt_x: Integer = 0;
489 pt_xs: Integer = 1;
490 pt_y: Integer = 0;
491 pt_ys: Integer = 1;
492 soulcount: Integer = 0;
495 function allocMonster(): DWORD;
496 var
497 i, olen: Integer;
498 begin
499 for i := 0 to High(gMonsters) do
500 begin
501 if (gMonsters[i] = nil) then
502 begin
503 result := i;
504 exit;
505 end;
506 end;
508 olen := Length(gMonsters);
509 if (olen = 0) then
510 begin
511 SetLength(gMonsters, 64);
512 result := 0;
513 end
514 else
515 begin
516 result := olen;
517 SetLength(gMonsters, Length(gMonsters)+32);
518 end;
519 end;
522 function IsFriend(a, b: Byte): Boolean;
523 begin
524 Result := True;
526 // Áî÷êà - âñåì äðóã:
527 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
528 Exit;
530 // Ìîíñòðû îäíîãî âèäà:
531 if a = b then
532 case a of
533 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
534 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
535 Exit; // Ýòè íå áüþò ñâîèõ
536 end;
538 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
539 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
540 Exit;
541 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
542 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
543 Exit;
545 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
546 Result := False;
547 end;
549 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
550 var
551 m: TMonster;
552 UIDType, MonsterType: Byte;
553 begin
554 Result := False;
555 MonsterType := 0;
557 UIDType := g_GetUIDType(SpawnerUID);
558 if UIDType = UID_MONSTER then
559 begin
560 m := g_Monsters_ByUID(SpawnerUID);
561 if m = nil then Exit;
562 MonsterType := m.FMonsterType;
563 end;
565 case BH of
566 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
567 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
569 BH_KILLER: Result := UIDType = UID_PLAYER;
570 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
571 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
573 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
574 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
575 end;
576 end;
578 function canShoot(m: Byte): Boolean;
579 begin
580 Result := False;
582 case m of
583 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
584 Exit;
585 else
586 Result := True;
587 end;
588 end;
590 function isCorpse(o: PObj; immediately: Boolean): Integer;
592 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
593 begin
594 result := false; // don't stop
595 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
596 begin
597 case mon.FMonsterType of // Íå âîñêðåñèòü:
598 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
599 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
600 end;
601 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
602 result := true;
603 end;
604 end;
606 var
607 a: Integer;
608 mon: TMonster;
609 begin
610 result := -1;
612 // Åñëè íóæíà âåðîÿòíîñòü
613 if not immediately and (Random(8) <> 0) then exit;
615 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
616 if gmon_debug_use_sqaccel then
617 begin
618 mon := monsTree.aabbQuery(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
619 if (mon <> nil) then result := mon.arrIdx;
620 end
621 else
622 begin
623 for a := 0 to High(gMonsters) do
624 begin
625 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
626 begin
627 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
628 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
629 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
630 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
631 begin
632 Result := a;
633 Exit;
634 end;
635 end;
636 end;
637 end;
638 end;
639 end;
641 procedure g_Monsters_LoadData();
642 begin
643 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
645 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
652 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
659 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
666 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
668 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
669 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
670 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
671 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
672 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
673 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
675 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
678 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
680 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
685 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
687 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
692 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
693 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
694 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
699 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
700 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
701 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
706 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
707 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
708 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
713 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
714 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
715 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
720 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
721 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
722 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
729 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
736 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
743 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
750 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
757 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
764 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
771 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
778 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
785 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
798 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
800 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
802 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
803 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
804 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
805 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
806 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
807 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
808 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
809 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
810 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
811 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
812 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
814 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
815 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
816 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
818 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
819 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
820 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
821 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
822 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
823 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
825 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
826 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
827 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
828 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
829 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
831 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
832 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
834 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
835 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
836 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
837 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
839 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
840 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
841 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
842 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
843 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
845 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
846 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
847 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
848 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
849 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
851 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
852 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
853 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
854 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
856 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
857 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
858 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
860 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
861 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
863 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
864 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
866 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
867 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
868 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
870 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
871 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
873 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
874 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
875 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
877 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
879 monsTree := TDynAABBTreeMons.Create();
880 clearUidMap();
881 end;
883 procedure g_Monsters_FreeData();
884 begin
885 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
887 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
888 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
889 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
890 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
891 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
892 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
893 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
894 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
895 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
896 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
897 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
898 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
899 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
900 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
901 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
902 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
903 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
904 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
905 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
906 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
907 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
908 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
909 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
910 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
911 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
912 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
913 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
914 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
915 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
916 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
917 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
918 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
919 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
920 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
921 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
922 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
923 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
924 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
925 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
926 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
927 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
928 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
929 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
930 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
931 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
932 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
933 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
934 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
935 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
936 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
937 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
938 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
939 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
940 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
941 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
942 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
943 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
944 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
945 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
946 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
947 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
948 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
949 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
950 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
951 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
952 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
953 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
954 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
955 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
956 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
957 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
958 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
959 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
960 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
961 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
962 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
963 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
964 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
965 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
966 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
967 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
968 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
969 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
970 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
971 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
972 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
973 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
974 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
975 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
976 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
977 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
978 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
979 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
980 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
981 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
982 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
983 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
984 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
985 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
986 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
987 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
988 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
989 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
990 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
991 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
992 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
993 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
994 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
995 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
996 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
997 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
998 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
999 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1019 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1021 g_Sound_Delete('SOUND_MONSTER_PAIN');
1022 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1023 g_Sound_Delete('SOUND_MONSTER_ACTION');
1024 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1025 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1026 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1027 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1028 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1029 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1030 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1031 g_Sound_Delete('SOUND_MONSTER_SLOP');
