DEADSOFTWARE

fixed bug in grid update; one more mode for Holmes
[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 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures, g_grid,
23 g_saveload, BinEditor, g_panel, xprofiler;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 {$IF DEFINED(D2F_DEBUG)}
84 public
85 {$ENDIF}
86 proxyId: Integer; // node in dyntree or -1
87 arrIdx: Integer; // in gMonsters
88 {$IF DEFINED(D2F_DEBUG)}
89 private
90 {$ENDIF}
92 FDieTriggers: Array of Integer;
93 FSpawnTrigger: Integer;
95 procedure Turn();
96 function findNewPrey(): Boolean;
97 procedure ActivateTriggers();
99 public
100 FNoRespawn: Boolean;
101 FFireTime: Integer;
102 trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
104 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
105 destructor Destroy(); override;
106 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
107 function Collide(Panel: TPanel): Boolean; overload;
108 function Collide(X, Y: Integer): Boolean; overload;
109 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
110 function Live(): Boolean;
111 procedure SetHealth(aH: Integer);
112 procedure Push(vx, vy: Integer);
113 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
114 function Heal(Value: Word): Boolean;
115 procedure BFGHit();
116 procedure Update();
117 procedure ClientUpdate();
118 procedure ClientAttack(wx, wy, atx, aty: Integer);
119 procedure SetDeadAnim;
120 procedure Draw();
121 procedure WakeUp();
122 procedure WakeUpSound();
123 procedure DieSound();
124 procedure PainSound();
125 procedure ActionSound();
126 procedure AddTrigger(t: Integer);
127 procedure ClearTriggers();
128 procedure Respawn();
129 procedure SaveState(var Mem: TBinMemoryWriter);
130 procedure LoadState(var Mem: TBinMemoryReader);
131 procedure SetState(State: Byte; ForceAnim: Byte = 255);
132 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
133 procedure MakeBloodSimple(Count: Word);
134 procedure RevertAnim(R: Boolean = True);
135 function AnimIsReverse: Boolean;
136 function shoot(o: PObj; immediately: Boolean): Boolean;
137 function kick(o: PObj): Boolean;
138 procedure CatchFire(Attacker: Word);
139 procedure OnFireFlame(Times: DWORD = 1);
141 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
143 procedure getMapBox (out x, y, w, h: Integer); inline;
145 property MonsterType: Byte read FMonsterType;
146 property MonsterHealth: Integer read FHealth write FHealth;
147 property MonsterAmmo: Integer read FAmmo write FAmmo;
148 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
149 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
150 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
151 property MonsterSleep: Integer read FSleep write FSleep;
152 property MonsterState: Byte read FState write FState;
153 property MonsterRemoved: Boolean read FRemoved write FRemoved;
154 property MonsterPain: Integer read FPain write FPain;
155 property MonsterAnim: Byte read FCurAnim write FCurAnim;
157 property Obj: TObj read FObj;
158 property UID: Word read FUID write FUID;
159 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
161 property GameX: Integer read FObj.X write FObj.X;
162 property GameY: Integer read FObj.Y write FObj.Y;
163 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
164 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
165 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
166 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
167 property GameDirection: TDirection read FDirection write FDirection;
169 property StartID: Integer read FStartID;
170 end;
173 // will be called from map loader
174 procedure g_Mons_InitTree (x, y, w, h: Integer);
176 procedure g_Monsters_LoadData ();
177 procedure g_Monsters_FreeData ();
178 procedure g_Monsters_Init ();
179 procedure g_Monsters_Free ();
180 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
181 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
182 procedure g_Monsters_Update ();
183 procedure g_Monsters_Draw ();
184 procedure g_Monsters_DrawHealth ();
185 function g_Monsters_ByUID (UID: Word): TMonster;
186 procedure g_Monsters_killedp ();
187 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
188 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
189 function g_Monsters_GetIDByName (name: String): Integer;
190 function g_Monsters_GetNameByID (MonsterType: Byte): String;
191 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
194 type
195 TEachMonsterCB = function (mon: TMonster): Boolean is nested; // return `true` to stop
197 // throws on invalid uid
198 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
200 // can return null
201 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
203 function g_Mons_TotalCount (): Integer; inline;
205 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
207 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
208 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
210 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
211 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
213 function g_Mons_getNewTrapFrameId (): DWord;
216 type
217 TMonsAlongLineCB = function (mon: TMonster; tag: Integer): Boolean is nested;
219 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
222 var
223 gmon_debug_use_sqaccel: Boolean = true;
226 //HACK!
227 procedure g_Mons_ProfilersBegin ();
228 procedure g_Mons_ProfilersEnd ();
230 procedure g_Mons_LOS_Start (); inline;
231 procedure g_Mons_LOS_End (); inline;
233 var
234 profMonsLOS: TProfiler = nil; //WARNING: FOR DEBUGGING ONLY!
237 type
238 TMonsterGrid = specialize TBodyGridBase<TMonster>;
240 var
241 monsGrid: TMonsterGrid = nil;
244 var
245 gmon_debug_think: Boolean = true;
246 gmon_debug_one_think_step: Boolean = false;
249 implementation
251 uses
252 e_log, g_main, g_sound, g_gfx, g_player, g_game,
253 g_weapons, g_triggers, MAPDEF, g_items, g_options,
254 g_console, g_map, Math, SysUtils, g_menu, wadreader,
255 g_language, g_netmsg;
258 // ////////////////////////////////////////////////////////////////////////// //
259 procedure g_Mons_ProfilersBegin ();
260 begin
261 if (profMonsLOS = nil) then profMonsLOS := TProfiler.Create('LOS CALC', g_profile_history_size);
262 profMonsLOS.mainBegin(g_profile_los);
263 if g_profile_los then
264 begin
265 profMonsLOS.sectionBegin('loscalc');
266 profMonsLOS.sectionEnd();
267 end;
268 end;
270 procedure g_Mons_ProfilersEnd ();
271 begin
272 if (profMonsLOS <> nil) and (g_profile_los) then profMapCollision.mainEnd();
273 end;
275 procedure g_Mons_LOS_Start (); inline;
276 begin
277 profMonsLOS.sectionBeginAccum('loscalc');
278 end;
280 procedure g_Mons_LOS_End (); inline;
281 begin
282 profMonsLOS.sectionEnd();
283 end;
286 // ////////////////////////////////////////////////////////////////////////// //
287 var
288 monCheckTrapLastFrameId: DWord;
291 procedure TMonster.getMapBox (out x, y, w, h: Integer); inline;
292 begin
293 x := FObj.X+FObj.Rect.X;
294 y := FObj.Y+FObj.Rect.Y;
295 w := FObj.Rect.Width;
296 h := FObj.Rect.Height;
297 end;
300 // ////////////////////////////////////////////////////////////////////////// //
301 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
302 begin
303 if not assigned(cb) then begin result := nil; exit; end;
304 result := monsGrid.forEachAlongLine(x0, y0, x1, y1, cb, -1, log);
305 end;
308 //WARNING! call this after monster position was changed, or coldet will not work right!
309 procedure TMonster.positionChanged ();
310 var
311 x, y: Integer;
312 begin
313 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
314 //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);
315 {$ENDIF}
316 if (proxyId = -1) then
317 begin
318 proxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
319 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
320 monsGrid.getBodyXY(proxyId, x, y);
321 e_WriteLog(Format('monster #%d(%u): inserted into the grid; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);
322 {$ENDIF}
323 end
324 else
325 begin
326 monsGrid.getBodyXY(proxyId, x, y);
327 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
328 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}e_WriteLog(Format('monster #%d(%u): updating tree; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);{$ENDIF}
330 {$IF TRUE}
331 monsGrid.moveBody(proxyId, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y);
332 {$ELSE}
333 monsGrid.removeBody(proxyId);
334 proxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
335 {$ENDIF}
337 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
338 monsGrid.getBodyXY(proxyId, x, y);
339 e_WriteLog(Format('monster #%d(%u): updated tree; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);
340 {$ENDIF}
341 end;
342 end;
345 // ////////////////////////////////////////////////////////////////////////// //
346 const
347 ANIM_SLEEP = 0;
348 ANIM_GO = 1;
349 ANIM_DIE = 2;
350 ANIM_MESS = 3;
351 ANIM_ATTACK = 4;
352 ANIM_ATTACK2 = 5;
353 ANIM_PAIN = 6;
355 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
357 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
358 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
359 record
360 name: String;
361 loop: Boolean;
362 end = ((name: 'SLEEP'; loop: True),
363 (name: 'GO'; loop: True),
364 (name: 'DIE'; loop: False),
365 (name: 'MESS'; loop: False),
366 (name: 'ATTACK'; loop: False),
367 (name: 'ATTACK2'; loop: False),
368 (name: 'PAIN'; loop: False));
370 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
371 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
372 record
373 Name: String;
374 Rect: TRectWH;
375 Health: Word;
376 RunVel: Byte;
377 MinPain: Byte;
378 Pain: Byte;
379 Jump: Byte;
380 end =
381 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
382 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
384 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
385 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
387 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
388 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
390 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
391 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
393 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
394 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
396 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
397 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
399 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
400 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
402 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
403 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
405 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
406 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
408 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
409 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
411 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
412 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
414 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
415 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
417 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
418 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
420 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
421 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
423 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
424 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
426 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
427 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
429 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
430 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
432 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
433 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
435 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
436 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
438 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
439 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
441 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
442 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
443 record
444 LeftAnim: Boolean;
445 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
446 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
447 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
448 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
449 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
450 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
451 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));
452 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))),
454 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
455 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));
456 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))),
458 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
459 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));
460 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))),
462 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
463 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));
464 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))),
466 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
467 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));
468 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))),
470 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
471 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));
472 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))),
474 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
475 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));
476 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))),
478 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
479 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));
480 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))),
482 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
483 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));
484 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))),
486 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
487 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));
488 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))),
490 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
491 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));
492 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))),
494 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
495 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));
496 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))),
498 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
499 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));
500 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))),
502 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
503 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));
504 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))),
506 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
507 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));
508 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))),
510 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
511 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));
512 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))),
514 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
515 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));
516 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 ))),
518 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
519 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));
520 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))),
522 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
523 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));
524 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))),
526 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
527 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));
528 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))) );
530 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
531 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
534 var
535 gMonsters: array of TMonster;
536 uidMap: array [0..65535] of TMonster; // monster knows it's index
539 procedure clearUidMap ();
540 var
541 idx: Integer;
542 begin
543 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
544 end;
547 function g_Mons_getNewTrapFrameId (): DWord;
548 var
549 f: Integer;
550 begin
551 Inc(monCheckTrapLastFrameId);
552 if monCheckTrapLastFrameId = 0 then
553 begin
554 // wraparound
555 monCheckTrapLastFrameId := 1;
556 for f := 0 to High(gMonsters) do
557 begin
558 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
559 end;
560 end;
561 result := monCheckTrapLastFrameId;
562 end;
565 var
566 pt_x: Integer = 0;
567 pt_xs: Integer = 1;
568 pt_y: Integer = 0;
569 pt_ys: Integer = 1;
570 soulcount: Integer = 0;
573 function allocMonster(): DWORD;
574 var
575 i, olen: Integer;
576 begin
577 for i := 0 to High(gMonsters) do
578 begin
579 if (gMonsters[i] = nil) then
580 begin
581 result := i;
582 exit;
583 end;
584 end;
586 olen := Length(gMonsters);
587 if (olen = 0) then
588 begin
589 SetLength(gMonsters, 64);
590 result := 0;
591 end
592 else
593 begin
594 result := olen;
595 SetLength(gMonsters, Length(gMonsters)+32);
596 end;
597 end;
600 function IsFriend(a, b: Byte): Boolean;
601 begin
602 Result := True;
604 // Áî÷êà - âñåì äðóã:
605 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
606 Exit;
608 // Ìîíñòðû îäíîãî âèäà:
609 if a = b then
610 case a of
611 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
612 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
613 Exit; // Ýòè íå áüþò ñâîèõ
614 end;
616 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
617 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
618 Exit;
619 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
620 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
621 Exit;
623 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
624 Result := False;
625 end;
628 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
629 var
630 m: TMonster;
631 UIDType, MonsterType: Byte;
632 begin
633 Result := False;
634 MonsterType := 0;
636 UIDType := g_GetUIDType(SpawnerUID);
637 if UIDType = UID_MONSTER then
638 begin
639 m := g_Monsters_ByUID(SpawnerUID);
640 if m = nil then Exit;
641 MonsterType := m.FMonsterType;
642 end;
644 case BH of
645 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
646 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
648 BH_KILLER: Result := UIDType = UID_PLAYER;
649 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
650 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
652 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
653 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
654 end;
655 end;
658 function canShoot(m: Byte): Boolean;
659 begin
660 Result := False;
662 case m of
663 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
664 Exit;
665 else
666 Result := True;
667 end;
668 end;
671 function isCorpse (o: PObj; immediately: Boolean): Integer;
673 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
674 begin
675 atag := atag; // shut up, fpc!
