DEADSOFTWARE

some tree code for monsters
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 treeNode: Integer; // node in dyntree or -1
84 arrIdx: Integer; // in gMonsters
86 FDieTriggers: Array of Integer;
87 FSpawnTrigger: Integer;
89 procedure Turn();
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
93 public
94 FNoRespawn: Boolean;
95 FFireTime: Integer;
97 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
98 destructor Destroy(); override;
99 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
100 function Collide(Panel: TPanel): Boolean; overload;
101 function Collide(X, Y: Integer): Boolean; overload;
102 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
103 function Live(): Boolean;
104 procedure SetHealth(aH: Integer);
105 procedure Push(vx, vy: Integer);
106 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
107 function Heal(Value: Word): Boolean;
108 procedure BFGHit();
109 procedure Update();
110 procedure ClientUpdate();
111 procedure ClientAttack(wx, wy, atx, aty: Integer);
112 procedure SetDeadAnim;
113 procedure Draw();
114 procedure WakeUp();
115 procedure WakeUpSound();
116 procedure DieSound();
117 procedure PainSound();
118 procedure ActionSound();
119 procedure AddTrigger(t: Integer);
120 procedure ClearTriggers();
121 procedure Respawn();
122 procedure SaveState(var Mem: TBinMemoryWriter);
123 procedure LoadState(var Mem: TBinMemoryReader);
124 procedure SetState(State: Byte; ForceAnim: Byte = 255);
125 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
126 procedure MakeBloodSimple(Count: Word);
127 procedure RevertAnim(R: Boolean = True);
128 function AnimIsReverse: Boolean;
129 function shoot(o: PObj; immediately: Boolean): Boolean;
130 function kick(o: PObj): Boolean;
131 procedure CatchFire(Attacker: Word);
132 procedure OnFireFlame(Times: DWORD = 1);
134 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
136 property MonsterType: Byte read FMonsterType;
137 property MonsterHealth: Integer read FHealth write FHealth;
138 property MonsterAmmo: Integer read FAmmo write FAmmo;
139 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
140 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
141 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
142 property MonsterSleep: Integer read FSleep write FSleep;
143 property MonsterState: Byte read FState write FState;
144 property MonsterRemoved: Boolean read FRemoved write FRemoved;
145 property MonsterPain: Integer read FPain write FPain;
146 property MonsterAnim: Byte read FCurAnim write FCurAnim;
148 property Obj: TObj read FObj;
149 property UID: Word read FUID write FUID;
150 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
152 property GameX: Integer read FObj.X write FObj.X;
153 property GameY: Integer read FObj.Y write FObj.Y;
154 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
155 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
156 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
157 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
158 property GameDirection: TDirection read FDirection write FDirection;
160 property StartID: Integer read FStartID;
161 end;
163 procedure g_Monsters_LoadData();
164 procedure g_Monsters_FreeData();
165 procedure g_Monsters_Init();
166 procedure g_Monsters_Free();
167 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
168 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
169 procedure g_Monsters_Update();
170 procedure g_Monsters_Draw();
171 procedure g_Monsters_DrawHealth();
172 function g_Monsters_Get(UID: Word): TMonster;
173 procedure g_Monsters_killedp();
174 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
175 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
176 function g_Monsters_GetIDByName(name: String): Integer;
177 function g_Monsters_GetNameByID(MonsterType: Byte): String;
178 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
181 type
182 TEachMonsterCB = function (monidx: Integer; mon: TMonster): Boolean is nested; // return `true` to stop
184 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
186 // throws on invalid uid
187 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
189 // can return null
190 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
192 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
194 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
195 function g_Mons_ForEachAtAlive (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
198 var
199 gmon_debug_use_sqaccel: Boolean = true;
202 implementation
204 uses
205 e_log, g_main, g_sound, g_gfx, g_player, g_game,
206 g_weapons, g_triggers, MAPDEF, g_items, g_options,
207 g_console, g_map, Math, SysUtils, g_menu, wadreader,
208 g_language, g_netmsg, z_aabbtree;
211 // ////////////////////////////////////////////////////////////////////////// //
212 type
213 TDynAABBTreeMonsBase = specialize TDynAABBTreeBase<TMonster>;
215 TDynAABBTreeMons = class(TDynAABBTreeMonsBase)
216 function getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean; override;
217 end;
219 function TDynAABBTreeMons.getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean;
220 begin
221 result := false;
222 if (flesh = nil) then raise Exception.Create('DynTree: trying to get dimensions of inexistant monsters');
223 if (flesh.Obj.Rect.Width < 1) or (flesh.Obj.Rect.Height < 1) then raise Exception.Create('DynTree: monster without size, wtf?!');
224 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);
225 if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
226 result := true;
227 end;
230 var
231 monsTree: TDynAABBTreeMons = nil;
234 //WARNING! call this after monster position was changed, or coldet will not work right!
