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new tree-based weapon hitscan tracer (sometimes it is faster than the old one, someti...
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel, z_aabbtree;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 treeNode: Integer; // node in dyntree or -1
84 arrIdx: Integer; // in gMonsters
86 FDieTriggers: Array of Integer;
87 FSpawnTrigger: Integer;
89 procedure Turn();
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
93 function getMapAABB (): AABB2D; inline;
95 public
96 FNoRespawn: Boolean;
97 FFireTime: Integer;
98 trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
100 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
101 destructor Destroy(); override;
102 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
103 function Collide(Panel: TPanel): Boolean; overload;
104 function Collide(X, Y: Integer): Boolean; overload;
105 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
106 function Live(): Boolean;
107 procedure SetHealth(aH: Integer);
108 procedure Push(vx, vy: Integer);
109 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
110 function Heal(Value: Word): Boolean;
111 procedure BFGHit();
112 procedure Update();
113 procedure ClientUpdate();
114 procedure ClientAttack(wx, wy, atx, aty: Integer);
115 procedure SetDeadAnim;
116 procedure Draw();
117 procedure WakeUp();
118 procedure WakeUpSound();
119 procedure DieSound();
120 procedure PainSound();
121 procedure ActionSound();
122 procedure AddTrigger(t: Integer);
123 procedure ClearTriggers();
124 procedure Respawn();
125 procedure SaveState(var Mem: TBinMemoryWriter);
126 procedure LoadState(var Mem: TBinMemoryReader);
127 procedure SetState(State: Byte; ForceAnim: Byte = 255);
128 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
129 procedure MakeBloodSimple(Count: Word);
130 procedure RevertAnim(R: Boolean = True);
131 function AnimIsReverse: Boolean;
132 function shoot(o: PObj; immediately: Boolean): Boolean;
133 function kick(o: PObj): Boolean;
134 procedure CatchFire(Attacker: Word);
135 procedure OnFireFlame(Times: DWORD = 1);
137 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
139 property MonsterType: Byte read FMonsterType;
140 property MonsterHealth: Integer read FHealth write FHealth;
141 property MonsterAmmo: Integer read FAmmo write FAmmo;
142 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
143 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
144 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
145 property MonsterSleep: Integer read FSleep write FSleep;
146 property MonsterState: Byte read FState write FState;
147 property MonsterRemoved: Boolean read FRemoved write FRemoved;
148 property MonsterPain: Integer read FPain write FPain;
149 property MonsterAnim: Byte read FCurAnim write FCurAnim;
151 property Obj: TObj read FObj;
152 property UID: Word read FUID write FUID;
153 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
155 property GameX: Integer read FObj.X write FObj.X;
156 property GameY: Integer read FObj.Y write FObj.Y;
157 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
158 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
159 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
160 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
161 property GameDirection: TDirection read FDirection write FDirection;
163 property mapAABB: AABB2D read getMapAABB;
165 property StartID: Integer read FStartID;
166 end;
169 procedure g_Monsters_LoadData ();
170 procedure g_Monsters_FreeData ();
171 procedure g_Monsters_Init ();
172 procedure g_Monsters_Free ();
173 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
174 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
175 procedure g_Monsters_Update ();
176 procedure g_Monsters_Draw ();
177 procedure g_Monsters_DrawHealth ();
178 function g_Monsters_ByUID (UID: Word): TMonster;
179 procedure g_Monsters_killedp ();
180 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
181 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
182 function g_Monsters_GetIDByName (name: String): Integer;
183 function g_Monsters_GetNameByID (MonsterType: Byte): String;
184 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
187 type
188 TEachMonsterCB = function (mon: TMonster): Boolean is nested; // return `true` to stop
190 // throws on invalid uid
191 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
193 // can return null
194 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
196 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
198 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
199 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
201 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
202 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
204 function g_Mons_getNewTrapFrameId (): DWord;
207 type
208 TMonsAlongLineCB = function (mon: TMonster; dist: Single): Boolean is nested;
210 function g_Mons_alongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB): TMonster;
213 var
214 gmon_debug_use_sqaccel: Boolean = true;
217 implementation
219 uses
220 e_log, g_main, g_sound, g_gfx, g_player, g_game,
221 g_weapons, g_triggers, MAPDEF, g_items, g_options,
222 g_console, g_map, Math, SysUtils, g_menu, wadreader,
223 g_language, g_netmsg;
226 // ////////////////////////////////////////////////////////////////////////// //
227 var
228 monCheckTrapLastFrameId: DWord;
231 function TMonster.getMapAABB (): AABB2D; inline;
232 begin
233 result := AABB2D.CreateWH(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
234 end;
237 // ////////////////////////////////////////////////////////////////////////// //
238 type
239 TDynAABBTreeMonsBase = specialize TDynAABBTreeBase<TMonster>;
241 TDynAABBTreeMons = class(TDynAABBTreeMonsBase)
242 function getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean; override;
243 end;
245 function TDynAABBTreeMons.getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean;
246 begin
247 result := false;
248 if (flesh = nil) then raise Exception.Create('DynTree: trying to get dimensions of inexistant monsters');
249 if (flesh.Obj.Rect.Width < 1) or (flesh.Obj.Rect.Height < 1) then raise Exception.Create('DynTree: monster without size, wtf?!');
250 //aabb := AABB2D.CreateWH(flesh.Obj.X+flesh.Obj.Rect.X, flesh.Obj.Y+flesh.Obj.Rect.Y, flesh.Obj.Rect.Width, flesh.Obj.Rect.Height);
251 aabb := flesh.getMapAABB();
252 if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
253 result := true;
254 end;
257 var
258 monsTree: TDynAABBTreeMons = nil;
261 function g_Mons_alongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB): TMonster;
263 function sqchecker (mon: TMonster; var ray: Ray2D): Single;
264 var
265 aabb: AABB2D;
266 tmin: Single;
267 begin
268 result := -666.0; // invalid
269 aabb := mon.mapAABB;
270 if not aabb.valid then exit;
271 if aabb.intersects(ray, @tmin) then
272 begin
273 if (tmin <= 0.0) then tmin := 0.0;
274 result := tmin;
275 if cb(mon, tmin) then result := 0.0; // instant stop
276 end;
277 end;
279 var
280 qr: TDynAABBTreeMons.TSegmentQueryResult;
281 begin
282 result := nil;
283 if not assigned(cb) then exit;
284 if monsTree.segmentQuery(qr, x0, y0, x1, y1, sqchecker) then
285 begin
286 if (qr.flesh <> nil) then result := qr.flesh;
287 end;
288 end;
291 //WARNING! call this after monster position was changed, or coldet will not work right!
292 procedure TMonster.positionChanged ();
293 var
294 x, y: Integer;
295 begin
296 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
297 //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);
298 {$ENDIF}
299 if (treeNode = -1) then
300 begin
301 treeNode := monsTree.insertObject(self, 0);
302 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
303 monsTree.getNodeXY(treeNode, x, y);
304 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
305 {$ENDIF}
306 end
307 else
308 begin
309 monsTree.getNodeXY(treeNode, x, y);
310 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
311 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);{$ENDIF}
313 {$IFDEF TRUE}
314 monsTree.updateObject(treeNode);
315 {$ELSE}
316 monsTree.removeObject(treeNode);
317 treeNode := monsTree.insertObject(self);
318 {$ENDIF}
320 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
321 monsTree.getNodeXY(treeNode, x, y);
322 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
323 {$ENDIF}
324 end;
325 end;
328 // ////////////////////////////////////////////////////////////////////////// //
329 const
330 ANIM_SLEEP = 0;
331 ANIM_GO = 1;
332 ANIM_DIE = 2;
333 ANIM_MESS = 3;
334 ANIM_ATTACK = 4;
335 ANIM_ATTACK2 = 5;
336 ANIM_PAIN = 6;
338 STATE_SLEEP = 0;
339 STATE_GO = 1;
340 STATE_RUN = 2;
341 STATE_CLIMB = 3;
342 STATE_DIE = 4;
343 STATE_DEAD = 5;
344 STATE_ATTACK = 6;
345 STATE_SHOOT = 7;
346 STATE_PAIN = 8;
347 STATE_WAIT = 9;
348 STATE_REVIVE = 10;
349 STATE_RUNOUT = 11;
351 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
353 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
354 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
355 record
356 name: String;
357 loop: Boolean;
358 end = ((name: 'SLEEP'; loop: True),
359 (name: 'GO'; loop: True),
360 (name: 'DIE'; loop: False),
361 (name: 'MESS'; loop: False),
362 (name: 'ATTACK'; loop: False),
363 (name: 'ATTACK2'; loop: False),
364 (name: 'PAIN'; loop: False));
366 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
367 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
368 record
369 Name: String;
370 Rect: TRectWH;
371 Health: Word;
372 RunVel: Byte;
373 MinPain: Byte;
374 Pain: Byte;
375 Jump: Byte;
376 end =
377 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
378 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
380 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
381 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
383 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
384 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
386 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
387 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
389 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
390 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
392 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
393 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
395 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
396 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
398 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
399 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
401 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
402 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
404 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
405 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
407 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
408 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
410 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
411 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
413 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
414 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
416 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
417 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
419 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
420 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
422 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
423 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
425 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
426 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
428 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
429 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
431 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
432 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
434 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
435 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
437 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
438 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
439 record
440 LeftAnim: Boolean;
441 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
442 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
443 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
444 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
445 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
446 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
447 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));
448 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))),
450 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
451 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));
452 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))),
454 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
455 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));
456 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))),
458 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
459 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));
460 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))),
462 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
463 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));
464 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))),
466 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
467 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));
468 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))),
470 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
471 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));
472 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))),
474 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
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: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
479 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));
480 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))),
482 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
483 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));
484 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))),
486 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
487 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));
488 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))),
490 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
491 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));
492 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))),
494 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
495 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));
496 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))),
498 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
499 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));
500 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))),
502 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
503 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));
504 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))),
506 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
507 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));
508 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))),
510 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
511 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));
512 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 ))),
514 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
515 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));
516 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))),
518 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
519 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));
520 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))),
522 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
523 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));
524 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))) );
526 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
527 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
530 var
531 gMonsters: array of TMonster;
532 uidMap: array [0..65535] of TMonster; // monster knows it's index
535 procedure clearUidMap ();
536 var
537 idx: Integer;
538 begin
539 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
540 end;
543 function g_Mons_getNewTrapFrameId (): DWord;
544 var
545 f: Integer;
546 begin
547 Inc(monCheckTrapLastFrameId);
548 if monCheckTrapLastFrameId = 0 then
549 begin
550 // wraparound
551 monCheckTrapLastFrameId := 1;
552 for f := 0 to High(gMonsters) do
553 begin
554 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
555 end;
556 end;
557 result := monCheckTrapLastFrameId;
558 end;
561 var
562 pt_x: Integer = 0;
563 pt_xs: Integer = 1;
564 pt_y: Integer = 0;
565 pt_ys: Integer = 1;
566 soulcount: Integer = 0;
569 function allocMonster(): DWORD;
570 var
571 i, olen: Integer;
572 begin
573 for i := 0 to High(gMonsters) do
574 begin
575 if (gMonsters[i] = nil) then
576 begin
577 result := i;
578 exit;
579 end;
580 end;
582 olen := Length(gMonsters);
583 if (olen = 0) then
584 begin
585 SetLength(gMonsters, 64);
586 result := 0;
587 end
588 else
589 begin
590 result := olen;
591 SetLength(gMonsters, Length(gMonsters)+32);
592 end;
593 end;
596 function IsFriend(a, b: Byte): Boolean;
597 begin
598 Result := True;
600 // Áî÷êà - âñåì äðóã:
601 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
602 Exit;
604 // Ìîíñòðû îäíîãî âèäà:
605 if a = b then
606 case a of
607 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
608 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
609 Exit; // Ýòè íå áüþò ñâîèõ
610 end;
612 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
613 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
614 Exit;