676 result := false; // don't stop
677 if (mon.FState = MONSTATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
678 begin
679 case mon.FMonsterType of // Íå âîñêðåñèòü:
680 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
681 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
682 end;
683 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
684 result := true;
685 end;
686 end;
688 var
689 a: Integer;
690 mon: TMonster;
691 begin
692 result := -1;
694 // Åñëè íóæíà âåðîÿòíîñòü
695 if not immediately and (Random(8) <> 0) then exit;
697 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
698 if gmon_debug_use_sqaccel then
699 begin
700 mon := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
701 if (mon <> nil) then result := mon.arrIdx;
702 end
703 else
704 begin
705 for a := 0 to High(gMonsters) do
706 begin
707 if (gMonsters[a] <> nil) and (gMonsters[a].FState = MONSTATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
708 begin
709 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
710 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
711 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
712 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
713 begin
714 Result := a;
715 Exit;
716 end;
717 end;
718 end;
719 end;
720 end;
721 end;
723 procedure g_Monsters_LoadData();
724 begin
725 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
727 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
734 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
741 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
748 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
755 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
762 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
769 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
776 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
783 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
790 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
797 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
804 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
811 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
818 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
824 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
825 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
827 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
828 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
831 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
832 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
834 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
835 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
838 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
839 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
840 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
841 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
842 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
843 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
844 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
845 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
846 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
848 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
849 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
851 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
852 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
853 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
855 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
856 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
859 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
860 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
862 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
866 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
867 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
873 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
874 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
875 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
876 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
877 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
880 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
882 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
884 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
885 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
886 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
887 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
888 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
889 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
890 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
891 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
892 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
893 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
894 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
896 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
897 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
898 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
900 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
901 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
902 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
903 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
904 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
905 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
907 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
908 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
909 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
910 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
911 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
913 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
914 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
916 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
917 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
918 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
919 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
921 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
922 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
923 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
924 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
925 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
927 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
928 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
929 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
930 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
931 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
933 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
934 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
935 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
936 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
938 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
939 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
940 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
942 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
943 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
945 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
946 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
948 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
949 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
950 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
952 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
953 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
955 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
956 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
957 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
959 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
961 clearUidMap();
962 monCheckTrapLastFrameId := 0;
963 end;
965 procedure g_Monsters_FreeData();
966 begin
967 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
969 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
970 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
971 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
972 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
973 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
974 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
975 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
976 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
977 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
978 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
979 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
980 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
981 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
982 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
983 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
984 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
985 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
986 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
987 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
988 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
989 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
990 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
991 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
992 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
993 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
994 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
995 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
996 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
997 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
998 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
999 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1049 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1050 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1051 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1052 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1053 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1054 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1055 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1056 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1057 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1060 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1061 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1062 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1063 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1064 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1065 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1066 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1067 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1068 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1069 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1070 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1071 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1072 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1073 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1074 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1075 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1076 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1077 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1078 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1079 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1080 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1081 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1082 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1083 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1084 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1085 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1086 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1087 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1088 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1089 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1090 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1091 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1092 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1096 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1097 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1098 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1099 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1101 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1103 g_Sound_Delete('SOUND_MONSTER_PAIN');
1104 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1105 g_Sound_Delete('SOUND_MONSTER_ACTION');
1106 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1107 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1108 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1109 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1110 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1111 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1112 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1113 g_Sound_Delete('SOUND_MONSTER_SLOP');
1115 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1116 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1117 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1119 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1120 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1121 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1122 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1123 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1124 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1126 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1127 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1128 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1129 g_Sound_Delete('SOUND_MONSTER_HAHA');
1130 g_Sound_Delete('SOUND_MONSTER_TRUP');
1132 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1133 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1135 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1136 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1137 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1138 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1140 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1141 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1142 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1143 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1144 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1146 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1147 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1148 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1149 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1150 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1152 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1153 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1154 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1155 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1157 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1158 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1159 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1161 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1162 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1164 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1165 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1167 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1168 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1169 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1171 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1172 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1174 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1175 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1176 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1178 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1179 end;
1181 procedure g_Monsters_Init();
1182 begin
1183 soulcount := 0;
1184 end;
1186 procedure g_Monsters_Free();
1187 var
1188 a: Integer;
1189 begin
1190 monsGrid.Free();
1191 monsGrid := nil;
1192 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1193 gMonsters := nil;
1194 clearUidMap();
1195 monCheckTrapLastFrameId := 0;
1196 end;
1199 // will be called from map loader
1200 procedure g_Mons_InitTree (x, y, w, h: Integer);
1201 begin
1202 monsGrid.Free();
1203 monsGrid := TMonsterGrid.Create(x, y, w, h);
1204 end;
1207 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1208 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1209 var
1210 find_id: DWORD;
1211 mon: TMonster;
1212 begin
1213 result := nil;
1215 // Íåò òàêîãî ìîíñòðà
1216 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1218 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1219 if MonsterType = MONSTER_SOUL then
1220 begin
1221 if soulcount > MAX_SOUL then exit;
1222 soulcount := soulcount + 1;
1223 end;
1225 find_id := allocMonster();
1227 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1228 gMonsters[find_id] := mon;
1229 mon.arrIdx := find_id;
1230 mon.proxyId := -1;
1232 uidMap[mon.FUID] := mon;
1234 // Íàñòðàèâàåì ïîëîæåíèå
1235 with mon do
1236 begin
1237 if AdjCoord then
1238 begin
1239 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1240 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1241 end
1242 else
1243 begin
1244 FObj.X := X-FObj.Rect.X;
1245 FObj.Y := Y-FObj.Rect.Y;
1246 end;
1248 FDirection := Direction;
1249 FStartDirection := Direction;
1250 FStartX := GameX;
1251 FStartY := GameY;
1252 end;
1254 mon.positionChanged();
1256 result := mon;
1257 end;