235 procedure TMonster.positionChanged ();
236 var
237 x, y: Integer;
238 begin
239 {$IF DEFINED(D2F_DEBUG)}
240 //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);
241 {$ENDIF}
242 if (treeNode = -1) then
243 begin
244 treeNode := monsTree.insertObject(self, 0);
245 {$IF DEFINED(D2F_DEBUG)}
246 monsTree.getNodeXY(treeNode, x, y);
247 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
248 {$ENDIF}
249 end
250 else
251 begin
252 monsTree.getNodeXY(treeNode, x, y);
253 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
254 {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);{$ENDIF}
256 {$IFDEF TRUE}
257 monsTree.updateObject(treeNode);
258 {$ELSE}
259 monsTree.removeObject(treeNode);
260 treeNode := monsTree.insertObject(self);
261 {$ENDIF}
263 {$IF DEFINED(D2F_DEBUG)}
264 monsTree.getNodeXY(treeNode, x, y);
265 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
266 {$ENDIF}
267 end;
268 end;
271 // ////////////////////////////////////////////////////////////////////////// //
272 const
273 ANIM_SLEEP = 0;
274 ANIM_GO = 1;
275 ANIM_DIE = 2;
276 ANIM_MESS = 3;
277 ANIM_ATTACK = 4;
278 ANIM_ATTACK2 = 5;
279 ANIM_PAIN = 6;
281 STATE_SLEEP = 0;
282 STATE_GO = 1;
283 STATE_RUN = 2;
284 STATE_CLIMB = 3;
285 STATE_DIE = 4;
286 STATE_DEAD = 5;
287 STATE_ATTACK = 6;
288 STATE_SHOOT = 7;
289 STATE_PAIN = 8;
290 STATE_WAIT = 9;
291 STATE_REVIVE = 10;
292 STATE_RUNOUT = 11;
294 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
296 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
297 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
298 record
299 name: String;
300 loop: Boolean;
301 end = ((name: 'SLEEP'; loop: True),
302 (name: 'GO'; loop: True),
303 (name: 'DIE'; loop: False),
304 (name: 'MESS'; loop: False),
305 (name: 'ATTACK'; loop: False),
306 (name: 'ATTACK2'; loop: False),
307 (name: 'PAIN'; loop: False));
309 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
310 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
311 record
312 Name: String;
313 Rect: TRectWH;
314 Health: Word;
315 RunVel: Byte;
316 MinPain: Byte;
317 Pain: Byte;
318 Jump: Byte;
319 end =
320 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
321 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
323 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
324 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
326 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
327 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
329 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
330 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
332 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
333 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
335 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
336 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
338 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
339 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
341 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
342 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
344 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
345 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
347 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
348 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
350 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
351 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
353 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
354 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
356 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
357 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
359 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
360 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
362 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
363 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
365 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
366 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
368 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
369 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
371 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
372 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
374 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
375 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
377 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
378 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
380 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
381 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
382 record
383 LeftAnim: Boolean;
384 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
385 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
386 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
387 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
388 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
389 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
390 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));
391 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))),
393 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
394 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));
395 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))),
397 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
398 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));
399 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))),
401 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
402 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));
403 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))),
405 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
406 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));
407 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))),
409 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
410 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));
411 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))),
413 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
414 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));
415 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))),
417 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
418 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));
419 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))),
421 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
422 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));
423 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))),
425 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
426 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));
427 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))),
429 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
430 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));
431 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))),
433 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
434 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));
435 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))),
437 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
438 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));
439 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))),
441 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
442 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));
443 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))),
445 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
446 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));
447 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))),
449 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
450 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));
451 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))),
453 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
454 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));