615 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
616 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
617 Exit;
619 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
620 Result := False;
621 end;
624 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
625 var
626 m: TMonster;
627 UIDType, MonsterType: Byte;
628 begin
629 Result := False;
630 MonsterType := 0;
632 UIDType := g_GetUIDType(SpawnerUID);
633 if UIDType = UID_MONSTER then
634 begin
635 m := g_Monsters_ByUID(SpawnerUID);
636 if m = nil then Exit;
637 MonsterType := m.FMonsterType;
638 end;
640 case BH of
641 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
642 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
644 BH_KILLER: Result := UIDType = UID_PLAYER;
645 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
646 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
648 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
649 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
650 end;
651 end;
654 function canShoot(m: Byte): Boolean;
655 begin
656 Result := False;
658 case m of
659 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
660 Exit;
661 else
662 Result := True;
663 end;
664 end;
667 function isCorpse (o: PObj; immediately: Boolean): Integer;
669 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
670 begin
671 result := false; // don't stop
672 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
673 begin
674 case mon.FMonsterType of // Íå âîñêðåñèòü:
675 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
676 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
677 end;
678 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
679 result := true;
680 end;
681 end;
683 var
684 a: Integer;
685 mon: TMonster;
686 begin
687 result := -1;
689 // Åñëè íóæíà âåðîÿòíîñòü
690 if not immediately and (Random(8) <> 0) then exit;
692 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
693 if gmon_debug_use_sqaccel then
694 begin
695 mon := monsTree.aabbQuery(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
696 if (mon <> nil) then result := mon.arrIdx;
697 end
698 else
699 begin
700 for a := 0 to High(gMonsters) do
701 begin
702 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
703 begin
704 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
705 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
706 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
707 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
708 begin
709 Result := a;
710 Exit;
711 end;
712 end;
713 end;
714 end;
715 end;
716 end;
718 procedure g_Monsters_LoadData();
719 begin
720 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
722 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
729 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
736 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
743 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
750 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
757 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
764 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
771 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
778 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
785 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
792 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
799 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
806 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
813 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
820 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
824 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
825 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
827 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
828 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
831 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
832 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
834 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
835 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
838 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
839 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
840 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
841 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
842 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
843 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
844 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
845 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
846 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
848 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
849 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
851 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
852 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
853 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
855 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
856 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
859 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
860 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
862 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
866 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
867 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
873 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
875 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
877 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
879 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
880 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
881 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
882 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
883 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
884 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
885 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
886 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
887 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
888 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
889 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
891 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
892 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
893 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
895 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
896 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
897 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
898 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
899 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
900 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
902 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
903 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
904 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
905 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
906 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
908 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
909 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
911 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
912 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
913 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
914 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
916 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
917 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
918 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
919 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
920 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
922 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
923 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
924 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
925 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
926 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
928 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
929 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
930 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
931 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
933 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
934 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
935 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
937 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
938 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
940 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
941 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
943 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
944 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
945 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
947 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
948 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
950 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
951 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
952 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
954 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
956 monsTree := TDynAABBTreeMons.Create();
957 clearUidMap();
958 monCheckTrapLastFrameId := 0;
959 end;
961 procedure g_Monsters_FreeData();
962 begin
963 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
965 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
966 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
967 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
968 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
969 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
970 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
971 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
972 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
973 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
974 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
975 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
976 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
977 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
978 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
979 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
980 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
981 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
982 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
983 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
984 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
985 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
986 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
987 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
988 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
989 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
990 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
991 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
992 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
993 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
994 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
995 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
996 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
997 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
998 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
999 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1049 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1050 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1051 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1052 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1053 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1054 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1055 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1056 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1057 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1060 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1061 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1062 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1063 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1064 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1065 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1066 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1067 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1068 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1069 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1070 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1071 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1072 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1073 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1074 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1075 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1076 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1077 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1078 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1079 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1080 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1081 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1082 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1083 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1084 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1085 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1086 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1087 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1088 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1089 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1090 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1091 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1092 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1097 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1099 g_Sound_Delete('SOUND_MONSTER_PAIN');
1100 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1101 g_Sound_Delete('SOUND_MONSTER_ACTION');
1102 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1103 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1104 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1105 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1106 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1107 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1108 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1109 g_Sound_Delete('SOUND_MONSTER_SLOP');
1111 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1112 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1113 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1115 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1116 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1117 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1118 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1119 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1120 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1122 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1123 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1124 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1125 g_Sound_Delete('SOUND_MONSTER_HAHA');
1126 g_Sound_Delete('SOUND_MONSTER_TRUP');
1128 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1129 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1131 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1132 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1133 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1134 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1136 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1137 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1138 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1139 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1140 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1142 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1143 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1144 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1145 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1146 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1148 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1149 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1150 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1151 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1153 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1154 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1155 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1157 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1158 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1160 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1161 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1163 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1164 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1165 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1167 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1168 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1170 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1171 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1172 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1174 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1176 monsTree.Free();
1177 end;
1179 procedure g_Monsters_Init();
1180 begin
1181 soulcount := 0;
1182 end;
1184 procedure g_Monsters_Free();
1185 var
1186 a: Integer;
1187 begin
1188 monsTree.reset();
1189 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1190 gMonsters := nil;
1191 clearUidMap();
1192 monCheckTrapLastFrameId := 0;
1193 end;
1195 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1196 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1197 var
1198 find_id: DWORD;
1199 mon: TMonster;
1200 begin
1201 result := nil;
1203 // Íåò òàêîãî ìîíñòðà