1033 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1034 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1035 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1037 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1038 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1039 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1040 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1041 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1042 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1044 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1045 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1046 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1047 g_Sound_Delete('SOUND_MONSTER_HAHA');
1048 g_Sound_Delete('SOUND_MONSTER_TRUP');
1050 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1051 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1053 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1054 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1055 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1056 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1058 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1059 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1060 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1061 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1062 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1064 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1065 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1066 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1067 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1068 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1070 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1071 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1072 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1073 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1075 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1076 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1077 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1079 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1080 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1082 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1083 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1085 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1086 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1087 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1089 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1090 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1092 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1093 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1094 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1096 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1098 monsTree.Free();
1099 end;
1101 procedure g_Monsters_Init();
1102 begin
1103 soulcount := 0;
1104 end;
1106 procedure g_Monsters_Free();
1107 var
1108 a: Integer;
1109 begin
1110 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1111 monsTree.reset();
1112 gMonsters := nil;
1113 clearUidMap();
1114 end;
1116 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1117 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1118 var
1119 find_id: DWORD;
1120 mon: TMonster;
1121 begin
1122 result := nil;
1124 // Íåò òàêîãî ìîíñòðà
1125 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1127 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1128 if MonsterType = MONSTER_SOUL then
1129 begin
1130 if soulcount > MAX_SOUL then exit;
1131 soulcount := soulcount + 1;
1132 end;
1134 find_id := allocMonster();
1136 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1137 gMonsters[find_id] := mon;
1138 mon.arrIdx := find_id;
1139 mon.treeNode := -1;
1141 uidMap[mon.FUID] := mon;
1143 // Íàñòðàèâàåì ïîëîæåíèå
1144 with mon do
1145 begin
1146 if AdjCoord then
1147 begin
1148 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1149 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1150 end
1151 else
1152 begin
1153 FObj.X := X-FObj.Rect.X;
1154 FObj.Y := Y-FObj.Rect.Y;
1155 end;
1157 FDirection := Direction;
1158 FStartDirection := Direction;
1159 FStartX := GameX;
1160 FStartY := GameY;
1161 end;
1163 mon.positionChanged();
1165 result := mon;
1166 end;
1168 procedure g_Monsters_killedp();
1169 var
1170 a, h: Integer;
1171 begin
1172 if gMonsters = nil then
1173 Exit;
1175 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1176 h := High(gMonsters);
1177 for a := 0 to h do
1178 if (gMonsters[a] <> nil) then
1179 with gMonsters[a] do
1180 if (FMonsterType = MONSTER_MAN) and
1181 (FState <> STATE_DEAD) and
1182 (FState <> STATE_SLEEP) and
1183 (FState <> STATE_DIE) then
1184 begin
1185 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1186 Exit;
1187 end;
1188 end;
1190 procedure g_Monsters_Update();
1191 var
1192 a: Integer;
1193 begin
1194 // Öåëåóêàçàòåëü
1195 if gTime mod (GAME_TICK*2) = 0 then
1196 begin
1197 pt_x := pt_x+pt_xs;
1198 pt_y := pt_y+pt_ys;
1199 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1200 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1201 end;
1203 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1205 for a := 0 to High(gMonsters) do
1206 begin
1207 if (gMonsters[a] = nil) then continue;
1208 if not gMonsters[a].FRemoved then
1209 begin
1210 if g_Game_IsClient then
1211 gMonsters[a].ClientUpdate()
1212 else
1213 gMonsters[a].Update();
1214 end
1215 else
1216 begin
1217 gMonsters[a].Free();
1218 gMonsters[a] := nil;
1219 end;
1220 end;
1222 gMon := False;
1223 end;
1225 procedure g_Monsters_Draw();
1226 var
1227 a: Integer;
1228 begin
1229 if gMonsters <> nil then
1230 for a := 0 to High(gMonsters) do
1231 if gMonsters[a] <> nil then
1232 gMonsters[a].Draw();
1233 end;
1235 procedure g_Monsters_DrawHealth();
1236 var
1237 a: Integer;
1238 fW, fH: Byte;
1239 begin
1240 if gMonsters = nil then Exit;
1241 e_TextureFontGetSize(gStdFont, fW, fH);
1243 for a := 0 to High(gMonsters) do
1244 if gMonsters[a] <> nil then
1245 begin
1246 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1247 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1248 IntToStr(gMonsters[a].FHealth), gStdFont);
1249 end;
1250 end;
1252 function g_Monsters_ByUID (UID: Word): TMonster;
1253 //var a: Integer;
1254 begin
1255 result := uidMap[UID];
1257 Result := nil;
1258 if gMonsters <> nil then
1259 for a := 0 to High(gMonsters) do
1260 if (gMonsters[a] <> nil) and
1261 (gMonsters[a].FUID = UID) then
1262 begin
1263 Result := gMonsters[a];
1264 Break;
1265 end;
1267 end;
1269 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1270 var
1271 count, i: Integer;
1272 b: Byte;
1273 begin
1274 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1275 count := 0;
1276 if gMonsters <> nil then
1277 for i := 0 to High(gMonsters) do
1278 if gMonsters[i] <> nil then
1279 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1280 count := count + 1;
1282 Mem := TBinMemoryWriter.Create((count+1) * 350);
1284 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1285 Mem.WriteInt(pt_x);
1286 Mem.WriteInt(pt_xs);
1287 Mem.WriteInt(pt_y);
1288 Mem.WriteInt(pt_ys);
1290 // Êîëè÷åñòâî ìîíñòðîâ:
1291 Mem.WriteInt(count);
1293 if count = 0 then
1294 Exit;
1296 // Ñîõðàíÿåì ìîíñòðîâ:
1297 for i := 0 to High(gMonsters) do
1298 if gMonsters[i] <> nil then
1299 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1300 begin
1301 // Òèï ìîíñòðà:
1302 b := gMonsters[i].MonsterType;
1303 Mem.WriteByte(b);
1304 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1305 gMonsters[i].SaveState(Mem);
1306 end;
1307 end;
1309 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1310 var
1311 count, a: Integer;
1312 b: Byte;
1313 mon: TMonster;
1314 begin
1315 if Mem = nil then exit;
1317 g_Monsters_Free();
1319 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1320 Mem.ReadInt(pt_x);
1321 Mem.ReadInt(pt_xs);
1322 Mem.ReadInt(pt_y);
1323 Mem.ReadInt(pt_ys);
1325 // Êîëè÷åñòâî ìîíñòðîâ
1326 Mem.ReadInt(count);
1328 if count = 0 then exit;
1330 // Çàãðóæàåì ìîíñòðîâ
1331 for a := 0 to count-1 do
1332 begin
1333 // Òèï ìîíñòðà
1334 Mem.ReadByte(b);
1335 // Ñîçäàåì ìîíñòðà
1336 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1337 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1338 // Çàãðóæàåì äàííûå ìîíñòðà
1339 mon.LoadState(Mem);
1340 end;
1341 end;
1343 function g_Monsters_GetIDByName(name: String): Integer;
1344 var
1345 i: Integer;
1346 begin
1347 name := UpperCase(name);
1348 i := MONSTER_DEMON;
1349 while (i <= MONSTER_MAN) do
1350 begin
1351 if name = MONSTERTABLE[i].Name then
1352 begin
1353 Result := i;
1354 Exit;
1355 end;
1356 Inc(i);
1357 end;
1359 Result := -1;
1360 end;
1362 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1363 begin
1364 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1365 Result := MONSTERTABLE[MonsterType].Name
1366 else
1367 Result := '?';
1368 end;
1370 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1371 begin
1372 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1373 Result := KilledByMonster[MonsterType]
1374 else
1375 Result := '?';
1376 end;
1378 { T M o n s t e r : }
1380 procedure TMonster.ActionSound();
1381 begin
1382 case FMonsterType of
1383 MONSTER_IMP:
1384 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1385 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1386 MONSTER_MANCUB:
1387 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1388 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1389 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1390 MONSTER_SPIDER:
1391 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1392 MONSTER_BSP:
1393 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1394 MONSTER_VILE:
1395 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1396 MONSTER_SKEL:
1397 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1398 MONSTER_CYBER:
1400 MONSTER_MAN:
1401 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1402 end;
1403 end;
1405 procedure TMonster.PainSound();
1406 begin
1407 if FPainSound then
1408 Exit;
1410 FPainSound := True;
1411 FPainTicks := 20;
1413 case FMonsterType of
1414 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1415 MONSTER_SKEL, MONSTER_CGUN:
1416 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1417 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1418 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1419 MONSTER_BSP, MONSTER_CYBER:
1420 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1421 MONSTER_VILE:
1422 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1423 MONSTER_MANCUB:
1424 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1425 MONSTER_PAIN:
1426 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1427 MONSTER_MAN:
1428 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1429 end;
1430 end;
1432 procedure TMonster.DieSound();
1433 begin
1434 case FMonsterType of
1435 MONSTER_IMP:
1436 case Random(2) of
1437 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1438 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1439 end;
1440 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1441 case Random(3) of
1442 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1443 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1444 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1445 end;
1446 MONSTER_DEMON:
1447 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1448 MONSTER_BARREL:
1449 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1450 MONSTER_SOUL:
1451 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1452 MONSTER_BSP:
1453 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1454 MONSTER_VILE:
1455 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1456 MONSTER_BARON:
1457 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1458 MONSTER_CACO:
1459 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1460 MONSTER_CYBER:
1461 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1462 MONSTER_KNIGHT:
1463 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1464 MONSTER_MANCUB:
1465 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1466 MONSTER_PAIN:
1467 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1468 MONSTER_SKEL:
1469 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1470 MONSTER_SPIDER:
1471 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1472 MONSTER_MAN:
1473 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1474 end;
1475 end;
1477 procedure TMonster.WakeUpSound();
1478 begin
1479 case FMonsterType of
1480 MONSTER_IMP:
1481 case Random(2) of
1482 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1483 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1484 end;
1485 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1486 case Random(3) of
1487 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1488 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1489 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1490 end;
1491 MONSTER_MAN:
1492 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1493 MONSTER_BSP:
1494 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1495 MONSTER_VILE:
1496 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1497 MONSTER_BARON:
1498 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1499 MONSTER_CACO:
1500 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1501 MONSTER_CYBER:
1502 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1503 MONSTER_KNIGHT:
1504 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1505 MONSTER_MANCUB:
1506 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1507 MONSTER_PAIN:
1508 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1509 MONSTER_DEMON:
1510 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1511 MONSTER_SKEL:
1512 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1513 MONSTER_SPIDER:
1514 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1515 MONSTER_SOUL:
1517 end;
1518 end;
1520 procedure TMonster.BFGHit();
1521 begin
1522 if FMonsterType = MONSTER_FISH then
1523 Exit;
1525 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1526 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1527 {if g_Game_IsServer and g_Game_IsNet then
1528 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1529 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1530 0, NET_GFX_BFG);}
1531 end;
1533 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1534 begin
1535 Result := g_Collide(FObj.X+FObj.Rect.X,
1536 FObj.Y+FObj.Rect.Y,
1537 FObj.Rect.Width,
1538 FObj.Rect.Height,
1539 X, Y,
1540 Width, Height);
1541 end;
1543 function TMonster.Collide(Panel: TPanel): Boolean;
1544 begin
1545 Result := g_Collide(FObj.X+FObj.Rect.X,
1546 FObj.Y+FObj.Rect.Y,
1547 FObj.Rect.Width,
1548 FObj.Rect.Height,
1549 Panel.X, Panel.Y,
1550 Panel.Width, Panel.Height);
1551 end;
1553 function TMonster.Collide(X, Y: Integer): Boolean;
1554 begin
1555 X := X - FObj.X - FObj.Rect.X;
1556 Y := Y - FObj.Y - FObj.Rect.Y;
1557 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1558 (y >= 0) and (y <= FObj.Rect.Height);
1559 end;
1561 procedure TMonster.Respawn;
1562 begin
1563 FObj.Vel.X := 0;
1564 FObj.Vel.Y := 0;
1565 FObj.Accel.X := 0;
1566 FObj.Accel.Y := 0;
1567 FDirection := FStartDirection;
1568 GameX := FStartX;
1569 GameY := FStartY;
1570 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1571 FHealth := MONSTERTABLE[FMonsterType].Health;
1572 FAmmo := 0;
1573 FPain := 0;
1574 FTargetUID := 0;
1575 FTargetTime := 0;
1576 FDieTriggers := nil;
1577 FWaitAttackAnim := False;
1578 FChainFire := False;
1579 FShellTimer := -1;
1581 FState := STATE_SLEEP;
1582 FCurAnim := ANIM_SLEEP;
1584 positionChanged(); // this updates spatial accelerators
1586 if g_Game_IsNet and g_Game_IsServer then
1587 begin
1588 MH_SEND_MonsterPos(FUID);
1589 MH_SEND_MonsterState(FUID);
1590 end;
1591 end;
1593 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1594 var
1595 a: Integer;
1596 FramesID: DWORD;
1597 s: String;
1598 res: Boolean;
1599 begin
1600 if ForcedUID < 0 then
1601 FUID := g_CreateUID(UID_MONSTER)
1602 else
1603 FUID := ForcedUID;
1605 FMonsterType := MonsterType;
1607 g_Obj_Init(@FObj);
1609 FState := STATE_SLEEP;
1610 FCurAnim := ANIM_SLEEP;
1611 FHealth := MONSTERTABLE[MonsterType].Health;
1612 FMaxHealth := FHealth;
1613 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1614 FDieTriggers := nil;
1615 FSpawnTrigger := -1;
1616 FWaitAttackAnim := False;
1617 FChainFire := False;
1618 FStartID := aID;
1619 FNoRespawn := False;
1620 FShellTimer := -1;
1621 FBehaviour := BH_NORMAL;