455 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 ))),
457 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
458 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));
459 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))),
461 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
462 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));
463 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))),
465 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
466 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));
467 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))) );
469 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
470 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
473 var
474 gMonsters: array of TMonster;
476 var
477 pt_x: Integer = 0;
478 pt_xs: Integer = 1;
479 pt_y: Integer = 0;
480 pt_ys: Integer = 1;
481 soulcount: Integer = 0;
484 function allocMonster(): DWORD;
485 var
486 i, olen: Integer;
487 begin
488 for i := 0 to High(gMonsters) do
489 begin
490 if (gMonsters[i] = nil) then
491 begin
492 result := i;
493 exit;
494 end;
495 end;
497 olen := Length(gMonsters);
498 if (olen = 0) then
499 begin
500 SetLength(gMonsters, 64);
501 result := 0;
502 end
503 else
504 begin
505 result := olen;
506 SetLength(gMonsters, Length(gMonsters)+32);
507 end;
508 end;
511 function IsFriend(a, b: Byte): Boolean;
512 begin
513 Result := True;
515 // Áî÷êà - âñåì äðóã:
516 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
517 Exit;
519 // Ìîíñòðû îäíîãî âèäà:
520 if a = b then
521 case a of
522 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
523 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
524 Exit; // Ýòè íå áüþò ñâîèõ
525 end;
527 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
528 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
529 Exit;
530 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
531 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
532 Exit;
534 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
535 Result := False;
536 end;
538 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
539 var
540 m: TMonster;
541 UIDType, MonsterType: Byte;
542 begin
543 Result := False;
544 MonsterType := 0;
546 UIDType := g_GetUIDType(SpawnerUID);
547 if UIDType = UID_MONSTER then
548 begin
549 m := g_Monsters_Get(SpawnerUID);
550 if m = nil then Exit;
551 MonsterType := m.FMonsterType;
552 end;
554 case BH of
555 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
556 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
558 BH_KILLER: Result := UIDType = UID_PLAYER;
559 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
560 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
562 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
563 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
564 end;
565 end;
567 function canShoot(m: Byte): Boolean;
568 begin
569 Result := False;
571 case m of
572 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
573 Exit;
574 else
575 Result := True;
576 end;
577 end;
579 function isCorpse(o: PObj; immediately: Boolean): Integer;
581 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
582 begin
583 result := false; // don't stop
584 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
585 begin
586 case mon.FMonsterType of // Íå âîñêðåñèòü:
587 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
588 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
589 end;
590 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
591 result := true;
592 end;
593 end;
595 var
596 a: Integer;
597 mon: TMonster;
598 begin
599 result := -1;
601 // Åñëè íóæíà âåðîÿòíîñòü
602 if not immediately and (Random(8) <> 0) then exit;
604 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
605 if gmon_debug_use_sqaccel then
606 begin
607 mon := monsTree.aabbQuery(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
608 if (mon <> nil) then result := mon.arrIdx;
609 end
610 else
611 begin
612 for a := 0 to High(gMonsters) do
613 begin
614 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
615 begin
616 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
617 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
618 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
619 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
620 begin
621 Result := a;
622 Exit;
623 end;
624 end;
625 end;
626 end;
627 end;
628 end;
630 procedure g_Monsters_LoadData();
631 begin
632 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
634 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
641 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
648 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
655 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
662 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
666 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
668 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
669 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
670 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
671 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
672 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
673 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
675 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
676 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
678 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
683 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
685 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
690 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
692 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
693 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
697 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
699 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
700 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
704 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
706 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
707 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
711 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
713 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
714 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
718 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
720 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
721 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
725 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
732 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
739 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
746 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
753 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
760 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
767 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
774 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
787 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
789 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
791 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
792 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
793 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
794 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
795 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
796 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
797 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
798 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
799 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
800 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
801 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
803 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
804 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
805 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
807 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
808 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
809 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
810 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