1204 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1206 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1207 if MonsterType = MONSTER_SOUL then
1208 begin
1209 if soulcount > MAX_SOUL then exit;
1210 soulcount := soulcount + 1;
1211 end;
1213 find_id := allocMonster();
1215 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1216 gMonsters[find_id] := mon;
1217 mon.arrIdx := find_id;
1218 mon.treeNode := -1;
1220 uidMap[mon.FUID] := mon;
1222 // Íàñòðàèâàåì ïîëîæåíèå
1223 with mon do
1224 begin
1225 if AdjCoord then
1226 begin
1227 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1228 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1229 end
1230 else
1231 begin
1232 FObj.X := X-FObj.Rect.X;
1233 FObj.Y := Y-FObj.Rect.Y;
1234 end;
1236 FDirection := Direction;
1237 FStartDirection := Direction;
1238 FStartX := GameX;
1239 FStartY := GameY;
1240 end;
1242 mon.positionChanged();
1244 result := mon;
1245 end;
1247 procedure g_Monsters_killedp();
1248 var
1249 a, h: Integer;
1250 begin
1251 if gMonsters = nil then
1252 Exit;
1254 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1255 h := High(gMonsters);
1256 for a := 0 to h do
1257 if (gMonsters[a] <> nil) then
1258 with gMonsters[a] do
1259 if (FMonsterType = MONSTER_MAN) and
1260 (FState <> STATE_DEAD) and
1261 (FState <> STATE_SLEEP) and
1262 (FState <> STATE_DIE) then
1263 begin
1264 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1265 Exit;
1266 end;
1267 end;
1269 procedure g_Monsters_Update();
1270 var
1271 a: Integer;
1272 begin
1273 // Öåëåóêàçàòåëü
1274 if gTime mod (GAME_TICK*2) = 0 then
1275 begin
1276 pt_x := pt_x+pt_xs;
1277 pt_y := pt_y+pt_ys;
1278 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1279 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1280 end;
1282 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1284 for a := 0 to High(gMonsters) do
1285 begin
1286 if (gMonsters[a] = nil) then continue;
1287 if not gMonsters[a].FRemoved then
1288 begin
1289 if g_Game_IsClient then
1290 gMonsters[a].ClientUpdate()
1291 else
1292 gMonsters[a].Update();
1293 end
1294 else
1295 begin
1296 gMonsters[a].Free();
1297 gMonsters[a] := nil;
1298 end;
1299 end;
1301 gMon := False;
1302 end;
1304 procedure g_Monsters_Draw();
1305 var
1306 a: Integer;
1307 begin
1308 if gMonsters <> nil then
1309 for a := 0 to High(gMonsters) do
1310 if gMonsters[a] <> nil then
1311 gMonsters[a].Draw();
1312 end;
1314 procedure g_Monsters_DrawHealth();
1315 var
1316 a: Integer;
1317 fW, fH: Byte;
1318 begin
1319 if gMonsters = nil then Exit;
1320 e_TextureFontGetSize(gStdFont, fW, fH);
1322 for a := 0 to High(gMonsters) do
1323 if gMonsters[a] <> nil then
1324 begin
1325 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1326 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1327 IntToStr(gMonsters[a].FHealth), gStdFont);
1328 end;
1329 end;
1331 function g_Monsters_ByUID (UID: Word): TMonster;
1332 //var a: Integer;
1333 begin
1334 result := uidMap[UID];
1336 Result := nil;
1337 if gMonsters <> nil then
1338 for a := 0 to High(gMonsters) do
1339 if (gMonsters[a] <> nil) and
1340 (gMonsters[a].FUID = UID) then
1341 begin
1342 Result := gMonsters[a];
1343 Break;
1344 end;
1346 end;
1348 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1349 var
1350 count, i: Integer;
1351 b: Byte;
1352 begin
1353 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1354 count := 0;
1355 if gMonsters <> nil then
1356 for i := 0 to High(gMonsters) do
1357 if gMonsters[i] <> nil then
1358 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1359 count := count + 1;
1361 Mem := TBinMemoryWriter.Create((count+1) * 350);
1363 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1364 Mem.WriteInt(pt_x);
1365 Mem.WriteInt(pt_xs);
1366 Mem.WriteInt(pt_y);
1367 Mem.WriteInt(pt_ys);
1369 // Êîëè÷åñòâî ìîíñòðîâ:
1370 Mem.WriteInt(count);
1372 if count = 0 then
1373 Exit;
1375 // Ñîõðàíÿåì ìîíñòðîâ:
1376 for i := 0 to High(gMonsters) do
1377 if gMonsters[i] <> nil then
1378 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1379 begin
1380 // Òèï ìîíñòðà:
1381 b := gMonsters[i].MonsterType;
1382 Mem.WriteByte(b);
1383 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1384 gMonsters[i].SaveState(Mem);
1385 end;
1386 end;
1388 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1389 var
1390 count, a: Integer;
1391 b: Byte;
1392 mon: TMonster;
1393 begin
1394 if Mem = nil then exit;
1396 g_Monsters_Free();
1398 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1399 Mem.ReadInt(pt_x);
1400 Mem.ReadInt(pt_xs);
1401 Mem.ReadInt(pt_y);
1402 Mem.ReadInt(pt_ys);
1404 // Êîëè÷åñòâî ìîíñòðîâ
1405 Mem.ReadInt(count);
1407 if count = 0 then exit;
1409 // Çàãðóæàåì ìîíñòðîâ
1410 for a := 0 to count-1 do
1411 begin
1412 // Òèï ìîíñòðà
1413 Mem.ReadByte(b);
1414 // Ñîçäàåì ìîíñòðà
1415 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1416 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1417 // Çàãðóæàåì äàííûå ìîíñòðà
1418 mon.LoadState(Mem);
1419 end;
1420 end;
1422 function g_Monsters_GetIDByName(name: String): Integer;
1423 var
1424 i: Integer;
1425 begin
1426 name := UpperCase(name);
1427 i := MONSTER_DEMON;
1428 while (i <= MONSTER_MAN) do
1429 begin
1430 if name = MONSTERTABLE[i].Name then
1431 begin
1432 Result := i;
1433 Exit;
1434 end;
1435 Inc(i);
1436 end;
1438 Result := -1;
1439 end;
1441 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1442 begin
1443 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1444 Result := MONSTERTABLE[MonsterType].Name
1445 else
1446 Result := '?';
1447 end;
1449 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1450 begin
1451 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1452 Result := KilledByMonster[MonsterType]
1453 else
1454 Result := '?';
1455 end;
1457 { T M o n s t e r : }
1459 procedure TMonster.ActionSound();
1460 begin
1461 case FMonsterType of
1462 MONSTER_IMP:
1463 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1464 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1465 MONSTER_MANCUB:
1466 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1467 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1468 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1469 MONSTER_SPIDER:
1470 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1471 MONSTER_BSP:
1472 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1473 MONSTER_VILE:
1474 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1475 MONSTER_SKEL:
1476 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1477 MONSTER_CYBER:
1479 MONSTER_MAN:
1480 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1481 end;
1482 end;
1484 procedure TMonster.PainSound();
1485 begin
1486 if FPainSound then
1487 Exit;
1489 FPainSound := True;
1490 FPainTicks := 20;
1492 case FMonsterType of
1493 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1494 MONSTER_SKEL, MONSTER_CGUN:
1495 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1496 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1497 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1498 MONSTER_BSP, MONSTER_CYBER:
1499 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1500 MONSTER_VILE:
1501 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1502 MONSTER_MANCUB:
1503 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1504 MONSTER_PAIN:
1505 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1506 MONSTER_MAN:
1507 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1508 end;
1509 end;
1511 procedure TMonster.DieSound();
1512 begin
1513 case FMonsterType of
1514 MONSTER_IMP:
1515 case Random(2) of
1516 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1517 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1518 end;
1519 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1520 case Random(3) of
1521 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1522 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1523 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1524 end;
1525 MONSTER_DEMON:
1526 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1527 MONSTER_BARREL:
1528 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1529 MONSTER_SOUL:
1530 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1531 MONSTER_BSP:
1532 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1533 MONSTER_VILE:
1534 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1535 MONSTER_BARON:
1536 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1537 MONSTER_CACO:
1538 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1539 MONSTER_CYBER:
1540 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1541 MONSTER_KNIGHT:
1542 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1543 MONSTER_MANCUB:
1544 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1545 MONSTER_PAIN:
1546 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1547 MONSTER_SKEL:
1548 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1549 MONSTER_SPIDER:
1550 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1551 MONSTER_MAN:
1552 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1553 end;
1554 end;
1556 procedure TMonster.WakeUpSound();
1557 begin
1558 case FMonsterType of
1559 MONSTER_IMP:
1560 case Random(2) of
1561 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1562 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1563 end;
1564 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1565 case Random(3) of
1566 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1567 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1568 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1569 end;
1570 MONSTER_MAN:
1571 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1572 MONSTER_BSP:
1573 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1574 MONSTER_VILE:
1575 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1576 MONSTER_BARON:
1577 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1578 MONSTER_CACO:
1579 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1580 MONSTER_CYBER:
1581 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1582 MONSTER_KNIGHT:
1583 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1584 MONSTER_MANCUB:
1585 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1586 MONSTER_PAIN:
1587 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1588 MONSTER_DEMON:
1589 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1590 MONSTER_SKEL:
1591 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1592 MONSTER_SPIDER:
1593 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1594 MONSTER_SOUL:
1596 end;
1597 end;
1599 procedure TMonster.BFGHit();
1600 begin
1601 if FMonsterType = MONSTER_FISH then
1602 Exit;
1604 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1605 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1606 {if g_Game_IsServer and g_Game_IsNet then
1607 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1608 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1609 0, NET_GFX_BFG);}
1610 end;
1612 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1613 begin
1614 Result := g_Collide(FObj.X+FObj.Rect.X,
1615 FObj.Y+FObj.Rect.Y,
1616 FObj.Rect.Width,
1617 FObj.Rect.Height,
1618 X, Y,
1619 Width, Height);
1620 end;
1622 function TMonster.Collide(Panel: TPanel): Boolean;
1623 begin
1624 Result := g_Collide(FObj.X+FObj.Rect.X,
1625 FObj.Y+FObj.Rect.Y,
1626 FObj.Rect.Width,
1627 FObj.Rect.Height,
1628 Panel.X, Panel.Y,
1629 Panel.Width, Panel.Height);
1630 end;
1632 function TMonster.Collide(X, Y: Integer): Boolean;
1633 begin
1634 X := X - FObj.X - FObj.Rect.X;
1635 Y := Y - FObj.Y - FObj.Rect.Y;
1636 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1637 (y >= 0) and (y <= FObj.Rect.Height);
1638 end;
1640 procedure TMonster.Respawn;
1641 begin
1642 FObj.Vel.X := 0;
1643 FObj.Vel.Y := 0;
1644 FObj.Accel.X := 0;
1645 FObj.Accel.Y := 0;
1646 FDirection := FStartDirection;
1647 GameX := FStartX;
1648 GameY := FStartY;
1649 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1650 FHealth := MONSTERTABLE[FMonsterType].Health;
1651 FAmmo := 0;
1652 FPain := 0;
1653 FTargetUID := 0;
1654 FTargetTime := 0;
1655 FDieTriggers := nil;
1656 FWaitAttackAnim := False;
1657 FChainFire := False;
1658 FShellTimer := -1;
1660 FState := STATE_SLEEP;
1661 FCurAnim := ANIM_SLEEP;
1663 positionChanged(); // this updates spatial accelerators
1665 if g_Game_IsNet and g_Game_IsServer then
1666 begin
1667 MH_SEND_MonsterPos(FUID);
1668 MH_SEND_MonsterState(FUID);
1669 end;
1670 end;
1672 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1673 var
1674 a: Integer;
1675 FramesID: DWORD;
1676 s: String;
1677 res: Boolean;
1678 begin
1679 if ForcedUID < 0 then
1680 FUID := g_CreateUID(UID_MONSTER)
1681 else
1682 FUID := ForcedUID;
1684 FMonsterType := MonsterType;
1686 g_Obj_Init(@FObj);
1688 FState := STATE_SLEEP;
1689 FCurAnim := ANIM_SLEEP;
1690 FHealth := MONSTERTABLE[MonsterType].Health;
1691 FMaxHealth := FHealth;
1692 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1693 FDieTriggers := nil;
1694 FSpawnTrigger := -1;
1695 FWaitAttackAnim := False;
1696 FChainFire := False;
1697 FStartID := aID;
1698 FNoRespawn := False;
1699 FShellTimer := -1;
1700 FBehaviour := BH_NORMAL;
1701 FFireTime := 0;
1702 FFirePainTime := 0;
1703 FFireAttacker := 0;
1705 treeNode := -1;
1706 arrIdx := -1;
1707 trapCheckFrameId := 0;
1709 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1710 FBloodKind := BLOOD_SPARKS
1711 else
1712 FBloodKind := BLOOD_NORMAL;
1713 if FMonsterType = MONSTER_CACO then
1714 begin
1715 FBloodRed := 0;
1716 FBloodGreen := 0;
1717 FBloodBlue := 150;
1718 end
1719 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1720 begin
1721 FBloodRed := 0;
1722 FBloodGreen := 150;
1723 FBloodBlue := 0;
1724 end
1725 else
1726 begin
1727 FBloodRed := 150;
1728 FBloodGreen := 0;
1729 FBloodBlue := 0;
1730 end;
1732 SetLength(FAnim, Length(ANIMTABLE));
1734 for a := 0 to High(FAnim) do
1735 begin
1736 FAnim[a, D_LEFT] := nil;
1737 FAnim[a, D_RIGHT] := nil;
1738 end;
1740 for a := ANIM_SLEEP to ANIM_PAIN do
1741 if (ANIMTABLE[a].name <> '') and
1742 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1743 begin
1744 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1745 '_'+ANIMTABLE[a].name;
1747 res := g_Frames_Exists(s);
1749 if res then
1750 res := g_Frames_Get(FramesID, s);
1752 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1753 if (not res) then
1754 begin
1755 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1756 if a <> ANIM_MESS then
1757 Continue;
1759 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1760 '_'+ANIMTABLE[ANIM_DIE].name) then
1761 begin
1762 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1763 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1764 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1765 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1766 Continue;
1767 end;
1768 end;
1770 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1771 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1773 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1774 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1775 begin
1776 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1777 '_'+ANIMTABLE[a].name+'_L';
1778 if g_Frames_Exists(s) then
1779 g_Frames_Get(FramesID, s);
1780 end;
1782 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1783 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1784 end;
1786 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1787 if MonsterType = MONSTER_VILE then
1788 begin
1789 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1790 vilefire := TAnimation.Create(FramesID, True, 2);
1791 end
1792 else
1793 vilefire := nil;
1794 end;
1796 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1797 var
1798 c, it: Integer;
1799 p: TPlayer;
1800 begin
1801 Result := False;
1803 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1804 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1805 Exit;
1807 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1808 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1809 begin
1810 FSleep := 20;
1811 if Random(2) = 0 then
1812 FDirection := D_RIGHT
1813 else
1814 FDirection := D_LEFT;
1815 Result := True;
1816 SetState(STATE_RUN);
1817 Exit;
1818 end;
1820 // Ëîâóøêà óáèâàåò ñðàçó:
1821 if t = HIT_TRAP then
1822 FHealth := -100;
1824 // Ðîáîòó óðîíà íåò:
1825 if FMonsterType = MONSTER_ROBO then
1826 aDamage := 0;
1828 // Íàíîñèì óðîí:
1829 if g_Game_IsServer then Dec(FHealth, aDamage);
1831 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1832 if FPain = 0 then
1833 FPain := 3;
1834 FPain := FPain+aDamage;
1836 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1837 if FState <> STATE_PAIN then
1838 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1839 (FMonsterType <> MONSTER_BARREL) then
1840 SetState(STATE_PAIN);
1842 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1843 if (gBloodCount > 0) then
1844 begin
1845 c := Min(aDamage, 200);
1846 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1848 if (VelX = 0) and (VelY = 0) then
1849 MakeBloodSimple(c)
1850 else
1851 case t of
1852 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1853 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1854 end;
1855 end;
1857 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1858 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1859 begin
1860 FTargetUID := SpawnerUID;
1861 FTargetTime := 0;
1862 end;
1864 // Çäîðîâüå çàêîí÷èëîñü:
1865 if FHealth <= 0 then
1866 begin
1867 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1868 if (FMonsterType <> MONSTER_BARREL) then
1869 begin
1870 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1871 begin
1872 p := g_Player_Get(SpawnerUID);
1873 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1874 begin
1875 p.MonsterKills := p.MonsterKills+1;