1622 FFireTime := 0;
1623 FFirePainTime := 0;
1624 FFireAttacker := 0;
1626 treeNode := -1;
1627 arrIdx := -1;
1629 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1630 FBloodKind := BLOOD_SPARKS
1631 else
1632 FBloodKind := BLOOD_NORMAL;
1633 if FMonsterType = MONSTER_CACO then
1634 begin
1635 FBloodRed := 0;
1636 FBloodGreen := 0;
1637 FBloodBlue := 150;
1638 end
1639 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1640 begin
1641 FBloodRed := 0;
1642 FBloodGreen := 150;
1643 FBloodBlue := 0;
1644 end
1645 else
1646 begin
1647 FBloodRed := 150;
1648 FBloodGreen := 0;
1649 FBloodBlue := 0;
1650 end;
1652 SetLength(FAnim, Length(ANIMTABLE));
1654 for a := 0 to High(FAnim) do
1655 begin
1656 FAnim[a, D_LEFT] := nil;
1657 FAnim[a, D_RIGHT] := nil;
1658 end;
1660 for a := ANIM_SLEEP to ANIM_PAIN do
1661 if (ANIMTABLE[a].name <> '') and
1662 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1663 begin
1664 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1665 '_'+ANIMTABLE[a].name;
1667 res := g_Frames_Exists(s);
1669 if res then
1670 res := g_Frames_Get(FramesID, s);
1672 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1673 if (not res) then
1674 begin
1675 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1676 if a <> ANIM_MESS then
1677 Continue;
1679 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1680 '_'+ANIMTABLE[ANIM_DIE].name) then
1681 begin
1682 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1683 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1684 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1685 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1686 Continue;
1687 end;
1688 end;
1690 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1691 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1693 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1694 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1695 begin
1696 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1697 '_'+ANIMTABLE[a].name+'_L';
1698 if g_Frames_Exists(s) then
1699 g_Frames_Get(FramesID, s);
1700 end;
1702 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1703 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1704 end;
1706 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1707 if MonsterType = MONSTER_VILE then
1708 begin
1709 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1710 vilefire := TAnimation.Create(FramesID, True, 2);
1711 end
1712 else
1713 vilefire := nil;
1714 end;
1716 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1717 var
1718 c, it: Integer;
1719 p: TPlayer;
1720 begin
1721 Result := False;
1723 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1724 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1725 Exit;
1727 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1728 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1729 begin
1730 FSleep := 20;
1731 if Random(2) = 0 then
1732 FDirection := D_RIGHT
1733 else
1734 FDirection := D_LEFT;
1735 Result := True;
1736 SetState(STATE_RUN);
1737 Exit;
1738 end;
1740 // Ëîâóøêà óáèâàåò ñðàçó:
1741 if t = HIT_TRAP then
1742 FHealth := -100;
1744 // Ðîáîòó óðîíà íåò:
1745 if FMonsterType = MONSTER_ROBO then
1746 aDamage := 0;
1748 // Íàíîñèì óðîí:
1749 if g_Game_IsServer then Dec(FHealth, aDamage);
1751 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1752 if FPain = 0 then
1753 FPain := 3;
1754 FPain := FPain+aDamage;
1756 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1757 if FState <> STATE_PAIN then
1758 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1759 (FMonsterType <> MONSTER_BARREL) then
1760 SetState(STATE_PAIN);
1762 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1763 if (gBloodCount > 0) then
1764 begin
1765 c := Min(aDamage, 200);
1766 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1768 if (VelX = 0) and (VelY = 0) then
1769 MakeBloodSimple(c)
1770 else
1771 case t of
1772 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1773 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1774 end;
1775 end;
1777 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1778 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1779 begin
1780 FTargetUID := SpawnerUID;
1781 FTargetTime := 0;
1782 end;
1784 // Çäîðîâüå çàêîí÷èëîñü:
1785 if FHealth <= 0 then
1786 begin
1787 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1788 if (FMonsterType <> MONSTER_BARREL) then
1789 begin
1790 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1791 begin
1792 p := g_Player_Get(SpawnerUID);
1793 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1794 begin
1795 p.MonsterKills := p.MonsterKills+1;
1796 if gGameSettings.GameMode = GM_COOP then
1797 p.Frags := p.Frags + 1;
1798 // Uncomment this if you want to double-kill monsters
1799 //p.FragCombo();
1800 end;
1801 end;
1802 if gLMSRespawn = LMS_RESPAWN_NONE then
1803 begin
1804 Inc(gCoopMonstersKilled);
1805 if g_Game_IsNet then
1806 MH_SEND_GameStats;
1807 end;
1808 end;
1810 // Âûáèðàåì ëóò:
1811 case FMonsterType of
1812 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1813 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1814 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1815 MONSTER_MAN: c := ITEM_KEY_RED;
1816 else c := 0;
1817 end;
1819 // Áðîñàåì ëóò:
1820 if c <> 0 then
1821 begin
1822 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1823 FObj.Y + (FObj.Rect.Height div 2),
1824 c, True, False);
1825 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1826 (FObj.Vel.Y div 2)-Random(4));
1827 positionChanged(); // this updates spatial accelerators
1828 if g_Game_IsServer and g_Game_IsNet then
1829 MH_SEND_ItemSpawn(True, it);
1830 end;
1832 // Òðóï äàëüøå íå èäåò:
1833 FObj.Vel.X := 0;
1835 // Ó òðóïà ðàçìåðû ìåíüøå:
1836 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1837 begin
1838 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1839 FObj.Rect.Height := 12;
1840 end;
1842 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1843 if (FHealth <= -30) and
1844 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1845 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1846 (FMonsterType = MONSTER_MAN)) then
1847 begin
1848 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1849 SetState(STATE_DIE, ANIM_MESS);
1850 end
1851 else
1852 begin
1853 DieSound();
1854 SetState(STATE_DIE);
1855 end;
1857 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1858 if g_Game_IsServer then ActivateTriggers();
1860 FHealth := 0;
1861 end
1862 else
1863 if FState = STATE_SLEEP then
1864 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1865 FPain := MONSTERTABLE[FMonsterType].Pain;
1866 SetState(STATE_GO);
1867 end;
1869 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1870 Result := True;
1871 end;
1873 function TMonster.Heal(Value: Word): Boolean;
1874 begin
1875 Result := False;
1876 if g_Game_IsClient then
1877 Exit;
1878 if not Live then
1879 Exit;
1881 if FHealth < FMaxHealth then
1882 begin
1883 IncMax(FHealth, Value, FMaxHealth);
1884 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1885 Result := True;
1886 end;
1887 end;
1889 destructor TMonster.Destroy();
1890 var
1891 a: Integer;
1892 begin
1893 for a := 0 to High(FAnim) do
1894 begin
1895 FAnim[a, D_LEFT].Free();
1896 FAnim[a, D_RIGHT].Free();
1897 end;
1899 vilefire.Free();
1901 if (treeNode <> -1) then
1902 begin
1903 {$IF DEFINED(D2F_DEBUG)}
1904 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx, UID, treeNode]), MSG_NOTIFY);
1905 {$ENDIF}
1906 monsTree.removeObject(treeNode);
1907 end;
1909 if (arrIdx <> -1) then
1910 begin
1911 gMonsters[arrIdx] := nil;
1912 end;
1914 uidMap[FUID] := nil;
1916 inherited Destroy();
1917 end;
1919 procedure TMonster.Draw();
1920 var
1921 m: TMirrorType;
1922 dx, dy, c: Integer;
1923 o: TObj;
1924 begin
1925 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1926 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1928 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1929 if FMonsterType = MONSTER_VILE then
1930 if FState = STATE_SHOOT then
1931 if GetPos(FTargetUID, @o) then
1932 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1933 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1935 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1936 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1937 sX-128, sY-128, sWidth+256, sHeight+256) then
1938 Exit;
1940 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1941 if FState = STATE_DEAD then
1942 case FMonsterType of
1943 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1944 end;
1946 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1947 if FAnim[FCurAnim, FDirection] <> nil then
1948 begin
1949 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1950 if (FDirection = D_LEFT) and
1951 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1952 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1953 (FMonsterType <> MONSTER_BARREL) then
1954 m := M_HORIZONTAL
1955 else
1956 m := M_NONE;
1958 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1959 if (FDirection = D_LEFT) and
1960 (FMonsterType <> MONSTER_BARREL) then
1961 begin
1962 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1963 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1965 if m = M_HORIZONTAL then
1966 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1967 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1968 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1969 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1970 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1971 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1972 dx := -dx;
1973 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1974 end;
1975 end
1976 else // Ïðàâàÿ àíèìàöèÿ
1977 begin
1978 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1979 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1980 end;
1982 // Ðèñóåì:
1983 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1984 end;
1986 if g_debug_Frames then
1987 begin
1988 e_DrawQuad(FObj.X+FObj.Rect.X,
1989 FObj.Y+FObj.Rect.Y,
1990 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1991 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1992 0, 255, 0);
1993 end;
1994 end;
1996 procedure TMonster.MakeBloodSimple(Count: Word);
1997 begin
1998 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1999 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2000 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2001 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2002 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2003 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2004 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2005 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2006 end;
2008 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2009 begin
2010 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2011 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2012 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2013 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2014 end;
2016 procedure TMonster.Push(vx, vy: Integer);
2017 begin
2018 FObj.Accel.X := FObj.Accel.X + vx;
2019 FObj.Accel.Y := FObj.Accel.Y + vy;
2020 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2021 end;
2023 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2024 var
2025 Anim: Byte;
2026 begin
2027 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2028 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2029 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2030 soulcount := soulcount-1;
2032 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2033 case FState of
2034 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2035 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2036 (State <> STATE_GO) then
2037 Exit;
2038 end;
2040 // Ñìåíà ñîñòîÿíèÿ:
2041 FState := State;
2043 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2045 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2046 case FState of
2047 STATE_SLEEP: Anim := ANIM_SLEEP;
2048 STATE_PAIN: Anim := ANIM_PAIN;
2049 STATE_WAIT: Anim := ANIM_SLEEP;
2050 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2051 STATE_SHOOT: Anim := ANIM_ATTACK;
2052 STATE_ATTACK: Anim := ANIM_ATTACK;
2053 STATE_DIE: Anim := ANIM_DIE;
2054 STATE_REVIVE:
2055 begin // íà÷àëè âîñðåøàòüñÿ
2056 Anim := FCurAnim;
2057 FAnim[Anim, FDirection].Revert(True);
2059 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2060 FHealth := MONSTERTABLE[FMonsterType].Health;
2061 FAmmo := 0;
2062 FPain := 0;
2063 end;
2064 else Exit;
2065 end;
2067 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2068 if ForceAnim <> 255 then
2069 Anim := ForceAnim;
2071 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2072 if FCurAnim <> Anim then
2073 if FAnim[Anim, FDirection] <> nil then
2074 begin
2075 FAnim[Anim, FDirection].Reset();
2076 FCurAnim := Anim;
2077 end;
2078 end;
2080 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2081 var
2082 TA: TAnimation;
2083 FramesID: DWORD;
2084 begin
2085 Result := False;
2087 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2088 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2089 begin
2090 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2091 if g_Game_IsServer and g_Game_IsNet then
2092 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2093 Exit;
2094 end;
2096 TA := nil;
2098 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2099 if not silent then
2100 begin
2101 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2102 TA := TAnimation.Create(FramesID, False, 6);
2103 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2104 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2105 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2107 if g_Game_IsServer and g_Game_IsNet then
2108 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2109 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2110 NET_GFX_TELE);
2111 end;
2113 FObj.X := X - FObj.Rect.X;
2114 FObj.Y := Y - FObj.Rect.Y;
2115 positionChanged();
2117 if dir = 1 then
2118 FDirection := D_LEFT
2119 else
2120 if dir = 2 then
2121 FDirection := D_RIGHT
2122 else
2123 if dir = 3 then
2124 begin // îáðàòíîå
2125 if FDirection = D_RIGHT then
2126 FDirection := D_LEFT
2127 else
2128 FDirection := D_RIGHT;
2129 end;
2131 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2132 if not silent and (TA <> nil) then
2133 begin
2134 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2135 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2136 TA.Free();
2138 if g_Game_IsServer and g_Game_IsNet then
2139 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2140 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2141 NET_GFX_TELE);
2142 end;
2144 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2145 Result := True;
2146 end;
2148 procedure TMonster.Update();
2149 var
2150 a, b, sx, sy, wx, wy, oldvelx: Integer;
2151 st: Word;
2152 o, co: TObj;
2153 fall: Boolean;
2154 mon: TMonster;
2155 label
2156 _end;
2157 begin
2158 fall := True;
2160 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2161 if FMonsterType = MONSTER_FISH then
2162 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2163 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2164 fall := False;
2166 // Ëåòàþùèå ìîíòñðû:
2167 if ((FMonsterType = MONSTER_SOUL) or
2168 (FMonsterType = MONSTER_PAIN) or
2169 (FMonsterType = MONSTER_CACO)) and
2170 (FState <> STATE_DIE) and
2171 (FState <> STATE_DEAD) then
2172 fall := False;
2174 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2175 if gTime mod (GAME_TICK*2) <> 0 then
2176 begin
2177 g_Obj_Move(@FObj, fall, True, True);
2178 positionChanged(); // this updates spatial accelerators
2179 Exit;
2180 end;
2182 if FPainTicks > 0 then
2183 Dec(FPainTicks)
2184 else
2185 FPainSound := False;
2187 // Äâèãàåìñÿ:
2188 st := g_Obj_Move(@FObj, fall, True, True);
2189 positionChanged(); // this updates spatial accelerators
2191 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2192 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2193 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2194 begin
2195 FRemoved := True;
2196 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2197 begin
2198 Inc(gCoopMonstersKilled);
2199 if g_Game_IsNet then
2200 MH_SEND_GameStats;
2201 end;
2202 ActivateTriggers();
2203 Exit;
2204 end;
2206 oldvelx := FObj.Vel.X;
2208 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2209 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2210 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2212 if FFireTime > 0 then
2213 begin
2214 if WordBool(st and MOVE_INWATER) then
2215 FFireTime := 0
2216 else
2217 begin
2218 OnFireFlame(1);
2219 FFireTime := FFireTime - 1;
2220 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2221 if FFirePainTime = 0 then