811 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
812 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
814 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
815 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
816 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
817 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
818 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
820 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
821 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
823 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
824 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
825 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
826 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
828 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
829 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
830 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
831 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
832 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
834 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
835 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
836 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
837 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
838 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
840 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
841 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
842 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
843 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
845 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
846 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
847 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
849 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
850 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
852 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
853 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
855 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
856 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
857 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
859 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
860 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
862 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
863 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
864 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
866 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
868 monsTree := TDynAABBTreeMons.Create();
869 end;
871 procedure g_Monsters_FreeData();
872 begin
873 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
875 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
876 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
877 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
878 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
879 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
880 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
881 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
882 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
883 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
884 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
885 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
886 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
887 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
888 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
889 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
890 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
891 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
892 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
893 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
894 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
895 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
896 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
897 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
898 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
899 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
900 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
901 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
902 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
903 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
904 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
905 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
906 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
907 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
908 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
909 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
910 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
911 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
912 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
913 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
914 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
915 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
916 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
917 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
918 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
919 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
920 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
921 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
922 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
923 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
924 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
925 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
926 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
927 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
928 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
929 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
930 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
931 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
932 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
933 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
934 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
935 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
936 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
937 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
938 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
939 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
940 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
941 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
942 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
943 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
944 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
945 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
946 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
947 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
948 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
949 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
950 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
951 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
952 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
953 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
954 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
955 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
956 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
957 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
958 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
959 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
960 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
961 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
962 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
963 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
964 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
965 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