1876 if gGameSettings.GameMode = GM_COOP then
1877 p.Frags := p.Frags + 1;
1878 // Uncomment this if you want to double-kill monsters
1879 //p.FragCombo();
1880 end;
1881 end;
1882 if gLMSRespawn = LMS_RESPAWN_NONE then
1883 begin
1884 Inc(gCoopMonstersKilled);
1885 if g_Game_IsNet then
1886 MH_SEND_GameStats;
1887 end;
1888 end;
1890 // Âûáèðàåì ëóò:
1891 case FMonsterType of
1892 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1893 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1894 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1895 MONSTER_MAN: c := ITEM_KEY_RED;
1896 else c := 0;
1897 end;
1899 // Áðîñàåì ëóò:
1900 if c <> 0 then
1901 begin
1902 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1903 FObj.Y + (FObj.Rect.Height div 2),
1904 c, True, False);
1905 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1906 (FObj.Vel.Y div 2)-Random(4));
1907 positionChanged(); // this updates spatial accelerators
1908 if g_Game_IsServer and g_Game_IsNet then
1909 MH_SEND_ItemSpawn(True, it);
1910 end;
1912 // Òðóï äàëüøå íå èäåò:
1913 FObj.Vel.X := 0;
1915 // Ó òðóïà ðàçìåðû ìåíüøå:
1916 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1917 begin
1918 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1919 FObj.Rect.Height := 12;
1920 end;
1922 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1923 if (FHealth <= -30) and
1924 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1925 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1926 (FMonsterType = MONSTER_MAN)) then
1927 begin
1928 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1929 SetState(STATE_DIE, ANIM_MESS);
1930 end
1931 else
1932 begin
1933 DieSound();
1934 SetState(STATE_DIE);
1935 end;
1937 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1938 if g_Game_IsServer then ActivateTriggers();
1940 FHealth := 0;
1941 end
1942 else
1943 if FState = STATE_SLEEP then
1944 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1945 FPain := MONSTERTABLE[FMonsterType].Pain;
1946 SetState(STATE_GO);
1947 end;
1949 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1950 Result := True;
1951 end;
1953 function TMonster.Heal(Value: Word): Boolean;
1954 begin
1955 Result := False;
1956 if g_Game_IsClient then
1957 Exit;
1958 if not Live then
1959 Exit;
1961 if FHealth < FMaxHealth then
1962 begin
1963 IncMax(FHealth, Value, FMaxHealth);
1964 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1965 Result := True;
1966 end;
1967 end;
1969 destructor TMonster.Destroy();
1970 var
1971 a: Integer;
1972 begin
1973 for a := 0 to High(FAnim) do
1974 begin
1975 FAnim[a, D_LEFT].Free();
1976 FAnim[a, D_RIGHT].Free();
1977 end;
1979 vilefire.Free();
1981 if (treeNode <> -1) then
1982 begin
1983 if monsTree.isValidId(treeNode) then
1984 begin
1985 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
1986 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx, UID, treeNode]), MSG_NOTIFY);
1987 {$ENDIF}
1988 monsTree.removeObject(treeNode);
1989 end;
1990 end;
1992 if (arrIdx <> -1) then
1993 begin
1994 gMonsters[arrIdx] := nil;
1995 end;
1997 uidMap[FUID] := nil;
1999 inherited Destroy();
2000 end;
2002 procedure TMonster.Draw();
2003 var
2004 m: TMirrorType;
2005 dx, dy, c: Integer;
2006 o: TObj;
2007 begin
2008 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
2009 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
2011 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
2012 if FMonsterType = MONSTER_VILE then
2013 if FState = STATE_SHOOT then
2014 if GetPos(FTargetUID, @o) then
2015 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
2016 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
2018 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
2019 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
2020 sX-128, sY-128, sWidth+256, sHeight+256) then
2021 Exit;
2023 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
2024 if FState = STATE_DEAD then
2025 case FMonsterType of
2026 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
2027 end;
2029 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
2030 if FAnim[FCurAnim, FDirection] <> nil then
2031 begin
2032 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
2033 if (FDirection = D_LEFT) and
2034 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
2035 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
2036 (FMonsterType <> MONSTER_BARREL) then
2037 m := M_HORIZONTAL
2038 else
2039 m := M_NONE;
2041 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2042 if (FDirection = D_LEFT) and
2043 (FMonsterType <> MONSTER_BARREL) then
2044 begin
2045 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
2046 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
2048 if m = M_HORIZONTAL then
2049 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2050 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2051 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
2052 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2053 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2054 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2055 dx := -dx;
2056 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2057 end;
2058 end
2059 else // Ïðàâàÿ àíèìàöèÿ
2060 begin
2061 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2062 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2063 end;
2065 // Ðèñóåì:
2066 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2067 end;
2069 if g_debug_Frames then
2070 begin
2071 e_DrawQuad(FObj.X+FObj.Rect.X,
2072 FObj.Y+FObj.Rect.Y,
2073 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2074 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2075 0, 255, 0);
2076 end;
2077 end;
2079 procedure TMonster.MakeBloodSimple(Count: Word);
2080 begin
2081 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2082 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2083 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2084 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2085 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2086 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2087 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2088 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2089 end;
2091 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2092 begin
2093 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2094 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2095 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2096 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2097 end;
2099 procedure TMonster.Push(vx, vy: Integer);
2100 begin
2101 FObj.Accel.X := FObj.Accel.X + vx;
2102 FObj.Accel.Y := FObj.Accel.Y + vy;
2103 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2104 end;
2106 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2107 var
2108 Anim: Byte;
2109 begin
2110 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2111 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2112 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2113 soulcount := soulcount-1;
2115 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2116 case FState of
2117 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2118 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2119 (State <> STATE_GO) then
2120 Exit;
2121 end;
2123 // Ñìåíà ñîñòîÿíèÿ:
2124 FState := State;
2126 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2128 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2129 case FState of
2130 STATE_SLEEP: Anim := ANIM_SLEEP;
2131 STATE_PAIN: Anim := ANIM_PAIN;
2132 STATE_WAIT: Anim := ANIM_SLEEP;
2133 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2134 STATE_SHOOT: Anim := ANIM_ATTACK;
2135 STATE_ATTACK: Anim := ANIM_ATTACK;
2136 STATE_DIE: Anim := ANIM_DIE;
2137 STATE_REVIVE:
2138 begin // íà÷àëè âîñðåøàòüñÿ
2139 Anim := FCurAnim;
2140 FAnim[Anim, FDirection].Revert(True);
2142 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2143 FHealth := MONSTERTABLE[FMonsterType].Health;
2144 FAmmo := 0;
2145 FPain := 0;
2146 end;
2147 else Exit;
2148 end;
2150 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2151 if ForceAnim <> 255 then
2152 Anim := ForceAnim;
2154 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2155 if FCurAnim <> Anim then
2156 if FAnim[Anim, FDirection] <> nil then
2157 begin
2158 FAnim[Anim, FDirection].Reset();
2159 FCurAnim := Anim;
2160 end;
2161 end;
2163 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2164 var
2165 TA: TAnimation;
2166 FramesID: DWORD;
2167 begin
2168 Result := False;
2170 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2171 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2172 begin
2173 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2174 if g_Game_IsServer and g_Game_IsNet then
2175 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2176 Exit;
2177 end;
2179 TA := nil;
2181 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2182 if not silent then
2183 begin
2184 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2185 TA := TAnimation.Create(FramesID, False, 6);
2186 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2187 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2188 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2190 if g_Game_IsServer and g_Game_IsNet then
2191 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2192 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2193 NET_GFX_TELE);
2194 end;
2196 FObj.X := X - FObj.Rect.X;
2197 FObj.Y := Y - FObj.Rect.Y;
2198 positionChanged();
2200 if dir = 1 then
2201 FDirection := D_LEFT
2202 else
2203 if dir = 2 then
2204 FDirection := D_RIGHT
2205 else
2206 if dir = 3 then
2207 begin // îáðàòíîå
2208 if FDirection = D_RIGHT then
2209 FDirection := D_LEFT
2210 else
2211 FDirection := D_RIGHT;
2212 end;
2214 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2215 if not silent and (TA <> nil) then
2216 begin
2217 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2218 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2219 TA.Free();
2221 if g_Game_IsServer and g_Game_IsNet then
2222 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2223 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2224 NET_GFX_TELE);
2225 end;
2227 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2228 Result := True;
2229 end;
2231 procedure TMonster.Update();
2232 var
2233 a, b, sx, sy, wx, wy, oldvelx: Integer;
2234 st: Word;
2235 o, co: TObj;
2236 fall: Boolean;
2237 mon: TMonster;
2238 label
2239 _end;
2240 begin
2241 fall := True;
2243 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2244 if FMonsterType = MONSTER_FISH then
2245 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2246 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2247 fall := False;
2249 // Ëåòàþùèå ìîíòñðû:
2250 if ((FMonsterType = MONSTER_SOUL) or
2251 (FMonsterType = MONSTER_PAIN) or
2252 (FMonsterType = MONSTER_CACO)) and
2253 (FState <> STATE_DIE) and
2254 (FState <> STATE_DEAD) then
2255 fall := False;
2257 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2258 if gTime mod (GAME_TICK*2) <> 0 then
2259 begin
2260 g_Obj_Move(@FObj, fall, True, True);
2261 positionChanged(); // this updates spatial accelerators
2262 Exit;
2263 end;
2265 if FPainTicks > 0 then
2266 Dec(FPainTicks)
2267 else
2268 FPainSound := False;
2270 // Äâèãàåìñÿ:
2271 st := g_Obj_Move(@FObj, fall, True, True);
2272 positionChanged(); // this updates spatial accelerators
2274 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2275 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2276 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2277 begin
2278 FRemoved := True;
2279 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2280 begin
2281 Inc(gCoopMonstersKilled);
2282 if g_Game_IsNet then
2283 MH_SEND_GameStats;
2284 end;
2285 ActivateTriggers();
2286 Exit;
2287 end;
2289 oldvelx := FObj.Vel.X;
2291 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2292 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2293 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2295 if FFireTime > 0 then
2296 begin
2297 if WordBool(st and MOVE_INWATER) then
2298 FFireTime := 0
2299 else
2300 begin
2301 OnFireFlame(1);
2302 FFireTime := FFireTime - 1;
2303 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2304 if FFirePainTime = 0 then
2305 begin
2306 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2307 FFirePainTime := 18;
2308 end
2309 else
2310 FFirePainTime := FFirePainTime - 1;
2311 end;
2312 end;
2314 // Ìåðòâûé íè÷åãî íå äåëàåò:
2315 if (FState = STATE_DEAD) then
2316 goto _end;
2318 // AI ìîíñòðîâ âûêëþ÷åí:
2319 if g_debug_MonsterOff then
2320 begin
2321 FSleep := 1;
2322 if FState <> STATE_SLEEP then
2323 SetState(STATE_SLEEP);
2324 end;
2326 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2327 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2328 case FMonsterType of
2329 MONSTER_FISH:
2330 if Random(4) = 0 then
2331 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2332 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2333 MONSTER_ROBO, MONSTER_BARREL:
2334 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2335 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2336 else begin
2337 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2338 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2339 if Random(2) = 0 then
2340 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2341 else
2342 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2343 end;
2344 end;
2346 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2347 if FMonsterType = MONSTER_BARREL then
2348 begin
2349 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2350 (FAnim[FCurAnim, FDirection].Counter = 0) then
2351 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2352 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2353 60, FUID);
2354 end;
2356 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2357 if FMonsterType = MONSTER_SOUL then
2358 if WordBool(st and MOVE_HITAIR) then
2359 g_Obj_SetSpeed(@FObj, 16);
2361 if FAmmo < 0 then
2362 FAmmo := FAmmo + 1;
2364 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2365 if FObj.Vel.Y < 0 then
2366 if WordBool(st and MOVE_INWATER) then
2367 FObj.Vel.Y := -4;
2369 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2370 FTargetTime := FTargetTime + 1;
2372 // Ãèëüçû
2373 if FShellTimer > -1 then
2374 if FShellTimer = 0 then
2375 begin
2376 if FShellType = SHELL_SHELL then
2377 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2378 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2379 GameVelX, GameVelY-2, SHELL_SHELL)
2380 else if FShellType = SHELL_DBLSHELL then
2381 begin
2382 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2383 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2384 GameVelX-1, GameVelY-2, SHELL_SHELL);
2385 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2386 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2387 GameVelX+1, GameVelY-2, SHELL_SHELL);
2388 end;
2389 FShellTimer := -1;
2390 end else Dec(FShellTimer);
2392 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2393 if fall then
2394 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2395 STATE_ATTACK, STATE_SHOOT]) then
2396 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2397 FObj.Rect.Width, FObj.Rect.Height, 50) then
2398 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2399 (FObj.Accel.Y = 0) then
2400 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2402 case FState of
2403 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2404 begin
2405 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2406 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2407 begin
2408 FPain := MONSTERTABLE[FMonsterType].Pain;
2409 if gSoundEffectsDF then PainSound();
2410 end;
2411 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2412 PainSound();
2414 // Ñíèæàåì áîëü ñî âðåìåíåì:
2415 FPain := FPain - 5;
2417 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2418 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2419 begin
2420 FPain := 0;
2421 FAmmo := -9;
2422 SetState(STATE_GO);
2423 end;
2424 end;
2426 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2427 begin
2428 // Ñïèì:
2429 FSleep := FSleep + 1;
2431 // Ïðîñïàëè äîñòàòî÷íî:
2432 if FSleep >= 18 then
2433 FSleep := 0
2434 else // åùå ñïèì
2435 goto _end;
2437 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2438 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2439 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2440 if (gPlayers <> nil) then
2441 for a := 0 to High(gPlayers) do
2442 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2443 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2444 with gPlayers[a] do
2445 if g_Look(@FObj, @Obj, FDirection) then
2446 begin
2447 FTargetUID := gPlayers[a].UID;
2448 FTargetTime := 0;
2449 WakeUpSound();
2450 SetState(STATE_GO);
2451 Break;
2452 end;
2454 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2455 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2456 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2457 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2458 if gMonsters <> nil then
2459 for a := 0 to High(gMonsters) do
2460 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2461 (gMonsters[a].FUID <> FUID) then
2462 begin
2463 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2464 if (FBehaviour = BH_MANIAC) and
2465 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2466 Continue;
2467 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2468 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2469 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2470 Continue;
2471 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2472 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2473 Continue;
