DEADSOFTWARE

more monster tree cosmetix
[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;
96 trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
98 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
99 destructor Destroy(); override;
100 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
101 function Collide(Panel: TPanel): Boolean; overload;
102 function Collide(X, Y: Integer): Boolean; overload;
103 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
104 function Live(): Boolean;
105 procedure SetHealth(aH: Integer);
106 procedure Push(vx, vy: Integer);
107 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
108 function Heal(Value: Word): Boolean;
109 procedure BFGHit();
110 procedure Update();
111 procedure ClientUpdate();
112 procedure ClientAttack(wx, wy, atx, aty: Integer);
113 procedure SetDeadAnim;
114 procedure Draw();
115 procedure WakeUp();
116 procedure WakeUpSound();
117 procedure DieSound();
118 procedure PainSound();
119 procedure ActionSound();
120 procedure AddTrigger(t: Integer);
121 procedure ClearTriggers();
122 procedure Respawn();
123 procedure SaveState(var Mem: TBinMemoryWriter);
124 procedure LoadState(var Mem: TBinMemoryReader);
125 procedure SetState(State: Byte; ForceAnim: Byte = 255);
126 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
127 procedure MakeBloodSimple(Count: Word);
128 procedure RevertAnim(R: Boolean = True);
129 function AnimIsReverse: Boolean;
130 function shoot(o: PObj; immediately: Boolean): Boolean;
131 function kick(o: PObj): Boolean;
132 procedure CatchFire(Attacker: Word);
133 procedure OnFireFlame(Times: DWORD = 1);
135 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
137 property MonsterType: Byte read FMonsterType;
138 property MonsterHealth: Integer read FHealth write FHealth;
139 property MonsterAmmo: Integer read FAmmo write FAmmo;
140 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
141 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
142 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
143 property MonsterSleep: Integer read FSleep write FSleep;
144 property MonsterState: Byte read FState write FState;
145 property MonsterRemoved: Boolean read FRemoved write FRemoved;
146 property MonsterPain: Integer read FPain write FPain;
147 property MonsterAnim: Byte read FCurAnim write FCurAnim;
149 property Obj: TObj read FObj;
150 property UID: Word read FUID write FUID;
151 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
153 property GameX: Integer read FObj.X write FObj.X;
154 property GameY: Integer read FObj.Y write FObj.Y;
155 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
156 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
157 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
158 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
159 property GameDirection: TDirection read FDirection write FDirection;
161 property StartID: Integer read FStartID;
162 end;
165 procedure g_Monsters_LoadData ();
166 procedure g_Monsters_FreeData ();
167 procedure g_Monsters_Init ();
168 procedure g_Monsters_Free ();
169 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
170 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
171 procedure g_Monsters_Update ();
172 procedure g_Monsters_Draw ();
173 procedure g_Monsters_DrawHealth ();
174 function g_Monsters_ByUID (UID: Word): TMonster;
175 procedure g_Monsters_killedp ();
176 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
177 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
178 function g_Monsters_GetIDByName (name: String): Integer;
179 function g_Monsters_GetNameByID (MonsterType: Byte): String;
180 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
183 type
184 TEachMonsterCB = function (monidx: Integer; mon: TMonster): Boolean is nested; // return `true` to stop
186 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
188 // throws on invalid uid
189 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
191 // can return null
192 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
194 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
196 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
197 function g_Mons_ForEachAtAlive (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
199 function g_Mons_getNewTrapFrameId (): DWord;
202 var
203 gmon_debug_use_sqaccel: Boolean = true;
206 implementation
208 uses
209 e_log, g_main, g_sound, g_gfx, g_player, g_game,
210 g_weapons, g_triggers, MAPDEF, g_items, g_options,
211 g_console, g_map, Math, SysUtils, g_menu, wadreader,
212 g_language, g_netmsg, z_aabbtree;
215 // ////////////////////////////////////////////////////////////////////////// //
216 var
217 monCheckTrapLastFrameId: DWord;
220 // ////////////////////////////////////////////////////////////////////////// //
221 type
222 TDynAABBTreeMonsBase = specialize TDynAABBTreeBase<TMonster>;
224 TDynAABBTreeMons = class(TDynAABBTreeMonsBase)
225 function getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean; override;
226 end;
228 function TDynAABBTreeMons.getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean;
229 begin
230 result := false;
231 if (flesh = nil) then raise Exception.Create('DynTree: trying to get dimensions of inexistant monsters');
232 if (flesh.Obj.Rect.Width < 1) or (flesh.Obj.Rect.Height < 1) then raise Exception.Create('DynTree: monster without size, wtf?!');
233 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);
234 if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
235 result := true;
236 end;
239 var
240 monsTree: TDynAABBTreeMons = nil;
243 //WARNING! call this after monster position was changed, or coldet will not work right!
244 procedure TMonster.positionChanged ();
245 var
246 x, y: Integer;
247 begin
248 {$IF DEFINED(D2F_DEBUG)}
249 //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);
250 {$ENDIF}
251 if (treeNode = -1) then
252 begin
253 treeNode := monsTree.insertObject(self, 0);
254 {$IF DEFINED(D2F_DEBUG)}
255 monsTree.getNodeXY(treeNode, x, y);
256 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
257 {$ENDIF}
258 end
259 else
260 begin
261 monsTree.getNodeXY(treeNode, x, y);
262 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
263 {$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);{$ENDIF}
265 {$IFDEF TRUE}
266 monsTree.updateObject(treeNode);
267 {$ELSE}
268 monsTree.removeObject(treeNode);
269 treeNode := monsTree.insertObject(self);
270 {$ENDIF}
272 {$IF DEFINED(D2F_DEBUG)}
273 monsTree.getNodeXY(treeNode, x, y);
274 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
275 {$ENDIF}
276 end;
277 end;
280 // ////////////////////////////////////////////////////////////////////////// //
281 const
282 ANIM_SLEEP = 0;
283 ANIM_GO = 1;
284 ANIM_DIE = 2;
285 ANIM_MESS = 3;
286 ANIM_ATTACK = 4;
287 ANIM_ATTACK2 = 5;
288 ANIM_PAIN = 6;
290 STATE_SLEEP = 0;
291 STATE_GO = 1;
292 STATE_RUN = 2;
293 STATE_CLIMB = 3;
294 STATE_DIE = 4;
295 STATE_DEAD = 5;
296 STATE_ATTACK = 6;
297 STATE_SHOOT = 7;
298 STATE_PAIN = 8;
299 STATE_WAIT = 9;
300 STATE_REVIVE = 10;
301 STATE_RUNOUT = 11;
303 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
305 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
306 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
307 record
308 name: String;
309 loop: Boolean;
310 end = ((name: 'SLEEP'; loop: True),
311 (name: 'GO'; loop: True),
312 (name: 'DIE'; loop: False),
313 (name: 'MESS'; loop: False),
314 (name: 'ATTACK'; loop: False),
315 (name: 'ATTACK2'; loop: False),
316 (name: 'PAIN'; loop: False));
318 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
319 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
320 record
321 Name: String;
322 Rect: TRectWH;
323 Health: Word;
324 RunVel: Byte;
325 MinPain: Byte;
326 Pain: Byte;
327 Jump: Byte;
328 end =
329 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
330 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
332 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
333 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
335 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
336 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
338 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
339 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
341 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
342 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
344 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
345 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
347 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
348 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
350 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
351 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
353 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
354 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
356 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
357 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
359 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
360 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
362 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
363 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
365 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
366 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
368 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
369 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
371 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
372 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
374 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
375 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
377 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
378 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
380 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
381 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
383 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
384 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
386 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
387 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
389 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
390 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
391 record
392 LeftAnim: Boolean;
393 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
394 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
395 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
396 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
397 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
398 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
399 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));
400 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))),
402 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
403 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));
404 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))),
406 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
407 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));
408 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))),
410 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
411 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));
412 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))),
414 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
415 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));
416 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))),
418 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
419 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));
420 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))),
422 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
423 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));
424 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))),
426 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
427 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));
428 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))),
430 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
431 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));
432 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))),
434 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
435 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));
436 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))),
438 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
439 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));
440 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))),
442 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
443 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));
444 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))),
446 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
447 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));
448 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))),
450 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
451 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));
452 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))),
454 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
455 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));
456 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))),
458 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
459 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));
460 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))),
462 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
463 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));
464 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 ))),
466 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
467 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));
468 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))),
470 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
471 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));
472 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))),
474 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
475 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));
476 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))) );
478 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
479 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
482 var
483 gMonsters: array of TMonster;
484 uidMap: array [0..65535] of TMonster; // monster knows it's index
487 procedure clearUidMap ();
488 var
489 idx: Integer;
490 begin
491 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
492 end;
495 function g_Mons_getNewTrapFrameId (): DWord;
496 var
497 f: Integer;
498 begin
499 Inc(monCheckTrapLastFrameId);
500 if monCheckTrapLastFrameId = 0 then
501 begin
502 // wraparound
503 monCheckTrapLastFrameId := 1;
504 for f := 0 to High(gMonsters) do
505 begin
506 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
507 end;
508 end;
509 result := monCheckTrapLastFrameId;
510 end;
513 var
514 pt_x: Integer = 0;
515 pt_xs: Integer = 1;
516 pt_y: Integer = 0;
517 pt_ys: Integer = 1;
518 soulcount: Integer = 0;
521 function allocMonster(): DWORD;
522 var
523 i, olen: Integer;
524 begin
525 for i := 0 to High(gMonsters) do
526 begin
527 if (gMonsters[i] = nil) then
528 begin
529 result := i;
530 exit;
531 end;
532 end;
534 olen := Length(gMonsters);
535 if (olen = 0) then
536 begin
537 SetLength(gMonsters, 64);
538 result := 0;
539 end
540 else
541 begin
542 result := olen;
543 SetLength(gMonsters, Length(gMonsters)+32);
544 end;
545 end;
548 function IsFriend(a, b: Byte): Boolean;
549 begin
550 Result := True;
552 // Áî÷êà - âñåì äðóã:
553 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
554 Exit;
556 // Ìîíñòðû îäíîãî âèäà:
557 if a = b then
558 case a of
559 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
560 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
561 Exit; // Ýòè íå áüþò ñâîèõ
562 end;
564 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
565 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
566 Exit;
567 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
568 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
569 Exit;
571 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
572 Result := False;
573 end;
575 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
576 var
577 m: TMonster;
578 UIDType, MonsterType: Byte;
579 begin
580 Result := False;
581 MonsterType := 0;
583 UIDType := g_GetUIDType(SpawnerUID);
584 if UIDType = UID_MONSTER then
585 begin
586 m := g_Monsters_ByUID(SpawnerUID);
587 if m = nil then Exit;
588 MonsterType := m.FMonsterType;
589 end;
591 case BH of
592 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
593 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
595 BH_KILLER: Result := UIDType = UID_PLAYER;
596 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
597 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
599 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
600 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
601 end;
602 end;
604 function canShoot(m: Byte): Boolean;
605 begin
606 Result := False;
608 case m of
609 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
610 Exit;
611 else
612 Result := True;
613 end;
614 end;
616 function isCorpse(o: PObj; immediately: Boolean): Integer;
618 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