2222 begin
2223 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2224 FFirePainTime := 18;
2225 end
2226 else
2227 FFirePainTime := FFirePainTime - 1;
2228 end;
2229 end;
2231 // Ìåðòâûé íè÷åãî íå äåëàåò:
2232 if (FState = STATE_DEAD) then
2233 goto _end;
2235 // AI ìîíñòðîâ âûêëþ÷åí:
2236 if g_debug_MonsterOff then
2237 begin
2238 FSleep := 1;
2239 if FState <> STATE_SLEEP then
2240 SetState(STATE_SLEEP);
2241 end;
2243 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2244 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2245 case FMonsterType of
2246 MONSTER_FISH:
2247 if Random(4) = 0 then
2248 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2249 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2250 MONSTER_ROBO, MONSTER_BARREL:
2251 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2252 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2253 else begin
2254 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2255 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2256 if Random(2) = 0 then
2257 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2258 else
2259 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2260 end;
2261 end;
2263 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2264 if FMonsterType = MONSTER_BARREL then
2265 begin
2266 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2267 (FAnim[FCurAnim, FDirection].Counter = 0) then
2268 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2269 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2270 60, FUID);
2271 end;
2273 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2274 if FMonsterType = MONSTER_SOUL then
2275 if WordBool(st and MOVE_HITAIR) then
2276 g_Obj_SetSpeed(@FObj, 16);
2278 if FAmmo < 0 then
2279 FAmmo := FAmmo + 1;
2281 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2282 if FObj.Vel.Y < 0 then
2283 if WordBool(st and MOVE_INWATER) then
2284 FObj.Vel.Y := -4;
2286 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2287 FTargetTime := FTargetTime + 1;
2289 // Ãèëüçû
2290 if FShellTimer > -1 then
2291 if FShellTimer = 0 then
2292 begin
2293 if FShellType = SHELL_SHELL then
2294 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2295 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2296 GameVelX, GameVelY-2, SHELL_SHELL)
2297 else if FShellType = SHELL_DBLSHELL then
2298 begin
2299 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2300 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2301 GameVelX-1, GameVelY-2, SHELL_SHELL);
2302 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2303 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2304 GameVelX+1, GameVelY-2, SHELL_SHELL);
2305 end;
2306 FShellTimer := -1;
2307 end else Dec(FShellTimer);
2309 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2310 if fall then
2311 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2312 STATE_ATTACK, STATE_SHOOT]) then
2313 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2314 FObj.Rect.Width, FObj.Rect.Height, 50) then
2315 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2316 (FObj.Accel.Y = 0) then
2317 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2319 case FState of
2320 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2321 begin
2322 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2323 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2324 begin
2325 FPain := MONSTERTABLE[FMonsterType].Pain;
2326 if gSoundEffectsDF then PainSound();
2327 end;
2328 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2329 PainSound();
2331 // Ñíèæàåì áîëü ñî âðåìåíåì:
2332 FPain := FPain - 5;
2334 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2335 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2336 begin
2337 FPain := 0;
2338 FAmmo := -9;
2339 SetState(STATE_GO);
2340 end;
2341 end;
2343 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2344 begin
2345 // Ñïèì:
2346 FSleep := FSleep + 1;
2348 // Ïðîñïàëè äîñòàòî÷íî:
2349 if FSleep >= 18 then
2350 FSleep := 0
2351 else // åùå ñïèì
2352 goto _end;
2354 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2355 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2356 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2357 if (gPlayers <> nil) then
2358 for a := 0 to High(gPlayers) do
2359 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2360 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2361 with gPlayers[a] do
2362 if g_Look(@FObj, @Obj, FDirection) then
2363 begin
2364 FTargetUID := gPlayers[a].UID;
2365 FTargetTime := 0;
2366 WakeUpSound();
2367 SetState(STATE_GO);
2368 Break;
2369 end;
2371 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2372 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2373 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2374 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2375 if gMonsters <> nil then
2376 for a := 0 to High(gMonsters) do
2377 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2378 (gMonsters[a].FUID <> FUID) then
2379 begin
2380 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2381 if (FBehaviour = BH_MANIAC) and
2382 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2383 Continue;
2384 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2385 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2386 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2387 Continue;
2388 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2389 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2390 Continue;
2391 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2392 begin
2393 FTargetUID := gMonsters[a].UID;
2394 FTargetTime := 0;
2395 WakeUpSound();
2396 SetState(STATE_GO);
2397 Break;
2398 end;
2399 end;
2400 end;
2402 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2403 begin
2404 // Æäåì:
2405 FSleep := FSleep - 1;
2407 // Âûæäàëè äîñòàòî÷íî - èäåì:
2408 if FSleep < 0 then
2409 SetState(STATE_GO);
2410 end;
2412 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2413 begin
2414 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2415 if WordBool(st and MOVE_BLOCK) then
2416 begin
2417 Turn();
2418 FSleep := 40;
2419 SetState(STATE_RUNOUT);
2421 goto _end;
2422 end;
2424 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2425 if (FMonsterType = MONSTER_VILE) then
2426 if isCorpse(@FObj, False) <> -1 then
2427 begin
2428 FObj.Vel.X := 0;
2429 SetState(STATE_ATTACK, ANIM_ATTACK2);
2431 goto _end;
2432 end;
2434 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2435 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2436 if not findNewPrey() then
2437 begin // Íîâûõ öåëåé íåò
2438 FTargetUID := 0;
2439 o.X := FObj.X+pt_x;
2440 o.Y := FObj.Y+pt_y;
2441 o.Vel.X := 0;
2442 o.Vel.Y := 0;
2443 o.Accel.X := 0;
2444 o.Accel.Y := 0;
2445 o.Rect := _Rect(0, 0, 0, 1);
2446 end
2447 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2448 GetPos(FTargetUID, @o);
2450 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2451 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2452 begin
2453 FTargetTime := 0;
2454 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2455 begin
2456 if kick(@o) then
2457 goto _end;
2458 end;
2459 end;
2461 // Ðàññòîÿíèå äî öåëè:
2462 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2463 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2465 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2466 if sx > 0 then
2467 FDirection := D_RIGHT
2468 else
2469 FDirection := D_LEFT;
2471 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2472 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2473 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2474 if shoot(@o, False) then
2475 goto _end;
2477 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2478 if Abs(sx) < 40 then
2479 if FMonsterType <> MONSTER_FISH then
2480 begin
2481 FSleep := 15;
2482 SetState(STATE_RUN);
2483 if Random(2) = 0 then
2484 FDirection := D_LEFT
2485 else
2486 FDirection := D_RIGHT;
2488 goto _end;
2489 end;
2491 // Óïåðëèñü â ñòåíó:
2492 if WordBool(st and MOVE_HITWALL) then
2493 begin
2494 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2495 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2496 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2497 FSleep := 4;
2498 SetState(STATE_WAIT);
2500 goto _end;
2501 end;
2503 case FMonsterType of
2504 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2505 else // Íå ëåòàþò:
2506 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2507 (FObj.Accel.Y = 0) then
2508 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2509 // Ïðûæîê ÷åðåç ñòåíó:
2510 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2511 SetState(STATE_CLIMB);
2512 end;
2513 end;
2515 goto _end;
2516 end;
2518 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2519 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2520 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2521 begin
2522 if FMonsterType = MONSTER_FISH then
2523 begin // Ðûáà
2524 if not WordBool(st and MOVE_INWATER) then
2525 begin // Ðûáà âíå âîäû:
2526 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2527 begin // "Ñòîèò" òâåðäî
2528 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2529 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2530 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2531 end;
2533 // Ðûáå áîëüíî:
2534 SetState(STATE_PAIN);
2535 FPain := FPain + 50;
2536 end
2537 else // Ðûáà â âîäå
2538 begin
2539 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2540 if Abs(sy) > 8 then
2541 FObj.Vel.Y := g_basic.Sign(sy)*4
2542 else
2543 FObj.Vel.Y := 0;
2545 // Ðûáà ïëûâåò ââåðõ:
2546 if FObj.Vel.Y < 0 then
2547 if not g_Obj_CollideWater(@FObj, 0, -16) then
2548 begin
2549 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2550 FObj.Vel.Y := 0;
2551 // Ïëàâàåì òóäà-ñþäà:
2552 if Random(2) = 0 then
2553 FDirection := D_LEFT
2554 else
2555 FDirection := D_RIGHT;
2556 FSleep := 20;
2557 SetState(STATE_RUN);
2558 end;
2559 end;
2560 end
2561 else // Ëåòàþùèå ìîíñòðû
2562 begin
2563 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2564 if Abs(sy) > 8 then
2565 FObj.Vel.Y := g_basic.Sign(sy)*4
2566 else
2567 FObj.Vel.Y := 0;
2568 end;
2569 end
2570 else // "Íàçåìíûå" ìîíñòðû
2571 begin
2572 // Âîçìîæíî, ïèíàåì êóñêè:
2573 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2574 begin
2575 b := Abs(FObj.Vel.X);
2576 if b > 1 then b := b * (Random(8 div b) + 1);
2577 for a := 0 to High(gGibs) do
2578 begin
2579 if gGibs[a].Live and
2580 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2581 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2582 begin
2583 // Ïèíàåì êóñêè
2584 if FObj.Vel.X < 0 then
2585 begin
2586 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2587 end
2588 else
2589 begin
2590 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2591 end;
2592 end;
2593 end;
2594 end;
2595 // Áîññû ìîãóò ïèíàòü òðóïû:
2596 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2597 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2598 begin
2599 b := Abs(FObj.Vel.X);
2600 if b > 1 then b := b * (Random(8 div b) + 1);
2601 for a := 0 to High(gCorpses) do
2602 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2603 begin
2604 co := gCorpses[a].Obj;
2605 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2606 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2607 // Ïèíàåì òðóïû
2608 if FObj.Vel.X < 0 then
2609 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2610 else
2611 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2612 end;
2613 end;
2614 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2615 if sy < -40 then
2616 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2617 // ñòîèò òâåðäî
2618 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2619 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2620 end;
2622 FSleep := FSleep + 1;
2624 // Èíîãäà ðû÷èì:
2625 if FSleep >= 8 then
2626 begin
2627 FSleep := 0;
2628 if Random(8) = 0 then
2629 ActionSound();
2630 end;
2632 // Áåæèì â âûáðàííóþ ñòîðîíó:
2633 if FDirection = D_RIGHT then
2634 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2635 else
2636 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2638 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2639 if WordBool(st and MOVE_INWATER) then
2640 FObj.Vel.X := FObj.Vel.X div 2
2641 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2642 if FMonsterType = MONSTER_FISH then
2643 FObj.Vel.X := 0;
2644 end;
2646 STATE_RUN: // Ñîñòîÿíèå - Áåã
2647 begin
2648 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2649 if WordBool(st and MOVE_BLOCK) then
2650 begin
2651 Turn();
2652 FSleep := 40;
2653 SetState(STATE_RUNOUT);
2655 goto _end;
2656 end;
2658 FSleep := FSleep - 1;
2660 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2661 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2662 begin
2663 FSleep := 0;
2664 SetState(STATE_GO);
2665 // Ñòåíà - èäåì îáðàòíî:
2666 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2667 Turn();
2668 // Èíîãäà ðû÷èì:
2669 if Random(8) = 0 then
2670 ActionSound();
2671 end;
2673 // Áåæèì â âûáðàííóþ ñòîðîíó:
2674 if FDirection = D_RIGHT then
2675 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2676 else
2677 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2679 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2680 if WordBool(st and MOVE_INWATER) then
2681 FObj.Vel.X := FObj.Vel.X div 2
2682 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2683 if FMonsterType = MONSTER_FISH then
2684 FObj.Vel.X := 0;
2685 end;
2687 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2688 begin
2689 // Âûøëè èç ÁëîêÌîíà:
2690 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2691 FSleep := 0;
2693 FSleep := FSleep - 1;
2695 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2696 if FSleep <= -18 then
2697 begin
2698 FSleep := 0;
2699 SetState(STATE_GO);
2700 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2701 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2702 Turn();
2703 // Èíîãäà ðû÷èì:
2704 if Random(8) = 0 then
2705 ActionSound();
2706 end;
2708 // Áåæèì â âûáðàííóþ ñòîðîíó:
2709 if FDirection = D_RIGHT then
2710 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2711 else
2712 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2714 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2715 if WordBool(st and MOVE_INWATER) then
2716 FObj.Vel.X := FObj.Vel.X div 2
2717 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2718 if FMonsterType = MONSTER_FISH then
2719 FObj.Vel.X := 0;
2720 end;
2722 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2723 begin
2724 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2725 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2726 (not WordBool(st and MOVE_HITWALL)) then
2727 begin
2728 FSleep := 0;
2729 SetState(STATE_GO);
2731 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2732 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2733 begin
2734 Turn();
2735 FSleep := 15;
2736 SetState(STATE_RUN);
2737 end;
2738 end;
2740 // Áåæèì â âûáðàííóþ ñòîðîíó:
2741 if FDirection = D_RIGHT then
2742 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2743 else
2744 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2746 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2747 if WordBool(st and MOVE_INWATER) then
2748 FObj.Vel.X := FObj.Vel.X div 2
2749 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2750 if FMonsterType = MONSTER_FISH then
2751 FObj.Vel.X := 0;
2752 end;
2754 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2755 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2756 begin
2757 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2758 if FMonsterType = MONSTER_SOUL then
2759 begin
2760 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2761 SetState(STATE_GO);
2763 goto _end;
2764 end;
2766 // Çàìåäëÿåìñÿ ïðè àòàêå:
2767 if FMonsterType <> MONSTER_FISH then
2768 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2770 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2771 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2772 begin
2773 // Öåëü ïîãèáëà => èäåì äàëüøå:
2774 if not GetPos(FTargetUID, @o) then
2775 begin
2776 SetState(STATE_GO);
2778 goto _end;
2779 end;
2781 // Öåëü íå âèäíî => èäåì äàëüøå:
2782 if not g_Look(@FObj, @o, FDirection) then
2783 begin
2784 SetState(STATE_GO);
2786 goto _end;
2787 end;
2789 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2790 if g_Obj_CollideWater(@o, 0, 0) then
2791 begin
2792 SetState(STATE_GO);
2794 goto _end;
2795 end;
2797 // Æàðèì öåëü:
2798 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2799 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2800 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2801 end;
2802 end;
2803 end; // case FState of ...