2474 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2475 begin
2476 FTargetUID := gMonsters[a].UID;
2477 FTargetTime := 0;
2478 WakeUpSound();
2479 SetState(STATE_GO);
2480 Break;
2481 end;
2482 end;
2483 end;
2485 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2486 begin
2487 // Æäåì:
2488 FSleep := FSleep - 1;
2490 // Âûæäàëè äîñòàòî÷íî - èäåì:
2491 if FSleep < 0 then
2492 SetState(STATE_GO);
2493 end;
2495 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2496 begin
2497 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2498 if WordBool(st and MOVE_BLOCK) then
2499 begin
2500 Turn();
2501 FSleep := 40;
2502 SetState(STATE_RUNOUT);
2504 goto _end;
2505 end;
2507 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2508 if (FMonsterType = MONSTER_VILE) then
2509 if isCorpse(@FObj, False) <> -1 then
2510 begin
2511 FObj.Vel.X := 0;
2512 SetState(STATE_ATTACK, ANIM_ATTACK2);
2514 goto _end;
2515 end;
2517 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2518 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2519 if not findNewPrey() then
2520 begin // Íîâûõ öåëåé íåò
2521 FTargetUID := 0;
2522 o.X := FObj.X+pt_x;
2523 o.Y := FObj.Y+pt_y;
2524 o.Vel.X := 0;
2525 o.Vel.Y := 0;
2526 o.Accel.X := 0;
2527 o.Accel.Y := 0;
2528 o.Rect := _Rect(0, 0, 0, 1);
2529 end
2530 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2531 GetPos(FTargetUID, @o);
2533 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2534 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2535 begin
2536 FTargetTime := 0;
2537 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2538 begin
2539 if kick(@o) then
2540 goto _end;
2541 end;
2542 end;
2544 // Ðàññòîÿíèå äî öåëè:
2545 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2546 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2548 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2549 if sx > 0 then
2550 FDirection := D_RIGHT
2551 else
2552 FDirection := D_LEFT;
2554 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2555 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2556 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2557 if shoot(@o, False) then
2558 goto _end;
2560 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2561 if Abs(sx) < 40 then
2562 if FMonsterType <> MONSTER_FISH then
2563 begin
2564 FSleep := 15;
2565 SetState(STATE_RUN);
2566 if Random(2) = 0 then
2567 FDirection := D_LEFT
2568 else
2569 FDirection := D_RIGHT;
2571 goto _end;
2572 end;
2574 // Óïåðëèñü â ñòåíó:
2575 if WordBool(st and MOVE_HITWALL) then
2576 begin
2577 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2578 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2579 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2580 FSleep := 4;
2581 SetState(STATE_WAIT);
2583 goto _end;
2584 end;
2586 case FMonsterType of
2587 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2588 else // Íå ëåòàþò:
2589 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2590 (FObj.Accel.Y = 0) then
2591 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2592 // Ïðûæîê ÷åðåç ñòåíó:
2593 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2594 SetState(STATE_CLIMB);
2595 end;
2596 end;
2598 goto _end;
2599 end;
2601 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2602 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2603 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2604 begin
2605 if FMonsterType = MONSTER_FISH then
2606 begin // Ðûáà
2607 if not WordBool(st and MOVE_INWATER) then
2608 begin // Ðûáà âíå âîäû:
2609 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2610 begin // "Ñòîèò" òâåðäî
2611 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2612 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2613 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2614 end;
2616 // Ðûáå áîëüíî:
2617 SetState(STATE_PAIN);
2618 FPain := FPain + 50;
2619 end
2620 else // Ðûáà â âîäå
2621 begin
2622 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2623 if Abs(sy) > 8 then
2624 FObj.Vel.Y := g_basic.Sign(sy)*4
2625 else
2626 FObj.Vel.Y := 0;
2628 // Ðûáà ïëûâåò ââåðõ:
2629 if FObj.Vel.Y < 0 then
2630 if not g_Obj_CollideWater(@FObj, 0, -16) then
2631 begin
2632 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2633 FObj.Vel.Y := 0;
2634 // Ïëàâàåì òóäà-ñþäà:
2635 if Random(2) = 0 then
2636 FDirection := D_LEFT
2637 else
2638 FDirection := D_RIGHT;
2639 FSleep := 20;
2640 SetState(STATE_RUN);
2641 end;
2642 end;
2643 end
2644 else // Ëåòàþùèå ìîíñòðû
2645 begin
2646 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2647 if Abs(sy) > 8 then
2648 FObj.Vel.Y := g_basic.Sign(sy)*4
2649 else
2650 FObj.Vel.Y := 0;
2651 end;
2652 end
2653 else // "Íàçåìíûå" ìîíñòðû
2654 begin
2655 // Âîçìîæíî, ïèíàåì êóñêè:
2656 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2657 begin
2658 b := Abs(FObj.Vel.X);
2659 if b > 1 then b := b * (Random(8 div b) + 1);
2660 for a := 0 to High(gGibs) do
2661 begin
2662 if gGibs[a].Live and
2663 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2664 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2665 begin
2666 // Ïèíàåì êóñêè
2667 if FObj.Vel.X < 0 then
2668 begin
2669 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2670 end
2671 else
2672 begin
2673 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2674 end;
2675 end;
2676 end;
2677 end;
2678 // Áîññû ìîãóò ïèíàòü òðóïû:
2679 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2680 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2681 begin
2682 b := Abs(FObj.Vel.X);
2683 if b > 1 then b := b * (Random(8 div b) + 1);
2684 for a := 0 to High(gCorpses) do
2685 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2686 begin
2687 co := gCorpses[a].Obj;
2688 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2689 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2690 // Ïèíàåì òðóïû
2691 if FObj.Vel.X < 0 then
2692 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2693 else
2694 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2695 end;
2696 end;
2697 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2698 if sy < -40 then
2699 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2700 // ñòîèò òâåðäî
2701 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2702 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2703 end;
2705 FSleep := FSleep + 1;
2707 // Èíîãäà ðû÷èì:
2708 if FSleep >= 8 then
2709 begin
2710 FSleep := 0;
2711 if Random(8) = 0 then
2712 ActionSound();
2713 end;
2715 // Áåæèì â âûáðàííóþ ñòîðîíó:
2716 if FDirection = D_RIGHT then
2717 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2718 else
2719 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2721 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2722 if WordBool(st and MOVE_INWATER) then
2723 FObj.Vel.X := FObj.Vel.X div 2
2724 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2725 if FMonsterType = MONSTER_FISH then
2726 FObj.Vel.X := 0;
2727 end;
2729 STATE_RUN: // Ñîñòîÿíèå - Áåã
2730 begin
2731 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2732 if WordBool(st and MOVE_BLOCK) then
2733 begin
2734 Turn();
2735 FSleep := 40;
2736 SetState(STATE_RUNOUT);
2738 goto _end;
2739 end;
2741 FSleep := FSleep - 1;
2743 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2744 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2745 begin
2746 FSleep := 0;
2747 SetState(STATE_GO);
2748 // Ñòåíà - èäåì îáðàòíî:
2749 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2750 Turn();
2751 // Èíîãäà ðû÷èì:
2752 if Random(8) = 0 then
2753 ActionSound();
2754 end;
2756 // Áåæèì â âûáðàííóþ ñòîðîíó:
2757 if FDirection = D_RIGHT then
2758 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2759 else
2760 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2762 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2763 if WordBool(st and MOVE_INWATER) then
2764 FObj.Vel.X := FObj.Vel.X div 2
2765 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2766 if FMonsterType = MONSTER_FISH then
2767 FObj.Vel.X := 0;
2768 end;
2770 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2771 begin
2772 // Âûøëè èç ÁëîêÌîíà:
2773 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2774 FSleep := 0;
2776 FSleep := FSleep - 1;
2778 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2779 if FSleep <= -18 then
2780 begin
2781 FSleep := 0;
2782 SetState(STATE_GO);
2783 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2784 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2785 Turn();
2786 // Èíîãäà ðû÷èì:
2787 if Random(8) = 0 then
2788 ActionSound();
2789 end;
2791 // Áåæèì â âûáðàííóþ ñòîðîíó:
2792 if FDirection = D_RIGHT then
2793 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2794 else
2795 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2797 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2798 if WordBool(st and MOVE_INWATER) then
2799 FObj.Vel.X := FObj.Vel.X div 2
2800 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2801 if FMonsterType = MONSTER_FISH then
2802 FObj.Vel.X := 0;
2803 end;
2805 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2806 begin
2807 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2808 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2809 (not WordBool(st and MOVE_HITWALL)) then
2810 begin
2811 FSleep := 0;
2812 SetState(STATE_GO);
2814 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2815 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2816 begin
2817 Turn();
2818 FSleep := 15;
2819 SetState(STATE_RUN);
2820 end;
2821 end;
2823 // Áåæèì â âûáðàííóþ ñòîðîíó:
2824 if FDirection = D_RIGHT then
2825 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2826 else
2827 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2829 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2830 if WordBool(st and MOVE_INWATER) then
2831 FObj.Vel.X := FObj.Vel.X div 2
2832 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2833 if FMonsterType = MONSTER_FISH then
2834 FObj.Vel.X := 0;
2835 end;
2837 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2838 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2839 begin
2840 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2841 if FMonsterType = MONSTER_SOUL then
2842 begin
2843 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2844 SetState(STATE_GO);
2846 goto _end;
2847 end;
2849 // Çàìåäëÿåìñÿ ïðè àòàêå:
2850 if FMonsterType <> MONSTER_FISH then
2851 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2853 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2854 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2855 begin
2856 // Öåëü ïîãèáëà => èäåì äàëüøå:
2857 if not GetPos(FTargetUID, @o) then
2858 begin
2859 SetState(STATE_GO);
2861 goto _end;
2862 end;
2864 // Öåëü íå âèäíî => èäåì äàëüøå:
2865 if not g_Look(@FObj, @o, FDirection) then
2866 begin
2867 SetState(STATE_GO);
2869 goto _end;
2870 end;
2872 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2873 if g_Obj_CollideWater(@o, 0, 0) then
2874 begin
2875 SetState(STATE_GO);
2877 goto _end;
2878 end;
2880 // Æàðèì öåëü:
2881 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2882 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2883 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2884 end;
2885 end;
2886 end; // case FState of ...
2888 _end:
2890 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2891 if FState = STATE_REVIVE then
2892 if FAnim[FCurAnim, FDirection].Played then
2893 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2894 FAnim[FCurAnim, FDirection].Revert(False);
2895 SetState(STATE_GO);
2896 end;
2898 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2899 if vilefire <> nil then
2900 vilefire.Update();
2902 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2903 if (FState = STATE_DIE) and
2904 (FAnim[FCurAnim, FDirection] <> nil) and
2905 (FAnim[FCurAnim, FDirection].Played) then
2906 begin
2907 // Óìåð:
2908 SetState(STATE_DEAD);
2910 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2911 if (FMonsterType = MONSTER_PAIN) then
2912 begin
2913 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2914 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2915 if mon <> nil then
2916 begin
2917 mon.SetState(STATE_GO);
2918 mon.FNoRespawn := True;
2919 Inc(gTotalMonsters);
2920 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2921 end;
2923 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2924 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2925 if mon <> nil then
2926 begin
2927 mon.SetState(STATE_GO);
2928 mon.FNoRespawn := True;
2929 Inc(gTotalMonsters);
2930 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2931 end;
2933 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2934 FObj.Y+FObj.Rect.Y, D_RIGHT);
2935 if mon <> nil then
2936 begin
2937 mon.SetState(STATE_GO);
2938 mon.FNoRespawn := True;
2939 Inc(gTotalMonsters);
2940 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2941 end;
2943 if g_Game_IsNet then MH_SEND_CoopStats();
2944 end;
2946 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2947 if (FMonsterType = MONSTER_PAIN) or
2948 (FMonsterType = MONSTER_SOUL) or
2949 (FMonsterType = MONSTER_BARREL) then
2950 FRemoved := True;
2951 end;
2953 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2954 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2955 if (FAnim[FCurAnim, FDirection] <> nil) then
2956 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2957 if (FAnim[FCurAnim, FDirection].Played) then
2958 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2959 if FState = STATE_ATTACK then
2960 begin // Ñîñòîÿíèå - Àòàêà
2961 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2962 if FMonsterType <> MONSTER_SOUL then
2963 SetState(STATE_GO);
2964 end
2965 else // Ñîñòîÿíèå - Ñòðåëüáà
2966 begin
2967 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2968 if not FChainFire then
2969 SetState(STATE_GO)
2970 else
2971 begin // Íàäî ñòðåëÿòü åùå
2972 FChainFire := False;
2973 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2974 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2975 FAnim[FCurAnim, FDirection].Reset();
2976 end;
2977 end;
2979 FWaitAttackAnim := False;
2980 end
2982 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2983 if (FMonsterType = MONSTER_SOUL) or
2984 ( (not FWaitAttackAnim) and
2985 (FAnim[FCurAnim, FDirection].CurrentFrame =
2986 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2987 ) then
2988 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2989 if FState = STATE_ATTACK then
2990 begin // Ñîñòîÿíèå - Àòàêà
2991 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2992 if FMonsterType = MONSTER_SOUL then
2993 FAnim[FCurAnim, FDirection].Reset();
2995 case FMonsterType of
2996 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2997 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2998 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2999 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3000 if FMonsterType = MONSTER_SOUL then
3001 SetState(STATE_GO);
3003 MONSTER_FISH:
3004 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
3005 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
3006 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
3008 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3009 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3010 if FCurAnim = ANIM_ATTACK2 then
3011 begin
3012 o := FObj;
3013 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3014 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
3015 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
3016 end;
3018 MONSTER_VILE:
3019 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3020 if FCurAnim = ANIM_ATTACK2 then
3021 begin
3022 sx := isCorpse(@FObj, True);
3023 if sx <> -1 then
3024 begin // Íàøëè, êîãî âîñêðåñèòü
3025 gMonsters[sx].SetState(STATE_REVIVE);
3026 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3027 // Âîñêðåøàòü - ñåáå âðåäèòü:
3028 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3029 end;
3030 end;
3031 end;
3032 end
3034 else // Ñîñòîÿíèå - Ñòðåëüáà
3035 begin
3036 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3037 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
3039 if FDirection = D_LEFT then
3040 begin
3041 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
3042 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
3043 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3045 wx := FObj.X + wx;
3046 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
3048 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3049 case FMonsterType of
3050 MONSTER_IMP:
3051 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3052 MONSTER_ZOMBY:
3053 begin
3054 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3055 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3056 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3057 end;
3058 MONSTER_SERG:
3059 begin
3060 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3061 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3062 FShellTimer := 10;
3063 FShellType := SHELL_SHELL;
3064 end;
3065 MONSTER_MAN:
3066 begin
3067 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3068 FShellTimer := 13;
3069 FShellType := SHELL_DBLSHELL;
3070 FAmmo := -36;
3071 end;
3072 MONSTER_CYBER:
3073 begin
3074 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3075 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3076 end;
3077 MONSTER_SKEL:
3078 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3079 MONSTER_CGUN:
3080 begin
3081 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3082 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3083 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3084 end;
3085 MONSTER_SPIDER:
3086 begin
3087 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3088 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3089 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3090 end;
3091 MONSTER_BSP:
3092 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3093 MONSTER_ROBO:
3094 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3095 MONSTER_MANCUB:
3096 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3097 MONSTER_BARON, MONSTER_KNIGHT:
3098 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3099 MONSTER_CACO:
3100 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3101 MONSTER_PAIN:
3102 begin // Ñîçäàåì Lost_Soul:
3103 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3104 FObj.Y+FObj.Rect.Y, FDirection);
3106 if mon <> nil then
3107 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3108 mon.FTargetUID := FTargetUID;
3109 GetPos(FTargetUID, @o);
3110 mon.FTargetTime := 0;
3111 mon.FNoRespawn := True;
3112 mon.SetState(STATE_GO);
3113 mon.shoot(@o, True);
3114 Inc(gTotalMonsters);
3116 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3117 end;
3118 end;
3119 end;
3121 if FMonsterType <> MONSTER_PAIN then
3122 if g_Game_IsNet then
3123 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3125 // Ñêîðîñòðåëüíûå ìîíñòðû:
3126 if (FMonsterType = MONSTER_CGUN) or
3127 (FMonsterType = MONSTER_SPIDER) or
3128 (FMonsterType = MONSTER_BSP) or
3129 (FMonsterType = MONSTER_MANCUB) or
3130 (FMonsterType = MONSTER_ROBO) then
3131 if not GetPos(FTargetUID, @o) then
3132 // Öåëü ìåðòâà - èùåì íîâóþ:
3133 findNewPrey()
3134 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3135 if shoot(@o, False) then
3136 FChainFire := True;
3137 end;
3139 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3140 FWaitAttackAnim := True;
3141 end;
3143 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3144 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3145 case FState of
3146 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3147 // Çâóêè ïðè ïåðåäâèæåíèè:
3148 case FMonsterType of
3149 MONSTER_CYBER:
3150 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3151 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3152 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3153 MONSTER_SPIDER:
3154 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3155 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3156 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3157 MONSTER_BSP:
3158 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3159 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3160 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3161 MONSTER_ROBO:
3162 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3163 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3164 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3165 end;
3166 end;
3168 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3169 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3170 FObj.Vel.X := oldvelx;
3172 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3173 if FAnim[FCurAnim, FDirection] <> nil then
3174 FAnim[FCurAnim, FDirection].Update();
3175 end;
3177 procedure TMonster.SetDeadAnim;
3178 begin
3179 if FAnim <> nil then
3180 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3181 end;
3183 procedure TMonster.RevertAnim(R: Boolean = True);
3184 begin
3185 if FAnim <> nil then
3186 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3187 FAnim[FCurAnim, FDirection].Revert(R);
3188 end;
3190 function TMonster.AnimIsReverse: Boolean;
3191 begin
3192 if FAnim <> nil then
3193 Result := FAnim[FCurAnim, FDirection].IsReverse
3194 else
3195 Result := False;
3196 end;
3198 procedure TMonster.ClientUpdate();
3199 var
3200 a, b, sx, sy, oldvelx: Integer;
3201 st: Word;
3202 o, co: TObj;
3203 fall: Boolean;
3204 label
3205 _end;
3206 begin
3207 sx := 0; // SHUT UP COMPILER
3208 sy := 0;
3209 fall := True;
3210 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3211 if FMonsterType = MONSTER_FISH then
3212 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3213 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3214 fall := False;
3216 // Ëåòàþùèå ìîíòñðû:
3217 if ((FMonsterType = MONSTER_SOUL) or
3218 (FMonsterType = MONSTER_PAIN) or
3219 (FMonsterType = MONSTER_CACO)) and
3220 (FState <> STATE_DIE) and
3221 (FState <> STATE_DEAD) then
3222 fall := False;
3224 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3225 if gTime mod (GAME_TICK*2) <> 0 then
3226 begin
3227 g_Obj_Move(@FObj, fall, True, True);
3228 positionChanged(); // this updates spatial accelerators
3229 Exit;
3230 end;
3232 if FPainTicks > 0 then
3233 Dec(FPainTicks)
3234 else
3235 FPainSound := False;
3237 // Äâèãàåìñÿ:
3238 st := g_Obj_Move(@FObj, fall, True, True);
3239 positionChanged(); // this updates spatial accelerators
3241 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3242 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3243 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3244 begin
3245 FRemoved := True;
3246 Exit;
3247 end;
3249 oldvelx := FObj.Vel.X;
3251 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3252 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3253 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3255 if FFireTime > 0 then
3256 begin
3257 if WordBool(st and MOVE_INWATER) then
3258 FFireTime := 0
3259 else
3260 begin
3261 OnFireFlame(1);
3262 FFireTime := FFireTime - 1;
3263 end;
3264 end;
3266 // Ìåðòâûé íè÷åãî íå äåëàåò:
3267 if (FState = STATE_DEAD) then
3268 goto _end;
3270 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3271 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3272 case FMonsterType of
3273 MONSTER_FISH:
3274 if Random(4) = 0 then
3275 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3276 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3277 MONSTER_ROBO, MONSTER_BARREL:
3278 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3279 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3280 else begin
3281 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3282 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3283 if Random(2) = 0 then
3284 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3285 else
3286 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3287 end;
3288 end;
3290 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3291 if FMonsterType = MONSTER_BARREL then
3292 begin
3293 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3294 (FAnim[FCurAnim, FDirection].Counter = 0) then
3295 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3296 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3297 60, FUID);
3298 end;
3300 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3301 if FMonsterType = MONSTER_SOUL then
3302 if WordBool(st and MOVE_HITAIR) then
3303 g_Obj_SetSpeed(@FObj, 16);
3305 if FAmmo < 0 then
3306 FAmmo := FAmmo + 1;
3308 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3309 if FObj.Vel.Y < 0 then
3310 if WordBool(st and MOVE_INWATER) then
3311 FObj.Vel.Y := -4;
3313 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3314 FTargetTime := FTargetTime + 1;
3316 if FShellTimer > -1 then
3317 if FShellTimer = 0 then
3318 begin
3319 if FShellType = SHELL_SHELL then
3320 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3321 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3322 GameVelX, GameVelY-2, SHELL_SHELL)
3323 else if FShellType = SHELL_DBLSHELL then
3324 begin
3325 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3326 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3327 GameVelX-1, GameVelY-2, SHELL_SHELL);
3328 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3329 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3330 GameVelX+1, GameVelY-2, SHELL_SHELL);
3331 end;
3332 FShellTimer := -1;
3333 end else Dec(FShellTimer);
3335 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3336 if fall then
3337 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3338 STATE_ATTACK, STATE_SHOOT]) then
3339 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3340 FObj.Rect.Width, FObj.Rect.Height, 50) then
3341 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3342 (FObj.Accel.Y = 0) then
3343 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3345 case FState of
3346 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3347 begin
3348 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3349 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3350 begin
3351 FPain := MONSTERTABLE[FMonsterType].Pain;
3352 if gSoundEffectsDF then PainSound();
3353 end;
3354 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3355 PainSound();
3357 // Ñíèæàåì áîëü ñî âðåìåíåì:
3358 FPain := FPain - 5;
3360 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3361 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3362 begin
3363 SetState(STATE_GO);
3364 FPain := 0;
3365 end;
3366 end;
3368 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3369 begin
3370 // Ñïèì:
3371 FSleep := FSleep + 1;
3373 // Ïðîñïàëè äîñòàòî÷íî:
3374 if FSleep >= 18 then
3375 FSleep := 0
3376 else // åùå ñïèì
3377 goto _end;
3378 end;
3380 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3381 begin
3382 // Æäåì:
3383 FSleep := FSleep - 1;
3384 end;
3386 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3387 begin
3388 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3389 if WordBool(st and MOVE_BLOCK) then
3390 begin
3391 Turn();
3392 FSleep := 40;
3393 SetState(STATE_RUNOUT);
3395 goto _end;
3396 end;
3398 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3399 if (FMonsterType = MONSTER_VILE) then
3400 if isCorpse(@FObj, False) <> -1 then
3401 begin
3402 SetState(STATE_ATTACK, ANIM_ATTACK2);
3403 FObj.Vel.X := 0;
3405 goto _end;
3406 end;
3408 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3409 if Abs(sx) < 40 then
3410 if FMonsterType <> MONSTER_FISH then
3411 begin
3412 SetState(STATE_RUN);
3413 FSleep := 15;
3415 goto _end;
3416 end;
3418 // Óïåðëèñü â ñòåíó:
3419 if WordBool(st and MOVE_HITWALL) then
3420 begin
3421 case FMonsterType of
3422 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3423 else // Íå ëåòàþò:
3424 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3425 (FObj.Accel.Y = 0) then
3426 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3427 // Ïðûæîê ÷åðåç ñòåíó:
3428 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3429 SetState(STATE_CLIMB);
3430 end;
3431 end;
3433 goto _end;
3434 end;
3436 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3437 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3438 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3439 begin
3440 if FMonsterType = MONSTER_FISH then
3441 begin // Ðûáà
3442 if not WordBool(st and MOVE_INWATER) then
3443 begin // Ðûáà âíå âîäû:
3444 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3445 begin // "Ñòîèò" òâåðäî
3446 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3447 if FObj.Accel.Y = 0 then
3448 FObj.Vel.Y := -6;
3449 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3450 end;
3452 // Ðûáå áîëüíî:
3453 SetState(STATE_PAIN);
3454 FPain := FPain + 50;
3455 end
3456 else // Ðûáà â âîäå
3457 begin
3458 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3459 if Abs(sy) > 8 then
3460 FObj.Vel.Y := g_basic.Sign(sy)*4
3461 else
3462 FObj.Vel.Y := 0;
3464 // Ðûáà ïëûâåò ââåðõ:
3465 if FObj.Vel.Y < 0 then
3466 if not g_Obj_CollideWater(@FObj, 0, -16) then
3467 begin
3468 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3469 FObj.Vel.Y := 0;
3470 // Ïëàâàåì òóäà-ñþäà:
3471 SetState(STATE_RUN);
3472 FSleep := 20;
3473 end;
3474 end;
3475 end
3476 else // Ëåòàþùèå ìîíñòðû
3477 begin
3478 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3479 if Abs(sy) > 8 then
3480 FObj.Vel.Y := g_basic.Sign(sy)*4
3481 else
3482 FObj.Vel.Y := 0;
3483 end;
3484 end
3485 else // "Íàçåìíûå" ìîíñòðû
3486 begin
3487 // Âîçìîæíî, ïèíàåì êóñêè:
3488 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3489 begin
3490 b := Abs(FObj.Vel.X);
3491 if b > 1 then b := b * (Random(8 div b) + 1);
3492 for a := 0 to High(gGibs) do
3493 begin
3494 if gGibs[a].Live and
3495 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3496 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3497 begin
3498 // Ïèíàåì êóñêè
3499 if FObj.Vel.X < 0 then
3500 begin
3501 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3502 end
3503 else
3504 begin
3505 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3506 end;
3507 positionChanged(); // this updates spatial accelerators
3508 end;
3509 end;
3510 end;
3511 // Áîññû ìîãóò ïèíàòü òðóïû:
3512 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3513 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3514 begin
3515 b := Abs(FObj.Vel.X);
3516 if b > 1 then b := b * (Random(8 div b) + 1);
3517 for a := 0 to High(gCorpses) do
3518 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3519 begin
3520 co := gCorpses[a].Obj;
3521 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3522 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3523 // Ïèíàåì òðóïû
3524 if FObj.Vel.X < 0 then
3525 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3526 else
3527 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3528 end;
3529 end;
3530 end;
3532 FSleep := FSleep + 1;
3534 // Èíîãäà ðû÷èì:
3535 if FSleep >= 8 then
3536 begin
3537 FSleep := 0;
3538 if Random(8) = 0 then
3539 ActionSound();
3540 end;
3542 // Áåæèì â âûáðàííóþ ñòîðîíó:
3543 if FDirection = D_RIGHT then
3544 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3545 else
3546 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3548 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3549 if WordBool(st and MOVE_INWATER) then
3550 FObj.Vel.X := FObj.Vel.X div 2
3551 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3552 if FMonsterType = MONSTER_FISH then
3553 FObj.Vel.X := 0;
3554 end;
3556 STATE_RUN: // Ñîñòîÿíèå - Áåã
3557 begin
3558 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3559 if WordBool(st and MOVE_BLOCK) then
3560 begin
3561 SetState(STATE_RUNOUT);
3562 FSleep := 40;
3564 goto _end;
3565 end;
3567 FSleep := FSleep - 1;
3569 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3570 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3571 begin
3572 SetState(STATE_GO);
3573 FSleep := 0;
3575 // Èíîãäà ðû÷èì:
3576 if Random(8) = 0 then
3577 ActionSound();
3578 end;
3580 // Áåæèì â âûáðàííóþ ñòîðîíó:
3581 if FDirection = D_RIGHT then
3582 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3583 else
3584 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3586 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3587 if WordBool(st and MOVE_INWATER) then
3588 FObj.Vel.X := FObj.Vel.X div 2
3589 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3590 if FMonsterType = MONSTER_FISH then
3591 FObj.Vel.X := 0;
3592 end;
3594 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3595 begin
3596 // Âûøëè èç ÁëîêÌîíà:
3597 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3598 FSleep := 0;
3600 FSleep := FSleep - 1;
3602 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3603 if FSleep <= -18 then
3604 begin
3605 SetState(STATE_GO);
3606 FSleep := 0;
3608 // Èíîãäà ðû÷èì:
3609 if Random(8) = 0 then
3610 ActionSound();
3611 end;
3613 // Áåæèì â âûáðàííóþ ñòîðîíó:
3614 if FDirection = D_RIGHT then
3615 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3616 else
3617 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3619 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3620 if WordBool(st and MOVE_INWATER) then
3621 FObj.Vel.X := FObj.Vel.X div 2
3622 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3623 if FMonsterType = MONSTER_FISH then
3624 FObj.Vel.X := 0;
3625 end;
3627 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3628 begin
3629 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3630 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3631 (not WordBool(st and MOVE_HITWALL)) then
3632 begin
3633 SetState(STATE_GO);
3634 FSleep := 0;
3636 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3637 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3638 begin
3639 SetState(STATE_RUN);
3640 FSleep := 15;
3641 end;
3642 end;
3644 // Áåæèì â âûáðàííóþ ñòîðîíó:
3645 if FDirection = D_RIGHT then
3646 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3647 else
3648 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3650 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3651 if WordBool(st and MOVE_INWATER) then
3652 FObj.Vel.X := FObj.Vel.X div 2
3653 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3654 if FMonsterType = MONSTER_FISH then
3655 FObj.Vel.X := 0;
3656 end;
3658 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3659 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3660 begin
3661 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3662 if FMonsterType = MONSTER_SOUL then
3663 begin
3664 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3665 SetState(STATE_GO);
3667 goto _end;
3668 end;
3670 // Çàìåäëÿåìñÿ ïðè àòàêå:
3671 if FMonsterType <> MONSTER_FISH then
3672 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3674 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3675 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3676 begin
3677 // Öåëü ïîãèáëà => èäåì äàëüøå:
3678 if not GetPos(FTargetUID, @o) then
3679 begin
3680 SetState(STATE_GO);
3682 goto _end;
3683 end;
3685 // Öåëü íå âèäíî => èäåì äàëüøå:
3686 if not g_Look(@FObj, @o, FDirection) then
3687 begin
3688 SetState(STATE_GO);
3690 goto _end;
3691 end;
3693 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3694 if g_Obj_CollideWater(@o, 0, 0) then
3695 begin
3696 SetState(STATE_GO);
3698 goto _end;
3699 end;
3700 end;
3701 end;
3702 end; // case FState of ...