619 begin
620 result := false; // don't stop
621 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
622 begin
623 case mon.FMonsterType of // Íå âîñêðåñèòü:
624 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
625 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
626 end;
627 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
628 result := true;
629 end;
630 end;
632 var
633 a: Integer;
634 mon: TMonster;
635 begin
636 result := -1;
638 // Åñëè íóæíà âåðîÿòíîñòü
639 if not immediately and (Random(8) <> 0) then exit;
641 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
642 if gmon_debug_use_sqaccel then
643 begin
644 mon := monsTree.aabbQuery(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
645 if (mon <> nil) then result := mon.arrIdx;
646 end
647 else
648 begin
649 for a := 0 to High(gMonsters) do
650 begin
651 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
652 begin
653 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
654 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
655 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
656 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
657 begin
658 Result := a;
659 Exit;
660 end;
661 end;
662 end;
663 end;
664 end;
665 end;
667 procedure g_Monsters_LoadData();
668 begin
669 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
671 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
672 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
673 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
675 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
678 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
685 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
692 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
693 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
699 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
700 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
706 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
707 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
713 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
714 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
720 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
721 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
727 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
734 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
741 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
748 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
755 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
762 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
769 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
776 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
783 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
790 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
797 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
804 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
811 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
824 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
826 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
828 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
829 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
830 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
831 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
832 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
833 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
834 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
835 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
836 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
837 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
838 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
840 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
841 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
842 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
844 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
845 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
846 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
847 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
848 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
849 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
851 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
852 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
853 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
854 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
855 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
857 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
858 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
860 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
861 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
862 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
863 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
865 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
866 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
867 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
868 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
869 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
871 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
872 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
873 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
874 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
875 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
877 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
878 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
879 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
880 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
882 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
883 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
884 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
886 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
887 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
889 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
890 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
892 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
893 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
894 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
896 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
897 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
899 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
900 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
901 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
903 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
905 monsTree := TDynAABBTreeMons.Create();
906 clearUidMap();
907 monCheckTrapLastFrameId := 0;
908 end;
910 procedure g_Monsters_FreeData();
911 begin
912 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
914 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
915 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
916 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
917 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
918 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
919 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
920 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
921 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
922 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
923 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
924 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
925 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
926 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
927 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
928 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
929 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
930 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
931 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
932 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
933 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
934 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
935 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
936 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
937 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
938 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
939 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
940 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
941 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
942 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
943 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
944 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
945 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
946 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
947 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
948 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
949 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
950 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
951 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
952 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
953 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
954 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
955 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
956 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
957 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
958 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
959 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
960 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
961 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
962 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
963 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
964 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
965 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
966 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
967 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
968 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
969 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
970 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
972 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
973 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
974 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
975 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
976 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
977 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
978 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
979 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
980 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
981 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
982 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
983 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
984 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
985 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
986 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
987 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
988 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
989 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
990 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
991 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
992 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
993 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
994 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
995 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
996 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
997 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
998 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
999 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1046 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1048 g_Sound_Delete('SOUND_MONSTER_PAIN');
1049 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1050 g_Sound_Delete('SOUND_MONSTER_ACTION');
1051 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1052 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1053 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1054 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1055 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1056 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1057 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1058 g_Sound_Delete('SOUND_MONSTER_SLOP');
1060 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1061 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1062 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1064 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1065 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1066 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1067 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1068 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1069 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1071 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1072 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1073 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1074 g_Sound_Delete('SOUND_MONSTER_HAHA');
1075 g_Sound_Delete('SOUND_MONSTER_TRUP');
1077 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1078 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1080 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1081 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1082 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1083 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1085 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1086 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1087 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1088 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1089 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1091 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1092 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1093 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1094 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1095 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1097 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1098 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1099 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1100 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1102 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1103 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1104 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1106 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1107 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1109 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1110 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1112 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1113 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1114 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1116 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1117 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1119 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1120 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1121 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1123 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1125 monsTree.Free();
1126 end;
1128 procedure g_Monsters_Init();
1129 begin
1130 soulcount := 0;
1131 end;
1133 procedure g_Monsters_Free();
1134 var
1135 a: Integer;
1136 begin
1137 monsTree.reset();
1138 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1139 gMonsters := nil;
1140 clearUidMap();
1141 monCheckTrapLastFrameId := 0;
1142 end;
1144 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1145 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1146 var
1147 find_id: DWORD;
1148 mon: TMonster;
1149 begin
1150 result := nil;
1152 // Íåò òàêîãî ìîíñòðà
1153 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1155 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1156 if MonsterType = MONSTER_SOUL then
1157 begin
1158 if soulcount > MAX_SOUL then exit;
1159 soulcount := soulcount + 1;
1160 end;
1162 find_id := allocMonster();
1164 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1165 gMonsters[find_id] := mon;
1166 mon.arrIdx := find_id;
1167 mon.treeNode := -1;
1169 uidMap[mon.FUID] := mon;
1171 // Íàñòðàèâàåì ïîëîæåíèå
1172 with mon do
1173 begin
1174 if AdjCoord then
1175 begin
1176 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1177 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1178 end
1179 else
1180 begin
1181 FObj.X := X-FObj.Rect.X;
1182 FObj.Y := Y-FObj.Rect.Y;
1183 end;
1185 FDirection := Direction;
1186 FStartDirection := Direction;
1187 FStartX := GameX;
1188 FStartY := GameY;
1189 end;
1191 mon.positionChanged();
1193 result := mon;
1194 end;
1196 procedure g_Monsters_killedp();
1197 var
1198 a, h: Integer;
1199 begin
1200 if gMonsters = nil then
1201 Exit;
1203 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1204 h := High(gMonsters);
1205 for a := 0 to h do
1206 if (gMonsters[a] <> nil) then
1207 with gMonsters[a] do
1208 if (FMonsterType = MONSTER_MAN) and
1209 (FState <> STATE_DEAD) and
1210 (FState <> STATE_SLEEP) and
1211 (FState <> STATE_DIE) then
1212 begin