1259 procedure g_Monsters_killedp();
1260 var
1261 a, h: Integer;
1262 begin
1263 if gMonsters = nil then
1264 Exit;
1266 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1267 h := High(gMonsters);
1268 for a := 0 to h do
1269 if (gMonsters[a] <> nil) then
1270 with gMonsters[a] do
1271 if (FMonsterType = MONSTER_MAN) and
1272 (FState <> MONSTATE_DEAD) and
1273 (FState <> MONSTATE_SLEEP) and
1274 (FState <> MONSTATE_DIE) then
1275 begin
1276 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1277 Exit;
1278 end;
1279 end;
1281 procedure g_Monsters_Update();
1282 var
1283 a: Integer;
1284 begin
1285 // Öåëåóêàçàòåëü
1286 if gTime mod (GAME_TICK*2) = 0 then
1287 begin
1288 pt_x := pt_x+pt_xs;
1289 pt_y := pt_y+pt_ys;
1290 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1291 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1292 end;
1294 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1296 if gmon_debug_think or gmon_debug_one_think_step then
1297 begin
1298 gmon_debug_one_think_step := false;
1299 for a := 0 to High(gMonsters) do
1300 begin
1301 if (gMonsters[a] = nil) then continue;
1302 if not gMonsters[a].FRemoved then
1303 begin
1304 if g_Game_IsClient then
1305 gMonsters[a].ClientUpdate()
1306 else
1307 gMonsters[a].Update();
1308 end
1309 else
1310 begin
1311 gMonsters[a].Free();
1312 gMonsters[a] := nil;
1313 end;
1314 end;
1315 end;
1317 gMon := False;
1318 end;
1320 procedure g_Monsters_Draw();
1321 var
1322 a: Integer;
1323 begin
1324 if gMonsters <> nil then
1325 for a := 0 to High(gMonsters) do
1326 if gMonsters[a] <> nil then
1327 gMonsters[a].Draw();
1328 end;
1330 procedure g_Monsters_DrawHealth();
1331 var
1332 a: Integer;
1333 fW, fH: Byte;
1334 begin
1335 if gMonsters = nil then Exit;
1336 e_TextureFontGetSize(gStdFont, fW, fH);
1338 for a := 0 to High(gMonsters) do
1339 if gMonsters[a] <> nil then
1340 begin
1341 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1342 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1343 IntToStr(gMonsters[a].FHealth), gStdFont);
1344 end;
1345 end;
1347 function g_Monsters_ByUID (UID: Word): TMonster;
1348 //var a: Integer;
1349 begin
1350 result := uidMap[UID];
1352 Result := nil;
1353 if gMonsters <> nil then
1354 for a := 0 to High(gMonsters) do
1355 if (gMonsters[a] <> nil) and
1356 (gMonsters[a].FUID = UID) then
1357 begin
1358 Result := gMonsters[a];
1359 Break;
1360 end;
1362 end;
1364 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1365 var
1366 count, i: Integer;
1367 b: Byte;
1368 begin
1369 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1370 count := 0;
1371 if gMonsters <> nil then
1372 for i := 0 to High(gMonsters) do
1373 if gMonsters[i] <> nil then
1374 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1375 count := count + 1;
1377 Mem := TBinMemoryWriter.Create((count+1) * 350);
1379 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1380 Mem.WriteInt(pt_x);
1381 Mem.WriteInt(pt_xs);
1382 Mem.WriteInt(pt_y);
1383 Mem.WriteInt(pt_ys);
1385 // Êîëè÷åñòâî ìîíñòðîâ:
1386 Mem.WriteInt(count);
1388 if count = 0 then
1389 Exit;
1391 // Ñîõðàíÿåì ìîíñòðîâ:
1392 for i := 0 to High(gMonsters) do
1393 if gMonsters[i] <> nil then
1394 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1395 begin
1396 // Òèï ìîíñòðà:
1397 b := gMonsters[i].MonsterType;
1398 Mem.WriteByte(b);
1399 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1400 gMonsters[i].SaveState(Mem);
1401 end;
1402 end;
1404 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1405 var
1406 count, a: Integer;
1407 b: Byte;
1408 mon: TMonster;
1409 begin
1410 if Mem = nil then exit;
1412 g_Monsters_Free();
1414 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1415 Mem.ReadInt(pt_x);
1416 Mem.ReadInt(pt_xs);
1417 Mem.ReadInt(pt_y);
1418 Mem.ReadInt(pt_ys);
1420 // Êîëè÷åñòâî ìîíñòðîâ
1421 Mem.ReadInt(count);
1423 if count = 0 then exit;
1425 // Çàãðóæàåì ìîíñòðîâ
1426 for a := 0 to count-1 do
1427 begin
1428 // Òèï ìîíñòðà
1429 Mem.ReadByte(b);
1430 // Ñîçäàåì ìîíñòðà
1431 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1432 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1433 // Çàãðóæàåì äàííûå ìîíñòðà
1434 mon.LoadState(Mem);
1435 end;
1436 end;
1438 function g_Monsters_GetIDByName(name: String): Integer;
1439 var
1440 i: Integer;
1441 begin
1442 name := UpperCase(name);
1443 i := MONSTER_DEMON;
1444 while (i <= MONSTER_MAN) do
1445 begin
1446 if name = MONSTERTABLE[i].Name then
1447 begin
1448 Result := i;
1449 Exit;
1450 end;
1451 Inc(i);
1452 end;
1454 Result := -1;
1455 end;
1457 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1458 begin
1459 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1460 Result := MONSTERTABLE[MonsterType].Name
1461 else
1462 Result := '?';
1463 end;
1465 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1466 begin
1467 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1468 Result := KilledByMonster[MonsterType]
1469 else
1470 Result := '?';
1471 end;
1473 { T M o n s t e r : }
1475 procedure TMonster.ActionSound();
1476 begin
1477 case FMonsterType of
1478 MONSTER_IMP:
1479 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1480 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1481 MONSTER_MANCUB:
1482 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1483 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1484 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1485 MONSTER_SPIDER:
1486 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1487 MONSTER_BSP:
1488 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1489 MONSTER_VILE:
1490 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1491 MONSTER_SKEL:
1492 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1493 MONSTER_CYBER:
1495 MONSTER_MAN:
1496 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1497 end;
1498 end;
1500 procedure TMonster.PainSound();
1501 begin
1502 if FPainSound then
1503 Exit;
1505 FPainSound := True;
1506 FPainTicks := 20;
1508 case FMonsterType of
1509 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1510 MONSTER_SKEL, MONSTER_CGUN:
1511 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1512 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1513 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1514 MONSTER_BSP, MONSTER_CYBER:
1515 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1516 MONSTER_VILE:
1517 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1518 MONSTER_MANCUB:
1519 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1520 MONSTER_PAIN:
1521 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1522 MONSTER_MAN:
1523 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1524 end;
1525 end;
1527 procedure TMonster.DieSound();
1528 begin
1529 case FMonsterType of
1530 MONSTER_IMP:
1531 case Random(2) of
1532 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1533 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1534 end;
1535 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1536 case Random(3) of
1537 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1538 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1539 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1540 end;
1541 MONSTER_DEMON:
1542 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1543 MONSTER_BARREL:
1544 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1545 MONSTER_SOUL:
1546 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1547 MONSTER_BSP:
1548 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1549 MONSTER_VILE:
1550 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1551 MONSTER_BARON:
1552 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1553 MONSTER_CACO:
1554 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1555 MONSTER_CYBER:
1556 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1557 MONSTER_KNIGHT:
1558 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1559 MONSTER_MANCUB:
1560 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1561 MONSTER_PAIN:
1562 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1563 MONSTER_SKEL:
1564 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1565 MONSTER_SPIDER:
1566 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1567 MONSTER_MAN:
1568 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1569 end;
1570 end;
1572 procedure TMonster.WakeUpSound();
1573 begin
1574 case FMonsterType of
1575 MONSTER_IMP:
1576 case Random(2) of
1577 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1578 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1579 end;
1580 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1581 case Random(3) of
1582 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1583 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1584 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1585 end;
1586 MONSTER_MAN:
1587 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1588 MONSTER_BSP:
1589 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1590 MONSTER_VILE:
1591 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1592 MONSTER_BARON:
1593 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1594 MONSTER_CACO:
1595 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1596 MONSTER_CYBER:
1597 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1598 MONSTER_KNIGHT:
1599 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1600 MONSTER_MANCUB:
1601 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1602 MONSTER_PAIN:
1603 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1604 MONSTER_DEMON:
1605 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1606 MONSTER_SKEL:
1607 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1608 MONSTER_SPIDER:
1609 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1610 MONSTER_SOUL:
1612 end;
1613 end;
1615 procedure TMonster.BFGHit();
1616 begin
1617 if FMonsterType = MONSTER_FISH then
1618 Exit;
1620 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1621 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1622 {if g_Game_IsServer and g_Game_IsNet then
1623 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1624 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1625 0, NET_GFX_BFG);}
1626 end;
1628 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1629 begin
1630 Result := g_Collide(FObj.X+FObj.Rect.X,
1631 FObj.Y+FObj.Rect.Y,
1632 FObj.Rect.Width,
1633 FObj.Rect.Height,
1634 X, Y,
1635 Width, Height);
1636 end;
1638 function TMonster.Collide(Panel: TPanel): Boolean;
1639 begin
1640 Result := g_Collide(FObj.X+FObj.Rect.X,
1641 FObj.Y+FObj.Rect.Y,
1642 FObj.Rect.Width,
1643 FObj.Rect.Height,
1644 Panel.X, Panel.Y,
1645 Panel.Width, Panel.Height);
1646 end;
1648 function TMonster.Collide(X, Y: Integer): Boolean;
1649 begin
1650 X := X - FObj.X - FObj.Rect.X;
1651 Y := Y - FObj.Y - FObj.Rect.Y;
1652 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1653 (y >= 0) and (y <= FObj.Rect.Height);
1654 end;
1656 procedure TMonster.Respawn;
1657 begin
1658 FObj.Vel.X := 0;
1659 FObj.Vel.Y := 0;
1660 FObj.Accel.X := 0;
1661 FObj.Accel.Y := 0;
1662 FDirection := FStartDirection;
1663 GameX := FStartX;
1664 GameY := FStartY;
1665 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1666 FHealth := MONSTERTABLE[FMonsterType].Health;
1667 FAmmo := 0;
1668 FPain := 0;
1669 FTargetUID := 0;
1670 FTargetTime := 0;
1671 FDieTriggers := nil;
1672 FWaitAttackAnim := False;
1673 FChainFire := False;
1674 FShellTimer := -1;
1676 FState := MONSTATE_SLEEP;
1677 FCurAnim := ANIM_SLEEP;
1679 positionChanged(); // this updates spatial accelerators
1681 if g_Game_IsNet and g_Game_IsServer then
1682 begin
1683 MH_SEND_MonsterPos(FUID);
1684 MH_SEND_MonsterState(FUID);
1685 end;
1686 end;
1688 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1689 var
1690 a: Integer;
1691 FramesID: DWORD = 0;
1692 s: String;
1693 res: Boolean;
1694 begin
1695 if ForcedUID < 0 then
1696 FUID := g_CreateUID(UID_MONSTER)
1697 else
1698 FUID := ForcedUID;
1700 FMonsterType := MonsterType;
1702 g_Obj_Init(@FObj);
1704 FState := MONSTATE_SLEEP;
1705 FCurAnim := ANIM_SLEEP;
1706 FHealth := MONSTERTABLE[MonsterType].Health;
1707 FMaxHealth := FHealth;
1708 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1709 FDieTriggers := nil;
1710 FSpawnTrigger := -1;
1711 FWaitAttackAnim := False;
1712 FChainFire := False;
1713 FStartID := aID;
1714 FNoRespawn := False;
1715 FShellTimer := -1;
1716 FBehaviour := BH_NORMAL;
1717 FFireTime := 0;
1718 FFirePainTime := 0;
1719 FFireAttacker := 0;
1721 proxyId := -1;
1722 arrIdx := -1;
1723 trapCheckFrameId := 0;
1725 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1726 FBloodKind := BLOOD_SPARKS
1727 else
1728 FBloodKind := BLOOD_NORMAL;
1729 if FMonsterType = MONSTER_CACO then
1730 begin
1731 FBloodRed := 0;
1732 FBloodGreen := 0;
1733 FBloodBlue := 150;
1734 end
1735 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1736 begin
1737 FBloodRed := 0;
1738 FBloodGreen := 150;
1739 FBloodBlue := 0;
1740 end
1741 else
1742 begin
1743 FBloodRed := 150;
1744 FBloodGreen := 0;
1745 FBloodBlue := 0;
1746 end;
1748 SetLength(FAnim, Length(ANIMTABLE));
1750 for a := 0 to High(FAnim) do
1751 begin
1752 FAnim[a, D_LEFT] := nil;
1753 FAnim[a, D_RIGHT] := nil;
1754 end;
1756 for a := ANIM_SLEEP to ANIM_PAIN do
1757 if (ANIMTABLE[a].name <> '') and
1758 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1759 begin
1760 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1761 '_'+ANIMTABLE[a].name;
1763 res := g_Frames_Exists(s);
1765 if res then
1766 res := g_Frames_Get(FramesID, s);
1768 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1769 if (not res) then
1770 begin
1771 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1772 if a <> ANIM_MESS then
1773 Continue;
1775 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1776 '_'+ANIMTABLE[ANIM_DIE].name) then
1777 begin
1778 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1779 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1780 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1781 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1782 Continue;
1783 end;
1784 end;
1786 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1787 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1789 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1790 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1791 begin
1792 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1793 '_'+ANIMTABLE[a].name+'_L';
1794 if g_Frames_Exists(s) then
1795 g_Frames_Get(FramesID, s);
1796 end;
1798 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1799 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1800 end;
1802 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1803 if MonsterType = MONSTER_VILE then
1804 begin
1805 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1806 vilefire := TAnimation.Create(FramesID, True, 2);
1807 end
1808 else
1809 vilefire := nil;
1810 end;
1812 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1813 var
1814 c, it: Integer;
1815 p: TPlayer;
1816 begin
1817 Result := False;
1819 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1820 if (FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE) or (FState = MONSTATE_REVIVE) then
1821 Exit;
1823 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1824 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1825 begin
1826 FSleep := 20;
1827 if Random(2) = 0 then
1828 FDirection := D_RIGHT
1829 else
1830 FDirection := D_LEFT;
1831 Result := True;
1832 SetState(MONSTATE_RUN);
1833 Exit;
1834 end;
1836 // Ëîâóøêà óáèâàåò ñðàçó:
1837 if t = HIT_TRAP then
1838 FHealth := -100;
1840 // Ðîáîòó óðîíà íåò:
1841 if FMonsterType = MONSTER_ROBO then
1842 aDamage := 0;
1844 // Íàíîñèì óðîí:
1845 if g_Game_IsServer then Dec(FHealth, aDamage);
1847 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1848 if FPain = 0 then
1849 FPain := 3;
1850 FPain := FPain+aDamage;
1852 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1853 if FState <> MONSTATE_PAIN then
1854 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1855 (FMonsterType <> MONSTER_BARREL) then
1856 SetState(MONSTATE_PAIN);
1858 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1859 if (gBloodCount > 0) then
1860 begin
1861 c := Min(aDamage, 200);
1862 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1864 if (VelX = 0) and (VelY = 0) then
1865 MakeBloodSimple(c)
1866 else
1867 case t of
1868 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1869 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1870 end;
1871 end;
1873 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1874 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1875 begin
1876 FTargetUID := SpawnerUID;
1877 FTargetTime := 0;
1878 end;
1880 // Çäîðîâüå çàêîí÷èëîñü:
1881 if FHealth <= 0 then
1882 begin
1883 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1884 if (FMonsterType <> MONSTER_BARREL) then
1885 begin
1886 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1887 begin
1888 p := g_Player_Get(SpawnerUID);
1889 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1890 begin
1891 p.MonsterKills := p.MonsterKills+1;
1892 if gGameSettings.GameMode = GM_COOP then
1893 p.Frags := p.Frags + 1;
1894 // Uncomment this if you want to double-kill monsters
1895 //p.FragCombo();
1896 end;
1897 end;
1898 if gLMSRespawn = LMS_RESPAWN_NONE then
1899 begin
1900 Inc(gCoopMonstersKilled);
1901 if g_Game_IsNet then
1902 MH_SEND_GameStats;
1903 end;
1904 end;
1906 // Âûáèðàåì ëóò:
1907 case FMonsterType of
1908 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1909 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1910 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1911 MONSTER_MAN: c := ITEM_KEY_RED;
1912 else c := 0;
1913 end;