3704 _end:
3706 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3707 if FState = STATE_REVIVE then
3708 if FAnim[FCurAnim, FDirection].Played then
3709 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3710 FAnim[FCurAnim, FDirection].Revert(False);
3711 SetState(STATE_GO);
3712 end;
3714 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3715 if vilefire <> nil then
3716 vilefire.Update();
3718 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3719 if (FState = STATE_DIE) and
3720 (FAnim[FCurAnim, FDirection] <> nil) and
3721 (FAnim[FCurAnim, FDirection].Played) then
3722 begin
3723 // Óìåð:
3724 SetState(STATE_DEAD);
3726 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3727 if (FMonsterType = MONSTER_PAIN) or
3728 (FMonsterType = MONSTER_SOUL) or
3729 (FMonsterType = MONSTER_BARREL) then
3730 FRemoved := True
3731 else
3732 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3733 end;
3735 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3736 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3737 if (FAnim[FCurAnim, FDirection] <> nil) then
3738 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3739 if (FAnim[FCurAnim, FDirection].Played) then
3740 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3741 if FState = STATE_ATTACK then
3742 begin // Ñîñòîÿíèå - Àòàêà
3743 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3744 if FMonsterType <> MONSTER_SOUL then
3745 SetState(STATE_GO);
3746 end
3747 else // Ñîñòîÿíèå - Ñòðåëüáà
3748 begin
3749 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3750 if not FChainFire then
3751 SetState(STATE_GO)
3752 else
3753 begin // Íàäî ñòðåëÿòü åùå
3754 FChainFire := False;
3755 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3756 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3757 FAnim[FCurAnim, FDirection].Reset();
3758 end;
3759 end;
3761 FWaitAttackAnim := False;
3762 end
3764 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3765 if (FMonsterType = MONSTER_SOUL) or
3766 ( (not FWaitAttackAnim) and
3767 (FAnim[FCurAnim, FDirection].CurrentFrame =
3768 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3769 ) then
3770 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3771 if FState = STATE_ATTACK then
3772 begin // Ñîñòîÿíèå - Àòàêà
3773 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3774 if FMonsterType = MONSTER_SOUL then
3775 FAnim[FCurAnim, FDirection].Reset();
3777 case FMonsterType of
3778 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3779 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3780 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3781 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3782 if FMonsterType = MONSTER_SOUL then
3783 SetState(STATE_GO);
3785 MONSTER_FISH:
3786 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3788 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3789 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3790 if FCurAnim = ANIM_ATTACK2 then
3791 begin
3792 o := FObj;
3793 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3794 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3795 end;
3797 MONSTER_VILE:
3798 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3799 if FCurAnim = ANIM_ATTACK2 then
3800 begin
3801 sx := isCorpse(@FObj, True);
3802 if sx <> -1 then
3803 begin // Íàøëè, êîãî âîñêðåñèòü
3804 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3805 // Âîñêðåøàòü - ñåáå âðåäèòü:
3806 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3807 end;
3808 end;
3809 end;
3810 end
3812 else // Ñîñòîÿíèå - Ñòðåëüáà
3813 begin
3814 // Ñêîðîñòðåëüíûå ìîíñòðû:
3815 if (FMonsterType = MONSTER_CGUN) or
3816 (FMonsterType = MONSTER_SPIDER) or
3817 (FMonsterType = MONSTER_BSP) or
3818 (FMonsterType = MONSTER_MANCUB) or
3819 (FMonsterType = MONSTER_ROBO) then
3820 if not GetPos(FTargetUID, @o) then
3821 // Öåëü ìåðòâà - èùåì íîâóþ:
3822 findNewPrey()
3823 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3824 if shoot(@o, False) then
3825 FChainFire := True;
3826 end;
3828 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3829 FWaitAttackAnim := True;
3830 end;
3832 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3833 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3834 case FState of
3835 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3836 // Çâóêè ïðè ïåðåäâèæåíèè:
3837 case FMonsterType of
3838 MONSTER_CYBER:
3839 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3840 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3841 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3842 MONSTER_SPIDER:
3843 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3844 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3845 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3846 MONSTER_BSP:
3847 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3848 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3849 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3850 MONSTER_ROBO:
3851 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3852 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3853 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3854 end;
3855 end;
3857 // Êîñòûëü äëÿ ïîòîêîâ
3858 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3859 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3860 FObj.Vel.X := oldvelx;
3862 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3863 if FAnim[FCurAnim, FDirection] <> nil then
3864 FAnim[FCurAnim, FDirection].Update();
3865 end;
3867 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3868 begin
3869 case FMonsterType of
3870 MONSTER_ZOMBY:
3871 begin
3872 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3873 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3874 end;
3875 MONSTER_SERG:
3876 begin
3877 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3878 FShellTimer := 10;
3879 FShellType := SHELL_SHELL;
3880 end;
3881 MONSTER_MAN:
3882 begin
3883 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3884 FShellTimer := 13;
3885 FShellType := SHELL_DBLSHELL;
3886 end;
3887 MONSTER_CGUN, MONSTER_SPIDER:
3888 begin
3889 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3890 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3891 end;
3892 MONSTER_IMP:
3893 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3894 MONSTER_CYBER:
3895 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3896 MONSTER_SKEL:
3897 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3898 MONSTER_BSP:
3899 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3900 MONSTER_ROBO:
3901 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3902 MONSTER_MANCUB:
3903 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3904 MONSTER_BARON, MONSTER_KNIGHT:
3905 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3906 MONSTER_CACO:
3907 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3908 end;
3909 end;
3911 procedure TMonster.Turn();
3912 begin
3913 // Ðàçâîðà÷èâàåìñÿ:
3914 if FDirection = D_LEFT then
3915 FDirection := D_RIGHT
3916 else
3917 FDirection := D_LEFT;
3919 // Áåæèì â âûáðàííóþ ñòîðîíó:
3920 if FDirection = D_RIGHT then
3921 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3922 else
3923 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3924 end;
3926 function TMonster.findNewPrey(): Boolean;
3927 var
3928 a: DWORD;
3929 l, l2: Integer;
3930 PlayersSee, MonstersSee: Array of DWORD;
3931 PlayerNear, MonsterNear: Integer;
3932 begin
3933 Result := False;
3934 SetLength(MonstersSee, 0);
3935 SetLength(PlayersSee, 0);
3937 FTargetUID := 0;
3938 l := 32000;
3939 PlayerNear := -1;
3940 MonsterNear := -1;
3942 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3943 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3944 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3945 for a := 0 to High(gPlayers) do
3946 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3947 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3948 begin
3949 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3950 begin
3951 SetLength(PlayersSee, Length(PlayersSee) + 1);
3952 PlayersSee[High(PlayersSee)] := a;
3953 end;
3954 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3955 Abs(gPlayers[a].GameY-FObj.Y);
3956 if l2 < l then
3957 begin
3958 l := l2;
3959 PlayerNear := Integer(a);
3960 end;
3961 end;
3963 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3964 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3965 for a := 0 to High(gMonsters) do
3966 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3967 (gMonsters[a].FUID <> FUID) then
3968 begin
3969 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3970 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3971 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3972 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3973 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3974 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3975 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3976 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3978 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3979 begin
3980 SetLength(MonstersSee, Length(MonstersSee) + 1);
3981 MonstersSee[High(MonstersSee)] := a;
3982 end;
3983 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3984 Abs(gMonsters[a].FObj.Y-FObj.Y);
3985 if l2 < l then
3986 begin
3987 l := l2;
3988 MonsterNear := Integer(a);
3989 end;
3990 end;
3992 case FBehaviour of
3993 BH_NORMAL, BH_KILLER:
3994 begin
3995 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3996 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3997 begin
3998 a := PlayersSee[Random(Length(PlayersSee))];
3999 FTargetUID := gPlayers[a].UID;
4000 end;
4001 // Çàòåì ïîáëèçîñòè
4002 if (FTargetUID = 0) and (PlayerNear > -1) then
4003 begin
4004 a := PlayerNear;
4005 FTargetUID := gPlayers[a].UID;
4006 end;
4007 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
4008 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4009 begin
4010 a := MonstersSee[Random(Length(MonstersSee))];
4011 FTargetUID := gMonsters[a].UID;
4012 end;
4013 // Çàòåì ïîáëèçîñòè
4014 if (FTargetUID = 0) and (MonsterNear > -1) then
4015 begin
4016 a := MonsterNear;
4017 FTargetUID := gMonsters[a].UID;
4018 end;
4019 end;
4020 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
4021 begin
4022 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
4023 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4024 begin
4025 a := PlayersSee[Random(Length(PlayersSee))];
4026 FTargetUID := gPlayers[a].UID;
4027 end;
4028 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4029 begin
4030 a := MonstersSee[Random(Length(MonstersSee))];
4031 FTargetUID := gMonsters[a].UID;
4032 end;
4033 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
4034 if (FTargetUID = 0) and (PlayerNear > -1) then
4035 begin
4036 a := PlayerNear;
4037 FTargetUID := gPlayers[a].UID;
4038 end;
4039 if (FTargetUID = 0) and (MonsterNear > -1) then
4040 begin
4041 a := MonsterNear;
4042 FTargetUID := gMonsters[a].UID;
4043 end;
4044 end;
4045 end;
4047 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4048 if FTargetUID = 0 then
4049 begin
4050 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4051 if FBehaviour = BH_INSANE then
4052 FTargetUID := FUID
4053 else
4054 FTargetTime := MAX_ATM;
4055 end
4056 else
4057 begin // Öåëü íàøëè
4058 FTargetTime := 0;
4059 Result := True;
4060 end;
4061 end;
4063 function TMonster.kick(o: PObj): Boolean;
4064 begin
4065 Result := False;
4067 case FMonsterType of
4068 MONSTER_FISH:
4069 begin
4070 SetState(STATE_ATTACK);
4071 Result := True;
4072 end;
4073 MONSTER_DEMON:
4074 begin
4075 SetState(STATE_ATTACK);
4076 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4077 Result := True;
4078 end;
4079 MONSTER_IMP:
4080 begin
4081 SetState(STATE_ATTACK);
4082 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4083 Result := True;
4084 end;
4085 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4086 begin
4087 SetState(STATE_ATTACK, ANIM_ATTACK2);
4088 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4089 Result := True;
4090 end;
4091 MONSTER_BARON, MONSTER_KNIGHT,
4092 MONSTER_CACO, MONSTER_MANCUB:
4093 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4094 if not g_Game_IsClient then Result := shoot(o, True);
4095 end;
4096 end;
4098 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4099 var
4100 xd, yd, m: Integer;
4101 begin
4102 Result := False;
4104 // Ñòðåëÿòü ðàíî:
4105 if FAmmo < 0 then
4106 Exit;
4108 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4109 if not immediately then
4110 case FMonsterType of
4111 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4112 Exit; // íå ñòðåëÿþò
4113 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4114 begin
4115 FAmmo := FAmmo + 1;
4116 // Âðåìÿ âûñòðåëà óïóùåíî:
4117 if FAmmo >= 50 then
4118 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4119 end;
4120 MONSTER_MAN: ;