966 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
967 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
968 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
969 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
970 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
972 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
973 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
974 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
975 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
976 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
977 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
978 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
979 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
980 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
981 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
982 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
983 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
984 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
985 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
986 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
987 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
988 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
989 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
990 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
991 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
992 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
993 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
994 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
995 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
996 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
997 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
998 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
999 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1007 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1009 g_Sound_Delete('SOUND_MONSTER_PAIN');
1010 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1011 g_Sound_Delete('SOUND_MONSTER_ACTION');
1012 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1013 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1014 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1015 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1016 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1017 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1018 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1019 g_Sound_Delete('SOUND_MONSTER_SLOP');
1021 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1022 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1023 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1025 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1026 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1027 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1028 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1029 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1030 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1032 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1033 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1034 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1035 g_Sound_Delete('SOUND_MONSTER_HAHA');
1036 g_Sound_Delete('SOUND_MONSTER_TRUP');
1038 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1039 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1041 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1042 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1043 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1044 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1046 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1047 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1048 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1049 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1050 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1052 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1053 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1054 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1055 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1056 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1058 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1059 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1060 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1061 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1063 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1064 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1065 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1067 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1068 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1070 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1071 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1073 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1074 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1075 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1077 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1078 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1080 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1081 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1082 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1084 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1086 monsTree.Free();
1087 end;
1089 procedure g_Monsters_Init();
1090 begin
1091 soulcount := 0;
1092 end;
1094 procedure g_Monsters_Free();
1095 var
1096 a: Integer;
1097 begin
1098 if gMonsters <> nil then
1099 for a := 0 to High(gMonsters) do
1100 gMonsters[a].Free();
1102 monsTree.reset();
1103 gMonsters := nil;
1104 end;
1106 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1107 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1108 var
1109 find_id: DWORD;
1110 mon: TMonster;
1111 begin
1112 result := nil;
1114 // Íåò òàêîãî ìîíñòðà
1115 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1117 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1118 if MonsterType = MONSTER_SOUL then
1119 begin
1120 if soulcount > MAX_SOUL then exit;
1121 soulcount := soulcount + 1;
1122 end;
1124 find_id := allocMonster();
1126 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1127 gMonsters[find_id] := mon;
1128 mon.arrIdx := find_id;
1129 mon.treeNode := -1;
1131 // Íàñòðàèâàåì ïîëîæåíèå
1132 with mon do
1133 begin
1134 if AdjCoord then
1135 begin
1136 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1137 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1138 end
1139 else
1140 begin
1141 FObj.X := X-FObj.Rect.X;
1142 FObj.Y := Y-FObj.Rect.Y;
1143 end;
1145 FDirection := Direction;
1146 FStartDirection := Direction;
1147 FStartX := GameX;
1148 FStartY := GameY;
1149 end;
1151 mon.positionChanged();
1153 result := mon;
1154 end;
1156 procedure g_Monsters_killedp();
1157 var
1158 a, h: Integer;
1159 begin
1160 if gMonsters = nil then
1161 Exit;
1163 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1164 h := High(gMonsters);
1165 for a := 0 to h do
1166 if (gMonsters[a] <> nil) then
1167 with gMonsters[a] do
1168 if (FMonsterType = MONSTER_MAN) and
1169 (FState <> STATE_DEAD) and
1170 (FState <> STATE_SLEEP) and
1171 (FState <> STATE_DIE) then
1172 begin
1173 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1174 Exit;
1175 end;
1176 end;
1178 procedure g_Monsters_Update();
1179 var
1180 a: Integer;
1181 begin
1182 // Öåëåóêàçàòåëü:
1183 if gTime mod (GAME_TICK*2) = 0 then
1184 begin
1185 pt_x := pt_x+pt_xs;
1186 pt_y := pt_y+pt_ys;
1187 if Abs(pt_x) > 246 then
1188 pt_xs := -pt_xs;
1189 if Abs(pt_y) > 100 then
1190 pt_ys := -pt_ys;
1191 end;
1193 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1195 if gMonsters <> nil then
1196 for a := 0 to High(gMonsters) do
1197 if (gMonsters[a] <> nil) then