1213 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1214 Exit;
1215 end;
1216 end;
1218 procedure g_Monsters_Update();
1219 var
1220 a: Integer;
1221 begin
1222 // Öåëåóêàçàòåëü
1223 if gTime mod (GAME_TICK*2) = 0 then
1224 begin
1225 pt_x := pt_x+pt_xs;
1226 pt_y := pt_y+pt_ys;
1227 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1228 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1229 end;
1231 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1233 for a := 0 to High(gMonsters) do
1234 begin
1235 if (gMonsters[a] = nil) then continue;
1236 if not gMonsters[a].FRemoved then
1237 begin
1238 if g_Game_IsClient then
1239 gMonsters[a].ClientUpdate()
1240 else
1241 gMonsters[a].Update();
1242 end
1243 else
1244 begin
1245 gMonsters[a].Free();
1246 gMonsters[a] := nil;
1247 end;
1248 end;
1250 gMon := False;
1251 end;
1253 procedure g_Monsters_Draw();
1254 var
1255 a: Integer;
1256 begin
1257 if gMonsters <> nil then
1258 for a := 0 to High(gMonsters) do
1259 if gMonsters[a] <> nil then
1260 gMonsters[a].Draw();
1261 end;
1263 procedure g_Monsters_DrawHealth();
1264 var
1265 a: Integer;
1266 fW, fH: Byte;
1267 begin
1268 if gMonsters = nil then Exit;
1269 e_TextureFontGetSize(gStdFont, fW, fH);
1271 for a := 0 to High(gMonsters) do
1272 if gMonsters[a] <> nil then
1273 begin
1274 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1275 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1276 IntToStr(gMonsters[a].FHealth), gStdFont);
1277 end;
1278 end;
1280 function g_Monsters_ByUID (UID: Word): TMonster;
1281 //var a: Integer;
1282 begin
1283 result := uidMap[UID];
1285 Result := nil;
1286 if gMonsters <> nil then
1287 for a := 0 to High(gMonsters) do
1288 if (gMonsters[a] <> nil) and
1289 (gMonsters[a].FUID = UID) then
1290 begin
1291 Result := gMonsters[a];
1292 Break;
1293 end;
1295 end;
1297 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1298 var
1299 count, i: Integer;
1300 b: Byte;
1301 begin
1302 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1303 count := 0;
1304 if gMonsters <> nil then
1305 for i := 0 to High(gMonsters) do
1306 if gMonsters[i] <> nil then
1307 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1308 count := count + 1;
1310 Mem := TBinMemoryWriter.Create((count+1) * 350);
1312 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1313 Mem.WriteInt(pt_x);
1314 Mem.WriteInt(pt_xs);
1315 Mem.WriteInt(pt_y);
1316 Mem.WriteInt(pt_ys);
1318 // Êîëè÷åñòâî ìîíñòðîâ:
1319 Mem.WriteInt(count);
1321 if count = 0 then
1322 Exit;
1324 // Ñîõðàíÿåì ìîíñòðîâ:
1325 for i := 0 to High(gMonsters) do
1326 if gMonsters[i] <> nil then
1327 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1328 begin
1329 // Òèï ìîíñòðà:
1330 b := gMonsters[i].MonsterType;
1331 Mem.WriteByte(b);
1332 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1333 gMonsters[i].SaveState(Mem);
1334 end;
1335 end;
1337 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1338 var
1339 count, a: Integer;
1340 b: Byte;
1341 mon: TMonster;
1342 begin
1343 if Mem = nil then exit;
1345 g_Monsters_Free();
1347 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1348 Mem.ReadInt(pt_x);
1349 Mem.ReadInt(pt_xs);
1350 Mem.ReadInt(pt_y);
1351 Mem.ReadInt(pt_ys);
1353 // Êîëè÷åñòâî ìîíñòðîâ
1354 Mem.ReadInt(count);
1356 if count = 0 then exit;
1358 // Çàãðóæàåì ìîíñòðîâ
1359 for a := 0 to count-1 do
1360 begin
1361 // Òèï ìîíñòðà
1362 Mem.ReadByte(b);
1363 // Ñîçäàåì ìîíñòðà
1364 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1365 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1366 // Çàãðóæàåì äàííûå ìîíñòðà
1367 mon.LoadState(Mem);
1368 end;
1369 end;
1371 function g_Monsters_GetIDByName(name: String): Integer;
1372 var
1373 i: Integer;
1374 begin
1375 name := UpperCase(name);
1376 i := MONSTER_DEMON;
1377 while (i <= MONSTER_MAN) do
1378 begin
1379 if name = MONSTERTABLE[i].Name then
1380 begin
1381 Result := i;
1382 Exit;
1383 end;
1384 Inc(i);
1385 end;
1387 Result := -1;
1388 end;
1390 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1391 begin
1392 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1393 Result := MONSTERTABLE[MonsterType].Name
1394 else
1395 Result := '?';
1396 end;
1398 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1399 begin
1400 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1401 Result := KilledByMonster[MonsterType]
1402 else
1403 Result := '?';
1404 end;
1406 { T M o n s t e r : }
1408 procedure TMonster.ActionSound();
1409 begin
1410 case FMonsterType of
1411 MONSTER_IMP:
1412 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1413 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1414 MONSTER_MANCUB:
1415 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1416 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1417 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1418 MONSTER_SPIDER:
1419 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1420 MONSTER_BSP:
1421 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1422 MONSTER_VILE:
1423 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1424 MONSTER_SKEL:
1425 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1426 MONSTER_CYBER:
1428 MONSTER_MAN:
1429 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1430 end;
1431 end;
1433 procedure TMonster.PainSound();
1434 begin
1435 if FPainSound then
1436 Exit;
1438 FPainSound := True;
1439 FPainTicks := 20;
1441 case FMonsterType of
1442 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1443 MONSTER_SKEL, MONSTER_CGUN:
1444 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1445 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1446 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1447 MONSTER_BSP, MONSTER_CYBER:
1448 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1449 MONSTER_VILE:
1450 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1451 MONSTER_MANCUB:
1452 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1453 MONSTER_PAIN:
1454 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1455 MONSTER_MAN:
1456 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1457 end;
1458 end;
1460 procedure TMonster.DieSound();
1461 begin
1462 case FMonsterType of
1463 MONSTER_IMP:
1464 case Random(2) of
1465 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1466 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1467 end;
1468 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1469 case Random(3) of
1470 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1471 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1472 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1473 end;
1474 MONSTER_DEMON:
1475 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1476 MONSTER_BARREL:
1477 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1478 MONSTER_SOUL:
1479 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1480 MONSTER_BSP:
1481 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1482 MONSTER_VILE:
1483 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1484 MONSTER_BARON:
1485 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1486 MONSTER_CACO:
1487 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1488 MONSTER_CYBER:
1489 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1490 MONSTER_KNIGHT:
1491 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1492 MONSTER_MANCUB:
1493 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1494 MONSTER_PAIN:
1495 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1496 MONSTER_SKEL:
1497 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1498 MONSTER_SPIDER:
1499 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1500 MONSTER_MAN:
1501 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1502 end;
1503 end;
1505 procedure TMonster.WakeUpSound();
1506 begin
1507 case FMonsterType of
1508 MONSTER_IMP:
1509 case Random(2) of
1510 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1511 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1512 end;
1513 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1514 case Random(3) of
1515 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1516 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1517 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1518 end;
1519 MONSTER_MAN:
1520 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1521 MONSTER_BSP:
1522 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1523 MONSTER_VILE:
1524 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1525 MONSTER_BARON:
1526 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1527 MONSTER_CACO:
1528 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1529 MONSTER_CYBER:
1530 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1531 MONSTER_KNIGHT:
1532 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1533 MONSTER_MANCUB:
1534 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1535 MONSTER_PAIN:
1536 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1537 MONSTER_DEMON:
1538 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1539 MONSTER_SKEL:
1540 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1541 MONSTER_SPIDER:
1542 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1543 MONSTER_SOUL:
1545 end;
1546 end;
1548 procedure TMonster.BFGHit();
1549 begin
1550 if FMonsterType = MONSTER_FISH then
1551 Exit;
1553 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1554 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1555 {if g_Game_IsServer and g_Game_IsNet then
1556 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1557 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1558 0, NET_GFX_BFG);}
1559 end;
1561 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1562 begin
1563 Result := g_Collide(FObj.X+FObj.Rect.X,
1564 FObj.Y+FObj.Rect.Y,
1565 FObj.Rect.Width,
1566 FObj.Rect.Height,
1567 X, Y,
1568 Width, Height);
1569 end;
1571 function TMonster.Collide(Panel: TPanel): Boolean;
1572 begin
1573 Result := g_Collide(FObj.X+FObj.Rect.X,
1574 FObj.Y+FObj.Rect.Y,
1575 FObj.Rect.Width,
1576 FObj.Rect.Height,
1577 Panel.X, Panel.Y,
1578 Panel.Width, Panel.Height);
1579 end;
1581 function TMonster.Collide(X, Y: Integer): Boolean;
1582 begin
1583 X := X - FObj.X - FObj.Rect.X;
1584 Y := Y - FObj.Y - FObj.Rect.Y;
1585 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1586 (y >= 0) and (y <= FObj.Rect.Height);
1587 end;
1589 procedure TMonster.Respawn;
1590 begin
1591 FObj.Vel.X := 0;
1592 FObj.Vel.Y := 0;
1593 FObj.Accel.X := 0;
1594 FObj.Accel.Y := 0;
1595 FDirection := FStartDirection;
1596 GameX := FStartX;
1597 GameY := FStartY;
1598 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1599 FHealth := MONSTERTABLE[FMonsterType].Health;
1600 FAmmo := 0;
1601 FPain := 0;
1602 FTargetUID := 0;
1603 FTargetTime := 0;
1604 FDieTriggers := nil;
1605 FWaitAttackAnim := False;
1606 FChainFire := False;
1607 FShellTimer := -1;
1609 FState := STATE_SLEEP;
1610 FCurAnim := ANIM_SLEEP;
1612 positionChanged(); // this updates spatial accelerators
1614 if g_Game_IsNet and g_Game_IsServer then
1615 begin
1616 MH_SEND_MonsterPos(FUID);
1617 MH_SEND_MonsterState(FUID);
1618 end;
1619 end;
1621 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1622 var
1623 a: Integer;
1624 FramesID: DWORD;
1625 s: String;
1626 res: Boolean;
1627 begin
1628 if ForcedUID < 0 then
1629 FUID := g_CreateUID(UID_MONSTER)
1630 else
1631 FUID := ForcedUID;
1633 FMonsterType := MonsterType;
1635 g_Obj_Init(@FObj);
1637 FState := STATE_SLEEP;
1638 FCurAnim := ANIM_SLEEP;
1639 FHealth := MONSTERTABLE[MonsterType].Health;
1640 FMaxHealth := FHealth;
1641 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1642 FDieTriggers := nil;
1643 FSpawnTrigger := -1;
1644 FWaitAttackAnim := False;
1645 FChainFire := False;
1646 FStartID := aID;
1647 FNoRespawn := False;
1648 FShellTimer := -1;
1649 FBehaviour := BH_NORMAL;
1650 FFireTime := 0;
1651 FFirePainTime := 0;
1652 FFireAttacker := 0;
1654 treeNode := -1;
1655 arrIdx := -1;
1656 trapCheckFrameId := 0;
1658 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1659 FBloodKind := BLOOD_SPARKS
1660 else
1661 FBloodKind := BLOOD_NORMAL;
1662 if FMonsterType = MONSTER_CACO then
1663 begin
1664 FBloodRed := 0;
1665 FBloodGreen := 0;
1666 FBloodBlue := 150;
1667 end
1668 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1669 begin
1670 FBloodRed := 0;
1671 FBloodGreen := 150;
1672 FBloodBlue := 0;
1673 end
1674 else
1675 begin
1676 FBloodRed := 150;
1677 FBloodGreen := 0;
1678 FBloodBlue := 0;
1679 end;
1681 SetLength(FAnim, Length(ANIMTABLE));
1683 for a := 0 to High(FAnim) do
1684 begin
1685 FAnim[a, D_LEFT] := nil;
1686 FAnim[a, D_RIGHT] := nil;
1687 end;
1689 for a := ANIM_SLEEP to ANIM_PAIN do
1690 if (ANIMTABLE[a].name <> '') and
1691 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1692 begin
1693 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1694 '_'+ANIMTABLE[a].name;
1696 res := g_Frames_Exists(s);
1698 if res then
1699 res := g_Frames_Get(FramesID, s);
1701 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1702 if (not res) then
1703 begin
1704 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1705 if a <> ANIM_MESS then
1706 Continue;
1708 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1709 '_'+ANIMTABLE[ANIM_DIE].name) then
1710 begin
1711 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1712 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1713 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1714 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1715 Continue;
1716 end;
1717 end;
1719 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1720 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1722 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1723 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1724 begin
1725 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1726 '_'+ANIMTABLE[a].name+'_L';
1727 if g_Frames_Exists(s) then
1728 g_Frames_Get(FramesID, s);
1729 end;
1731 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1732 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1733 end;
1735 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1736 if MonsterType = MONSTER_VILE then
1737 begin
1738 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1739 vilefire := TAnimation.Create(FramesID, True, 2);
1740 end
1741 else
1742 vilefire := nil;
1743 end;
1745 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1746 var
1747 c, it: Integer;
1748 p: TPlayer;
1749 begin
1750 Result := False;
1752 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1753 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1754 Exit;
1756 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1757 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1758 begin
1759 FSleep := 20;
1760 if Random(2) = 0 then
1761 FDirection := D_RIGHT
1762 else
1763 FDirection := D_LEFT;
1764 Result := True;
1765 SetState(STATE_RUN);
1766 Exit;
1767 end;
1769 // Ëîâóøêà óáèâàåò ñðàçó:
1770 if t = HIT_TRAP then
1771 FHealth := -100;
1773 // Ðîáîòó óðîíà íåò:
1774 if FMonsterType = MONSTER_ROBO then
1775 aDamage := 0;
1777 // Íàíîñèì óðîí:
1778 if g_Game_IsServer then Dec(FHealth, aDamage);
1780 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1781 if FPain = 0 then
1782 FPain := 3;
1783 FPain := FPain+aDamage;
1785 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1786 if FState <> STATE_PAIN then
1787 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1788 (FMonsterType <> MONSTER_BARREL) then
1789 SetState(STATE_PAIN);
1791 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1792 if (gBloodCount > 0) then
1793 begin
1794 c := Min(aDamage, 200);
1795 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1797 if (VelX = 0) and (VelY = 0) then
1798 MakeBloodSimple(c)
1799 else
1800 case t of
1801 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1802 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1803 end;
1804 end;
1806 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1807 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1808 begin
1809 FTargetUID := SpawnerUID;
1810 FTargetTime := 0;
1811 end;
1813 // Çäîðîâüå çàêîí÷èëîñü:
1814 if FHealth <= 0 then
1815 begin
1816 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1817 if (FMonsterType <> MONSTER_BARREL) then
1818 begin
1819 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1820 begin
1821 p := g_Player_Get(SpawnerUID);
1822 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1823 begin
1824 p.MonsterKills := p.MonsterKills+1;
1825 if gGameSettings.GameMode = GM_COOP then
1826 p.Frags := p.Frags + 1;
1827 // Uncomment this if you want to double-kill monsters
1828 //p.FragCombo();
1829 end;
1830 end;
1831 if gLMSRespawn = LMS_RESPAWN_NONE then
1832 begin
1833 Inc(gCoopMonstersKilled);
1834 if g_Game_IsNet then
1835 MH_SEND_GameStats;
1836 end;
1837 end;
1839 // Âûáèðàåì ëóò:
1840 case FMonsterType of
1841 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1842 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1843 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1844 MONSTER_MAN: c := ITEM_KEY_RED;
1845 else c := 0;
1846 end;
1848 // Áðîñàåì ëóò:
1849 if c <> 0 then
1850 begin
1851 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1852 FObj.Y + (FObj.Rect.Height div 2),
1853 c, True, False);
1854 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1855 (FObj.Vel.Y div 2)-Random(4));