2805 _end:
2807 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2808 if FState = STATE_REVIVE then
2809 if FAnim[FCurAnim, FDirection].Played then
2810 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2811 FAnim[FCurAnim, FDirection].Revert(False);
2812 SetState(STATE_GO);
2813 end;
2815 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2816 if vilefire <> nil then
2817 vilefire.Update();
2819 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2820 if (FState = STATE_DIE) and
2821 (FAnim[FCurAnim, FDirection] <> nil) and
2822 (FAnim[FCurAnim, FDirection].Played) then
2823 begin
2824 // Óìåð:
2825 SetState(STATE_DEAD);
2827 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2828 if (FMonsterType = MONSTER_PAIN) then
2829 begin
2830 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2831 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2832 if mon <> nil then
2833 begin
2834 mon.SetState(STATE_GO);
2835 mon.FNoRespawn := True;
2836 Inc(gTotalMonsters);
2837 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2838 end;
2840 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2841 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2842 if mon <> nil then
2843 begin
2844 mon.SetState(STATE_GO);
2845 mon.FNoRespawn := True;
2846 Inc(gTotalMonsters);
2847 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2848 end;
2850 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2851 FObj.Y+FObj.Rect.Y, D_RIGHT);
2852 if mon <> nil then
2853 begin
2854 mon.SetState(STATE_GO);
2855 mon.FNoRespawn := True;
2856 Inc(gTotalMonsters);
2857 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2858 end;
2859 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2860 end;
2862 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2863 if (FMonsterType = MONSTER_PAIN) or
2864 (FMonsterType = MONSTER_SOUL) or
2865 (FMonsterType = MONSTER_BARREL) then
2866 FRemoved := True;
2867 end;
2869 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2870 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2871 if (FAnim[FCurAnim, FDirection] <> nil) then
2872 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2873 if (FAnim[FCurAnim, FDirection].Played) then
2874 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2875 if FState = STATE_ATTACK then
2876 begin // Ñîñòîÿíèå - Àòàêà
2877 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2878 if FMonsterType <> MONSTER_SOUL then
2879 SetState(STATE_GO);
2880 end
2881 else // Ñîñòîÿíèå - Ñòðåëüáà
2882 begin
2883 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2884 if not FChainFire then
2885 SetState(STATE_GO)
2886 else
2887 begin // Íàäî ñòðåëÿòü åùå
2888 FChainFire := False;
2889 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2890 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2891 FAnim[FCurAnim, FDirection].Reset();
2892 end;
2893 end;
2895 FWaitAttackAnim := False;
2896 end
2898 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2899 if (FMonsterType = MONSTER_SOUL) or
2900 ( (not FWaitAttackAnim) and
2901 (FAnim[FCurAnim, FDirection].CurrentFrame =
2902 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2903 ) then
2904 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2905 if FState = STATE_ATTACK then
2906 begin // Ñîñòîÿíèå - Àòàêà
2907 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2908 if FMonsterType = MONSTER_SOUL then
2909 FAnim[FCurAnim, FDirection].Reset();
2911 case FMonsterType of
2912 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2913 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2914 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2915 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2916 if FMonsterType = MONSTER_SOUL then
2917 SetState(STATE_GO);
2919 MONSTER_FISH:
2920 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2921 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2922 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2924 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2925 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2926 if FCurAnim = ANIM_ATTACK2 then
2927 begin
2928 o := FObj;
2929 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2930 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2931 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2932 end;
2934 MONSTER_VILE:
2935 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2936 if FCurAnim = ANIM_ATTACK2 then
2937 begin
2938 sx := isCorpse(@FObj, True);
2939 if sx <> -1 then
2940 begin // Íàøëè, êîãî âîñêðåñèòü
2941 gMonsters[sx].SetState(STATE_REVIVE);
2942 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2943 // Âîñêðåøàòü - ñåáå âðåäèòü:
2944 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2945 end;
2946 end;
2947 end;
2948 end
2950 else // Ñîñòîÿíèå - Ñòðåëüáà
2951 begin
2952 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2953 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2955 if FDirection = D_LEFT then
2956 begin
2957 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2958 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2959 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2961 wx := FObj.X + wx;
2962 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2964 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2965 case FMonsterType of
2966 MONSTER_IMP:
2967 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2968 MONSTER_ZOMBY:
2969 begin
2970 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2971 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2972 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2973 end;
2974 MONSTER_SERG:
2975 begin
2976 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2977 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2978 FShellTimer := 10;
2979 FShellType := SHELL_SHELL;
2980 end;
2981 MONSTER_MAN:
2982 begin
2983 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2984 FShellTimer := 13;
2985 FShellType := SHELL_DBLSHELL;
2986 FAmmo := -36;
2987 end;
2988 MONSTER_CYBER:
2989 begin
2990 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2991 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2992 end;
2993 MONSTER_SKEL:
2994 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2995 MONSTER_CGUN:
2996 begin
2997 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2998 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2999 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3000 end;
3001 MONSTER_SPIDER:
3002 begin
3003 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3004 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3005 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3006 end;
3007 MONSTER_BSP:
3008 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3009 MONSTER_ROBO:
3010 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3011 MONSTER_MANCUB:
3012 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3013 MONSTER_BARON, MONSTER_KNIGHT:
3014 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3015 MONSTER_CACO:
3016 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3017 MONSTER_PAIN:
3018 begin // Ñîçäàåì Lost_Soul:
3019 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3020 FObj.Y+FObj.Rect.Y, FDirection);
3022 if mon <> nil then
3023 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3024 mon.FTargetUID := FTargetUID;
3025 GetPos(FTargetUID, @o);
3026 mon.FTargetTime := 0;
3027 mon.FNoRespawn := True;
3028 mon.SetState(STATE_GO);
3029 mon.shoot(@o, True);
3030 Inc(gTotalMonsters);
3032 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
3033 end;
3034 end;
3035 end;
3037 if FMonsterType <> MONSTER_PAIN then
3038 if g_Game_IsNet then
3039 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3041 // Ñêîðîñòðåëüíûå ìîíñòðû:
3042 if (FMonsterType = MONSTER_CGUN) or
3043 (FMonsterType = MONSTER_SPIDER) or
3044 (FMonsterType = MONSTER_BSP) or
3045 (FMonsterType = MONSTER_MANCUB) or
3046 (FMonsterType = MONSTER_ROBO) then
3047 if not GetPos(FTargetUID, @o) then
3048 // Öåëü ìåðòâà - èùåì íîâóþ:
3049 findNewPrey()
3050 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3051 if shoot(@o, False) then
3052 FChainFire := True;
3053 end;
3055 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3056 FWaitAttackAnim := True;
3057 end;
3059 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3060 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3061 case FState of
3062 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3063 // Çâóêè ïðè ïåðåäâèæåíèè:
3064 case FMonsterType of
3065 MONSTER_CYBER:
3066 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3067 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3068 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3069 MONSTER_SPIDER:
3070 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3071 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3072 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3073 MONSTER_BSP:
3074 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3075 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3076 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3077 MONSTER_ROBO:
3078 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3079 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3080 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3081 end;
3082 end;
3084 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3085 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3086 FObj.Vel.X := oldvelx;
3088 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3089 if FAnim[FCurAnim, FDirection] <> nil then
3090 FAnim[FCurAnim, FDirection].Update();
3091 end;
3093 procedure TMonster.SetDeadAnim;
3094 begin
3095 if FAnim <> nil then
3096 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3097 end;
3099 procedure TMonster.RevertAnim(R: Boolean = True);
3100 begin
3101 if FAnim <> nil then
3102 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3103 FAnim[FCurAnim, FDirection].Revert(R);
3104 end;
3106 function TMonster.AnimIsReverse: Boolean;
3107 begin
3108 if FAnim <> nil then
3109 Result := FAnim[FCurAnim, FDirection].IsReverse
3110 else
3111 Result := False;
3112 end;
3114 procedure TMonster.ClientUpdate();
3115 var
3116 a, b, sx, sy, oldvelx: Integer;
3117 st: Word;
3118 o, co: TObj;
3119 fall: Boolean;
3120 label
3121 _end;
3122 begin
3123 sx := 0; // SHUT UP COMPILER
3124 sy := 0;
3125 fall := True;
3126 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3127 if FMonsterType = MONSTER_FISH then
3128 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3129 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3130 fall := False;
3132 // Ëåòàþùèå ìîíòñðû:
3133 if ((FMonsterType = MONSTER_SOUL) or
3134 (FMonsterType = MONSTER_PAIN) or
3135 (FMonsterType = MONSTER_CACO)) and
3136 (FState <> STATE_DIE) and
3137 (FState <> STATE_DEAD) then
3138 fall := False;
3140 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3141 if gTime mod (GAME_TICK*2) <> 0 then
3142 begin
3143 g_Obj_Move(@FObj, fall, True, True);
3144 positionChanged(); // this updates spatial accelerators
3145 Exit;
3146 end;
3148 if FPainTicks > 0 then
3149 Dec(FPainTicks)
3150 else
3151 FPainSound := False;
3153 // Äâèãàåìñÿ:
3154 st := g_Obj_Move(@FObj, fall, True, True);
3155 positionChanged(); // this updates spatial accelerators
3157 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3158 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3159 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3160 begin
3161 FRemoved := True;
3162 Exit;
3163 end;
3165 oldvelx := FObj.Vel.X;
3167 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3168 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3169 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3171 if FFireTime > 0 then
3172 begin
3173 if WordBool(st and MOVE_INWATER) then
3174 FFireTime := 0
3175 else
3176 begin
3177 OnFireFlame(1);
3178 FFireTime := FFireTime - 1;
3179 end;
3180 end;
3182 // Ìåðòâûé íè÷åãî íå äåëàåò:
3183 if (FState = STATE_DEAD) then
3184 goto _end;
3186 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3187 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3188 case FMonsterType of