1915 // Áðîñàåì ëóò:
1916 if c <> 0 then
1917 begin
1918 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1919 FObj.Y + (FObj.Rect.Height div 2),
1920 c, True, False);
1921 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1922 (FObj.Vel.Y div 2)-Random(4));
1923 positionChanged(); // this updates spatial accelerators
1924 if g_Game_IsServer and g_Game_IsNet then
1925 MH_SEND_ItemSpawn(True, it);
1926 end;
1928 // Òðóï äàëüøå íå èäåò:
1929 FObj.Vel.X := 0;
1931 // Ó òðóïà ðàçìåðû ìåíüøå:
1932 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1933 begin
1934 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1935 FObj.Rect.Height := 12;
1936 end;
1938 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1939 if (FHealth <= -30) and
1940 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1941 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1942 (FMonsterType = MONSTER_MAN)) then
1943 begin
1944 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1945 SetState(MONSTATE_DIE, ANIM_MESS);
1946 end
1947 else
1948 begin
1949 DieSound();
1950 SetState(MONSTATE_DIE);
1951 end;
1953 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1954 if g_Game_IsServer then ActivateTriggers();
1956 FHealth := 0;
1957 end
1958 else
1959 if FState = MONSTATE_SLEEP then
1960 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1961 FPain := MONSTERTABLE[FMonsterType].Pain;
1962 SetState(MONSTATE_GO);
1963 end;
1965 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1966 Result := True;
1967 end;
1969 function TMonster.Heal(Value: Word): Boolean;
1970 begin
1971 Result := False;
1972 if g_Game_IsClient then
1973 Exit;
1974 if not Live then
1975 Exit;
1977 if FHealth < FMaxHealth then
1978 begin
1979 IncMax(FHealth, Value, FMaxHealth);
1980 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1981 Result := True;
1982 end;
1983 end;
1985 destructor TMonster.Destroy();
1986 var
1987 a: Integer;
1988 begin
1989 for a := 0 to High(FAnim) do
1990 begin
1991 FAnim[a, D_LEFT].Free();
1992 FAnim[a, D_RIGHT].Free();
1993 end;
1995 vilefire.Free();
1997 if (proxyId <> -1) then
1998 begin
1999 if (monsGrid <> nil) then
2000 begin
2001 monsGrid.removeBody(proxyId);
2002 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
2003 e_WriteLog(Format('monster #%d(%u): removed from tree; proxyid=%d', [arrIdx, UID, proxyId]), MSG_NOTIFY);
2004 {$ENDIF}
2005 end;
2006 proxyId := -1;
2007 end;
2009 if (arrIdx <> -1) and (arrIdx < Length(gMonsters)) then gMonsters[arrIdx] := nil;
2010 arrIdx := -1;
2012 uidMap[FUID] := nil;
2014 inherited Destroy();
2015 end;
2017 procedure TMonster.Draw();
2018 var
2019 m: TMirrorType;
2020 dx, dy, c: Integer;
2021 o: TObj;
2022 begin
2023 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
2024 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
2026 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
2027 if FMonsterType = MONSTER_VILE then
2028 if FState = MONSTATE_SHOOT then
2029 if GetPos(FTargetUID, @o) then
2030 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
2031 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
2033 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
2034 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
2035 sX-128, sY-128, sWidth+256, sHeight+256) then
2036 Exit;
2038 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
2039 if FState = MONSTATE_DEAD then
2040 case FMonsterType of
2041 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
2042 end;
2044 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
2045 if FAnim[FCurAnim, FDirection] <> nil then
2046 begin
2047 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
2048 if (FDirection = D_LEFT) and
2049 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
2050 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
2051 (FMonsterType <> MONSTER_BARREL) then
2052 m := M_HORIZONTAL
2053 else
2054 m := M_NONE;
2056 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2057 if (FDirection = D_LEFT) and
2058 (FMonsterType <> MONSTER_BARREL) then
2059 begin
2060 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
2061 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
2063 if m = M_HORIZONTAL then
2064 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2065 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2066 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
2067 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2068 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2069 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2070 dx := -dx;
2071 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2072 end;
2073 end
2074 else // Ïðàâàÿ àíèìàöèÿ
2075 begin
2076 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2077 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2078 end;
2080 // Ðèñóåì:
2081 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2082 end;
2084 if g_debug_Frames then
2085 begin
2086 e_DrawQuad(FObj.X+FObj.Rect.X,
2087 FObj.Y+FObj.Rect.Y,
2088 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2089 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2090 0, 255, 0);
2091 end;
2092 end;
2094 procedure TMonster.MakeBloodSimple(Count: Word);
2095 begin
2096 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2097 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2098 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2099 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2100 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2101 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2102 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2103 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2104 end;
2106 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2107 begin
2108 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2109 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2110 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2111 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2112 end;
2114 procedure TMonster.Push(vx, vy: Integer);
2115 begin
2116 FObj.Accel.X := FObj.Accel.X + vx;
2117 FObj.Accel.Y := FObj.Accel.Y + vy;
2118 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2119 end;
2121 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2122 var
2123 Anim: Byte;
2124 begin
2125 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2126 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2127 if (State = MONSTATE_DIE) and (MonsterType = MONSTER_SOUL) then
2128 soulcount := soulcount-1;
2130 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2131 case FState of
2132 MONSTATE_DIE, MONSTATE_DEAD, MONSTATE_REVIVE:
2133 if (State <> MONSTATE_DEAD) and (State <> MONSTATE_REVIVE) and
2134 (State <> MONSTATE_GO) then
2135 Exit;
2136 end;
2138 // Ñìåíà ñîñòîÿíèÿ:
2139 FState := State;
2141 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2143 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2144 case FState of
2145 MONSTATE_SLEEP: Anim := ANIM_SLEEP;
2146 MONSTATE_PAIN: Anim := ANIM_PAIN;
2147 MONSTATE_WAIT: Anim := ANIM_SLEEP;
2148 MONSTATE_CLIMB, MONSTATE_RUN, MONSTATE_RUNOUT, MONSTATE_GO: Anim := ANIM_GO;
2149 MONSTATE_SHOOT: Anim := ANIM_ATTACK;
2150 MONSTATE_ATTACK: Anim := ANIM_ATTACK;
2151 MONSTATE_DIE: Anim := ANIM_DIE;
2152 MONSTATE_REVIVE:
2153 begin // íà÷àëè âîñðåøàòüñÿ
2154 Anim := FCurAnim;
2155 FAnim[Anim, FDirection].Revert(True);
2157 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2158 FHealth := MONSTERTABLE[FMonsterType].Health;
2159 FAmmo := 0;
2160 FPain := 0;
2161 end;
2162 else Exit;
2163 end;
2165 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2166 if ForceAnim <> 255 then
2167 Anim := ForceAnim;
2169 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2170 if FCurAnim <> Anim then
2171 if FAnim[Anim, FDirection] <> nil then
2172 begin
2173 FAnim[Anim, FDirection].Reset();
2174 FCurAnim := Anim;
2175 end;
2176 end;
2178 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2179 var
2180 TA: TAnimation;
2181 FramesID: DWORD;
2182 begin
2183 Result := False;
2185 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2186 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2187 begin
2188 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2189 if g_Game_IsServer and g_Game_IsNet then
2190 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2191 Exit;
2192 end;
2194 TA := nil;
2196 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2197 if not silent then
2198 begin
2199 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2200 TA := TAnimation.Create(FramesID, False, 6);
2201 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2202 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2203 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2205 if g_Game_IsServer and g_Game_IsNet then
2206 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2207 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2208 NET_GFX_TELE);
2209 end;
2211 FObj.X := X - FObj.Rect.X;
2212 FObj.Y := Y - FObj.Rect.Y;
2213 positionChanged();
2215 if dir = 1 then
2216 FDirection := D_LEFT
2217 else
2218 if dir = 2 then
2219 FDirection := D_RIGHT
2220 else
2221 if dir = 3 then
2222 begin // îáðàòíîå
2223 if FDirection = D_RIGHT then
2224 FDirection := D_LEFT
2225 else
2226 FDirection := D_RIGHT;
2227 end;
2229 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2230 if not silent and (TA <> nil) then
2231 begin
2232 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2233 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2234 TA.Free();
2236 if g_Game_IsServer and g_Game_IsNet then
2237 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2238 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2239 NET_GFX_TELE);
2240 end;
2242 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2243 Result := True;
2244 end;
2246 procedure TMonster.Update();
2247 var
2248 a, b, sx, sy, wx, wy, oldvelx: Integer;
2249 st: Word;
2250 o, co: TObj;
2251 fall: Boolean;
2252 mon: TMonster;
2253 label
2254 _end;
2255 begin
2256 fall := True;
2258 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2259 if FMonsterType = MONSTER_FISH then
2260 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2261 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
2262 fall := False;
2264 // Ëåòàþùèå ìîíòñðû:
2265 if ((FMonsterType = MONSTER_SOUL) or
2266 (FMonsterType = MONSTER_PAIN) or
2267 (FMonsterType = MONSTER_CACO)) and
2268 (FState <> MONSTATE_DIE) and
2269 (FState <> MONSTATE_DEAD) then
2270 fall := False;
2272 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2273 if gTime mod (GAME_TICK*2) <> 0 then
2274 begin
2275 g_Obj_Move(@FObj, fall, True, True);
2276 positionChanged(); // this updates spatial accelerators
2277 Exit;
2278 end;
2280 if FPainTicks > 0 then
2281 Dec(FPainTicks)
2282 else
2283 FPainSound := False;
2285 // Äâèãàåìñÿ:
2286 st := g_Obj_Move(@FObj, fall, True, True);
2287 positionChanged(); // this updates spatial accelerators
2289 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2290 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2291 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2292 begin
2293 FRemoved := True;
2294 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2295 begin
2296 Inc(gCoopMonstersKilled);
2297 if g_Game_IsNet then
2298 MH_SEND_GameStats;
2299 end;
2300 ActivateTriggers();
2301 Exit;
2302 end;
2304 oldvelx := FObj.Vel.X;
2306 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2307 if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then
2308 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2310 if FFireTime > 0 then
2311 begin
2312 if WordBool(st and MOVE_INWATER) then
2313 FFireTime := 0
2314 else
2315 begin
2316 OnFireFlame(1);
2317 FFireTime := FFireTime - 1;
2318 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
2319 if FFirePainTime = 0 then
2320 begin
2321 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2322 FFirePainTime := 18;
2323 end
2324 else
2325 FFirePainTime := FFirePainTime - 1;
2326 end;
2327 end;
2329 // Ìåðòâûé íè÷åãî íå äåëàåò:
2330 if (FState = MONSTATE_DEAD) then
2331 goto _end;
2333 // AI ìîíñòðîâ âûêëþ÷åí:
2334 if g_debug_MonsterOff then
2335 begin
2336 FSleep := 1;
2337 if FState <> MONSTATE_SLEEP then
2338 SetState(MONSTATE_SLEEP);
2339 end;
2341 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2342 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2343 case FMonsterType of
2344 MONSTER_FISH:
2345 if Random(4) = 0 then
2346 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2347 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2348 MONSTER_ROBO, MONSTER_BARREL:
2349 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2350 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2351 else begin
2352 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2353 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2354 if Random(2) = 0 then
2355 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2356 else
2357 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2358 end;
2359 end;
2361 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2362 if FMonsterType = MONSTER_BARREL then
2363 begin
2364 if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2365 (FAnim[FCurAnim, FDirection].Counter = 0) then
2366 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2367 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2368 60, FUID);
2369 end;
2371 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2372 if FMonsterType = MONSTER_SOUL then
2373 if WordBool(st and MOVE_HITAIR) then
2374 g_Obj_SetSpeed(@FObj, 16);
2376 if FAmmo < 0 then
2377 FAmmo := FAmmo + 1;
2379 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2380 if FObj.Vel.Y < 0 then
2381 if WordBool(st and MOVE_INWATER) then
2382 FObj.Vel.Y := -4;
2384 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2385 FTargetTime := FTargetTime + 1;
2387 // Ãèëüçû
2388 if FShellTimer > -1 then
2389 if FShellTimer = 0 then
2390 begin
2391 if FShellType = SHELL_SHELL then
2392 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2393 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2394 GameVelX, GameVelY-2, SHELL_SHELL)
2395 else if FShellType = SHELL_DBLSHELL then
2396 begin
2397 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2398 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2399 GameVelX-1, GameVelY-2, SHELL_SHELL);
2400 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2401 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2402 GameVelX+1, GameVelY-2, SHELL_SHELL);
2403 end;
2404 FShellTimer := -1;
2405 end else Dec(FShellTimer);
2407 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2408 if fall then
2409 if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT,
2410 MONSTATE_ATTACK, MONSTATE_SHOOT]) then
2411 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2412 FObj.Rect.Width, FObj.Rect.Height, 50) then
2413 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2414 (FObj.Accel.Y = 0) then
2415 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2417 case FState of
2418 MONSTATE_PAIN: // Ñîñòîÿíèå - Áîëü
2419 begin
2420 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2421 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2422 begin
2423 FPain := MONSTERTABLE[FMonsterType].Pain;
2424 if gSoundEffectsDF then PainSound();
2425 end;
2426 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2427 PainSound();
2429 // Ñíèæàåì áîëü ñî âðåìåíåì:
2430 FPain := FPain - 5;
2432 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2433 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2434 begin
2435 FPain := 0;
2436 FAmmo := -9;
2437 SetState(MONSTATE_GO);
2438 end;
2439 end;
2441 MONSTATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2442 begin
2443 // Ñïèì:
2444 FSleep := FSleep + 1;
2446 // Ïðîñïàëè äîñòàòî÷íî:
2447 if FSleep >= 18 then
2448 FSleep := 0
2449 else // åùå ñïèì
2450 goto _end;
2452 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2453 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2454 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2455 if (gPlayers <> nil) then
2456 for a := 0 to High(gPlayers) do
2457 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2458 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2459 with gPlayers[a] do
2460 if g_Look(@FObj, @Obj, FDirection) then
2461 begin
2462 FTargetUID := gPlayers[a].UID;
2463 FTargetTime := 0;
2464 WakeUpSound();
2465 SetState(MONSTATE_GO);
2466 Break;
2467 end;
2469 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2470 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2471 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2472 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2473 if gMonsters <> nil then
2474 for a := 0 to High(gMonsters) do
2475 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2476 (gMonsters[a].FUID <> FUID) then
2477 begin
2478 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2479 if (FBehaviour = BH_MANIAC) and
2480 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2481 Continue;
2482 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2483 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2484 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2485 Continue;
2486 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2487 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2488 Continue;
2489 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2490 begin
2491 FTargetUID := gMonsters[a].UID;
2492 FTargetTime := 0;
2493 WakeUpSound();
2494 SetState(MONSTATE_GO);
2495 Break;
2496 end;
2497 end;
2498 end;
2500 MONSTATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2501 begin
2502 // Æäåì:
2503 FSleep := FSleep - 1;
2505 // Âûæäàëè äîñòàòî÷íî - èäåì:
2506 if FSleep < 0 then
2507 SetState(MONSTATE_GO);
2508 end;
2510 MONSTATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2511 begin
2512 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2513 if WordBool(st and MOVE_BLOCK) then
2514 begin
2515 Turn();
2516 FSleep := 40;
2517 SetState(MONSTATE_RUNOUT);
2519 goto _end;
2520 end;
2522 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2523 if (FMonsterType = MONSTER_VILE) then
2524 if isCorpse(@FObj, False) <> -1 then
2525 begin
2526 FObj.Vel.X := 0;
2527 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
2529 goto _end;
2530 end;
2532 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2533 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2534 if not findNewPrey() then
2535 begin // Íîâûõ öåëåé íåò
2536 FTargetUID := 0;
2537 o.X := FObj.X+pt_x;
2538 o.Y := FObj.Y+pt_y;
2539 o.Vel.X := 0;
2540 o.Vel.Y := 0;
2541 o.Accel.X := 0;
2542 o.Accel.Y := 0;
2543 o.Rect := _Rect(0, 0, 0, 1);
2544 end
2545 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2546 GetPos(FTargetUID, @o);
2548 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2549 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2550 begin
2551 FTargetTime := 0;
2552 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2553 begin
2554 if kick(@o) then
2555 goto _end;
2556 end;
2557 end;
2559 // Ðàññòîÿíèå äî öåëè:
2560 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2561 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2563 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2564 if sx > 0 then
2565 FDirection := D_RIGHT
2566 else
2567 FDirection := D_LEFT;
2569 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2570 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2571 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2572 if shoot(@o, False) then
2573 goto _end;
2575 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2576 if Abs(sx) < 40 then
2577 if FMonsterType <> MONSTER_FISH then
2578 begin
2579 FSleep := 15;
2580 SetState(MONSTATE_RUN);
2581 if Random(2) = 0 then
2582 FDirection := D_LEFT
2583 else
2584 FDirection := D_RIGHT;
2586 goto _end;
2587 end;
2589 // Óïåðëèñü â ñòåíó:
2590 if WordBool(st and MOVE_HITWALL) then
2591 begin
2592 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2593 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2594 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2595 FSleep := 4;
2596 SetState(MONSTATE_WAIT);
2598 goto _end;
2599 end;
2601 case FMonsterType of
2602 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2603 else // Íå ëåòàþò:
2604 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2605 (FObj.Accel.Y = 0) then
2606 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2607 // Ïðûæîê ÷åðåç ñòåíó:
2608 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2609 SetState(MONSTATE_CLIMB);
2610 end;
2611 end;
2613 goto _end;
2614 end;
2616 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2617 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2618 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2619 begin
2620 if FMonsterType = MONSTER_FISH then
2621 begin // Ðûáà
2622 if not WordBool(st and MOVE_INWATER) then
2623 begin // Ðûáà âíå âîäû:
2624 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2625 begin // "Ñòîèò" òâåðäî
2626 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2627 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2628 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2629 end;
2631 // Ðûáå áîëüíî:
2632 SetState(MONSTATE_PAIN);
2633 FPain := FPain + 50;
2634 end
2635 else // Ðûáà â âîäå
2636 begin
2637 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2638 if Abs(sy) > 8 then
2639 FObj.Vel.Y := g_basic.Sign(sy)*4
2640 else
2641 FObj.Vel.Y := 0;
2643 // Ðûáà ïëûâåò ââåðõ:
2644 if FObj.Vel.Y < 0 then
2645 if not g_Obj_CollideWater(@FObj, 0, -16) then
2646 begin
2647 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2648 FObj.Vel.Y := 0;
2649 // Ïëàâàåì òóäà-ñþäà:
2650 if Random(2) = 0 then
2651 FDirection := D_LEFT
2652 else
2653 FDirection := D_RIGHT;
2654 FSleep := 20;
2655 SetState(MONSTATE_RUN);
2656 end;
2657 end;
2658 end
2659 else // Ëåòàþùèå ìîíñòðû
2660 begin
2661 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2662 if Abs(sy) > 8 then
2663 FObj.Vel.Y := g_basic.Sign(sy)*4
2664 else
2665 FObj.Vel.Y := 0;
2666 end;
2667 end
2668 else // "Íàçåìíûå" ìîíñòðû
2669 begin
2670 // Âîçìîæíî, ïèíàåì êóñêè:
2671 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2672 begin
2673 b := Abs(FObj.Vel.X);
2674 if b > 1 then b := b * (Random(8 div b) + 1);
2675 for a := 0 to High(gGibs) do
2676 begin
2677 if gGibs[a].Live and
2678 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2679 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2680 begin
2681 // Ïèíàåì êóñêè
2682 if FObj.Vel.X < 0 then
2683 begin
2684 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2685 end
2686 else
2687 begin
2688 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2689 end;
2690 end;
2691 end;
2692 end;
2693 // Áîññû ìîãóò ïèíàòü òðóïû:
2694 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2695 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2696 begin
2697 b := Abs(FObj.Vel.X);
2698 if b > 1 then b := b * (Random(8 div b) + 1);
2699 for a := 0 to High(gCorpses) do
2700 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2701 begin
2702 co := gCorpses[a].Obj;
2703 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2704 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2705 // Ïèíàåì òðóïû
2706 if FObj.Vel.X < 0 then
2707 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2708 else
2709 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2710 end;
2711 end;
2712 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2713 if sy < -40 then
2714 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2715 // ñòîèò òâåðäî
2716 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2717 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2718 end;
2720 FSleep := FSleep + 1;
2722 // Èíîãäà ðû÷èì:
2723 if FSleep >= 8 then
2724 begin
2725 FSleep := 0;
2726 if Random(8) = 0 then
2727 ActionSound();
2728 end;
2730 // Áåæèì â âûáðàííóþ ñòîðîíó:
2731 if FDirection = D_RIGHT then
2732 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2733 else
2734 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2736 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2737 if WordBool(st and MOVE_INWATER) then
2738 FObj.Vel.X := FObj.Vel.X div 2
2739 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2740 if FMonsterType = MONSTER_FISH then
2741 FObj.Vel.X := 0;
2742 end;
2744 MONSTATE_RUN: // Ñîñòîÿíèå - Áåã
2745 begin
2746 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2747 if WordBool(st and MOVE_BLOCK) then
2748 begin
2749 Turn();
2750 FSleep := 40;
2751 SetState(MONSTATE_RUNOUT);
2753 goto _end;
2754 end;
2756 FSleep := FSleep - 1;
2758 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2759 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2760 begin
2761 FSleep := 0;
2762 SetState(MONSTATE_GO);
2763 // Ñòåíà - èäåì îáðàòíî:
2764 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2765 Turn();
2766 // Èíîãäà ðû÷èì:
2767 if Random(8) = 0 then
2768 ActionSound();
2769 end;
2771 // Áåæèì â âûáðàííóþ ñòîðîíó:
2772 if FDirection = D_RIGHT then
2773 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2774 else
2775 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2777 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2778 if WordBool(st and MOVE_INWATER) then
2779 FObj.Vel.X := FObj.Vel.X div 2
2780 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2781 if FMonsterType = MONSTER_FISH then
2782 FObj.Vel.X := 0;
2783 end;
2785 MONSTATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2786 begin
2787 // Âûøëè èç ÁëîêÌîíà:
2788 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2789 FSleep := 0;
2791 FSleep := FSleep - 1;
2793 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2794 if FSleep <= -18 then
2795 begin
2796 FSleep := 0;
2797 SetState(MONSTATE_GO);
2798 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2799 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2800 Turn();
2801 // Èíîãäà ðû÷èì:
2802 if Random(8) = 0 then
2803 ActionSound();
2804 end;
2806 // Áåæèì â âûáðàííóþ ñòîðîíó:
2807 if FDirection = D_RIGHT then
2808 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2809 else
2810 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2812 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2813 if WordBool(st and MOVE_INWATER) then
2814 FObj.Vel.X := FObj.Vel.X div 2
2815 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2816 if FMonsterType = MONSTER_FISH then
2817 FObj.Vel.X := 0;
2818 end;
2820 MONSTATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2821 begin
2822 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2823 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2824 (not WordBool(st and MOVE_HITWALL)) then
2825 begin
2826 FSleep := 0;
2827 SetState(MONSTATE_GO);
2829 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2830 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2831 begin
2832 Turn();
2833 FSleep := 15;
2834 SetState(MONSTATE_RUN);
2835 end;
2836 end;
2838 // Áåæèì â âûáðàííóþ ñòîðîíó:
2839 if FDirection = D_RIGHT then
2840 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2841 else
2842 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2844 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2845 if WordBool(st and MOVE_INWATER) then
2846 FObj.Vel.X := FObj.Vel.X div 2
2847 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2848 if FMonsterType = MONSTER_FISH then
2849 FObj.Vel.X := 0;
2850 end;
2852 MONSTATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2853 MONSTATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2854 begin
2855 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2856 if FMonsterType = MONSTER_SOUL then
2857 begin
2858 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2859 SetState(MONSTATE_GO);
2861 goto _end;
2862 end;
2864 // Çàìåäëÿåìñÿ ïðè àòàêå:
2865 if FMonsterType <> MONSTER_FISH then
2866 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2868 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2869 if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then
2870 begin
2871 // Öåëü ïîãèáëà => èäåì äàëüøå:
2872 if not GetPos(FTargetUID, @o) then
2873 begin
2874 SetState(MONSTATE_GO);
2876 goto _end;
2877 end;
2879 // Öåëü íå âèäíî => èäåì äàëüøå:
2880 if not g_Look(@FObj, @o, FDirection) then
2881 begin
2882 SetState(MONSTATE_GO);
2884 goto _end;
2885 end;
2887 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2888 if g_Obj_CollideWater(@o, 0, 0) then
2889 begin
2890 SetState(MONSTATE_GO);
2892 goto _end;
2893 end;
2895 // Æàðèì öåëü:
2896 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2897 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2898 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2899 end;
2900 end;
2901 end; // case FState of ...
2903 _end:
2905 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2906 if FState = MONSTATE_REVIVE then
2907 if FAnim[FCurAnim, FDirection].Played then
2908 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2909 FAnim[FCurAnim, FDirection].Revert(False);
2910 SetState(MONSTATE_GO);
2911 end;
2913 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2914 if vilefire <> nil then
2915 vilefire.Update();
2917 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2918 if (FState = MONSTATE_DIE) and
2919 (FAnim[FCurAnim, FDirection] <> nil) and
2920 (FAnim[FCurAnim, FDirection].Played) then
2921 begin
2922 // Óìåð:
2923 SetState(MONSTATE_DEAD);
2925 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2926 if (FMonsterType = MONSTER_PAIN) then
2927 begin
2928 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2929 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2930 if mon <> nil then
2931 begin
2932 mon.SetState(MONSTATE_GO);
2933 mon.FNoRespawn := True;
2934 Inc(gTotalMonsters);
2935 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2936 end;
2938 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2939 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2940 if mon <> nil then
2941 begin
2942 mon.SetState(MONSTATE_GO);
2943 mon.FNoRespawn := True;
2944 Inc(gTotalMonsters);
2945 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2946 end;
2948 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2949 FObj.Y+FObj.Rect.Y, D_RIGHT);
2950 if mon <> nil then
2951 begin
2952 mon.SetState(MONSTATE_GO);
2953 mon.FNoRespawn := True;
2954 Inc(gTotalMonsters);
2955 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2956 end;
2958 if g_Game_IsNet then MH_SEND_CoopStats();
2959 end;
2961 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2962 if (FMonsterType = MONSTER_PAIN) or
2963 (FMonsterType = MONSTER_SOUL) or
2964 (FMonsterType = MONSTER_BARREL) then
2965 FRemoved := True;
2966 end;
2968 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2969 if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
2970 if (FAnim[FCurAnim, FDirection] <> nil) then
2971 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2972 if (FAnim[FCurAnim, FDirection].Played) then
2973 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2974 if FState = MONSTATE_ATTACK then
2975 begin // Ñîñòîÿíèå - Àòàêà
2976 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2977 if FMonsterType <> MONSTER_SOUL then
2978 SetState(MONSTATE_GO);
2979 end
2980 else // Ñîñòîÿíèå - Ñòðåëüáà
2981 begin
2982 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2983 if not FChainFire then
2984 SetState(MONSTATE_GO)
2985 else
2986 begin // Íàäî ñòðåëÿòü åùå
2987 FChainFire := False;
2988 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2989 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2990 FAnim[FCurAnim, FDirection].Reset();
2991 end;
2992 end;
2994 FWaitAttackAnim := False;
2995 end
2997 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2998 if (FMonsterType = MONSTER_SOUL) or
2999 ( (not FWaitAttackAnim) and
3000 (FAnim[FCurAnim, FDirection].CurrentFrame =
3001 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3002 ) then
3003 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3004 if FState = MONSTATE_ATTACK then
3005 begin // Ñîñòîÿíèå - Àòàêà
3006 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3007 if FMonsterType = MONSTER_SOUL then
3008 FAnim[FCurAnim, FDirection].Reset();
3010 case FMonsterType of
3011 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3012 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3013 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3014 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3015 if FMonsterType = MONSTER_SOUL then
3016 SetState(MONSTATE_GO);
3018 MONSTER_FISH:
3019 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
3020 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
3021 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
3023 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3024 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3025 if FCurAnim = ANIM_ATTACK2 then
3026 begin
3027 o := FObj;
3028 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3029 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
3030 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
3031 end;
3033 MONSTER_VILE:
3034 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3035 if FCurAnim = ANIM_ATTACK2 then
3036 begin
3037 sx := isCorpse(@FObj, True);
3038 if sx <> -1 then
3039 begin // Íàøëè, êîãî âîñêðåñèòü
3040 gMonsters[sx].SetState(MONSTATE_REVIVE);
3041 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3042 // Âîñêðåøàòü - ñåáå âðåäèòü:
3043 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3044 end;
3045 end;
3046 end;
3047 end
3049 else // Ñîñòîÿíèå - Ñòðåëüáà
3050 begin
3051 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3052 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
3054 if FDirection = D_LEFT then
3055 begin
3056 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
3057 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
3058 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3060 wx := FObj.X + wx;
3061 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
3063 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3064 case FMonsterType of
3065 MONSTER_IMP:
3066 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3067 MONSTER_ZOMBY:
3068 begin
3069 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3070 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3071 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3072 end;
3073 MONSTER_SERG:
3074 begin
3075 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3076 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3077 FShellTimer := 10;
3078 FShellType := SHELL_SHELL;
3079 end;
3080 MONSTER_MAN:
3081 begin
3082 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3083 FShellTimer := 13;
3084 FShellType := SHELL_DBLSHELL;
3085 FAmmo := -36;
3086 end;
3087 MONSTER_CYBER:
3088 begin
3089 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3090 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3091 end;
3092 MONSTER_SKEL:
3093 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3094 MONSTER_CGUN:
3095 begin
3096 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3097 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3098 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3099 end;
3100 MONSTER_SPIDER:
3101 begin
3102 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3103 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3104 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3105 end;