1856 positionChanged(); // this updates spatial accelerators
1857 if g_Game_IsServer and g_Game_IsNet then
1858 MH_SEND_ItemSpawn(True, it);
1859 end;
1861 // Òðóï äàëüøå íå èäåò:
1862 FObj.Vel.X := 0;
1864 // Ó òðóïà ðàçìåðû ìåíüøå:
1865 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1866 begin
1867 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1868 FObj.Rect.Height := 12;
1869 end;
1871 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1872 if (FHealth <= -30) and
1873 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1874 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1875 (FMonsterType = MONSTER_MAN)) then
1876 begin
1877 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1878 SetState(STATE_DIE, ANIM_MESS);
1879 end
1880 else
1881 begin
1882 DieSound();
1883 SetState(STATE_DIE);
1884 end;
1886 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1887 if g_Game_IsServer then ActivateTriggers();
1889 FHealth := 0;
1890 end
1891 else
1892 if FState = STATE_SLEEP then
1893 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1894 FPain := MONSTERTABLE[FMonsterType].Pain;
1895 SetState(STATE_GO);
1896 end;
1898 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1899 Result := True;
1900 end;
1902 function TMonster.Heal(Value: Word): Boolean;
1903 begin
1904 Result := False;
1905 if g_Game_IsClient then
1906 Exit;
1907 if not Live then
1908 Exit;
1910 if FHealth < FMaxHealth then
1911 begin
1912 IncMax(FHealth, Value, FMaxHealth);
1913 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1914 Result := True;
1915 end;
1916 end;
1918 destructor TMonster.Destroy();
1919 var
1920 a: Integer;
1921 begin
1922 for a := 0 to High(FAnim) do
1923 begin
1924 FAnim[a, D_LEFT].Free();
1925 FAnim[a, D_RIGHT].Free();
1926 end;
1928 vilefire.Free();
1930 if (treeNode <> -1) then
1931 begin
1932 if monsTree.isValidId(treeNode) then
1933 begin
1934 {$IF DEFINED(D2F_DEBUG)}
1935 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx, UID, treeNode]), MSG_NOTIFY);
1936 {$ENDIF}
1937 monsTree.removeObject(treeNode);
1938 end;
1939 end;
1941 if (arrIdx <> -1) then
1942 begin
1943 gMonsters[arrIdx] := nil;
1944 end;
1946 uidMap[FUID] := nil;
1948 inherited Destroy();
1949 end;
1951 procedure TMonster.Draw();
1952 var
1953 m: TMirrorType;
1954 dx, dy, c: Integer;
1955 o: TObj;
1956 begin
1957 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1958 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1960 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1961 if FMonsterType = MONSTER_VILE then
1962 if FState = STATE_SHOOT then
1963 if GetPos(FTargetUID, @o) then
1964 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1965 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1967 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1968 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1969 sX-128, sY-128, sWidth+256, sHeight+256) then
1970 Exit;
1972 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1973 if FState = STATE_DEAD then
1974 case FMonsterType of
1975 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1976 end;
1978 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1979 if FAnim[FCurAnim, FDirection] <> nil then
1980 begin
1981 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1982 if (FDirection = D_LEFT) and
1983 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1984 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1985 (FMonsterType <> MONSTER_BARREL) then
1986 m := M_HORIZONTAL
1987 else
1988 m := M_NONE;
1990 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1991 if (FDirection = D_LEFT) and
1992 (FMonsterType <> MONSTER_BARREL) then
1993 begin
1994 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1995 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1997 if m = M_HORIZONTAL then
1998 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1999 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2000 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
2001 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2002 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2003 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2004 dx := -dx;
2005 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2006 end;
2007 end
2008 else // Ïðàâàÿ àíèìàöèÿ
2009 begin
2010 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2011 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2012 end;
2014 // Ðèñóåì:
2015 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2016 end;
2018 if g_debug_Frames then
2019 begin
2020 e_DrawQuad(FObj.X+FObj.Rect.X,
2021 FObj.Y+FObj.Rect.Y,
2022 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2023 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2024 0, 255, 0);
2025 end;
2026 end;
2028 procedure TMonster.MakeBloodSimple(Count: Word);
2029 begin
2030 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2031 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2032 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2033 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2034 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2035 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2036 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2037 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2038 end;
2040 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2041 begin
2042 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2043 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2044 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2045 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2046 end;
2048 procedure TMonster.Push(vx, vy: Integer);
2049 begin
2050 FObj.Accel.X := FObj.Accel.X + vx;
2051 FObj.Accel.Y := FObj.Accel.Y + vy;
2052 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2053 end;
2055 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2056 var
2057 Anim: Byte;
2058 begin
2059 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2060 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2061 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2062 soulcount := soulcount-1;
2064 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2065 case FState of
2066 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2067 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2068 (State <> STATE_GO) then
2069 Exit;
2070 end;
2072 // Ñìåíà ñîñòîÿíèÿ:
2073 FState := State;
2075 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2077 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2078 case FState of
2079 STATE_SLEEP: Anim := ANIM_SLEEP;
2080 STATE_PAIN: Anim := ANIM_PAIN;
2081 STATE_WAIT: Anim := ANIM_SLEEP;
2082 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2083 STATE_SHOOT: Anim := ANIM_ATTACK;
2084 STATE_ATTACK: Anim := ANIM_ATTACK;
2085 STATE_DIE: Anim := ANIM_DIE;
2086 STATE_REVIVE:
2087 begin // íà÷àëè âîñðåøàòüñÿ
2088 Anim := FCurAnim;
2089 FAnim[Anim, FDirection].Revert(True);
2091 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2092 FHealth := MONSTERTABLE[FMonsterType].Health;
2093 FAmmo := 0;
2094 FPain := 0;
2095 end;
2096 else Exit;
2097 end;
2099 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2100 if ForceAnim <> 255 then
2101 Anim := ForceAnim;
2103 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2104 if FCurAnim <> Anim then
2105 if FAnim[Anim, FDirection] <> nil then
2106 begin
2107 FAnim[Anim, FDirection].Reset();
2108 FCurAnim := Anim;
2109 end;
2110 end;
2112 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2113 var
2114 TA: TAnimation;
2115 FramesID: DWORD;
2116 begin
2117 Result := False;
2119 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2120 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2121 begin
2122 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2123 if g_Game_IsServer and g_Game_IsNet then
2124 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2125 Exit;
2126 end;
2128 TA := nil;
2130 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2131 if not silent then
2132 begin
2133 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2134 TA := TAnimation.Create(FramesID, False, 6);
2135 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2136 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2137 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2139 if g_Game_IsServer and g_Game_IsNet then
2140 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2141 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2142 NET_GFX_TELE);
2143 end;
2145 FObj.X := X - FObj.Rect.X;
2146 FObj.Y := Y - FObj.Rect.Y;
2147 positionChanged();
2149 if dir = 1 then
2150 FDirection := D_LEFT
2151 else
2152 if dir = 2 then
2153 FDirection := D_RIGHT
2154 else
2155 if dir = 3 then
2156 begin // îáðàòíîå
2157 if FDirection = D_RIGHT then
2158 FDirection := D_LEFT
2159 else
2160 FDirection := D_RIGHT;
2161 end;
2163 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2164 if not silent and (TA <> nil) then
2165 begin
2166 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2167 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2168 TA.Free();
2170 if g_Game_IsServer and g_Game_IsNet then
2171 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2172 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2173 NET_GFX_TELE);
2174 end;
2176 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2177 Result := True;
2178 end;
2180 procedure TMonster.Update();
2181 var
2182 a, b, sx, sy, wx, wy, oldvelx: Integer;
2183 st: Word;
2184 o, co: TObj;
2185 fall: Boolean;
2186 mon: TMonster;
2187 label
2188 _end;
2189 begin
2190 fall := True;
2192 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2193 if FMonsterType = MONSTER_FISH then
2194 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2195 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2196 fall := False;
2198 // Ëåòàþùèå ìîíòñðû:
2199 if ((FMonsterType = MONSTER_SOUL) or
2200 (FMonsterType = MONSTER_PAIN) or
2201 (FMonsterType = MONSTER_CACO)) and
2202 (FState <> STATE_DIE) and
2203 (FState <> STATE_DEAD) then
2204 fall := False;
2206 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2207 if gTime mod (GAME_TICK*2) <> 0 then
2208 begin
2209 g_Obj_Move(@FObj, fall, True, True);
2210 positionChanged(); // this updates spatial accelerators
2211 Exit;
2212 end;
2214 if FPainTicks > 0 then
2215 Dec(FPainTicks)
2216 else
2217 FPainSound := False;
2219 // Äâèãàåìñÿ:
2220 st := g_Obj_Move(@FObj, fall, True, True);
2221 positionChanged(); // this updates spatial accelerators
2223 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2224 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2225 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2226 begin
2227 FRemoved := True;
2228 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2229 begin
2230 Inc(gCoopMonstersKilled);
2231 if g_Game_IsNet then
2232 MH_SEND_GameStats;
2233 end;
2234 ActivateTriggers();
2235 Exit;
2236 end;
2238 oldvelx := FObj.Vel.X;
2240 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2241 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2242 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2244 if FFireTime > 0 then
2245 begin
2246 if WordBool(st and MOVE_INWATER) then
2247 FFireTime := 0
2248 else
2249 begin
2250 OnFireFlame(1);
2251 FFireTime := FFireTime - 1;
2252 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2253 if FFirePainTime = 0 then
2254 begin
2255 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2256 FFirePainTime := 18;
2257 end
2258 else
2259 FFirePainTime := FFirePainTime - 1;
2260 end;
2261 end;
2263 // Ìåðòâûé íè÷åãî íå äåëàåò:
2264 if (FState = STATE_DEAD) then
2265 goto _end;
2267 // AI ìîíñòðîâ âûêëþ÷åí:
2268 if g_debug_MonsterOff then
2269 begin
2270 FSleep := 1;
2271 if FState <> STATE_SLEEP then
2272 SetState(STATE_SLEEP);
2273 end;
2275 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2276 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2277 case FMonsterType of
2278 MONSTER_FISH:
2279 if Random(4) = 0 then
2280 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2281 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2282 MONSTER_ROBO, MONSTER_BARREL:
2283 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2284 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2285 else begin
2286 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2287 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2288 if Random(2) = 0 then
2289 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2290 else
2291 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2292 end;
2293 end;
2295 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2296 if FMonsterType = MONSTER_BARREL then
2297 begin
2298 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2299 (FAnim[FCurAnim, FDirection].Counter = 0) then
2300 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2301 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2302 60, FUID);
2303 end;
2305 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2306 if FMonsterType = MONSTER_SOUL then
2307 if WordBool(st and MOVE_HITAIR) then
2308 g_Obj_SetSpeed(@FObj, 16);
2310 if FAmmo < 0 then
2311 FAmmo := FAmmo + 1;
2313 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2314 if FObj.Vel.Y < 0 then
2315 if WordBool(st and MOVE_INWATER) then
2316 FObj.Vel.Y := -4;
2318 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2319 FTargetTime := FTargetTime + 1;
2321 // Ãèëüçû
2322 if FShellTimer > -1 then
2323 if FShellTimer = 0 then
2324 begin
2325 if FShellType = SHELL_SHELL then
2326 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2327 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2328 GameVelX, GameVelY-2, SHELL_SHELL)
2329 else if FShellType = SHELL_DBLSHELL then
2330 begin
2331 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2332 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2333 GameVelX-1, GameVelY-2, SHELL_SHELL);
2334 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2335 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2336 GameVelX+1, GameVelY-2, SHELL_SHELL);
2337 end;
2338 FShellTimer := -1;
2339 end else Dec(FShellTimer);
2341 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2342 if fall then
2343 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2344 STATE_ATTACK, STATE_SHOOT]) then
2345 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2346 FObj.Rect.Width, FObj.Rect.Height, 50) then
2347 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2348 (FObj.Accel.Y = 0) then
2349 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2351 case FState of
2352 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2353 begin
2354 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2355 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2356 begin
2357 FPain := MONSTERTABLE[FMonsterType].Pain;
2358 if gSoundEffectsDF then PainSound();
2359 end;
2360 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2361 PainSound();
2363 // Ñíèæàåì áîëü ñî âðåìåíåì:
2364 FPain := FPain - 5;
2366 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2367 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2368 begin
2369 FPain := 0;
2370 FAmmo := -9;
2371 SetState(STATE_GO);
2372 end;
2373 end;
2375 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2376 begin
2377 // Ñïèì:
2378 FSleep := FSleep + 1;
2380 // Ïðîñïàëè äîñòàòî÷íî:
2381 if FSleep >= 18 then
2382 FSleep := 0
2383 else // åùå ñïèì
2384 goto _end;
2386 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2387 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2388 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2389 if (gPlayers <> nil) then
2390 for a := 0 to High(gPlayers) do
2391 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2392 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2393 with gPlayers[a] do
2394 if g_Look(@FObj, @Obj, FDirection) then
2395 begin
2396 FTargetUID := gPlayers[a].UID;
2397 FTargetTime := 0;
2398 WakeUpSound();
2399 SetState(STATE_GO);
2400 Break;
2401 end;
2403 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2404 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2405 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2406 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2407 if gMonsters <> nil then
2408 for a := 0 to High(gMonsters) do
2409 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2410 (gMonsters[a].FUID <> FUID) then
2411 begin
2412 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2413 if (FBehaviour = BH_MANIAC) and
2414 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2415 Continue;
2416 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2417 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2418 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2419 Continue;
2420 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2421 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2422 Continue;
2423 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2424 begin
2425 FTargetUID := gMonsters[a].UID;
2426 FTargetTime := 0;
2427 WakeUpSound();
2428 SetState(STATE_GO);
2429 Break;
2430 end;
2431 end;
2432 end;
2434 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2435 begin
2436 // Æäåì:
2437 FSleep := FSleep - 1;
2439 // Âûæäàëè äîñòàòî÷íî - èäåì:
2440 if FSleep < 0 then
2441 SetState(STATE_GO);
2442 end;