3189 MONSTER_FISH:
3190 if Random(4) = 0 then
3191 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3192 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3193 MONSTER_ROBO, MONSTER_BARREL:
3194 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3195 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3196 else begin
3197 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3198 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3199 if Random(2) = 0 then
3200 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3201 else
3202 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3203 end;
3204 end;
3206 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3207 if FMonsterType = MONSTER_BARREL then
3208 begin
3209 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3210 (FAnim[FCurAnim, FDirection].Counter = 0) then
3211 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3212 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3213 60, FUID);
3214 end;
3216 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3217 if FMonsterType = MONSTER_SOUL then
3218 if WordBool(st and MOVE_HITAIR) then
3219 g_Obj_SetSpeed(@FObj, 16);
3221 if FAmmo < 0 then
3222 FAmmo := FAmmo + 1;
3224 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3225 if FObj.Vel.Y < 0 then
3226 if WordBool(st and MOVE_INWATER) then
3227 FObj.Vel.Y := -4;
3229 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3230 FTargetTime := FTargetTime + 1;
3232 if FShellTimer > -1 then
3233 if FShellTimer = 0 then
3234 begin
3235 if FShellType = SHELL_SHELL then
3236 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3237 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3238 GameVelX, GameVelY-2, SHELL_SHELL)
3239 else if FShellType = SHELL_DBLSHELL then
3240 begin
3241 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3242 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3243 GameVelX-1, GameVelY-2, SHELL_SHELL);
3244 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3245 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3246 GameVelX+1, GameVelY-2, SHELL_SHELL);
3247 end;
3248 FShellTimer := -1;
3249 end else Dec(FShellTimer);
3251 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3252 if fall then
3253 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3254 STATE_ATTACK, STATE_SHOOT]) then
3255 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3256 FObj.Rect.Width, FObj.Rect.Height, 50) then
3257 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3258 (FObj.Accel.Y = 0) then
3259 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3261 case FState of
3262 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3263 begin
3264 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3265 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3266 begin
3267 FPain := MONSTERTABLE[FMonsterType].Pain;
3268 if gSoundEffectsDF then PainSound();
3269 end;
3270 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3271 PainSound();
3273 // Ñíèæàåì áîëü ñî âðåìåíåì:
3274 FPain := FPain - 5;
3276 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3277 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3278 begin
3279 SetState(STATE_GO);
3280 FPain := 0;
3281 end;
3282 end;
3284 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3285 begin
3286 // Ñïèì:
3287 FSleep := FSleep + 1;
3289 // Ïðîñïàëè äîñòàòî÷íî:
3290 if FSleep >= 18 then
3291 FSleep := 0
3292 else // åùå ñïèì
3293 goto _end;
3294 end;
3296 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3297 begin
3298 // Æäåì:
3299 FSleep := FSleep - 1;
3300 end;
3302 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3303 begin
3304 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3305 if WordBool(st and MOVE_BLOCK) then
3306 begin
3307 Turn();
3308 FSleep := 40;
3309 SetState(STATE_RUNOUT);
3311 goto _end;
3312 end;
3314 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3315 if (FMonsterType = MONSTER_VILE) then
3316 if isCorpse(@FObj, False) <> -1 then
3317 begin
3318 SetState(STATE_ATTACK, ANIM_ATTACK2);
3319 FObj.Vel.X := 0;
3321 goto _end;
3322 end;
3324 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3325 if Abs(sx) < 40 then
3326 if FMonsterType <> MONSTER_FISH then
3327 begin
3328 SetState(STATE_RUN);
3329 FSleep := 15;
3331 goto _end;
3332 end;
3334 // Óïåðëèñü â ñòåíó:
3335 if WordBool(st and MOVE_HITWALL) then
3336 begin
3337 case FMonsterType of
3338 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3339 else // Íå ëåòàþò:
3340 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3341 (FObj.Accel.Y = 0) then
3342 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3343 // Ïðûæîê ÷åðåç ñòåíó:
3344 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3345 SetState(STATE_CLIMB);
3346 end;
3347 end;
3349 goto _end;
3350 end;
3352 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3353 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3354 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3355 begin
3356 if FMonsterType = MONSTER_FISH then
3357 begin // Ðûáà
3358 if not WordBool(st and MOVE_INWATER) then
3359 begin // Ðûáà âíå âîäû:
3360 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3361 begin // "Ñòîèò" òâåðäî
3362 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3363 if FObj.Accel.Y = 0 then
3364 FObj.Vel.Y := -6;
3365 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3366 end;
3368 // Ðûáå áîëüíî:
3369 SetState(STATE_PAIN);
3370 FPain := FPain + 50;
3371 end
3372 else // Ðûáà â âîäå
3373 begin
3374 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3375 if Abs(sy) > 8 then
3376 FObj.Vel.Y := g_basic.Sign(sy)*4
3377 else
3378 FObj.Vel.Y := 0;
3380 // Ðûáà ïëûâåò ââåðõ:
3381 if FObj.Vel.Y < 0 then
3382 if not g_Obj_CollideWater(@FObj, 0, -16) then
3383 begin
3384 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3385 FObj.Vel.Y := 0;
3386 // Ïëàâàåì òóäà-ñþäà:
3387 SetState(STATE_RUN);
3388 FSleep := 20;
3389 end;
3390 end;
3391 end
3392 else // Ëåòàþùèå ìîíñòðû
3393 begin
3394 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3395 if Abs(sy) > 8 then
3396 FObj.Vel.Y := g_basic.Sign(sy)*4
3397 else
3398 FObj.Vel.Y := 0;
3399 end;
3400 end
3401 else // "Íàçåìíûå" ìîíñòðû
3402 begin
3403 // Âîçìîæíî, ïèíàåì êóñêè:
3404 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3405 begin
3406 b := Abs(FObj.Vel.X);
3407 if b > 1 then b := b * (Random(8 div b) + 1);
3408 for a := 0 to High(gGibs) do
3409 begin
3410 if gGibs[a].Live and
3411 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3412 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3413 begin
3414 // Ïèíàåì êóñêè
3415 if FObj.Vel.X < 0 then
3416 begin
3417 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3418 end
3419 else
3420 begin
3421 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3422 end;
3423 positionChanged(); // this updates spatial accelerators
3424 end;
3425 end;
3426 end;
3427 // Áîññû ìîãóò ïèíàòü òðóïû:
3428 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3429 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3430 begin
3431 b := Abs(FObj.Vel.X);
3432 if b > 1 then b := b * (Random(8 div b) + 1);
3433 for a := 0 to High(gCorpses) do
3434 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3435 begin
3436 co := gCorpses[a].Obj;
3437 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3438 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3439 // Ïèíàåì òðóïû
3440 if FObj.Vel.X < 0 then
3441 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3442 else
3443 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3444 end;
3445 end;
3446 end;
3448 FSleep := FSleep + 1;
3450 // Èíîãäà ðû÷èì:
3451 if FSleep >= 8 then
3452 begin
3453 FSleep := 0;
3454 if Random(8) = 0 then
3455 ActionSound();
3456 end;
3458 // Áåæèì â âûáðàííóþ ñòîðîíó:
3459 if FDirection = D_RIGHT then
3460 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3461 else
3462 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3464 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3465 if WordBool(st and MOVE_INWATER) then
3466 FObj.Vel.X := FObj.Vel.X div 2
3467 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3468 if FMonsterType = MONSTER_FISH then
3469 FObj.Vel.X := 0;
3470 end;
3472 STATE_RUN: // Ñîñòîÿíèå - Áåã
3473 begin
3474 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3475 if WordBool(st and MOVE_BLOCK) then
3476 begin
3477 SetState(STATE_RUNOUT);
3478 FSleep := 40;
3480 goto _end;
3481 end;
3483 FSleep := FSleep - 1;
3485 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3486 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3487 begin
3488 SetState(STATE_GO);
3489 FSleep := 0;
3491 // Èíîãäà ðû÷èì:
3492 if Random(8) = 0 then
3493 ActionSound();
3494 end;
3496 // Áåæèì â âûáðàííóþ ñòîðîíó:
3497 if FDirection = D_RIGHT then
3498 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3499 else
3500 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3502 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3503 if WordBool(st and MOVE_INWATER) then
3504 FObj.Vel.X := FObj.Vel.X div 2
3505 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3506 if FMonsterType = MONSTER_FISH then
3507 FObj.Vel.X := 0;
3508 end;
3510 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3511 begin
3512 // Âûøëè èç ÁëîêÌîíà:
3513 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3514 FSleep := 0;
3516 FSleep := FSleep - 1;
3518 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3519 if FSleep <= -18 then
3520 begin
3521 SetState(STATE_GO);
3522 FSleep := 0;
3524 // Èíîãäà ðû÷èì:
3525 if Random(8) = 0 then
3526 ActionSound();
3527 end;
3529 // Áåæèì â âûáðàííóþ ñòîðîíó:
3530 if FDirection = D_RIGHT then
3531 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3532 else
3533 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3535 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3536 if WordBool(st and MOVE_INWATER) then
3537 FObj.Vel.X := FObj.Vel.X div 2
3538 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3539 if FMonsterType = MONSTER_FISH then
3540 FObj.Vel.X := 0;
3541 end;
3543 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3544 begin
3545 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3546 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3547 (not WordBool(st and MOVE_HITWALL)) then
3548 begin
3549 SetState(STATE_GO);
3550 FSleep := 0;
3552 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3553 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3554 begin
3555 SetState(STATE_RUN);
3556 FSleep := 15;
3557 end;
3558 end;
3560 // Áåæèì â âûáðàííóþ ñòîðîíó:
3561 if FDirection = D_RIGHT then
3562 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3563 else
3564 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3566 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3567 if WordBool(st and MOVE_INWATER) then
3568 FObj.Vel.X := FObj.Vel.X div 2
3569 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3570 if FMonsterType = MONSTER_FISH then
3571 FObj.Vel.X := 0;
3572 end;
3574 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3575 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3576 begin
3577 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3578 if FMonsterType = MONSTER_SOUL then
3579 begin
3580 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3581 SetState(STATE_GO);
3583 goto _end;
3584 end;
3586 // Çàìåäëÿåìñÿ ïðè àòàêå:
3587 if FMonsterType <> MONSTER_FISH then
3588 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3590 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3591 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3592 begin
3593 // Öåëü ïîãèáëà => èäåì äàëüøå:
3594 if not GetPos(FTargetUID, @o) then
3595 begin
3596 SetState(STATE_GO);
3598 goto _end;
3599 end;
3601 // Öåëü íå âèäíî => èäåì äàëüøå:
3602 if not g_Look(@FObj, @o, FDirection) then
3603 begin
3604 SetState(STATE_GO);
3606 goto _end;
3607 end;
3609 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3610 if g_Obj_CollideWater(@o, 0, 0) then
3611 begin
3612 SetState(STATE_GO);
3614 goto _end;
3615 end;
3616 end;
3617 end;
3618 end; // case FState of ...