3106 MONSTER_BSP:
3107 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3108 MONSTER_ROBO:
3109 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3110 MONSTER_MANCUB:
3111 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3112 MONSTER_BARON, MONSTER_KNIGHT:
3113 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3114 MONSTER_CACO:
3115 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3116 MONSTER_PAIN:
3117 begin // Ñîçäàåì Lost_Soul:
3118 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3119 FObj.Y+FObj.Rect.Y, FDirection);
3121 if mon <> nil then
3122 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3123 mon.FTargetUID := FTargetUID;
3124 GetPos(FTargetUID, @o);
3125 mon.FTargetTime := 0;
3126 mon.FNoRespawn := True;
3127 mon.SetState(MONSTATE_GO);
3128 mon.shoot(@o, True);
3129 Inc(gTotalMonsters);
3131 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3132 end;
3133 end;
3134 end;
3136 if FMonsterType <> MONSTER_PAIN then
3137 if g_Game_IsNet then
3138 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3140 // Ñêîðîñòðåëüíûå ìîíñòðû:
3141 if (FMonsterType = MONSTER_CGUN) or
3142 (FMonsterType = MONSTER_SPIDER) or
3143 (FMonsterType = MONSTER_BSP) or
3144 (FMonsterType = MONSTER_MANCUB) or
3145 (FMonsterType = MONSTER_ROBO) then
3146 if not GetPos(FTargetUID, @o) then
3147 // Öåëü ìåðòâà - èùåì íîâóþ:
3148 findNewPrey()
3149 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3150 if shoot(@o, False) then
3151 FChainFire := True;
3152 end;
3154 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3155 FWaitAttackAnim := True;
3156 end;
3158 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3159 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3160 case FState of
3161 MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT:
3162 // Çâóêè ïðè ïåðåäâèæåíèè:
3163 case FMonsterType of
3164 MONSTER_CYBER:
3165 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3166 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3167 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3168 MONSTER_SPIDER:
3169 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3170 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3171 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3172 MONSTER_BSP:
3173 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3174 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3175 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3176 MONSTER_ROBO:
3177 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3178 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3179 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3180 end;
3181 end;
3183 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3184 not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then
3185 FObj.Vel.X := oldvelx;
3187 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3188 if FAnim[FCurAnim, FDirection] <> nil then
3189 FAnim[FCurAnim, FDirection].Update();
3190 end;
3192 procedure TMonster.SetDeadAnim;
3193 begin
3194 if FAnim <> nil then
3195 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3196 end;
3198 procedure TMonster.RevertAnim(R: Boolean = True);
3199 begin
3200 if FAnim <> nil then
3201 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3202 FAnim[FCurAnim, FDirection].Revert(R);
3203 end;
3205 function TMonster.AnimIsReverse: Boolean;
3206 begin
3207 if FAnim <> nil then
3208 Result := FAnim[FCurAnim, FDirection].IsReverse
3209 else
3210 Result := False;
3211 end;
3213 procedure TMonster.ClientUpdate();
3214 var
3215 a, b, sx, sy, oldvelx: Integer;
3216 st: Word;
3217 o, co: TObj;
3218 fall: Boolean;
3219 label
3220 _end;
3221 begin
3222 sx := 0; // SHUT UP COMPILER
3223 sy := 0;
3224 fall := True;
3225 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3226 if FMonsterType = MONSTER_FISH then
3227 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3228 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
3229 fall := False;
3231 // Ëåòàþùèå ìîíòñðû:
3232 if ((FMonsterType = MONSTER_SOUL) or
3233 (FMonsterType = MONSTER_PAIN) or
3234 (FMonsterType = MONSTER_CACO)) and
3235 (FState <> MONSTATE_DIE) and
3236 (FState <> MONSTATE_DEAD) then
3237 fall := False;
3239 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3240 if gTime mod (GAME_TICK*2) <> 0 then
3241 begin
3242 g_Obj_Move(@FObj, fall, True, True);
3243 positionChanged(); // this updates spatial accelerators
3244 Exit;
3245 end;
3247 if FPainTicks > 0 then
3248 Dec(FPainTicks)
3249 else
3250 FPainSound := False;
3252 // Äâèãàåìñÿ:
3253 st := g_Obj_Move(@FObj, fall, True, True);
3254 positionChanged(); // this updates spatial accelerators
3256 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3257 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3258 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3259 begin
3260 FRemoved := True;
3261 Exit;
3262 end;
3264 oldvelx := FObj.Vel.X;
3266 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3267 if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then
3268 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3270 if FFireTime > 0 then
3271 begin
3272 if WordBool(st and MOVE_INWATER) then
3273 FFireTime := 0
3274 else
3275 begin
3276 OnFireFlame(1);
3277 FFireTime := FFireTime - 1;
3278 end;
3279 end;
3281 // Ìåðòâûé íè÷åãî íå äåëàåò:
3282 if (FState = MONSTATE_DEAD) then
3283 goto _end;
3285 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3286 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3287 case FMonsterType of
3288 MONSTER_FISH:
3289 if Random(4) = 0 then
3290 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3291 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3292 MONSTER_ROBO, MONSTER_BARREL:
3293 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3294 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3295 else begin
3296 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3297 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3298 if Random(2) = 0 then
3299 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3300 else
3301 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3302 end;
3303 end;
3305 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3306 if FMonsterType = MONSTER_BARREL then
3307 begin
3308 if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3309 (FAnim[FCurAnim, FDirection].Counter = 0) then
3310 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3311 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3312 60, FUID);
3313 end;
3315 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3316 if FMonsterType = MONSTER_SOUL then
3317 if WordBool(st and MOVE_HITAIR) then
3318 g_Obj_SetSpeed(@FObj, 16);
3320 if FAmmo < 0 then
3321 FAmmo := FAmmo + 1;
3323 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3324 if FObj.Vel.Y < 0 then
3325 if WordBool(st and MOVE_INWATER) then
3326 FObj.Vel.Y := -4;
3328 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3329 FTargetTime := FTargetTime + 1;
3331 if FShellTimer > -1 then
3332 if FShellTimer = 0 then
3333 begin
3334 if FShellType = SHELL_SHELL then
3335 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3336 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3337 GameVelX, GameVelY-2, SHELL_SHELL)
3338 else if FShellType = SHELL_DBLSHELL then
3339 begin
3340 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3341 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3342 GameVelX-1, GameVelY-2, SHELL_SHELL);
3343 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3344 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3345 GameVelX+1, GameVelY-2, SHELL_SHELL);
3346 end;
3347 FShellTimer := -1;
3348 end else Dec(FShellTimer);
3350 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3351 if fall then
3352 if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT,
3353 MONSTATE_ATTACK, MONSTATE_SHOOT]) then
3354 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3355 FObj.Rect.Width, FObj.Rect.Height, 50) then
3356 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3357 (FObj.Accel.Y = 0) then
3358 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3360 case FState of
3361 MONSTATE_PAIN: // Ñîñòîÿíèå - Áîëü
3362 begin
3363 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3364 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3365 begin
3366 FPain := MONSTERTABLE[FMonsterType].Pain;
3367 if gSoundEffectsDF then PainSound();
3368 end;
3369 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3370 PainSound();
3372 // Ñíèæàåì áîëü ñî âðåìåíåì:
3373 FPain := FPain - 5;
3375 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3376 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3377 begin
3378 SetState(MONSTATE_GO);
3379 FPain := 0;
3380 end;
3381 end;
3383 MONSTATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3384 begin
3385 // Ñïèì:
3386 FSleep := FSleep + 1;
3388 // Ïðîñïàëè äîñòàòî÷íî:
3389 if FSleep >= 18 then
3390 FSleep := 0
3391 else // åùå ñïèì
3392 goto _end;
3393 end;
3395 MONSTATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3396 begin
3397 // Æäåì:
3398 FSleep := FSleep - 1;
3399 end;
3401 MONSTATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3402 begin
3403 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3404 if WordBool(st and MOVE_BLOCK) then
3405 begin
3406 Turn();
3407 FSleep := 40;
3408 SetState(MONSTATE_RUNOUT);
3410 goto _end;
3411 end;
3413 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3414 if (FMonsterType = MONSTER_VILE) then
3415 if isCorpse(@FObj, False) <> -1 then
3416 begin
3417 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
3418 FObj.Vel.X := 0;
3420 goto _end;
3421 end;
3423 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3424 if Abs(sx) < 40 then
3425 if FMonsterType <> MONSTER_FISH then
3426 begin
3427 SetState(MONSTATE_RUN);
3428 FSleep := 15;
3430 goto _end;
3431 end;
3433 // Óïåðëèñü â ñòåíó:
3434 if WordBool(st and MOVE_HITWALL) then
3435 begin
3436 case FMonsterType of
3437 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3438 else // Íå ëåòàþò:
3439 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3440 (FObj.Accel.Y = 0) then
3441 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3442 // Ïðûæîê ÷åðåç ñòåíó:
3443 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3444 SetState(MONSTATE_CLIMB);
3445 end;
3446 end;
3448 goto _end;
3449 end;
3451 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3452 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3453 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3454 begin
3455 if FMonsterType = MONSTER_FISH then
3456 begin // Ðûáà
3457 if not WordBool(st and MOVE_INWATER) then
3458 begin // Ðûáà âíå âîäû:
3459 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3460 begin // "Ñòîèò" òâåðäî
3461 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3462 if FObj.Accel.Y = 0 then
3463 FObj.Vel.Y := -6;
3464 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3465 end;
3467 // Ðûáå áîëüíî:
3468 SetState(MONSTATE_PAIN);
3469 FPain := FPain + 50;
3470 end
3471 else // Ðûáà â âîäå
3472 begin
3473 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3474 if Abs(sy) > 8 then
3475 FObj.Vel.Y := g_basic.Sign(sy)*4
3476 else
3477 FObj.Vel.Y := 0;
3479 // Ðûáà ïëûâåò ââåðõ:
3480 if FObj.Vel.Y < 0 then
3481 if not g_Obj_CollideWater(@FObj, 0, -16) then
3482 begin
3483 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3484 FObj.Vel.Y := 0;
3485 // Ïëàâàåì òóäà-ñþäà:
3486 SetState(MONSTATE_RUN);
3487 FSleep := 20;
3488 end;
3489 end;
3490 end
3491 else // Ëåòàþùèå ìîíñòðû
3492 begin
3493 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3494 if Abs(sy) > 8 then
3495 FObj.Vel.Y := g_basic.Sign(sy)*4
3496 else
3497 FObj.Vel.Y := 0;
3498 end;
3499 end
3500 else // "Íàçåìíûå" ìîíñòðû
3501 begin
3502 // Âîçìîæíî, ïèíàåì êóñêè:
3503 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3504 begin
3505 b := Abs(FObj.Vel.X);
3506 if b > 1 then b := b * (Random(8 div b) + 1);
3507 for a := 0 to High(gGibs) do
3508 begin
3509 if gGibs[a].Live and
3510 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3511 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3512 begin
3513 // Ïèíàåì êóñêè
3514 if FObj.Vel.X < 0 then
3515 begin
3516 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3517 end
3518 else
3519 begin
3520 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3521 end;
3522 positionChanged(); // this updates spatial accelerators
3523 end;
3524 end;
3525 end;
3526 // Áîññû ìîãóò ïèíàòü òðóïû:
3527 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3528 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3529 begin
3530 b := Abs(FObj.Vel.X);
3531 if b > 1 then b := b * (Random(8 div b) + 1);
3532 for a := 0 to High(gCorpses) do
3533 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3534 begin
3535 co := gCorpses[a].Obj;
3536 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3537 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3538 // Ïèíàåì òðóïû
3539 if FObj.Vel.X < 0 then
3540 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3541 else
3542 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3543 end;
3544 end;
3545 end;
3547 FSleep := FSleep + 1;
3549 // Èíîãäà ðû÷èì:
3550 if FSleep >= 8 then
3551 begin
3552 FSleep := 0;
3553 if Random(8) = 0 then
3554 ActionSound();
3555 end;
3557 // Áåæèì â âûáðàííóþ ñòîðîíó:
3558 if FDirection = D_RIGHT then
3559 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3560 else
3561 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3563 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3564 if WordBool(st and MOVE_INWATER) then
3565 FObj.Vel.X := FObj.Vel.X div 2
3566 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3567 if FMonsterType = MONSTER_FISH then
3568 FObj.Vel.X := 0;
3569 end;
3571 MONSTATE_RUN: // Ñîñòîÿíèå - Áåã
3572 begin
3573 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3574 if WordBool(st and MOVE_BLOCK) then
3575 begin
3576 SetState(MONSTATE_RUNOUT);
3577 FSleep := 40;
3579 goto _end;
3580 end;
3582 FSleep := FSleep - 1;
3584 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3585 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3586 begin
3587 SetState(MONSTATE_GO);
3588 FSleep := 0;
3590 // Èíîãäà ðû÷èì:
3591 if Random(8) = 0 then
3592 ActionSound();
3593 end;
3595 // Áåæèì â âûáðàííóþ ñòîðîíó:
3596 if FDirection = D_RIGHT then
3597 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3598 else
3599 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3601 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3602 if WordBool(st and MOVE_INWATER) then
3603 FObj.Vel.X := FObj.Vel.X div 2
3604 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3605 if FMonsterType = MONSTER_FISH then
3606 FObj.Vel.X := 0;
3607 end;
3609 MONSTATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3610 begin
3611 // Âûøëè èç ÁëîêÌîíà:
3612 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3613 FSleep := 0;
3615 FSleep := FSleep - 1;
3617 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3618 if FSleep <= -18 then
3619 begin
3620 SetState(MONSTATE_GO);
3621 FSleep := 0;
3623 // Èíîãäà ðû÷èì:
3624 if Random(8) = 0 then
3625 ActionSound();
3626 end;
3628 // Áåæèì â âûáðàííóþ ñòîðîíó:
3629 if FDirection = D_RIGHT then
3630 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3631 else
3632 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3634 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3635 if WordBool(st and MOVE_INWATER) then
3636 FObj.Vel.X := FObj.Vel.X div 2
3637 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3638 if FMonsterType = MONSTER_FISH then
3639 FObj.Vel.X := 0;
3640 end;
3642 MONSTATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3643 begin
3644 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3645 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3646 (not WordBool(st and MOVE_HITWALL)) then
3647 begin
3648 SetState(MONSTATE_GO);
3649 FSleep := 0;
3651 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3652 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3653 begin
3654 SetState(MONSTATE_RUN);
3655 FSleep := 15;
3656 end;
3657 end;
3659 // Áåæèì â âûáðàííóþ ñòîðîíó:
3660 if FDirection = D_RIGHT then
3661 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3662 else
3663 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3665 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3666 if WordBool(st and MOVE_INWATER) then
3667 FObj.Vel.X := FObj.Vel.X div 2
3668 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3669 if FMonsterType = MONSTER_FISH then
3670 FObj.Vel.X := 0;
3671 end;
3673 MONSTATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3674 MONSTATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3675 begin
3676 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3677 if FMonsterType = MONSTER_SOUL then
3678 begin
3679 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3680 SetState(MONSTATE_GO);
3682 goto _end;
3683 end;
3685 // Çàìåäëÿåìñÿ ïðè àòàêå:
3686 if FMonsterType <> MONSTER_FISH then
3687 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3689 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3690 if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then
3691 begin
3692 // Öåëü ïîãèáëà => èäåì äàëüøå:
3693 if not GetPos(FTargetUID, @o) then
3694 begin
3695 SetState(MONSTATE_GO);
3697 goto _end;
3698 end;
3700 // Öåëü íå âèäíî => èäåì äàëüøå:
3701 if not g_Look(@FObj, @o, FDirection) then
3702 begin
3703 SetState(MONSTATE_GO);
3705 goto _end;
3706 end;
3708 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3709 if g_Obj_CollideWater(@o, 0, 0) then
3710 begin
3711 SetState(MONSTATE_GO);
3713 goto _end;
3714 end;
3715 end;
3716 end;
3717 end; // case FState of ...