2444 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2445 begin
2446 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2447 if WordBool(st and MOVE_BLOCK) then
2448 begin
2449 Turn();
2450 FSleep := 40;
2451 SetState(STATE_RUNOUT);
2453 goto _end;
2454 end;
2456 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2457 if (FMonsterType = MONSTER_VILE) then
2458 if isCorpse(@FObj, False) <> -1 then
2459 begin
2460 FObj.Vel.X := 0;
2461 SetState(STATE_ATTACK, ANIM_ATTACK2);
2463 goto _end;
2464 end;
2466 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2467 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2468 if not findNewPrey() then
2469 begin // Íîâûõ öåëåé íåò
2470 FTargetUID := 0;
2471 o.X := FObj.X+pt_x;
2472 o.Y := FObj.Y+pt_y;
2473 o.Vel.X := 0;
2474 o.Vel.Y := 0;
2475 o.Accel.X := 0;
2476 o.Accel.Y := 0;
2477 o.Rect := _Rect(0, 0, 0, 1);
2478 end
2479 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2480 GetPos(FTargetUID, @o);
2482 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2483 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2484 begin
2485 FTargetTime := 0;
2486 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2487 begin
2488 if kick(@o) then
2489 goto _end;
2490 end;
2491 end;
2493 // Ðàññòîÿíèå äî öåëè:
2494 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2495 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2497 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2498 if sx > 0 then
2499 FDirection := D_RIGHT
2500 else
2501 FDirection := D_LEFT;
2503 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2504 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2505 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2506 if shoot(@o, False) then
2507 goto _end;
2509 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2510 if Abs(sx) < 40 then
2511 if FMonsterType <> MONSTER_FISH then
2512 begin
2513 FSleep := 15;
2514 SetState(STATE_RUN);
2515 if Random(2) = 0 then
2516 FDirection := D_LEFT
2517 else
2518 FDirection := D_RIGHT;
2520 goto _end;
2521 end;
2523 // Óïåðëèñü â ñòåíó:
2524 if WordBool(st and MOVE_HITWALL) then
2525 begin
2526 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2527 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2528 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2529 FSleep := 4;
2530 SetState(STATE_WAIT);
2532 goto _end;
2533 end;
2535 case FMonsterType of
2536 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2537 else // Íå ëåòàþò:
2538 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2539 (FObj.Accel.Y = 0) then
2540 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2541 // Ïðûæîê ÷åðåç ñòåíó:
2542 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2543 SetState(STATE_CLIMB);
2544 end;
2545 end;
2547 goto _end;
2548 end;
2550 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2551 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2552 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2553 begin
2554 if FMonsterType = MONSTER_FISH then
2555 begin // Ðûáà
2556 if not WordBool(st and MOVE_INWATER) then
2557 begin // Ðûáà âíå âîäû:
2558 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2559 begin // "Ñòîèò" òâåðäî
2560 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2561 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2562 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2563 end;
2565 // Ðûáå áîëüíî:
2566 SetState(STATE_PAIN);
2567 FPain := FPain + 50;
2568 end
2569 else // Ðûáà â âîäå
2570 begin
2571 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2572 if Abs(sy) > 8 then
2573 FObj.Vel.Y := g_basic.Sign(sy)*4
2574 else
2575 FObj.Vel.Y := 0;
2577 // Ðûáà ïëûâåò ââåðõ:
2578 if FObj.Vel.Y < 0 then
2579 if not g_Obj_CollideWater(@FObj, 0, -16) then
2580 begin
2581 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2582 FObj.Vel.Y := 0;
2583 // Ïëàâàåì òóäà-ñþäà:
2584 if Random(2) = 0 then
2585 FDirection := D_LEFT
2586 else
2587 FDirection := D_RIGHT;
2588 FSleep := 20;
2589 SetState(STATE_RUN);
2590 end;
2591 end;
2592 end
2593 else // Ëåòàþùèå ìîíñòðû
2594 begin
2595 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2596 if Abs(sy) > 8 then
2597 FObj.Vel.Y := g_basic.Sign(sy)*4
2598 else
2599 FObj.Vel.Y := 0;
2600 end;
2601 end
2602 else // "Íàçåìíûå" ìîíñòðû
2603 begin
2604 // Âîçìîæíî, ïèíàåì êóñêè:
2605 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2606 begin
2607 b := Abs(FObj.Vel.X);
2608 if b > 1 then b := b * (Random(8 div b) + 1);
2609 for a := 0 to High(gGibs) do
2610 begin
2611 if gGibs[a].Live and
2612 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2613 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2614 begin
2615 // Ïèíàåì êóñêè
2616 if FObj.Vel.X < 0 then
2617 begin
2618 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2619 end
2620 else
2621 begin
2622 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2623 end;
2624 end;
2625 end;
2626 end;
2627 // Áîññû ìîãóò ïèíàòü òðóïû:
2628 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2629 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2630 begin
2631 b := Abs(FObj.Vel.X);
2632 if b > 1 then b := b * (Random(8 div b) + 1);
2633 for a := 0 to High(gCorpses) do
2634 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2635 begin
2636 co := gCorpses[a].Obj;
2637 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2638 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2639 // Ïèíàåì òðóïû
2640 if FObj.Vel.X < 0 then
2641 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2642 else
2643 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2644 end;
2645 end;
2646 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2647 if sy < -40 then
2648 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2649 // ñòîèò òâåðäî
2650 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2651 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2652 end;
2654 FSleep := FSleep + 1;
2656 // Èíîãäà ðû÷èì:
2657 if FSleep >= 8 then
2658 begin
2659 FSleep := 0;
2660 if Random(8) = 0 then
2661 ActionSound();
2662 end;
2664 // Áåæèì â âûáðàííóþ ñòîðîíó:
2665 if FDirection = D_RIGHT then
2666 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2667 else
2668 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2670 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2671 if WordBool(st and MOVE_INWATER) then
2672 FObj.Vel.X := FObj.Vel.X div 2
2673 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2674 if FMonsterType = MONSTER_FISH then
2675 FObj.Vel.X := 0;
2676 end;
2678 STATE_RUN: // Ñîñòîÿíèå - Áåã
2679 begin
2680 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2681 if WordBool(st and MOVE_BLOCK) then
2682 begin
2683 Turn();
2684 FSleep := 40;
2685 SetState(STATE_RUNOUT);
2687 goto _end;
2688 end;
2690 FSleep := FSleep - 1;
2692 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2693 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2694 begin
2695 FSleep := 0;
2696 SetState(STATE_GO);
2697 // Ñòåíà - èäåì îáðàòíî:
2698 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2699 Turn();
2700 // Èíîãäà ðû÷èì:
2701 if Random(8) = 0 then
2702 ActionSound();
2703 end;
2705 // Áåæèì â âûáðàííóþ ñòîðîíó:
2706 if FDirection = D_RIGHT then
2707 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2708 else
2709 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2711 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2712 if WordBool(st and MOVE_INWATER) then
2713 FObj.Vel.X := FObj.Vel.X div 2
2714 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2715 if FMonsterType = MONSTER_FISH then
2716 FObj.Vel.X := 0;
2717 end;
2719 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2720 begin
2721 // Âûøëè èç ÁëîêÌîíà:
2722 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2723 FSleep := 0;
2725 FSleep := FSleep - 1;
2727 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2728 if FSleep <= -18 then
2729 begin
2730 FSleep := 0;
2731 SetState(STATE_GO);
2732 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2733 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2734 Turn();
2735 // Èíîãäà ðû÷èì:
2736 if Random(8) = 0 then
2737 ActionSound();
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_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2755 begin
2756 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2757 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2758 (not WordBool(st and MOVE_HITWALL)) then
2759 begin
2760 FSleep := 0;
2761 SetState(STATE_GO);
2763 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2764 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2765 begin
2766 Turn();
2767 FSleep := 15;
2768 SetState(STATE_RUN);
2769 end;
2770 end;
2772 // Áåæèì â âûáðàííóþ ñòîðîíó:
2773 if FDirection = D_RIGHT then
2774 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2775 else
2776 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2778 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2779 if WordBool(st and MOVE_INWATER) then
2780 FObj.Vel.X := FObj.Vel.X div 2
2781 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2782 if FMonsterType = MONSTER_FISH then
2783 FObj.Vel.X := 0;
2784 end;
2786 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2787 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2788 begin
2789 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2790 if FMonsterType = MONSTER_SOUL then
2791 begin
2792 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2793 SetState(STATE_GO);
2795 goto _end;
2796 end;
2798 // Çàìåäëÿåìñÿ ïðè àòàêå:
2799 if FMonsterType <> MONSTER_FISH then
2800 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2802 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2803 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2804 begin
2805 // Öåëü ïîãèáëà => èäåì äàëüøå:
2806 if not GetPos(FTargetUID, @o) then
2807 begin
2808 SetState(STATE_GO);
2810 goto _end;
2811 end;
2813 // Öåëü íå âèäíî => èäåì äàëüøå:
2814 if not g_Look(@FObj, @o, FDirection) then
2815 begin
2816 SetState(STATE_GO);
2818 goto _end;
2819 end;
2821 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2822 if g_Obj_CollideWater(@o, 0, 0) then
2823 begin
2824 SetState(STATE_GO);
2826 goto _end;
2827 end;
2829 // Æàðèì öåëü:
2830 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2831 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2832 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2833 end;
2834 end;
2835 end; // case FState of ...
2837 _end:
2839 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2840 if FState = STATE_REVIVE then
2841 if FAnim[FCurAnim, FDirection].Played then
2842 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2843 FAnim[FCurAnim, FDirection].Revert(False);
2844 SetState(STATE_GO);
2845 end;
2847 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2848 if vilefire <> nil then
2849 vilefire.Update();
2851 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2852 if (FState = STATE_DIE) and
2853 (FAnim[FCurAnim, FDirection] <> nil) and
2854 (FAnim[FCurAnim, FDirection].Played) then
2855 begin
2856 // Óìåð:
2857 SetState(STATE_DEAD);
2859 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2860 if (FMonsterType = MONSTER_PAIN) then
2861 begin
2862 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2863 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2864 if mon <> nil then
2865 begin
2866 mon.SetState(STATE_GO);
2867 mon.FNoRespawn := True;
2868 Inc(gTotalMonsters);
2869 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2870 end;
2872 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2873 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2874 if mon <> nil then
2875 begin
2876 mon.SetState(STATE_GO);
2877 mon.FNoRespawn := True;
2878 Inc(gTotalMonsters);
2879 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2880 end;
2882 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2883 FObj.Y+FObj.Rect.Y, D_RIGHT);
2884 if mon <> nil then
2885 begin
2886 mon.SetState(STATE_GO);
2887 mon.FNoRespawn := True;
2888 Inc(gTotalMonsters);
2889 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2890 end;
2891 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2892 end;
2894 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2895 if (FMonsterType = MONSTER_PAIN) or
2896 (FMonsterType = MONSTER_SOUL) or
2897 (FMonsterType = MONSTER_BARREL) then
2898 FRemoved := True;
2899 end;
2901 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2902 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2903 if (FAnim[FCurAnim, FDirection] <> nil) then
2904 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2905 if (FAnim[FCurAnim, FDirection].Played) then
2906 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2907 if FState = STATE_ATTACK then
2908 begin // Ñîñòîÿíèå - Àòàêà
2909 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2910 if FMonsterType <> MONSTER_SOUL then
2911 SetState(STATE_GO);
2912 end
2913 else // Ñîñòîÿíèå - Ñòðåëüáà
2914 begin
2915 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2916 if not FChainFire then
2917 SetState(STATE_GO)
2918 else
2919 begin // Íàäî ñòðåëÿòü åùå
2920 FChainFire := False;
2921 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2922 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2923 FAnim[FCurAnim, FDirection].Reset();
2924 end;
2925 end;
2927 FWaitAttackAnim := False;
2928 end
2930 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2931 if (FMonsterType = MONSTER_SOUL) or
2932 ( (not FWaitAttackAnim) and
2933 (FAnim[FCurAnim, FDirection].CurrentFrame =
2934 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2935 ) then
2936 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2937 if FState = STATE_ATTACK then
2938 begin // Ñîñòîÿíèå - Àòàêà
2939 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2940 if FMonsterType = MONSTER_SOUL then
2941 FAnim[FCurAnim, FDirection].Reset();
2943 case FMonsterType of
2944 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2945 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2946 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2947 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2948 if FMonsterType = MONSTER_SOUL then
2949 SetState(STATE_GO);
2951 MONSTER_FISH:
2952 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2953 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2954 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2956 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2957 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2958 if FCurAnim = ANIM_ATTACK2 then
2959 begin
2960 o := FObj;
2961 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2962 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2963 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2964 end;
2966 MONSTER_VILE:
2967 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2968 if FCurAnim = ANIM_ATTACK2 then
2969 begin
2970 sx := isCorpse(@FObj, True);
2971 if sx <> -1 then
2972 begin // Íàøëè, êîãî âîñêðåñèòü
2973 gMonsters[sx].SetState(STATE_REVIVE);
2974 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2975 // Âîñêðåøàòü - ñåáå âðåäèòü:
2976 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2977 end;
2978 end;
2979 end;
2980 end
2982 else // Ñîñòîÿíèå - Ñòðåëüáà
2983 begin
2984 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2985 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2987 if FDirection = D_LEFT then
2988 begin
2989 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2990 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2991 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2993 wx := FObj.X + wx;
2994 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2996 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2997 case FMonsterType of
2998 MONSTER_IMP:
2999 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3000 MONSTER_ZOMBY:
3001 begin
3002 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3003 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3004 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3005 end;
3006 MONSTER_SERG:
3007 begin
3008 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3009 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3010 FShellTimer := 10;
3011 FShellType := SHELL_SHELL;
3012 end;
3013 MONSTER_MAN:
3014 begin
3015 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3016 FShellTimer := 13;
3017 FShellType := SHELL_DBLSHELL;
3018 FAmmo := -36;
3019 end;
3020 MONSTER_CYBER:
3021 begin
3022 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3023 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3024 end;
3025 MONSTER_SKEL:
3026 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3027 MONSTER_CGUN:
3028 begin
3029 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3030 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3031 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3032 end;
3033 MONSTER_SPIDER:
3034 begin
3035 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3036 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3037 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3038 end;
3039 MONSTER_BSP:
3040 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3041 MONSTER_ROBO:
3042 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3043 MONSTER_MANCUB:
3044 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3045 MONSTER_BARON, MONSTER_KNIGHT:
3046 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3047 MONSTER_CACO:
3048 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3049 MONSTER_PAIN:
3050 begin // Ñîçäàåì Lost_Soul:
3051 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3052 FObj.Y+FObj.Rect.Y, FDirection);
3054 if mon <> nil then
3055 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3056 mon.FTargetUID := FTargetUID;
3057 GetPos(FTargetUID, @o);
3058 mon.FTargetTime := 0;
3059 mon.FNoRespawn := True;
3060 mon.SetState(STATE_GO);
3061 mon.shoot(@o, True);
3062 Inc(gTotalMonsters);
3064 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
3065 end;
3066 end;
3067 end;
3069 if FMonsterType <> MONSTER_PAIN then
3070 if g_Game_IsNet then
3071 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3073 // Ñêîðîñòðåëüíûå ìîíñòðû:
3074 if (FMonsterType = MONSTER_CGUN) or
3075 (FMonsterType = MONSTER_SPIDER) or
3076 (FMonsterType = MONSTER_BSP) or
3077 (FMonsterType = MONSTER_MANCUB) or
3078 (FMonsterType = MONSTER_ROBO) then
3079 if not GetPos(FTargetUID, @o) then
3080 // Öåëü ìåðòâà - èùåì íîâóþ:
3081 findNewPrey()
3082 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3083 if shoot(@o, False) then
3084 FChainFire := True;
3085 end;
3087 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3088 FWaitAttackAnim := True;
3089 end;
3091 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3092 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3093 case FState of
3094 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3095 // Çâóêè ïðè ïåðåäâèæåíèè:
3096 case FMonsterType of
3097 MONSTER_CYBER:
3098 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3099 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3100 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3101 MONSTER_SPIDER:
3102 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3103 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3104 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3105 MONSTER_BSP:
3106 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3107 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3108 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3109 MONSTER_ROBO:
3110 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3111 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3112 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3113 end;
3114 end;
3116 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3117 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3118 FObj.Vel.X := oldvelx;
3120 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3121 if FAnim[FCurAnim, FDirection] <> nil then
3122 FAnim[FCurAnim, FDirection].Update();
3123 end;
3125 procedure TMonster.SetDeadAnim;
3126 begin
3127 if FAnim <> nil then
3128 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3129 end;
3131 procedure TMonster.RevertAnim(R: Boolean = True);
3132 begin
3133 if FAnim <> nil then
3134 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3135 FAnim[FCurAnim, FDirection].Revert(R);
3136 end;
3138 function TMonster.AnimIsReverse: Boolean;
3139 begin
3140 if FAnim <> nil then
3141 Result := FAnim[FCurAnim, FDirection].IsReverse
3142 else
3143 Result := False;
3144 end;
3146 procedure TMonster.ClientUpdate();
3147 var
3148 a, b, sx, sy, oldvelx: Integer;
3149 st: Word;
3150 o, co: TObj;
3151 fall: Boolean;
3152 label
3153 _end;
3154 begin
3155 sx := 0; // SHUT UP COMPILER
3156 sy := 0;
3157 fall := True;
3158 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3159 if FMonsterType = MONSTER_FISH then
3160 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3161 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3162 fall := False;
3164 // Ëåòàþùèå ìîíòñðû:
3165 if ((FMonsterType = MONSTER_SOUL) or
3166 (FMonsterType = MONSTER_PAIN) or
3167 (FMonsterType = MONSTER_CACO)) and
3168 (FState <> STATE_DIE) and
3169 (FState <> STATE_DEAD) then
3170 fall := False;
3172 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3173 if gTime mod (GAME_TICK*2) <> 0 then
3174 begin
3175 g_Obj_Move(@FObj, fall, True, True);
3176 positionChanged(); // this updates spatial accelerators
3177 Exit;
3178 end;
3180 if FPainTicks > 0 then
3181 Dec(FPainTicks)
3182 else
3183 FPainSound := False;
3185 // Äâèãàåìñÿ:
3186 st := g_Obj_Move(@FObj, fall, True, True);
3187 positionChanged(); // this updates spatial accelerators
3189 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3190 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3191 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3192 begin
3193 FRemoved := True;
3194 Exit;
3195 end;
3197 oldvelx := FObj.Vel.X;
3199 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3200 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3201 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3203 if FFireTime > 0 then
3204 begin
3205 if WordBool(st and MOVE_INWATER) then
3206 FFireTime := 0
3207 else
3208 begin
3209 OnFireFlame(1);
3210 FFireTime := FFireTime - 1;
3211 end;
3212 end;
3214 // Ìåðòâûé íè÷åãî íå äåëàåò:
3215 if (FState = STATE_DEAD) then
3216 goto _end;
3218 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3219 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3220 case FMonsterType of
3221 MONSTER_FISH:
3222 if Random(4) = 0 then
3223 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3224 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3225 MONSTER_ROBO, MONSTER_BARREL:
3226 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3227 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3228 else begin
3229 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3230 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3231 if Random(2) = 0 then
3232 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3233 else
3234 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3235 end;
3236 end;
3238 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3239 if FMonsterType = MONSTER_BARREL then
3240 begin
3241 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3242 (FAnim[FCurAnim, FDirection].Counter = 0) then
3243 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3244 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3245 60, FUID);
3246 end;
3248 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3249 if FMonsterType = MONSTER_SOUL then
3250 if WordBool(st and MOVE_HITAIR) then
3251 g_Obj_SetSpeed(@FObj, 16);
3253 if FAmmo < 0 then
3254 FAmmo := FAmmo + 1;
3256 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3257 if FObj.Vel.Y < 0 then
3258 if WordBool(st and MOVE_INWATER) then
3259 FObj.Vel.Y := -4;
3261 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3262 FTargetTime := FTargetTime + 1;
3264 if FShellTimer > -1 then
3265 if FShellTimer = 0 then
3266 begin
3267 if FShellType = SHELL_SHELL then
3268 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3269 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3270 GameVelX, GameVelY-2, SHELL_SHELL)
3271 else if FShellType = SHELL_DBLSHELL then
3272 begin
3273 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3274 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3275 GameVelX-1, GameVelY-2, SHELL_SHELL);
3276 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3277 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3278 GameVelX+1, GameVelY-2, SHELL_SHELL);
3279 end;
3280 FShellTimer := -1;
3281 end else Dec(FShellTimer);
3283 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3284 if fall then
3285 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3286 STATE_ATTACK, STATE_SHOOT]) then
3287 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3288 FObj.Rect.Width, FObj.Rect.Height, 50) then
3289 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3290 (FObj.Accel.Y = 0) then
3291 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3293 case FState of
3294 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3295 begin
3296 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3297 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3298 begin
3299 FPain := MONSTERTABLE[FMonsterType].Pain;
3300 if gSoundEffectsDF then PainSound();
3301 end;
3302 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3303 PainSound();
3305 // Ñíèæàåì áîëü ñî âðåìåíåì:
3306 FPain := FPain - 5;
3308 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3309 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3310 begin
3311 SetState(STATE_GO);
3312 FPain := 0;
3313 end;
3314 end;
3316 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3317 begin
3318 // Ñïèì:
3319 FSleep := FSleep + 1;
3321 // Ïðîñïàëè äîñòàòî÷íî:
3322 if FSleep >= 18 then
3323 FSleep := 0
3324 else // åùå ñïèì
3325 goto _end;
3326 end;
3328 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3329 begin
3330 // Æäåì:
3331 FSleep := FSleep - 1;
3332 end;
3334 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3335 begin
3336 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3337 if WordBool(st and MOVE_BLOCK) then
3338 begin
3339 Turn();
3340 FSleep := 40;
3341 SetState(STATE_RUNOUT);
3343 goto _end;
3344 end;
3346 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3347 if (FMonsterType = MONSTER_VILE) then
3348 if isCorpse(@FObj, False) <> -1 then
3349 begin
3350 SetState(STATE_ATTACK, ANIM_ATTACK2);
3351 FObj.Vel.X := 0;
3353 goto _end;
3354 end;
3356 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3357 if Abs(sx) < 40 then
3358 if FMonsterType <> MONSTER_FISH then
3359 begin
3360 SetState(STATE_RUN);
3361 FSleep := 15;
3363 goto _end;
3364 end;
3366 // Óïåðëèñü â ñòåíó:
3367 if WordBool(st and MOVE_HITWALL) then
3368 begin
3369 case FMonsterType of
3370 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3371 else // Íå ëåòàþò:
3372 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3373 (FObj.Accel.Y = 0) then
3374 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3375 // Ïðûæîê ÷åðåç ñòåíó:
3376 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3377 SetState(STATE_CLIMB);
3378 end;
3379 end;
3381 goto _end;
3382 end;
3384 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3385 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3386 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3387 begin
3388 if FMonsterType = MONSTER_FISH then
3389 begin // Ðûáà
3390 if not WordBool(st and MOVE_INWATER) then
3391 begin // Ðûáà âíå âîäû:
3392 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3393 begin // "Ñòîèò" òâåðäî
3394 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3395 if FObj.Accel.Y = 0 then
3396 FObj.Vel.Y := -6;
3397 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3398 end;
3400 // Ðûáå áîëüíî:
3401 SetState(STATE_PAIN);
3402 FPain := FPain + 50;
3403 end
3404 else // Ðûáà â âîäå
3405 begin
3406 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3407 if Abs(sy) > 8 then
3408 FObj.Vel.Y := g_basic.Sign(sy)*4
3409 else
3410 FObj.Vel.Y := 0;
3412 // Ðûáà ïëûâåò ââåðõ:
3413 if FObj.Vel.Y < 0 then
3414 if not g_Obj_CollideWater(@FObj, 0, -16) then
3415 begin
3416 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3417 FObj.Vel.Y := 0;
3418 // Ïëàâàåì òóäà-ñþäà:
3419 SetState(STATE_RUN);
3420 FSleep := 20;
3421 end;
3422 end;
3423 end
3424 else // Ëåòàþùèå ìîíñòðû
3425 begin
3426 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3427 if Abs(sy) > 8 then
3428 FObj.Vel.Y := g_basic.Sign(sy)*4
3429 else
3430 FObj.Vel.Y := 0;
3431 end;
3432 end
3433 else // "Íàçåìíûå" ìîíñòðû
3434 begin
3435 // Âîçìîæíî, ïèíàåì êóñêè:
3436 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3437 begin
3438 b := Abs(FObj.Vel.X);
3439 if b > 1 then b := b * (Random(8 div b) + 1);
3440 for a := 0 to High(gGibs) do
3441 begin
3442 if gGibs[a].Live and
3443 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3444 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3445 begin
3446 // Ïèíàåì êóñêè
3447 if FObj.Vel.X < 0 then
3448 begin
3449 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3450 end
3451 else
3452 begin
3453 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3454 end;
3455 positionChanged(); // this updates spatial accelerators
3456 end;
3457 end;
3458 end;
3459 // Áîññû ìîãóò ïèíàòü òðóïû:
3460 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3461 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3462 begin
3463 b := Abs(FObj.Vel.X);
3464 if b > 1 then b := b * (Random(8 div b) + 1);
3465 for a := 0 to High(gCorpses) do
3466 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3467 begin
3468 co := gCorpses[a].Obj;
3469 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3470 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3471 // Ïèíàåì òðóïû
3472 if FObj.Vel.X < 0 then
3473 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3474 else
3475 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3476 end;
3477 end;
3478 end;
3480 FSleep := FSleep + 1;
3482 // Èíîãäà ðû÷èì:
3483 if FSleep >= 8 then
3484 begin
3485 FSleep := 0;
3486 if Random(8) = 0 then
3487 ActionSound();
3488 end;
3490 // Áåæèì â âûáðàííóþ ñòîðîíó:
3491 if FDirection = D_RIGHT then
3492 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3493 else
3494 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3496 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3497 if WordBool(st and MOVE_INWATER) then
3498 FObj.Vel.X := FObj.Vel.X div 2
3499 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3500 if FMonsterType = MONSTER_FISH then
3501 FObj.Vel.X := 0;
3502 end;
3504 STATE_RUN: // Ñîñòîÿíèå - Áåã
3505 begin
3506 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3507 if WordBool(st and MOVE_BLOCK) then
3508 begin
3509 SetState(STATE_RUNOUT);
3510 FSleep := 40;
3512 goto _end;
3513 end;
3515 FSleep := FSleep - 1;
3517 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3518 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3519 begin
3520 SetState(STATE_GO);
3521 FSleep := 0;
3523 // Èíîãäà ðû÷èì:
3524 if Random(8) = 0 then
3525 ActionSound();
3526 end;
3528 // Áåæèì â âûáðàííóþ ñòîðîíó:
3529 if FDirection = D_RIGHT then
3530 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3531 else
3532 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3534 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3535 if WordBool(st and MOVE_INWATER) then
3536 FObj.Vel.X := FObj.Vel.X div 2
3537 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3538 if FMonsterType = MONSTER_FISH then
3539 FObj.Vel.X := 0;
3540 end;
3542 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3543 begin
3544 // Âûøëè èç ÁëîêÌîíà:
3545 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3546 FSleep := 0;
3548 FSleep := FSleep - 1;
3550 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3551 if FSleep <= -18 then
3552 begin
3553 SetState(STATE_GO);
3554 FSleep := 0;
3556 // Èíîãäà ðû÷èì:
3557 if Random(8) = 0 then
3558 ActionSound();
3559 end;
3561 // Áåæèì â âûáðàííóþ ñòîðîíó:
3562 if FDirection = D_RIGHT then
3563 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3564 else
3565 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3567 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3568 if WordBool(st and MOVE_INWATER) then
3569 FObj.Vel.X := FObj.Vel.X div 2
3570 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3571 if FMonsterType = MONSTER_FISH then
3572 FObj.Vel.X := 0;
3573 end;
3575 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3576 begin
3577 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3578 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3579 (not WordBool(st and MOVE_HITWALL)) then
3580 begin
3581 SetState(STATE_GO);
3582 FSleep := 0;
3584 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3585 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3586 begin
3587 SetState(STATE_RUN);
3588 FSleep := 15;
3589 end;
3590 end;
3592 // Áåæèì â âûáðàííóþ ñòîðîíó:
3593 if FDirection = D_RIGHT then
3594 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3595 else
3596 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3598 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3599 if WordBool(st and MOVE_INWATER) then
3600 FObj.Vel.X := FObj.Vel.X div 2
3601 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3602 if FMonsterType = MONSTER_FISH then
3603 FObj.Vel.X := 0;
3604 end;
3606 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3607 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3608 begin
3609 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3610 if FMonsterType = MONSTER_SOUL then
3611 begin
3612 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3613 SetState(STATE_GO);
3615 goto _end;
3616 end;
3618 // Çàìåäëÿåìñÿ ïðè àòàêå:
3619 if FMonsterType <> MONSTER_FISH then
3620 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3622 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3623 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3624 begin
3625 // Öåëü ïîãèáëà => èäåì äàëüøå:
3626 if not GetPos(FTargetUID, @o) then
3627 begin
3628 SetState(STATE_GO);
3630 goto _end;
3631 end;
3633 // Öåëü íå âèäíî => èäåì äàëüøå:
3634 if not g_Look(@FObj, @o, FDirection) then
3635 begin
3636 SetState(STATE_GO);
3638 goto _end;
3639 end;
3641 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3642 if g_Obj_CollideWater(@o, 0, 0) then
3643 begin
3644 SetState(STATE_GO);
3646 goto _end;
3647 end;
3648 end;
3649 end;
3650 end; // case FState of ...