3620 _end:
3622 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3623 if FState = STATE_REVIVE then
3624 if FAnim[FCurAnim, FDirection].Played then
3625 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3626 FAnim[FCurAnim, FDirection].Revert(False);
3627 SetState(STATE_GO);
3628 end;
3630 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3631 if vilefire <> nil then
3632 vilefire.Update();
3634 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3635 if (FState = STATE_DIE) and
3636 (FAnim[FCurAnim, FDirection] <> nil) and
3637 (FAnim[FCurAnim, FDirection].Played) then
3638 begin
3639 // Óìåð:
3640 SetState(STATE_DEAD);
3642 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3643 if (FMonsterType = MONSTER_PAIN) or
3644 (FMonsterType = MONSTER_SOUL) or
3645 (FMonsterType = MONSTER_BARREL) then
3646 FRemoved := True
3647 else
3648 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3649 end;
3651 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3652 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3653 if (FAnim[FCurAnim, FDirection] <> nil) then
3654 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3655 if (FAnim[FCurAnim, FDirection].Played) then
3656 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3657 if FState = STATE_ATTACK then
3658 begin // Ñîñòîÿíèå - Àòàêà
3659 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3660 if FMonsterType <> MONSTER_SOUL then
3661 SetState(STATE_GO);
3662 end
3663 else // Ñîñòîÿíèå - Ñòðåëüáà
3664 begin
3665 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3666 if not FChainFire then
3667 SetState(STATE_GO)
3668 else
3669 begin // Íàäî ñòðåëÿòü åùå
3670 FChainFire := False;
3671 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3672 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3673 FAnim[FCurAnim, FDirection].Reset();
3674 end;
3675 end;
3677 FWaitAttackAnim := False;
3678 end
3680 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3681 if (FMonsterType = MONSTER_SOUL) or
3682 ( (not FWaitAttackAnim) and
3683 (FAnim[FCurAnim, FDirection].CurrentFrame =
3684 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3685 ) then
3686 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3687 if FState = STATE_ATTACK then
3688 begin // Ñîñòîÿíèå - Àòàêà
3689 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3690 if FMonsterType = MONSTER_SOUL then
3691 FAnim[FCurAnim, FDirection].Reset();
3693 case FMonsterType of
3694 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3695 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3696 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3697 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3698 if FMonsterType = MONSTER_SOUL then
3699 SetState(STATE_GO);
3701 MONSTER_FISH:
3702 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3704 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3705 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3706 if FCurAnim = ANIM_ATTACK2 then
3707 begin
3708 o := FObj;
3709 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3710 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3711 end;
3713 MONSTER_VILE:
3714 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3715 if FCurAnim = ANIM_ATTACK2 then
3716 begin
3717 sx := isCorpse(@FObj, True);
3718 if sx <> -1 then
3719 begin // Íàøëè, êîãî âîñêðåñèòü
3720 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3721 // Âîñêðåøàòü - ñåáå âðåäèòü:
3722 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3723 end;
3724 end;
3725 end;
3726 end
3728 else // Ñîñòîÿíèå - Ñòðåëüáà
3729 begin
3730 // Ñêîðîñòðåëüíûå ìîíñòðû:
3731 if (FMonsterType = MONSTER_CGUN) or
3732 (FMonsterType = MONSTER_SPIDER) or
3733 (FMonsterType = MONSTER_BSP) or
3734 (FMonsterType = MONSTER_MANCUB) or
3735 (FMonsterType = MONSTER_ROBO) then
3736 if not GetPos(FTargetUID, @o) then
3737 // Öåëü ìåðòâà - èùåì íîâóþ:
3738 findNewPrey()
3739 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3740 if shoot(@o, False) then
3741 FChainFire := True;
3742 end;
3744 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3745 FWaitAttackAnim := True;
3746 end;
3748 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3749 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3750 case FState of
3751 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3752 // Çâóêè ïðè ïåðåäâèæåíèè:
3753 case FMonsterType of
3754 MONSTER_CYBER:
3755 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3756 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3757 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3758 MONSTER_SPIDER:
3759 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3760 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3761 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3762 MONSTER_BSP:
3763 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3764 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3765 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3766 MONSTER_ROBO:
3767 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3768 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3769 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3770 end;
3771 end;
3773 // Êîñòûëü äëÿ ïîòîêîâ
3774 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3775 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3776 FObj.Vel.X := oldvelx;
3778 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3779 if FAnim[FCurAnim, FDirection] <> nil then
3780 FAnim[FCurAnim, FDirection].Update();
3781 end;
3783 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3784 begin
3785 case FMonsterType of
3786 MONSTER_ZOMBY:
3787 begin
3788 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3789 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3790 end;
3791 MONSTER_SERG:
3792 begin
3793 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3794 FShellTimer := 10;
3795 FShellType := SHELL_SHELL;
3796 end;
3797 MONSTER_MAN:
3798 begin
3799 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3800 FShellTimer := 13;
3801 FShellType := SHELL_DBLSHELL;
3802 end;
3803 MONSTER_CGUN, MONSTER_SPIDER:
3804 begin
3805 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3806 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3807 end;
3808 MONSTER_IMP:
3809 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3810 MONSTER_CYBER:
3811 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3812 MONSTER_SKEL:
3813 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3814 MONSTER_BSP:
3815 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3816 MONSTER_ROBO:
3817 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3818 MONSTER_MANCUB:
3819 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3820 MONSTER_BARON, MONSTER_KNIGHT:
3821 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3822 MONSTER_CACO:
3823 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3824 end;
3825 end;
3827 procedure TMonster.Turn();
3828 begin
3829 // Ðàçâîðà÷èâàåìñÿ:
3830 if FDirection = D_LEFT then
3831 FDirection := D_RIGHT
3832 else
3833 FDirection := D_LEFT;
3835 // Áåæèì â âûáðàííóþ ñòîðîíó:
3836 if FDirection = D_RIGHT then
3837 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3838 else
3839 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3840 end;
3842 function TMonster.findNewPrey(): Boolean;
3843 var
3844 a: DWORD;
3845 l, l2: Integer;
3846 PlayersSee, MonstersSee: Array of DWORD;
3847 PlayerNear, MonsterNear: Integer;
3848 begin
3849 Result := False;
3850 SetLength(MonstersSee, 0);
3851 SetLength(PlayersSee, 0);
3853 FTargetUID := 0;
3854 l := 32000;
3855 PlayerNear := -1;
3856 MonsterNear := -1;
3858 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3859 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3860 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3861 for a := 0 to High(gPlayers) do
3862 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3863 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3864 begin
3865 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3866 begin
3867 SetLength(PlayersSee, Length(PlayersSee) + 1);
3868 PlayersSee[High(PlayersSee)] := a;
3869 end;
3870 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3871 Abs(gPlayers[a].GameY-FObj.Y);
3872 if l2 < l then
3873 begin
3874 l := l2;
3875 PlayerNear := Integer(a);
3876 end;
3877 end;
3879 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3880 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3881 for a := 0 to High(gMonsters) do
3882 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3883 (gMonsters[a].FUID <> FUID) then
3884 begin
3885 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3886 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3887 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3888 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3889 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3890 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3891 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3892 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3894 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3895 begin
3896 SetLength(MonstersSee, Length(MonstersSee) + 1);
3897 MonstersSee[High(MonstersSee)] := a;
3898 end;
3899 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3900 Abs(gMonsters[a].FObj.Y-FObj.Y);
3901 if l2 < l then
3902 begin
3903 l := l2;
3904 MonsterNear := Integer(a);
3905 end;
3906 end;
3908 case FBehaviour of
3909 BH_NORMAL, BH_KILLER:
3910 begin
3911 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3912 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3913 begin
3914 a := PlayersSee[Random(Length(PlayersSee))];
3915 FTargetUID := gPlayers[a].UID;
3916 end;
3917 // Çàòåì ïîáëèçîñòè
3918 if (FTargetUID = 0) and (PlayerNear > -1) then
3919 begin
3920 a := PlayerNear;
3921 FTargetUID := gPlayers[a].UID;
3922 end;
3923 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3924 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3925 begin
3926 a := MonstersSee[Random(Length(MonstersSee))];
3927 FTargetUID := gMonsters[a].UID;
3928 end;
3929 // Çàòåì ïîáëèçîñòè
3930 if (FTargetUID = 0) and (MonsterNear > -1) then
3931 begin
3932 a := MonsterNear;
3933 FTargetUID := gMonsters[a].UID;
3934 end;
3935 end;
3936 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3937 begin
3938 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3939 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3940 begin
3941 a := PlayersSee[Random(Length(PlayersSee))];
3942 FTargetUID := gPlayers[a].UID;
3943 end;
3944 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3945 begin
3946 a := MonstersSee[Random(Length(MonstersSee))];
3947 FTargetUID := gMonsters[a].UID;
3948 end;
3949 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3950 if (FTargetUID = 0) and (PlayerNear > -1) then
3951 begin
3952 a := PlayerNear;
3953 FTargetUID := gPlayers[a].UID;
3954 end;
3955 if (FTargetUID = 0) and (MonsterNear > -1) then
3956 begin
3957 a := MonsterNear;
3958 FTargetUID := gMonsters[a].UID;
3959 end;
3960 end;
3961 end;
3963 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3964 if FTargetUID = 0 then
3965 begin
3966 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3967 if FBehaviour = BH_INSANE then
3968 FTargetUID := FUID
3969 else
3970 FTargetTime := MAX_ATM;
3971 end
3972 else
3973 begin // Öåëü íàøëè
3974 FTargetTime := 0;
3975 Result := True;
3976 end;
3977 end;
3979 function TMonster.kick(o: PObj): Boolean;
3980 begin
3981 Result := False;
3983 case FMonsterType of
3984 MONSTER_FISH:
3985 begin
3986 SetState(STATE_ATTACK);
3987 Result := True;
3988 end;
3989 MONSTER_DEMON:
3990 begin
3991 SetState(STATE_ATTACK);
3992 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3993 Result := True;
3994 end;
3995 MONSTER_IMP:
3996 begin
3997 SetState(STATE_ATTACK);
3998 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3999 Result := True;
4000 end;
4001 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4002 begin
4003 SetState(STATE_ATTACK, ANIM_ATTACK2);
4004 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4005 Result := True;
4006 end;
4007 MONSTER_BARON, MONSTER_KNIGHT,
4008 MONSTER_CACO, MONSTER_MANCUB:
4009 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4010 if not g_Game_IsClient then Result := shoot(o, True);
4011 end;
4012 end;
4014 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4015 var
4016 xd, yd, m: Integer;
4017 begin
4018 Result := False;
4020 // Ñòðåëÿòü ðàíî:
4021 if FAmmo < 0 then
4022 Exit;
4024 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4025 if not immediately then
4026 case FMonsterType of
4027 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4028 Exit; // íå ñòðåëÿþò
4029 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4030 begin
4031 FAmmo := FAmmo + 1;
4032 // Âðåìÿ âûñòðåëà óïóùåíî:
4033 if FAmmo >= 50 then
4034 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4035 end;
4036 MONSTER_MAN: ;
4037 MONSTER_MANCUB:
4038 begin
4039 FAmmo := FAmmo + 1;
4040 // Âðåìÿ âûñòðåëà óïóùåíî:
4041 if FAmmo >= 5 then
4042 FAmmo := -50;
4043 end;
4044 MONSTER_SPIDER:
4045 begin
4046 FAmmo := FAmmo + 1;
4047 // Âðåìÿ âûñòðåëà óïóùåíî:
4048 if FAmmo >= 100 then
4049 FAmmo := -50;
4050 end;
4051 MONSTER_CYBER:
4052 begin
4053 // Ñòðåëÿåò íå âñåãäà:
4054 if Random(2) = 0 then
4055 Exit;
4056 FAmmo := FAmmo + 1;
4057 // Âðåìÿ âûñòðåëà óïóùåíî:
4058 if FAmmo >= 10 then
4059 FAmmo := -50;
4060 end;
4061 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4062 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4063 MONSTER_VILE: if Random(8) <> 0 then Exit;
4064 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4065 else if Random(16) <> 0 then Exit;
4066 end;
4068 // Öåëè íå âèäíî:
4069 if not g_Look(@FObj, o, FDirection) then
4070 Exit;
4072 FTargetTime := 0;
4074 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4075 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4077 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4078 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4079 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4080 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4081 Exit;
4083 case FMonsterType of
4084 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4085 begin
4086 SetState(STATE_SHOOT);
4087 {nn}
4088 end;
4089 MONSTER_SKEL:
4090 begin
4091 SetState(STATE_SHOOT);
4092 {nn}
4093 end;
4094 MONSTER_VILE:
4095 begin // Çàæèãàåì îãîíü
4096 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4097 ty := o^.Y+o^.Rect.Y;
4098 SetState(STATE_SHOOT);
4100 vilefire.Reset();
4102 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4103 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4104 end;
4105 MONSTER_SOUL:
4106 begin // Ëåòèò â ñòîðîíó öåëè:
4107 SetState(STATE_ATTACK);
4108 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4110 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4111 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4112 m := Max(Abs(xd), Abs(yd));
4113 if m = 0 then
4114 m := 1;
4116 FObj.Vel.X := (xd*16) div m;
4117 FObj.Vel.Y := (yd*16) div m;
4118 end;
4119 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4120 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4121 begin
4122 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4123 if FMonsterType = MONSTER_MANCUB then
4124 if FAmmo = 1 then
4125 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4127 SetState(STATE_SHOOT);
4128 end;
4129 else Exit;
4130 end;
4132 Result := True;
4133 end;
4135 function TMonster.Live(): Boolean;
4136 begin
4137 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4138 end;
4140 procedure TMonster.SetHealth(aH: Integer);
4141 begin
4142 if (aH > 0) and (aH < 1000000) then
4143 begin
4144 FHealth := aH;
4145 if FHealth > FMaxHealth then
4146 FMaxHealth := FHealth;
4147 end;
4148 end;
4150 procedure TMonster.WakeUp();
4151 begin
4152 if g_Game_IsClient then Exit;
4153 SetState(STATE_GO);
4154 FTargetTime := MAX_ATM;
4155 WakeUpSound();
4156 end;
4158 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4159 var
4160 i: Integer;
4161 sig: DWORD;
4162 b: Byte;
4163 anim: Boolean;
4164 begin
4165 if Mem = nil then
4166 Exit;
4168 // Ñèãíàòóðà ìîíñòðà:
4169 sig := MONSTER_SIGNATURE; // 'MONS'
4170 Mem.WriteDWORD(sig);
4171 // UID ìîíñòðà:
4172 Mem.WriteWord(FUID);
4173 // Íàïðàâëåíèå:
4174 if FDirection = D_LEFT then
4175 b := 1
4176 else // D_RIGHT
4177 b := 2;
4178 Mem.WriteByte(b);
4179 // Íàäî ëè óäàëèòü åãî:
4180 Mem.WriteBoolean(FRemoved);
4181 // Îñòàëîñü çäîðîâüÿ:
4182 Mem.WriteInt(FHealth);
4183 // Ñîñòîÿíèå:
4184 Mem.WriteByte(FState);
4185 // Òåêóùàÿ àíèìàöèÿ:
4186 Mem.WriteByte(FCurAnim);
4187 // UID öåëè:
4188 Mem.WriteWord(FTargetUID);
4189 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4190 Mem.WriteInt(FTargetTime);
4191 // Ïîâåäåíèå ìîíñòðà:
4192 Mem.WriteByte(FBehaviour);
4193 // Ãîòîâíîñòü ê âûñòðåëó:
4194 Mem.WriteInt(FAmmo);
4195 // Áîëü:
4196 Mem.WriteInt(FPain);
4197 // Âðåìÿ îæèäàíèÿ:
4198 Mem.WriteInt(FSleep);
4199 // Îçâó÷èâàòü ëè áîëü:
4200 Mem.WriteBoolean(FPainSound);
4201 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4202 Mem.WriteBoolean(FWaitAttackAnim);
4203 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4204 Mem.WriteBoolean(FChainFire);
4205 // Ïîäëåæèò ëè ðåñïàâíó:
4206 Mem.WriteBoolean(FNoRespawn);
4207 // Êîîðäèíàòû öåëè:
4208 Mem.WriteInt(tx);
4209 Mem.WriteInt(ty);
4210 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4211 Mem.WriteInt(FStartID);
4212 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4213 Mem.WriteInt(FSpawnTrigger);
4214 // Îáúåêò ìîíñòðà:
4215 Obj_SaveState(@FObj, Mem);
4216 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4217 anim := vilefire <> nil;
4218 Mem.WriteBoolean(anim);
4219 // Åñëè åñòü - ñîõðàíÿåì:
4220 if anim then
4221 vilefire.SaveState(Mem);
4222 // Àíèìàöèè:
4223 for i := ANIM_SLEEP to ANIM_PAIN do
4224 begin
4225 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4226 anim := FAnim[i, D_LEFT] <> nil;
4227 Mem.WriteBoolean(anim);
4228 // Åñëè åñòü - ñîõðàíÿåì:
4229 if anim then
4230 FAnim[i, D_LEFT].SaveState(Mem);
4231 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4232 anim := FAnim[i, D_RIGHT] <> nil;
4233 Mem.WriteBoolean(anim);
4234 // Åñëè åñòü - ñîõðàíÿåì:
4235 if anim then
4236 FAnim[i, D_RIGHT].SaveState(Mem);
4237 end;
4238 end;
4240 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4241 var
4242 i: Integer;
4243 sig: DWORD;
4244 b: Byte;
4245 anim: Boolean;
4246 begin
4247 if Mem = nil then
4248 Exit;
4250 // Ñèãíàòóðà ìîíñòðà:
4251 Mem.ReadDWORD(sig);
4252 if sig <> MONSTER_SIGNATURE then // 'MONS'
4253 begin
4254 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4255 end;
4256 // UID ìîíñòðà:
4257 Mem.ReadWord(FUID);
4258 // Íàïðàâëåíèå:
4259 Mem.ReadByte(b);
4260 if b = 1 then
4261 FDirection := D_LEFT
4262 else // b = 2
4263 FDirection := D_RIGHT;
4264 // Íàäî ëè óäàëèòü åãî:
4265 Mem.ReadBoolean(FRemoved);
4266 // Îñòàëîñü çäîðîâüÿ:
4267 Mem.ReadInt(FHealth);
4268 // Ñîñòîÿíèå:
4269 Mem.ReadByte(FState);
4270 // Òåêóùàÿ àíèìàöèÿ:
4271 Mem.ReadByte(FCurAnim);
4272 // UID öåëè:
4273 Mem.ReadWord(FTargetUID);
4274 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4275 Mem.ReadInt(FTargetTime);
4276 // Ïîâåäåíèå ìîíñòðà:
4277 Mem.ReadByte(FBehaviour);
4278 // Ãîòîâíîñòü ê âûñòðåëó:
4279 Mem.ReadInt(FAmmo);
4280 // Áîëü:
4281 Mem.ReadInt(FPain);
4282 // Âðåìÿ îæèäàíèÿ:
4283 Mem.ReadInt(FSleep);
4284 // Îçâó÷èâàòü ëè áîëü:
4285 Mem.ReadBoolean(FPainSound);
4286 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4287 Mem.ReadBoolean(FWaitAttackAnim);
4288 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4289 Mem.ReadBoolean(FChainFire);
4290 // Ïîäëåæèò ëè ðåñïàâíó
4291 Mem.ReadBoolean(FNoRespawn);
4292 // Êîîðäèíàòû öåëè:
4293 Mem.ReadInt(tx);
4294 Mem.ReadInt(ty);
4295 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4296 Mem.ReadInt(FStartID);
4297 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4298 Mem.ReadInt(FSpawnTrigger);
4299 // Îáúåêò ìîíñòðà:
4300 Obj_LoadState(@FObj, Mem);
4301 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4302 Mem.ReadBoolean(anim);
4303 // Åñëè åñòü - çàãðóæàåì:
4304 if anim then
4305 begin
4306 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4307 vilefire.LoadState(Mem);
4308 end;
4309 // Àíèìàöèè:
4310 for i := ANIM_SLEEP to ANIM_PAIN do
4311 begin
4312 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4313 Mem.ReadBoolean(anim);
4314 // Åñëè åñòü - çàãðóæàåì:
4315 if anim then
4316 begin
4317 Assert(FAnim[i, D_LEFT] <> nil,
4318 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4319 FAnim[i, D_LEFT].LoadState(Mem);
4320 end;
4321 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4322 Mem.ReadBoolean(anim);
4323 // Åñëè åñòü - çàãðóæàåì:
4324 if anim then
4325 begin
4326 Assert(FAnim[i, D_RIGHT] <> nil,
4327 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4328 FAnim[i, D_RIGHT].LoadState(Mem);
4329 end;
4330 end;
4331 end;
4333 procedure TMonster.ActivateTriggers();
4334 var
4335 a: Integer;
4336 begin
4337 if FDieTriggers <> nil then
4338 for a := 0 to High(FDieTriggers) do
4339 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4340 if FSpawnTrigger > -1 then
4341 begin
4342 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4343 FSpawnTrigger := -1;
4344 end;
4345 end;
4347 procedure TMonster.AddTrigger(t: Integer);
4348 begin
4349 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4350 FDieTriggers[High(FDieTriggers)] := t;
4351 end;
4353 procedure TMonster.ClearTriggers();
4354 begin
4355 SetLength(FDieTriggers, 0);
4356 end;
4358 procedure TMonster.CatchFire(Attacker: Word);
4359 begin
4360 FFireTime := 100;
4361 FFireAttacker := Attacker;
4362 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4363 end;
4365 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4366 var
4367 id, i: DWORD;
4368 Anim: TAnimation;
4369 begin
4370 if (Random(10) = 1) and (Times = 1) then
4371 Exit;
4373 if g_Frames_Get(id, 'FRAMES_FLAME') then
4374 begin
4375 for i := 1 to Times do
4376 begin
4377 Anim := TAnimation.Create(id, False, 3);
4378 Anim.Alpha := 0;
4379 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4380 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4381 Anim.Free();
4382 end;
4383 end;
4384 end;
4387 // ////////////////////////////////////////////////////////////////////////// //
4388 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4389 var
4390 idx: Integer;
4391 begin
4392 result := false;
4393 if (gMonsters = nil) or not assigned(cb) then exit;
4394 for idx := 0 to High(gMonsters) do
4395 begin
4396 if (gMonsters[idx] <> nil) then
4397 begin
4398 result := cb(idx, gMonsters[idx]);
4399 if result then exit;
4400 end;
4401 end;
4402 end;
4405 // throws on invalid uid
4406 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4407 begin
4408 result := g_Mons_ByIdx_NC(uid);
4409 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4410 end;
4413 // can return null
4414 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4415 begin
4416 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4417 result := gMonsters[uid];
4418 end;
4421 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4423 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4424 begin
4425 result := (mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj));
4426 end;
4428 var
4429 idx: Integer;
4430 begin
4431 result := false;
4432 if (width < 1) or (height < 1) then exit;
4434 if gmon_debug_use_sqaccel then
4435 begin
4436 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4437 end
4438 else
4439 begin
4440 for idx := 0 to High(gMonsters) do
4441 begin
4442 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4443 begin
4444 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4445 begin
4446 result := true;
4447 exit;
4448 end;
4449 end;
4450 end;
4451 end;
4452 end;
4455 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4457 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4458 begin
4459 result := false;
4460 if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon.arrIdx, mon);
4461 end;
4463 var
4464 idx: Integer;
4465 begin
4466 result := false;
4467 if (width < 1) or (height < 1) then exit;
4469 if gmon_debug_use_sqaccel then
4470 begin
4471 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4472 end
4473 else
4474 begin
4475 for idx := 0 to High(gMonsters) do
4476 begin
4477 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4478 begin
4479 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4480 begin
4481 result := cb(idx, gMonsters[idx]);
4482 if result then exit;
4483 end;
4484 end;
4485 end;
4486 end;
4487 end;
4490 function g_Mons_ForEachAtAlive (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4492 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4493 begin
4494 result := false;
4495 if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon.arrIdx, mon);
4496 end;
4498 var
4499 idx: Integer;
4500 begin
4501 result := false;
4502 if (width < 1) or (height < 1) then exit;
4504 if gmon_debug_use_sqaccel then
4505 begin
4506 if (width = 1) and (height = 1) then
4507 begin
4508 result := (monsTree.pointQuery(x, y, monsCollCheck) <> nil);
4509 end
4510 else
4511 begin
4512 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4513 end;
4514 end
4515 else
4516 begin
4517 for idx := 0 to High(gMonsters) do
4518 begin
4519 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4520 begin
4521 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4522 begin
4523 result := cb(idx, gMonsters[idx]);
4524 if result then exit;
4525 end;
4526 end;
4527 end;
4528 end;
4529 end;
4532 end.