3719 _end:
3721 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3722 if FState = MONSTATE_REVIVE then
3723 if FAnim[FCurAnim, FDirection].Played then
3724 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3725 FAnim[FCurAnim, FDirection].Revert(False);
3726 SetState(MONSTATE_GO);
3727 end;
3729 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3730 if vilefire <> nil then
3731 vilefire.Update();
3733 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3734 if (FState = MONSTATE_DIE) and
3735 (FAnim[FCurAnim, FDirection] <> nil) and
3736 (FAnim[FCurAnim, FDirection].Played) then
3737 begin
3738 // Óìåð:
3739 SetState(MONSTATE_DEAD);
3741 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3742 if (FMonsterType = MONSTER_PAIN) or
3743 (FMonsterType = MONSTER_SOUL) or
3744 (FMonsterType = MONSTER_BARREL) then
3745 FRemoved := True
3746 else
3747 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3748 end;
3750 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3751 if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
3752 if (FAnim[FCurAnim, FDirection] <> nil) then
3753 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3754 if (FAnim[FCurAnim, FDirection].Played) then
3755 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3756 if FState = MONSTATE_ATTACK then
3757 begin // Ñîñòîÿíèå - Àòàêà
3758 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3759 if FMonsterType <> MONSTER_SOUL then
3760 SetState(MONSTATE_GO);
3761 end
3762 else // Ñîñòîÿíèå - Ñòðåëüáà
3763 begin
3764 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3765 if not FChainFire then
3766 SetState(MONSTATE_GO)
3767 else
3768 begin // Íàäî ñòðåëÿòü åùå
3769 FChainFire := False;
3770 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3771 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3772 FAnim[FCurAnim, FDirection].Reset();
3773 end;
3774 end;
3776 FWaitAttackAnim := False;
3777 end
3779 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3780 if (FMonsterType = MONSTER_SOUL) or
3781 ( (not FWaitAttackAnim) and
3782 (FAnim[FCurAnim, FDirection].CurrentFrame =
3783 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3784 ) then
3785 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3786 if FState = MONSTATE_ATTACK then
3787 begin // Ñîñòîÿíèå - Àòàêà
3788 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3789 if FMonsterType = MONSTER_SOUL then
3790 FAnim[FCurAnim, FDirection].Reset();
3792 case FMonsterType of
3793 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3794 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3795 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3796 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3797 if FMonsterType = MONSTER_SOUL then
3798 SetState(MONSTATE_GO);
3800 MONSTER_FISH:
3801 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3803 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3804 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3805 if FCurAnim = ANIM_ATTACK2 then
3806 begin
3807 o := FObj;
3808 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3809 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3810 end;
3812 MONSTER_VILE:
3813 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3814 if FCurAnim = ANIM_ATTACK2 then
3815 begin
3816 sx := isCorpse(@FObj, True);
3817 if sx <> -1 then
3818 begin // Íàøëè, êîãî âîñêðåñèòü
3819 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3820 // Âîñêðåøàòü - ñåáå âðåäèòü:
3821 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3822 end;
3823 end;
3824 end;
3825 end
3827 else // Ñîñòîÿíèå - Ñòðåëüáà
3828 begin
3829 // Ñêîðîñòðåëüíûå ìîíñòðû:
3830 if (FMonsterType = MONSTER_CGUN) or
3831 (FMonsterType = MONSTER_SPIDER) or
3832 (FMonsterType = MONSTER_BSP) or
3833 (FMonsterType = MONSTER_MANCUB) or
3834 (FMonsterType = MONSTER_ROBO) then
3835 if not GetPos(FTargetUID, @o) then
3836 // Öåëü ìåðòâà - èùåì íîâóþ:
3837 findNewPrey()
3838 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3839 if shoot(@o, False) then
3840 FChainFire := True;
3841 end;
3843 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3844 FWaitAttackAnim := True;
3845 end;
3847 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3848 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3849 case FState of
3850 MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT:
3851 // Çâóêè ïðè ïåðåäâèæåíèè:
3852 case FMonsterType of
3853 MONSTER_CYBER:
3854 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3855 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3856 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3857 MONSTER_SPIDER:
3858 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3859 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3860 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3861 MONSTER_BSP:
3862 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3863 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3864 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3865 MONSTER_ROBO:
3866 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3867 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3868 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3869 end;
3870 end;
3872 // Êîñòûëü äëÿ ïîòîêîâ
3873 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3874 not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then
3875 FObj.Vel.X := oldvelx;
3877 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3878 if FAnim[FCurAnim, FDirection] <> nil then
3879 FAnim[FCurAnim, FDirection].Update();
3880 end;
3882 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3883 begin
3884 case FMonsterType of
3885 MONSTER_ZOMBY:
3886 begin
3887 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3888 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3889 end;
3890 MONSTER_SERG:
3891 begin
3892 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3893 FShellTimer := 10;
3894 FShellType := SHELL_SHELL;
3895 end;
3896 MONSTER_MAN:
3897 begin
3898 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3899 FShellTimer := 13;
3900 FShellType := SHELL_DBLSHELL;
3901 end;
3902 MONSTER_CGUN, MONSTER_SPIDER:
3903 begin
3904 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3905 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3906 end;
3907 MONSTER_IMP:
3908 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3909 MONSTER_CYBER:
3910 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3911 MONSTER_SKEL:
3912 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3913 MONSTER_BSP:
3914 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3915 MONSTER_ROBO:
3916 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3917 MONSTER_MANCUB:
3918 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3919 MONSTER_BARON, MONSTER_KNIGHT:
3920 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3921 MONSTER_CACO:
3922 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3923 end;
3924 end;
3926 procedure TMonster.Turn();
3927 begin
3928 // Ðàçâîðà÷èâàåìñÿ:
3929 if FDirection = D_LEFT then
3930 FDirection := D_RIGHT
3931 else
3932 FDirection := D_LEFT;
3934 // Áåæèì â âûáðàííóþ ñòîðîíó:
3935 if FDirection = D_RIGHT then
3936 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3937 else
3938 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3939 end;
3941 function TMonster.findNewPrey(): Boolean;
3942 var
3943 a: DWORD;
3944 l, l2: Integer;
3945 PlayersSee, MonstersSee: Array of DWORD;
3946 PlayerNear, MonsterNear: Integer;
3947 begin
3948 Result := False;
3949 SetLength(MonstersSee, 0);
3950 SetLength(PlayersSee, 0);
3952 FTargetUID := 0;
3953 l := 32000;
3954 PlayerNear := -1;
3955 MonsterNear := -1;
3957 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3958 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3959 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3960 for a := 0 to High(gPlayers) do
3961 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3962 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3963 begin
3964 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3965 begin
3966 SetLength(PlayersSee, Length(PlayersSee) + 1);
3967 PlayersSee[High(PlayersSee)] := a;
3968 end;
3969 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3970 Abs(gPlayers[a].GameY-FObj.Y);
3971 if l2 < l then
3972 begin
3973 l := l2;
3974 PlayerNear := Integer(a);
3975 end;
3976 end;
3978 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3979 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3980 for a := 0 to High(gMonsters) do
3981 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3982 (gMonsters[a].FUID <> FUID) then
3983 begin
3984 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3985 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3986 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3987 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3988 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3989 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3990 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3991 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3993 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3994 begin
3995 SetLength(MonstersSee, Length(MonstersSee) + 1);
3996 MonstersSee[High(MonstersSee)] := a;
3997 end;
3998 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3999 Abs(gMonsters[a].FObj.Y-FObj.Y);
4000 if l2 < l then
4001 begin
4002 l := l2;
4003 MonsterNear := Integer(a);
4004 end;
4005 end;
4007 case FBehaviour of
4008 BH_NORMAL, BH_KILLER:
4009 begin
4010 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
4011 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4012 begin
4013 a := PlayersSee[Random(Length(PlayersSee))];
4014 FTargetUID := gPlayers[a].UID;
4015 end;
4016 // Çàòåì ïîáëèçîñòè
4017 if (FTargetUID = 0) and (PlayerNear > -1) then
4018 begin
4019 a := PlayerNear;
4020 FTargetUID := gPlayers[a].UID;
4021 end;
4022 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
4023 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4024 begin
4025 a := MonstersSee[Random(Length(MonstersSee))];
4026 FTargetUID := gMonsters[a].UID;
4027 end;
4028 // Çàòåì ïîáëèçîñòè
4029 if (FTargetUID = 0) and (MonsterNear > -1) then
4030 begin
4031 a := MonsterNear;
4032 FTargetUID := gMonsters[a].UID;
4033 end;
4034 end;
4035 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
4036 begin
4037 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
4038 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4039 begin
4040 a := PlayersSee[Random(Length(PlayersSee))];
4041 FTargetUID := gPlayers[a].UID;
4042 end;
4043 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4044 begin
4045 a := MonstersSee[Random(Length(MonstersSee))];
4046 FTargetUID := gMonsters[a].UID;
4047 end;
4048 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
4049 if (FTargetUID = 0) and (PlayerNear > -1) then
4050 begin
4051 a := PlayerNear;
4052 FTargetUID := gPlayers[a].UID;
4053 end;
4054 if (FTargetUID = 0) and (MonsterNear > -1) then
4055 begin
4056 a := MonsterNear;
4057 FTargetUID := gMonsters[a].UID;
4058 end;
4059 end;
4060 end;
4062 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4063 if FTargetUID = 0 then
4064 begin
4065 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4066 if FBehaviour = BH_INSANE then
4067 FTargetUID := FUID
4068 else
4069 FTargetTime := MAX_ATM;
4070 end
4071 else
4072 begin // Öåëü íàøëè
4073 FTargetTime := 0;
4074 Result := True;
4075 end;
4076 end;
4078 function TMonster.kick(o: PObj): Boolean;
4079 begin
4080 Result := False;
4082 case FMonsterType of
4083 MONSTER_FISH:
4084 begin
4085 SetState(MONSTATE_ATTACK);
4086 Result := True;
4087 end;
4088 MONSTER_DEMON:
4089 begin
4090 SetState(MONSTATE_ATTACK);
4091 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4092 Result := True;
4093 end;
4094 MONSTER_IMP:
4095 begin
4096 SetState(MONSTATE_ATTACK);
4097 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4098 Result := True;
4099 end;
4100 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4101 begin
4102 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
4103 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4104 Result := True;
4105 end;
4106 MONSTER_BARON, MONSTER_KNIGHT,
4107 MONSTER_CACO, MONSTER_MANCUB:
4108 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4109 if not g_Game_IsClient then Result := shoot(o, True);
4110 end;
4111 end;
4113 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4114 var
4115 xd, yd, m: Integer;
4116 begin
4117 Result := False;
4119 // Ñòðåëÿòü ðàíî:
4120 if FAmmo < 0 then
4121 Exit;
4123 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4124 if not immediately then
4125 case FMonsterType of
4126 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4127 Exit; // íå ñòðåëÿþò
4128 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4129 begin
4130 FAmmo := FAmmo + 1;
4131 // Âðåìÿ âûñòðåëà óïóùåíî:
4132 if FAmmo >= 50 then
4133 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4134 end;
4135 MONSTER_MAN: ;
4136 MONSTER_MANCUB:
4137 begin
4138 FAmmo := FAmmo + 1;
4139 // Âðåìÿ âûñòðåëà óïóùåíî:
4140 if FAmmo >= 5 then
4141 FAmmo := -50;
4142 end;
4143 MONSTER_SPIDER:
4144 begin