3652 _end:
3654 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3655 if FState = STATE_REVIVE then
3656 if FAnim[FCurAnim, FDirection].Played then
3657 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3658 FAnim[FCurAnim, FDirection].Revert(False);
3659 SetState(STATE_GO);
3660 end;
3662 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3663 if vilefire <> nil then
3664 vilefire.Update();
3666 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3667 if (FState = STATE_DIE) and
3668 (FAnim[FCurAnim, FDirection] <> nil) and
3669 (FAnim[FCurAnim, FDirection].Played) then
3670 begin
3671 // Óìåð:
3672 SetState(STATE_DEAD);
3674 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3675 if (FMonsterType = MONSTER_PAIN) or
3676 (FMonsterType = MONSTER_SOUL) or
3677 (FMonsterType = MONSTER_BARREL) then
3678 FRemoved := True
3679 else
3680 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3681 end;
3683 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3684 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3685 if (FAnim[FCurAnim, FDirection] <> nil) then
3686 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3687 if (FAnim[FCurAnim, FDirection].Played) then
3688 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3689 if FState = STATE_ATTACK then
3690 begin // Ñîñòîÿíèå - Àòàêà
3691 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3692 if FMonsterType <> MONSTER_SOUL then
3693 SetState(STATE_GO);
3694 end
3695 else // Ñîñòîÿíèå - Ñòðåëüáà
3696 begin
3697 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3698 if not FChainFire then
3699 SetState(STATE_GO)
3700 else
3701 begin // Íàäî ñòðåëÿòü åùå
3702 FChainFire := False;
3703 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3704 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3705 FAnim[FCurAnim, FDirection].Reset();
3706 end;
3707 end;
3709 FWaitAttackAnim := False;
3710 end
3712 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3713 if (FMonsterType = MONSTER_SOUL) or
3714 ( (not FWaitAttackAnim) and
3715 (FAnim[FCurAnim, FDirection].CurrentFrame =
3716 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3717 ) then
3718 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3719 if FState = STATE_ATTACK then
3720 begin // Ñîñòîÿíèå - Àòàêà
3721 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3722 if FMonsterType = MONSTER_SOUL then
3723 FAnim[FCurAnim, FDirection].Reset();
3725 case FMonsterType of
3726 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3727 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3728 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3729 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3730 if FMonsterType = MONSTER_SOUL then
3731 SetState(STATE_GO);
3733 MONSTER_FISH:
3734 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3736 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3737 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3738 if FCurAnim = ANIM_ATTACK2 then
3739 begin
3740 o := FObj;
3741 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3742 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3743 end;
3745 MONSTER_VILE:
3746 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3747 if FCurAnim = ANIM_ATTACK2 then
3748 begin
3749 sx := isCorpse(@FObj, True);
3750 if sx <> -1 then
3751 begin // Íàøëè, êîãî âîñêðåñèòü
3752 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3753 // Âîñêðåøàòü - ñåáå âðåäèòü:
3754 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3755 end;
3756 end;
3757 end;
3758 end
3760 else // Ñîñòîÿíèå - Ñòðåëüáà
3761 begin
3762 // Ñêîðîñòðåëüíûå ìîíñòðû:
3763 if (FMonsterType = MONSTER_CGUN) or
3764 (FMonsterType = MONSTER_SPIDER) or
3765 (FMonsterType = MONSTER_BSP) or
3766 (FMonsterType = MONSTER_MANCUB) or
3767 (FMonsterType = MONSTER_ROBO) then
3768 if not GetPos(FTargetUID, @o) then
3769 // Öåëü ìåðòâà - èùåì íîâóþ:
3770 findNewPrey()
3771 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3772 if shoot(@o, False) then
3773 FChainFire := True;
3774 end;
3776 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3777 FWaitAttackAnim := True;
3778 end;
3780 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3781 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3782 case FState of
3783 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3784 // Çâóêè ïðè ïåðåäâèæåíèè:
3785 case FMonsterType of
3786 MONSTER_CYBER:
3787 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3788 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3789 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3790 MONSTER_SPIDER:
3791 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3792 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3793 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3794 MONSTER_BSP:
3795 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3796 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3797 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3798 MONSTER_ROBO:
3799 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3800 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3801 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3802 end;
3803 end;
3805 // Êîñòûëü äëÿ ïîòîêîâ
3806 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3807 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3808 FObj.Vel.X := oldvelx;
3810 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3811 if FAnim[FCurAnim, FDirection] <> nil then
3812 FAnim[FCurAnim, FDirection].Update();
3813 end;
3815 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3816 begin
3817 case FMonsterType of
3818 MONSTER_ZOMBY:
3819 begin
3820 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3821 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3822 end;
3823 MONSTER_SERG:
3824 begin
3825 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3826 FShellTimer := 10;
3827 FShellType := SHELL_SHELL;
3828 end;
3829 MONSTER_MAN:
3830 begin
3831 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3832 FShellTimer := 13;
3833 FShellType := SHELL_DBLSHELL;
3834 end;
3835 MONSTER_CGUN, MONSTER_SPIDER:
3836 begin
3837 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3838 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3839 end;
3840 MONSTER_IMP:
3841 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3842 MONSTER_CYBER:
3843 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3844 MONSTER_SKEL:
3845 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3846 MONSTER_BSP:
3847 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3848 MONSTER_ROBO:
3849 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3850 MONSTER_MANCUB:
3851 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3852 MONSTER_BARON, MONSTER_KNIGHT:
3853 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3854 MONSTER_CACO:
3855 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3856 end;
3857 end;
3859 procedure TMonster.Turn();
3860 begin
3861 // Ðàçâîðà÷èâàåìñÿ:
3862 if FDirection = D_LEFT then
3863 FDirection := D_RIGHT
3864 else
3865 FDirection := D_LEFT;
3867 // Áåæèì â âûáðàííóþ ñòîðîíó:
3868 if FDirection = D_RIGHT then
3869 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3870 else
3871 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3872 end;
3874 function TMonster.findNewPrey(): Boolean;
3875 var
3876 a: DWORD;
3877 l, l2: Integer;
3878 PlayersSee, MonstersSee: Array of DWORD;
3879 PlayerNear, MonsterNear: Integer;
3880 begin
3881 Result := False;
3882 SetLength(MonstersSee, 0);
3883 SetLength(PlayersSee, 0);
3885 FTargetUID := 0;
3886 l := 32000;
3887 PlayerNear := -1;
3888 MonsterNear := -1;
3890 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3891 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3892 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3893 for a := 0 to High(gPlayers) do
3894 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3895 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3896 begin
3897 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3898 begin
3899 SetLength(PlayersSee, Length(PlayersSee) + 1);
3900 PlayersSee[High(PlayersSee)] := a;
3901 end;
3902 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3903 Abs(gPlayers[a].GameY-FObj.Y);
3904 if l2 < l then
3905 begin
3906 l := l2;
3907 PlayerNear := Integer(a);
3908 end;
3909 end;
3911 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3912 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3913 for a := 0 to High(gMonsters) do
3914 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3915 (gMonsters[a].FUID <> FUID) then
3916 begin
3917 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3918 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3919 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3920 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3921 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3922 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3923 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3924 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3926 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3927 begin
3928 SetLength(MonstersSee, Length(MonstersSee) + 1);
3929 MonstersSee[High(MonstersSee)] := a;
3930 end;
3931 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3932 Abs(gMonsters[a].FObj.Y-FObj.Y);
3933 if l2 < l then
3934 begin
3935 l := l2;
3936 MonsterNear := Integer(a);
3937 end;
3938 end;
3940 case FBehaviour of
3941 BH_NORMAL, BH_KILLER:
3942 begin
3943 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3944 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3945 begin
3946 a := PlayersSee[Random(Length(PlayersSee))];
3947 FTargetUID := gPlayers[a].UID;
3948 end;
3949 // Çàòåì ïîáëèçîñòè
3950 if (FTargetUID = 0) and (PlayerNear > -1) then
3951 begin
3952 a := PlayerNear;
3953 FTargetUID := gPlayers[a].UID;
3954 end;
3955 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3956 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3957 begin
3958 a := MonstersSee[Random(Length(MonstersSee))];
3959 FTargetUID := gMonsters[a].UID;
3960 end;
3961 // Çàòåì ïîáëèçîñòè
3962 if (FTargetUID = 0) and (MonsterNear > -1) then
3963 begin
3964 a := MonsterNear;
3965 FTargetUID := gMonsters[a].UID;
3966 end;
3967 end;
3968 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3969 begin
3970 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3971 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3972 begin
3973 a := PlayersSee[Random(Length(PlayersSee))];
3974 FTargetUID := gPlayers[a].UID;
3975 end;
3976 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3977 begin
3978 a := MonstersSee[Random(Length(MonstersSee))];
3979 FTargetUID := gMonsters[a].UID;
3980 end;
3981 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3982 if (FTargetUID = 0) and (PlayerNear > -1) then
3983 begin
3984 a := PlayerNear;
3985 FTargetUID := gPlayers[a].UID;
3986 end;
3987 if (FTargetUID = 0) and (MonsterNear > -1) then
3988 begin
3989 a := MonsterNear;
3990 FTargetUID := gMonsters[a].UID;
3991 end;
3992 end;
3993 end;
3995 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3996 if FTargetUID = 0 then
3997 begin
3998 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3999 if FBehaviour = BH_INSANE then
4000 FTargetUID := FUID
4001 else
4002 FTargetTime := MAX_ATM;
4003 end
4004 else
4005 begin // Öåëü íàøëè
4006 FTargetTime := 0;
4007 Result := True;
4008 end;
4009 end;
4011 function TMonster.kick(o: PObj): Boolean;
4012 begin
4013 Result := False;
4015 case FMonsterType of
4016 MONSTER_FISH:
4017 begin
4018 SetState(STATE_ATTACK);
4019 Result := True;
4020 end;
4021 MONSTER_DEMON:
4022 begin
4023 SetState(STATE_ATTACK);
4024 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4025 Result := True;
4026 end;
4027 MONSTER_IMP:
4028 begin
4029 SetState(STATE_ATTACK);
4030 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4031 Result := True;
4032 end;
4033 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4034 begin
4035 SetState(STATE_ATTACK, ANIM_ATTACK2);
4036 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4037 Result := True;
4038 end;
4039 MONSTER_BARON, MONSTER_KNIGHT,
4040 MONSTER_CACO, MONSTER_MANCUB:
4041 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4042 if not g_Game_IsClient then Result := shoot(o, True);
4043 end;
4044 end;
4046 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4047 var
4048 xd, yd, m: Integer;
4049 begin
4050 Result := False;
4052 // Ñòðåëÿòü ðàíî:
4053 if FAmmo < 0 then
4054 Exit;
4056 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4057 if not immediately then
4058 case FMonsterType of
4059 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4060 Exit; // íå ñòðåëÿþò
4061 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4062 begin
4063 FAmmo := FAmmo + 1;
4064 // Âðåìÿ âûñòðåëà óïóùåíî:
4065 if FAmmo >= 50 then
4066 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4067 end;
4068 MONSTER_MAN: ;
4069 MONSTER_MANCUB:
4070 begin
4071 FAmmo := FAmmo + 1;
4072 // Âðåìÿ âûñòðåëà óïóùåíî:
4073 if FAmmo >= 5 then
4074 FAmmo := -50;
4075 end;
4076 MONSTER_SPIDER:
4077 begin
4078 FAmmo := FAmmo + 1;
4079 // Âðåìÿ âûñòðåëà óïóùåíî:
4080 if FAmmo >= 100 then
4081 FAmmo := -50;
4082 end;
4083 MONSTER_CYBER:
4084 begin
4085 // Ñòðåëÿåò íå âñåãäà:
4086 if Random(2) = 0 then
4087 Exit;
4088 FAmmo := FAmmo + 1;
4089 // Âðåìÿ âûñòðåëà óïóùåíî:
4090 if FAmmo >= 10 then
4091 FAmmo := -50;
4092 end;
4093 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4094 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4095 MONSTER_VILE: if Random(8) <> 0 then Exit;
4096 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4097 else if Random(16) <> 0 then Exit;
4098 end;
4100 // Öåëè íå âèäíî:
4101 if not g_Look(@FObj, o, FDirection) then
4102 Exit;
4104 FTargetTime := 0;
4106 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4107 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4109 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4110 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4111 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4112 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4113 Exit;
4115 case FMonsterType of
4116 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4117 begin
4118 SetState(STATE_SHOOT);
4119 {nn}
4120 end;
4121 MONSTER_SKEL:
4122 begin
4123 SetState(STATE_SHOOT);
4124 {nn}
4125 end;
4126 MONSTER_VILE:
4127 begin // Çàæèãàåì îãîíü
4128 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4129 ty := o^.Y+o^.Rect.Y;
4130 SetState(STATE_SHOOT);
4132 vilefire.Reset();
4134 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4135 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4136 end;
4137 MONSTER_SOUL:
4138 begin // Ëåòèò â ñòîðîíó öåëè:
4139 SetState(STATE_ATTACK);
4140 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4142 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4143 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4144 m := Max(Abs(xd), Abs(yd));
4145 if m = 0 then
4146 m := 1;
4148 FObj.Vel.X := (xd*16) div m;
4149 FObj.Vel.Y := (yd*16) div m;
4150 end;
4151 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4152 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4153 begin
4154 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4155 if FMonsterType = MONSTER_MANCUB then
4156 if FAmmo = 1 then
4157 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4159 SetState(STATE_SHOOT);
4160 end;
4161 else Exit;
4162 end;
4164 Result := True;
4165 end;
4167 function TMonster.Live(): Boolean;
4168 begin
4169 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4170 end;
4172 procedure TMonster.SetHealth(aH: Integer);
4173 begin
4174 if (aH > 0) and (aH < 1000000) then
4175 begin
4176 FHealth := aH;
4177 if FHealth > FMaxHealth then
4178 FMaxHealth := FHealth;
4179 end;
4180 end;
4182 procedure TMonster.WakeUp();
4183 begin
4184 if g_Game_IsClient then Exit;
4185 SetState(STATE_GO);
4186 FTargetTime := MAX_ATM;
4187 WakeUpSound();
4188 end;
4190 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4191 var
4192 i: Integer;
4193 sig: DWORD;
4194 b: Byte;
4195 anim: Boolean;
4196 begin
4197 if Mem = nil then
4198 Exit;
4200 // Ñèãíàòóðà ìîíñòðà:
4201 sig := MONSTER_SIGNATURE; // 'MONS'
4202 Mem.WriteDWORD(sig);
4203 // UID ìîíñòðà:
4204 Mem.WriteWord(FUID);
4205 // Íàïðàâëåíèå:
4206 if FDirection = D_LEFT then
4207 b := 1
4208 else // D_RIGHT
4209 b := 2;
4210 Mem.WriteByte(b);
4211 // Íàäî ëè óäàëèòü åãî:
4212 Mem.WriteBoolean(FRemoved);
4213 // Îñòàëîñü çäîðîâüÿ:
4214 Mem.WriteInt(FHealth);
4215 // Ñîñòîÿíèå:
4216 Mem.WriteByte(FState);
4217 // Òåêóùàÿ àíèìàöèÿ:
4218 Mem.WriteByte(FCurAnim);
4219 // UID öåëè:
4220 Mem.WriteWord(FTargetUID);
4221 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4222 Mem.WriteInt(FTargetTime);
4223 // Ïîâåäåíèå ìîíñòðà:
4224 Mem.WriteByte(FBehaviour);
4225 // Ãîòîâíîñòü ê âûñòðåëó:
4226 Mem.WriteInt(FAmmo);
4227 // Áîëü:
4228 Mem.WriteInt(FPain);
4229 // Âðåìÿ îæèäàíèÿ:
4230 Mem.WriteInt(FSleep);
4231 // Îçâó÷èâàòü ëè áîëü:
4232 Mem.WriteBoolean(FPainSound);
4233 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4234 Mem.WriteBoolean(FWaitAttackAnim);
4235 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4236 Mem.WriteBoolean(FChainFire);
4237 // Ïîäëåæèò ëè ðåñïàâíó:
4238 Mem.WriteBoolean(FNoRespawn);
4239 // Êîîðäèíàòû öåëè:
4240 Mem.WriteInt(tx);
4241 Mem.WriteInt(ty);
4242 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4243 Mem.WriteInt(FStartID);
4244 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4245 Mem.WriteInt(FSpawnTrigger);
4246 // Îáúåêò ìîíñòðà:
4247 Obj_SaveState(@FObj, Mem);
4248 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4249 anim := vilefire <> nil;
4250 Mem.WriteBoolean(anim);
4251 // Åñëè åñòü - ñîõðàíÿåì:
4252 if anim then
4253 vilefire.SaveState(Mem);
4254 // Àíèìàöèè:
4255 for i := ANIM_SLEEP to ANIM_PAIN do
4256 begin
4257 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4258 anim := FAnim[i, D_LEFT] <> nil;
4259 Mem.WriteBoolean(anim);
4260 // Åñëè åñòü - ñîõðàíÿåì:
4261 if anim then
4262 FAnim[i, D_LEFT].SaveState(Mem);
4263 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4264 anim := FAnim[i, D_RIGHT] <> nil;
4265 Mem.WriteBoolean(anim);
4266 // Åñëè åñòü - ñîõðàíÿåì:
4267 if anim then
4268 FAnim[i, D_RIGHT].SaveState(Mem);
4269 end;
4270 end;
4272 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4273 var
4274 i: Integer;
4275 sig: DWORD;
4276 b: Byte;
4277 anim: Boolean;
4278 begin
4279 if Mem = nil then
4280 Exit;
4282 // Ñèãíàòóðà ìîíñòðà:
4283 Mem.ReadDWORD(sig);
4284 if sig <> MONSTER_SIGNATURE then // 'MONS'
4285 begin
4286 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4287 end;
4288 // UID ìîíñòðà:
4289 Mem.ReadWord(FUID);
4290 // Íàïðàâëåíèå:
4291 Mem.ReadByte(b);
4292 if b = 1 then
4293 FDirection := D_LEFT
4294 else // b = 2
4295 FDirection := D_RIGHT;
4296 // Íàäî ëè óäàëèòü åãî:
4297 Mem.ReadBoolean(FRemoved);
4298 // Îñòàëîñü çäîðîâüÿ:
4299 Mem.ReadInt(FHealth);
4300 // Ñîñòîÿíèå:
4301 Mem.ReadByte(FState);
4302 // Òåêóùàÿ àíèìàöèÿ:
4303 Mem.ReadByte(FCurAnim);
4304 // UID öåëè:
4305 Mem.ReadWord(FTargetUID);
4306 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4307 Mem.ReadInt(FTargetTime);
4308 // Ïîâåäåíèå ìîíñòðà:
4309 Mem.ReadByte(FBehaviour);
4310 // Ãîòîâíîñòü ê âûñòðåëó:
4311 Mem.ReadInt(FAmmo);
4312 // Áîëü:
4313 Mem.ReadInt(FPain);
4314 // Âðåìÿ îæèäàíèÿ:
4315 Mem.ReadInt(FSleep);
4316 // Îçâó÷èâàòü ëè áîëü:
4317 Mem.ReadBoolean(FPainSound);
4318 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4319 Mem.ReadBoolean(FWaitAttackAnim);
4320 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4321 Mem.ReadBoolean(FChainFire);
4322 // Ïîäëåæèò ëè ðåñïàâíó
4323 Mem.ReadBoolean(FNoRespawn);
4324 // Êîîðäèíàòû öåëè:
4325 Mem.ReadInt(tx);
4326 Mem.ReadInt(ty);
4327 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4328 Mem.ReadInt(FStartID);
4329 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4330 Mem.ReadInt(FSpawnTrigger);
4331 // Îáúåêò ìîíñòðà:
4332 Obj_LoadState(@FObj, Mem);
4333 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4334 Mem.ReadBoolean(anim);
4335 // Åñëè åñòü - çàãðóæàåì:
4336 if anim then
4337 begin
4338 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4339 vilefire.LoadState(Mem);
4340 end;
4341 // Àíèìàöèè:
4342 for i := ANIM_SLEEP to ANIM_PAIN do
4343 begin
4344 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4345 Mem.ReadBoolean(anim);
4346 // Åñëè åñòü - çàãðóæàåì:
4347 if anim then
4348 begin
4349 Assert(FAnim[i, D_LEFT] <> nil,
4350 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4351 FAnim[i, D_LEFT].LoadState(Mem);
4352 end;
4353 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4354 Mem.ReadBoolean(anim);
4355 // Åñëè åñòü - çàãðóæàåì:
4356 if anim then
4357 begin
4358 Assert(FAnim[i, D_RIGHT] <> nil,
4359 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4360 FAnim[i, D_RIGHT].LoadState(Mem);
4361 end;
4362 end;
4363 end;
4365 procedure TMonster.ActivateTriggers();
4366 var
4367 a: Integer;
4368 begin
4369 if FDieTriggers <> nil then
4370 for a := 0 to High(FDieTriggers) do
4371 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4372 if FSpawnTrigger > -1 then
4373 begin
4374 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4375 FSpawnTrigger := -1;
4376 end;
4377 end;
4379 procedure TMonster.AddTrigger(t: Integer);
4380 begin
4381 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4382 FDieTriggers[High(FDieTriggers)] := t;
4383 end;
4385 procedure TMonster.ClearTriggers();
4386 begin
4387 SetLength(FDieTriggers, 0);
4388 end;
4390 procedure TMonster.CatchFire(Attacker: Word);
4391 begin
4392 FFireTime := 100;
4393 FFireAttacker := Attacker;
4394 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4395 end;
4397 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4398 var
4399 id, i: DWORD;
4400 Anim: TAnimation;
4401 begin
4402 if (Random(10) = 1) and (Times = 1) then
4403 Exit;
4405 if g_Frames_Get(id, 'FRAMES_FLAME') then
4406 begin
4407 for i := 1 to Times do
4408 begin
4409 Anim := TAnimation.Create(id, False, 3);
4410 Anim.Alpha := 0;
4411 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4412 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4413 Anim.Free();
4414 end;
4415 end;
4416 end;
4419 // ////////////////////////////////////////////////////////////////////////// //
4420 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4421 var
4422 idx: Integer;
4423 begin
4424 result := false;
4425 if (gMonsters = nil) or not assigned(cb) then exit;
4426 for idx := 0 to High(gMonsters) do
4427 begin
4428 if (gMonsters[idx] <> nil) then
4429 begin
4430 result := cb(idx, gMonsters[idx]);
4431 if result then exit;
4432 end;
4433 end;
4434 end;
4437 // throws on invalid uid
4438 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4439 begin
4440 result := g_Mons_ByIdx_NC(uid);
4441 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4442 end;
4445 // can return null
4446 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4447 begin
4448 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4449 result := gMonsters[uid];
4450 end;
4453 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4455 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4456 begin
4457 result := (mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj));
4458 end;
4460 var
4461 idx: Integer;
4462 begin
4463 result := false;
4464 if (width < 1) or (height < 1) then exit;
4466 if gmon_debug_use_sqaccel then
4467 begin
4468 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4469 end
4470 else
4471 begin
4472 for idx := 0 to High(gMonsters) do
4473 begin
4474 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4475 begin
4476 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4477 begin
4478 result := true;
4479 exit;
4480 end;
4481 end;
4482 end;
4483 end;
4484 end;
4487 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4489 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4490 begin
4491 result := false;
4492 if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon.arrIdx, mon);
4493 end;
4495 var
4496 idx: Integer;
4497 begin
4498 result := false;
4499 if (width < 1) or (height < 1) then exit;
4501 if gmon_debug_use_sqaccel then
4502 begin
4503 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4504 end
4505 else
4506 begin
4507 for idx := 0 to High(gMonsters) do
4508 begin
4509 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4510 begin
4511 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4512 begin
4513 result := cb(idx, gMonsters[idx]);
4514 if result then exit;
4515 end;
4516 end;
4517 end;
4518 end;
4519 end;
4522 function g_Mons_ForEachAtAlive (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4524 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4525 begin
4526 result := false;
4527 if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon.arrIdx, mon);
4528 end;
4530 var
4531 idx: Integer;
4532 begin
4533 result := false;
4534 if (width < 1) or (height < 1) then exit;
4536 if gmon_debug_use_sqaccel then
4537 begin
4538 if (width = 1) and (height = 1) then
4539 begin
4540 result := (monsTree.pointQuery(x, y, monsCollCheck) <> nil);
4541 end
4542 else
4543 begin
4544 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4545 end;
4546 end
4547 else
4548 begin
4549 for idx := 0 to High(gMonsters) do
4550 begin
4551 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4552 begin
4553 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4554 begin
4555 result := cb(idx, gMonsters[idx]);
4556 if result then exit;
4557 end;
4558 end;
4559 end;
4560 end;
4561 end;
4564 end.