4121 MONSTER_MANCUB:
4122 begin
4123 FAmmo := FAmmo + 1;
4124 // Âðåìÿ âûñòðåëà óïóùåíî:
4125 if FAmmo >= 5 then
4126 FAmmo := -50;
4127 end;
4128 MONSTER_SPIDER:
4129 begin
4130 FAmmo := FAmmo + 1;
4131 // Âðåìÿ âûñòðåëà óïóùåíî:
4132 if FAmmo >= 100 then
4133 FAmmo := -50;
4134 end;
4135 MONSTER_CYBER:
4136 begin
4137 // Ñòðåëÿåò íå âñåãäà:
4138 if Random(2) = 0 then
4139 Exit;
4140 FAmmo := FAmmo + 1;
4141 // Âðåìÿ âûñòðåëà óïóùåíî:
4142 if FAmmo >= 10 then
4143 FAmmo := -50;
4144 end;
4145 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4146 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4147 MONSTER_VILE: if Random(8) <> 0 then Exit;
4148 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4149 else if Random(16) <> 0 then Exit;
4150 end;
4152 // Öåëè íå âèäíî:
4153 if not g_Look(@FObj, o, FDirection) then
4154 Exit;
4156 FTargetTime := 0;
4158 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4159 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4161 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4162 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4163 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4164 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4165 Exit;
4167 case FMonsterType of
4168 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4169 begin
4170 SetState(STATE_SHOOT);
4171 {nn}
4172 end;
4173 MONSTER_SKEL:
4174 begin
4175 SetState(STATE_SHOOT);
4176 {nn}
4177 end;
4178 MONSTER_VILE:
4179 begin // Çàæèãàåì îãîíü
4180 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4181 ty := o^.Y+o^.Rect.Y;
4182 SetState(STATE_SHOOT);
4184 vilefire.Reset();
4186 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4187 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4188 end;
4189 MONSTER_SOUL:
4190 begin // Ëåòèò â ñòîðîíó öåëè:
4191 SetState(STATE_ATTACK);
4192 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4194 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4195 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4196 m := Max(Abs(xd), Abs(yd));
4197 if m = 0 then
4198 m := 1;
4200 FObj.Vel.X := (xd*16) div m;
4201 FObj.Vel.Y := (yd*16) div m;
4202 end;
4203 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4204 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4205 begin
4206 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4207 if FMonsterType = MONSTER_MANCUB then
4208 if FAmmo = 1 then
4209 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4211 SetState(STATE_SHOOT);
4212 end;
4213 else Exit;
4214 end;
4216 Result := True;
4217 end;
4219 function TMonster.Live(): Boolean;
4220 begin
4221 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4222 end;
4224 procedure TMonster.SetHealth(aH: Integer);
4225 begin
4226 if (aH > 0) and (aH < 1000000) then
4227 begin
4228 FHealth := aH;
4229 if FHealth > FMaxHealth then
4230 FMaxHealth := FHealth;
4231 end;
4232 end;
4234 procedure TMonster.WakeUp();
4235 begin
4236 if g_Game_IsClient then Exit;
4237 SetState(STATE_GO);
4238 FTargetTime := MAX_ATM;
4239 WakeUpSound();
4240 end;
4242 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4243 var
4244 i: Integer;
4245 sig: DWORD;
4246 b: Byte;
4247 anim: Boolean;
4248 begin
4249 if Mem = nil then
4250 Exit;
4252 // Ñèãíàòóðà ìîíñòðà:
4253 sig := MONSTER_SIGNATURE; // 'MONS'
4254 Mem.WriteDWORD(sig);
4255 // UID ìîíñòðà:
4256 Mem.WriteWord(FUID);
4257 // Íàïðàâëåíèå:
4258 if FDirection = D_LEFT then
4259 b := 1
4260 else // D_RIGHT
4261 b := 2;
4262 Mem.WriteByte(b);
4263 // Íàäî ëè óäàëèòü åãî:
4264 Mem.WriteBoolean(FRemoved);
4265 // Îñòàëîñü çäîðîâüÿ:
4266 Mem.WriteInt(FHealth);
4267 // Ñîñòîÿíèå:
4268 Mem.WriteByte(FState);
4269 // Òåêóùàÿ àíèìàöèÿ:
4270 Mem.WriteByte(FCurAnim);
4271 // UID öåëè:
4272 Mem.WriteWord(FTargetUID);
4273 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4274 Mem.WriteInt(FTargetTime);
4275 // Ïîâåäåíèå ìîíñòðà:
4276 Mem.WriteByte(FBehaviour);
4277 // Ãîòîâíîñòü ê âûñòðåëó:
4278 Mem.WriteInt(FAmmo);
4279 // Áîëü:
4280 Mem.WriteInt(FPain);
4281 // Âðåìÿ îæèäàíèÿ:
4282 Mem.WriteInt(FSleep);
4283 // Îçâó÷èâàòü ëè áîëü:
4284 Mem.WriteBoolean(FPainSound);
4285 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4286 Mem.WriteBoolean(FWaitAttackAnim);
4287 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4288 Mem.WriteBoolean(FChainFire);
4289 // Ïîäëåæèò ëè ðåñïàâíó:
4290 Mem.WriteBoolean(FNoRespawn);
4291 // Êîîðäèíàòû öåëè:
4292 Mem.WriteInt(tx);
4293 Mem.WriteInt(ty);
4294 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4295 Mem.WriteInt(FStartID);
4296 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4297 Mem.WriteInt(FSpawnTrigger);
4298 // Îáúåêò ìîíñòðà:
4299 Obj_SaveState(@FObj, Mem);
4300 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4301 anim := vilefire <> nil;
4302 Mem.WriteBoolean(anim);
4303 // Åñëè åñòü - ñîõðàíÿåì:
4304 if anim then
4305 vilefire.SaveState(Mem);
4306 // Àíèìàöèè:
4307 for i := ANIM_SLEEP to ANIM_PAIN do
4308 begin
4309 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4310 anim := FAnim[i, D_LEFT] <> nil;
4311 Mem.WriteBoolean(anim);
4312 // Åñëè åñòü - ñîõðàíÿåì:
4313 if anim then
4314 FAnim[i, D_LEFT].SaveState(Mem);
4315 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4316 anim := FAnim[i, D_RIGHT] <> nil;
4317 Mem.WriteBoolean(anim);
4318 // Åñëè åñòü - ñîõðàíÿåì:
4319 if anim then
4320 FAnim[i, D_RIGHT].SaveState(Mem);
4321 end;
4322 end;
4324 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4325 var
4326 i: Integer;
4327 sig: DWORD;
4328 b: Byte;
4329 anim: Boolean;
4330 begin
4331 if Mem = nil then
4332 Exit;
4334 // Ñèãíàòóðà ìîíñòðà:
4335 Mem.ReadDWORD(sig);
4336 if sig <> MONSTER_SIGNATURE then // 'MONS'
4337 begin
4338 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4339 end;
4340 // UID ìîíñòðà:
4341 Mem.ReadWord(FUID);
4342 // Íàïðàâëåíèå:
4343 Mem.ReadByte(b);
4344 if b = 1 then
4345 FDirection := D_LEFT
4346 else // b = 2
4347 FDirection := D_RIGHT;
4348 // Íàäî ëè óäàëèòü åãî:
4349 Mem.ReadBoolean(FRemoved);
4350 // Îñòàëîñü çäîðîâüÿ:
4351 Mem.ReadInt(FHealth);
4352 // Ñîñòîÿíèå:
4353 Mem.ReadByte(FState);
4354 // Òåêóùàÿ àíèìàöèÿ:
4355 Mem.ReadByte(FCurAnim);
4356 // UID öåëè:
4357 Mem.ReadWord(FTargetUID);
4358 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4359 Mem.ReadInt(FTargetTime);
4360 // Ïîâåäåíèå ìîíñòðà:
4361 Mem.ReadByte(FBehaviour);
4362 // Ãîòîâíîñòü ê âûñòðåëó:
4363 Mem.ReadInt(FAmmo);
4364 // Áîëü:
4365 Mem.ReadInt(FPain);
4366 // Âðåìÿ îæèäàíèÿ:
4367 Mem.ReadInt(FSleep);
4368 // Îçâó÷èâàòü ëè áîëü:
4369 Mem.ReadBoolean(FPainSound);
4370 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4371 Mem.ReadBoolean(FWaitAttackAnim);
4372 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4373 Mem.ReadBoolean(FChainFire);
4374 // Ïîäëåæèò ëè ðåñïàâíó
4375 Mem.ReadBoolean(FNoRespawn);
4376 // Êîîðäèíàòû öåëè:
4377 Mem.ReadInt(tx);
4378 Mem.ReadInt(ty);
4379 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4380 Mem.ReadInt(FStartID);
4381 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4382 Mem.ReadInt(FSpawnTrigger);
4383 // Îáúåêò ìîíñòðà:
4384 Obj_LoadState(@FObj, Mem);
4385 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4386 Mem.ReadBoolean(anim);
4387 // Åñëè åñòü - çàãðóæàåì:
4388 if anim then
4389 begin
4390 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4391 vilefire.LoadState(Mem);
4392 end;
4393 // Àíèìàöèè:
4394 for i := ANIM_SLEEP to ANIM_PAIN do
4395 begin
4396 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4397 Mem.ReadBoolean(anim);
4398 // Åñëè åñòü - çàãðóæàåì:
4399 if anim then
4400 begin
4401 Assert(FAnim[i, D_LEFT] <> nil,
4402 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4403 FAnim[i, D_LEFT].LoadState(Mem);
4404 end;
4405 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4406 Mem.ReadBoolean(anim);
4407 // Åñëè åñòü - çàãðóæàåì:
4408 if anim then
4409 begin
4410 Assert(FAnim[i, D_RIGHT] <> nil,
4411 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4412 FAnim[i, D_RIGHT].LoadState(Mem);
4413 end;
4414 end;
4415 end;
4417 procedure TMonster.ActivateTriggers();
4418 var
4419 a: Integer;
4420 begin
4421 if FDieTriggers <> nil then
4422 for a := 0 to High(FDieTriggers) do
4423 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4424 if FSpawnTrigger > -1 then
4425 begin
4426 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4427 FSpawnTrigger := -1;
4428 end;
4429 end;
4431 procedure TMonster.AddTrigger(t: Integer);
4432 begin
4433 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4434 FDieTriggers[High(FDieTriggers)] := t;
4435 end;
4437 procedure TMonster.ClearTriggers();
4438 begin
4439 SetLength(FDieTriggers, 0);
4440 end;
4442 procedure TMonster.CatchFire(Attacker: Word);
4443 begin
4444 FFireTime := 100;
4445 FFireAttacker := Attacker;
4446 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4447 end;
4449 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4450 var
4451 id, i: DWORD;
4452 Anim: TAnimation;
4453 begin
4454 if (Random(10) = 1) and (Times = 1) then
4455 Exit;
4457 if g_Frames_Get(id, 'FRAMES_FLAME') then
4458 begin
4459 for i := 1 to Times do
4460 begin
4461 Anim := TAnimation.Create(id, False, 3);
4462 Anim.Alpha := 0;
4463 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4464 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4465 Anim.Free();
4466 end;
4467 end;
4468 end;
4471 // ////////////////////////////////////////////////////////////////////////// //
4472 // throws on invalid uid
4473 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4474 begin
4475 result := g_Mons_ByIdx_NC(uid);
4476 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4477 end;
4480 // can return null
4481 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4482 begin
4483 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4484 result := gMonsters[uid];
4485 end;
4488 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4489 var
4490 idx: Integer;
4491 mon: TMonster;
4492 begin
4493 result := false;
4494 if (gMonsters = nil) or not assigned(cb) then exit;
4495 for idx := 0 to High(gMonsters) do
4496 begin
4497 mon := gMonsters[idx];
4498 if (mon <> nil) then
4499 begin
4500 result := cb(mon);
4501 if result then exit;
4502 end;
4503 end;
4504 end;
4507 function g_Mons_ForEachAlive (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) and mon.Live then
4518 begin
4519 result := cb(mon);
4520 if result then exit;
4521 end;
4522 end;
4523 end;
4526 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4528 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4529 begin
4530 result := (mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj));
4531 end;
4533 var
4534 idx: Integer;
4535 mon: TMonster;
4536 begin
4537 result := false;
4538 if (width < 1) or (height < 1) then exit;
4539 if gmon_debug_use_sqaccel then
4540 begin
4541 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4542 end
4543 else
4544 begin
4545 for idx := 0 to High(gMonsters) do
4546 begin
4547 mon := gMonsters[idx];
4548 if (mon <> nil) and mon.Live then
4549 begin
4550 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4551 begin
4552 result := true;
4553 exit;
4554 end;
4555 end;
4556 end;
4557 end;
4558 end;
4561 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4563 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4564 begin
4565 result := false;
4566 if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4567 end;
4569 var
4570 idx: Integer;
4571 mon: TMonster;
4572 begin
4573 result := false;
4574 if (width < 1) or (height < 1) then exit;
4575 if gmon_debug_use_sqaccel then
4576 begin
4577 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4578 end
4579 else
4580 begin
4581 for idx := 0 to High(gMonsters) do
4582 begin
4583 mon := gMonsters[idx];
4584 if (mon <> nil) and mon.Live then
4585 begin
4586 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4587 begin
4588 result := cb(mon);
4589 if result then exit;
4590 end;
4591 end;
4592 end;
4593 end;
4594 end;
4597 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4599 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4600 begin
4601 result := false;
4602 if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4603 end;
4605 var
4606 idx: Integer;
4607 mon: TMonster;
4608 begin
4609 result := false;
4610 if (width < 1) or (height < 1) then exit;
4611 if gmon_debug_use_sqaccel then
4612 begin
4613 if (width = 1) and (height = 1) then
4614 begin
4615 result := (monsTree.pointQuery(x, y, monsCollCheck) <> nil);
4616 end
4617 else
4618 begin
4619 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4620 end;
4621 end
4622 else
4623 begin
4624 for idx := 0 to High(gMonsters) do
4625 begin
4626 mon := gMonsters[idx];
4627 if (mon <> nil) and mon.Live then
4628 begin
4629 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4630 begin
4631 result := cb(mon);
4632 if result then exit;
4633 end;
4634 end;
4635 end;
4636 end;
4637 end;
4640 end.