4145 FAmmo := FAmmo + 1;
4146 // Âðåìÿ âûñòðåëà óïóùåíî:
4147 if FAmmo >= 100 then
4148 FAmmo := -50;
4149 end;
4150 MONSTER_CYBER:
4151 begin
4152 // Ñòðåëÿåò íå âñåãäà:
4153 if Random(2) = 0 then
4154 Exit;
4155 FAmmo := FAmmo + 1;
4156 // Âðåìÿ âûñòðåëà óïóùåíî:
4157 if FAmmo >= 10 then
4158 FAmmo := -50;
4159 end;
4160 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4161 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4162 MONSTER_VILE: if Random(8) <> 0 then Exit;
4163 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4164 else if Random(16) <> 0 then Exit;
4165 end;
4167 // Öåëè íå âèäíî:
4168 if not g_Look(@FObj, o, FDirection) then
4169 Exit;
4171 FTargetTime := 0;
4173 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4174 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4176 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4177 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4178 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4179 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4180 Exit;
4182 case FMonsterType of
4183 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4184 begin
4185 SetState(MONSTATE_SHOOT);
4186 {nn}
4187 end;
4188 MONSTER_SKEL:
4189 begin
4190 SetState(MONSTATE_SHOOT);
4191 {nn}
4192 end;
4193 MONSTER_VILE:
4194 begin // Çàæèãàåì îãîíü
4195 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4196 ty := o^.Y+o^.Rect.Y;
4197 SetState(MONSTATE_SHOOT);
4199 vilefire.Reset();
4201 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4202 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4203 end;
4204 MONSTER_SOUL:
4205 begin // Ëåòèò â ñòîðîíó öåëè:
4206 SetState(MONSTATE_ATTACK);
4207 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4209 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4210 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4211 m := Max(Abs(xd), Abs(yd));
4212 if m = 0 then
4213 m := 1;
4215 FObj.Vel.X := (xd*16) div m;
4216 FObj.Vel.Y := (yd*16) div m;
4217 end;
4218 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4219 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4220 begin
4221 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4222 if FMonsterType = MONSTER_MANCUB then
4223 if FAmmo = 1 then
4224 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4226 SetState(MONSTATE_SHOOT);
4227 end;
4228 else Exit;
4229 end;
4231 Result := True;
4232 end;
4234 function TMonster.Live(): Boolean;
4235 begin
4236 Result := (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) and (FHealth > 0);
4237 end;
4239 procedure TMonster.SetHealth(aH: Integer);
4240 begin
4241 if (aH > 0) and (aH < 1000000) then
4242 begin
4243 FHealth := aH;
4244 if FHealth > FMaxHealth then
4245 FMaxHealth := FHealth;
4246 end;
4247 end;
4249 procedure TMonster.WakeUp();
4250 begin
4251 if g_Game_IsClient then Exit;
4252 SetState(MONSTATE_GO);
4253 FTargetTime := MAX_ATM;
4254 WakeUpSound();
4255 end;
4257 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4258 var
4259 i: Integer;
4260 sig: DWORD;
4261 b: Byte;
4262 anim: Boolean;
4263 begin
4264 if Mem = nil then
4265 Exit;
4267 // Ñèãíàòóðà ìîíñòðà:
4268 sig := MONSTER_SIGNATURE; // 'MONS'
4269 Mem.WriteDWORD(sig);
4270 // UID ìîíñòðà:
4271 Mem.WriteWord(FUID);
4272 // Íàïðàâëåíèå:
4273 if FDirection = D_LEFT then
4274 b := 1
4275 else // D_RIGHT
4276 b := 2;
4277 Mem.WriteByte(b);
4278 // Íàäî ëè óäàëèòü åãî:
4279 Mem.WriteBoolean(FRemoved);
4280 // Îñòàëîñü çäîðîâüÿ:
4281 Mem.WriteInt(FHealth);
4282 // Ñîñòîÿíèå:
4283 Mem.WriteByte(FState);
4284 // Òåêóùàÿ àíèìàöèÿ:
4285 Mem.WriteByte(FCurAnim);
4286 // UID öåëè:
4287 Mem.WriteWord(FTargetUID);
4288 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4289 Mem.WriteInt(FTargetTime);
4290 // Ïîâåäåíèå ìîíñòðà:
4291 Mem.WriteByte(FBehaviour);
4292 // Ãîòîâíîñòü ê âûñòðåëó:
4293 Mem.WriteInt(FAmmo);
4294 // Áîëü:
4295 Mem.WriteInt(FPain);
4296 // Âðåìÿ îæèäàíèÿ:
4297 Mem.WriteInt(FSleep);
4298 // Îçâó÷èâàòü ëè áîëü:
4299 Mem.WriteBoolean(FPainSound);
4300 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4301 Mem.WriteBoolean(FWaitAttackAnim);
4302 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4303 Mem.WriteBoolean(FChainFire);
4304 // Ïîäëåæèò ëè ðåñïàâíó:
4305 Mem.WriteBoolean(FNoRespawn);
4306 // Êîîðäèíàòû öåëè:
4307 Mem.WriteInt(tx);
4308 Mem.WriteInt(ty);
4309 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4310 Mem.WriteInt(FStartID);
4311 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4312 Mem.WriteInt(FSpawnTrigger);
4313 // Îáúåêò ìîíñòðà:
4314 Obj_SaveState(@FObj, Mem);
4315 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4316 anim := vilefire <> nil;
4317 Mem.WriteBoolean(anim);
4318 // Åñëè åñòü - ñîõðàíÿåì:
4319 if anim then
4320 vilefire.SaveState(Mem);
4321 // Àíèìàöèè:
4322 for i := ANIM_SLEEP to ANIM_PAIN do
4323 begin
4324 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4325 anim := FAnim[i, D_LEFT] <> nil;
4326 Mem.WriteBoolean(anim);
4327 // Åñëè åñòü - ñîõðàíÿåì:
4328 if anim then
4329 FAnim[i, D_LEFT].SaveState(Mem);
4330 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4331 anim := FAnim[i, D_RIGHT] <> nil;
4332 Mem.WriteBoolean(anim);
4333 // Åñëè åñòü - ñîõðàíÿåì:
4334 if anim then
4335 FAnim[i, D_RIGHT].SaveState(Mem);
4336 end;
4337 end;
4339 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4340 var
4341 i: Integer;
4342 sig: DWORD;
4343 b: Byte;
4344 anim: Boolean;
4345 begin
4346 if Mem = nil then
4347 Exit;
4349 // Ñèãíàòóðà ìîíñòðà:
4350 Mem.ReadDWORD(sig);
4351 if sig <> MONSTER_SIGNATURE then // 'MONS'
4352 begin
4353 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4354 end;
4355 // UID ìîíñòðà:
4356 Mem.ReadWord(FUID);
4357 // Íàïðàâëåíèå:
4358 Mem.ReadByte(b);
4359 if b = 1 then
4360 FDirection := D_LEFT
4361 else // b = 2
4362 FDirection := D_RIGHT;
4363 // Íàäî ëè óäàëèòü åãî:
4364 Mem.ReadBoolean(FRemoved);
4365 // Îñòàëîñü çäîðîâüÿ:
4366 Mem.ReadInt(FHealth);
4367 // Ñîñòîÿíèå:
4368 Mem.ReadByte(FState);
4369 // Òåêóùàÿ àíèìàöèÿ:
4370 Mem.ReadByte(FCurAnim);
4371 // UID öåëè:
4372 Mem.ReadWord(FTargetUID);
4373 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4374 Mem.ReadInt(FTargetTime);
4375 // Ïîâåäåíèå ìîíñòðà:
4376 Mem.ReadByte(FBehaviour);
4377 // Ãîòîâíîñòü ê âûñòðåëó:
4378 Mem.ReadInt(FAmmo);
4379 // Áîëü:
4380 Mem.ReadInt(FPain);
4381 // Âðåìÿ îæèäàíèÿ:
4382 Mem.ReadInt(FSleep);
4383 // Îçâó÷èâàòü ëè áîëü:
4384 Mem.ReadBoolean(FPainSound);
4385 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4386 Mem.ReadBoolean(FWaitAttackAnim);
4387 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4388 Mem.ReadBoolean(FChainFire);
4389 // Ïîäëåæèò ëè ðåñïàâíó
4390 Mem.ReadBoolean(FNoRespawn);
4391 // Êîîðäèíàòû öåëè:
4392 Mem.ReadInt(tx);
4393 Mem.ReadInt(ty);
4394 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4395 Mem.ReadInt(FStartID);
4396 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4397 Mem.ReadInt(FSpawnTrigger);
4398 // Îáúåêò ìîíñòðà:
4399 Obj_LoadState(@FObj, Mem);
4400 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4401 Mem.ReadBoolean(anim);
4402 // Åñëè åñòü - çàãðóæàåì:
4403 if anim then
4404 begin
4405 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4406 vilefire.LoadState(Mem);
4407 end;
4408 // Àíèìàöèè:
4409 for i := ANIM_SLEEP to ANIM_PAIN do
4410 begin
4411 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4412 Mem.ReadBoolean(anim);
4413 // Åñëè åñòü - çàãðóæàåì:
4414 if anim then
4415 begin
4416 Assert(FAnim[i, D_LEFT] <> nil,
4417 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4418 FAnim[i, D_LEFT].LoadState(Mem);
4419 end;
4420 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4421 Mem.ReadBoolean(anim);
4422 // Åñëè åñòü - çàãðóæàåì:
4423 if anim then
4424 begin
4425 Assert(FAnim[i, D_RIGHT] <> nil,
4426 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4427 FAnim[i, D_RIGHT].LoadState(Mem);
4428 end;
4429 end;
4430 end;
4432 procedure TMonster.ActivateTriggers();
4433 var
4434 a: Integer;
4435 begin
4436 if FDieTriggers <> nil then
4437 for a := 0 to High(FDieTriggers) do
4438 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4439 if FSpawnTrigger > -1 then
4440 begin
4441 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4442 FSpawnTrigger := -1;
4443 end;
4444 end;
4446 procedure TMonster.AddTrigger(t: Integer);
4447 begin
4448 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4449 FDieTriggers[High(FDieTriggers)] := t;
4450 end;
4452 procedure TMonster.ClearTriggers();
4453 begin
4454 SetLength(FDieTriggers, 0);
4455 end;
4457 procedure TMonster.CatchFire(Attacker: Word);
4458 begin
4459 FFireTime := 100;
4460 FFireAttacker := Attacker;
4461 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4462 end;
4464 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4465 var
4466 id, i: DWORD;
4467 Anim: TAnimation;
4468 begin
4469 if (Random(10) = 1) and (Times = 1) then
4470 Exit;
4472 if g_Frames_Get(id, 'FRAMES_FLAME') then
4473 begin
4474 for i := 1 to Times do
4475 begin
4476 Anim := TAnimation.Create(id, False, 3);
4477 Anim.Alpha := 0;
4478 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4479 Obj.Y+8+Random(8+Times*2)+IfThen(FState = MONSTATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4480 Anim.Free();
4481 end;
4482 end;
4483 end;
4486 // ////////////////////////////////////////////////////////////////////////// //
4487 // throws on invalid uid
4488 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4489 begin
4490 result := g_Mons_ByIdx_NC(uid);
4491 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4492 end;
4494 // can return null
4495 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4496 begin
4497 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4498 result := gMonsters[uid];
4499 end;
4501 function g_Mons_TotalCount (): Integer; inline;
4502 begin
4503 result := Length(gMonsters);
4504 end;
4507 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4508 var
4509 idx: Integer;
4510 mon: TMonster;
4511 begin
4512 result := false;
4513 if (gMonsters = nil) or not assigned(cb) then exit;
4514 for idx := 0 to High(gMonsters) do
4515 begin
4516 mon := gMonsters[idx];
4517 if (mon <> nil) then
4518 begin
4519 result := cb(mon);
4520 if result then exit;
4521 end;
4522 end;
4523 end;
4526 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
4527 var
4528 idx: Integer;
4529 mon: TMonster;
4530 begin
4531 result := false;
4532 if (gMonsters = nil) or not assigned(cb) then exit;
4533 for idx := 0 to High(gMonsters) do
4534 begin
4535 mon := gMonsters[idx];
4536 if (mon <> nil) and mon.Live then
4537 begin
4538 result := cb(mon);
4539 if result then exit;
4540 end;
4541 end;
4542 end;
4545 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4547 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4548 begin
4549 result := mon.Live;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
4550 end;
4552 var
4553 idx: Integer;
4554 mon: TMonster;
4555 begin
4556 result := false;
4557 if (width < 1) or (height < 1) then exit;
4558 if gmon_debug_use_sqaccel then
4559 begin
4560 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4561 end
4562 else
4563 begin
4564 for idx := 0 to High(gMonsters) do
4565 begin
4566 mon := gMonsters[idx];
4567 if (mon <> nil) and mon.Live then
4568 begin
4569 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4570 begin
4571 result := true;
4572 exit;
4573 end;
4574 end;
4575 end;
4576 end;
4577 end;
4580 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4582 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4583 begin
4584 result := cb(mon);
4585 end;
4587 var
4588 idx: Integer;
4589 mon: TMonster;
4590 begin
4591 result := false;
4592 if (width < 1) or (height < 1) then exit;
4593 if gmon_debug_use_sqaccel then
4594 begin
4595 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4596 end
4597 else
4598 begin
4599 for idx := 0 to High(gMonsters) do
4600 begin
4601 mon := gMonsters[idx];
4602 if (mon <> nil) and mon.Live then
4603 begin
4604 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4605 begin
4606 result := cb(mon);
4607 if result then exit;
4608 end;
4609 end;
4610 end;
4611 end;
4612 end;
4615 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4617 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4618 begin
4619 //result := false;
4620 //if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4621 if mon.Live then result := cb(mon) else result := false;
4622 end;
4624 var
4625 idx: Integer;
4626 mon: TMonster;
4627 begin
4628 result := false;
4629 if (width < 1) or (height < 1) then exit;
4630 if gmon_debug_use_sqaccel then
4631 begin
4632 if (width = 1) and (height = 1) then
4633 begin
4634 result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil);
4635 end
4636 else
4637 begin
4638 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4639 end;
4640 end
4641 else
4642 begin
4643 for idx := 0 to High(gMonsters) do
4644 begin
4645 mon := gMonsters[idx];
4646 if (mon <> nil) and mon.Live then
4647 begin
4648 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4649 begin
4650 result := cb(mon);
4651 if result then exit;
4652 end;
4653 end;
4654 end;
4655 end;
4656 end;
4659 end.