1198 if not gMonsters[a].FRemoved then
1199 begin
1200 if g_Game_IsClient then
1201 gMonsters[a].ClientUpdate()
1202 else
1203 gMonsters[a].Update();
1204 end
1205 else
1206 begin
1207 gMonsters[a].Free();
1208 gMonsters[a] := nil;
1209 end;
1211 gMon := False;
1212 end;
1214 procedure g_Monsters_Draw();
1215 var
1216 a: Integer;
1217 begin
1218 if gMonsters <> nil then
1219 for a := 0 to High(gMonsters) do
1220 if gMonsters[a] <> nil then
1221 gMonsters[a].Draw();
1222 end;
1224 procedure g_Monsters_DrawHealth();
1225 var
1226 a: Integer;
1227 fW, fH: Byte;
1228 begin
1229 if gMonsters = nil then Exit;
1230 e_TextureFontGetSize(gStdFont, fW, fH);
1232 for a := 0 to High(gMonsters) do
1233 if gMonsters[a] <> nil then
1234 begin
1235 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1236 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1237 IntToStr(gMonsters[a].FHealth), gStdFont);
1238 end;
1239 end;
1241 function g_Monsters_Get(UID: Word): TMonster;
1242 var
1243 a: Integer;
1244 begin
1245 Result := nil;
1247 if gMonsters <> nil then
1248 for a := 0 to High(gMonsters) do
1249 if (gMonsters[a] <> nil) and
1250 (gMonsters[a].FUID = UID) then
1251 begin
1252 Result := gMonsters[a];
1253 Break;
1254 end;
1255 end;
1257 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1258 var
1259 count, i: Integer;
1260 b: Byte;
1261 begin
1262 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1263 count := 0;
1264 if gMonsters <> nil then
1265 for i := 0 to High(gMonsters) do
1266 if gMonsters[i] <> nil then
1267 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1268 count := count + 1;
1270 Mem := TBinMemoryWriter.Create((count+1) * 350);
1272 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1273 Mem.WriteInt(pt_x);
1274 Mem.WriteInt(pt_xs);
1275 Mem.WriteInt(pt_y);
1276 Mem.WriteInt(pt_ys);
1278 // Êîëè÷åñòâî ìîíñòðîâ:
1279 Mem.WriteInt(count);
1281 if count = 0 then
1282 Exit;
1284 // Ñîõðàíÿåì ìîíñòðîâ:
1285 for i := 0 to High(gMonsters) do
1286 if gMonsters[i] <> nil then
1287 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1288 begin
1289 // Òèï ìîíñòðà:
1290 b := gMonsters[i].MonsterType;
1291 Mem.WriteByte(b);
1292 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1293 gMonsters[i].SaveState(Mem);
1294 end;
1295 end;
1297 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1298 var
1299 count, a: Integer;
1300 b: Byte;
1301 mon: TMonster;
1302 begin
1303 if Mem = nil then exit;
1305 g_Monsters_Free();
1307 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1308 Mem.ReadInt(pt_x);
1309 Mem.ReadInt(pt_xs);
1310 Mem.ReadInt(pt_y);
1311 Mem.ReadInt(pt_ys);
1313 // Êîëè÷åñòâî ìîíñòðîâ
1314 Mem.ReadInt(count);
1316 if count = 0 then exit;
1318 // Çàãðóæàåì ìîíñòðîâ
1319 for a := 0 to count-1 do
1320 begin
1321 // Òèï ìîíñòðà
1322 Mem.ReadByte(b);
1323 // Ñîçäàåì ìîíñòðà
1324 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1325 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1326 // Çàãðóæàåì äàííûå ìîíñòðà
1327 mon.LoadState(Mem);
1328 end;
1329 end;
1331 function g_Monsters_GetIDByName(name: String): Integer;
1332 var
1333 i: Integer;
1334 begin
1335 name := UpperCase(name);
1336 i := MONSTER_DEMON;
1337 while (i <= MONSTER_MAN) do
1338 begin
1339 if name = MONSTERTABLE[i].Name then
1340 begin
1341 Result := i;
1342 Exit;
1343 end;
1344 Inc(i);
1345 end;
1347 Result := -1;
1348 end;
1350 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1351 begin
1352 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1353 Result := MONSTERTABLE[MonsterType].Name
1354 else
1355 Result := '?';
1356 end;
1358 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1359 begin
1360 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1361 Result := KilledByMonster[MonsterType]
1362 else
1363 Result := '?';
1364 end;
1366 { T M o n s t e r : }
1368 procedure TMonster.ActionSound();
1369 begin
1370 case FMonsterType of
1371 MONSTER_IMP:
1372 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1373 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1374 MONSTER_MANCUB:
1375 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1376 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1377 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1378 MONSTER_SPIDER:
1379 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1380 MONSTER_BSP:
1381 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1382 MONSTER_VILE:
1383 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1384 MONSTER_SKEL:
1385 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1386 MONSTER_CYBER:
1388 MONSTER_MAN:
1389 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1390 end;
1391 end;
1393 procedure TMonster.PainSound();
1394 begin
1395 if FPainSound then
1396 Exit;
1398 FPainSound := True;
1399 FPainTicks := 20;
1401 case FMonsterType of
1402 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1403 MONSTER_SKEL, MONSTER_CGUN:
1404 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1405 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1406 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1407 MONSTER_BSP, MONSTER_CYBER:
1408 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1409 MONSTER_VILE:
1410 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1411 MONSTER_MANCUB:
1412 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1413 MONSTER_PAIN:
1414 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1415 MONSTER_MAN:
1416 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1417 end;
1418 end;
1420 procedure TMonster.DieSound();
1421 begin
1422 case FMonsterType of
1423 MONSTER_IMP:
1424 case Random(2) of
1425 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1426 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1427 end;
1428 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1429 case Random(3) of
1430 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1431 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1432 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1433 end;
1434 MONSTER_DEMON:
1435 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1436 MONSTER_BARREL:
1437 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1438 MONSTER_SOUL:
1439 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1440 MONSTER_BSP:
1441 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1442 MONSTER_VILE:
1443 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1444 MONSTER_BARON:
1445 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1446 MONSTER_CACO:
1447 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1448 MONSTER_CYBER:
1449 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1450 MONSTER_KNIGHT:
1451 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1452 MONSTER_MANCUB:
1453 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1454 MONSTER_PAIN:
1455 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1456 MONSTER_SKEL:
1457 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1458 MONSTER_SPIDER:
1459 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1460 MONSTER_MAN:
1461 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1462 end;
1463 end;
1465 procedure TMonster.WakeUpSound();
1466 begin
1467 case FMonsterType of
1468 MONSTER_IMP:
1469 case Random(2) of
1470 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1471 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1472 end;
1473 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1474 case Random(3) of
1475 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1476 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1477 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1478 end;
1479 MONSTER_MAN:
1480 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1481 MONSTER_BSP:
1482 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1483 MONSTER_VILE:
1484 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1485 MONSTER_BARON:
1486 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1487 MONSTER_CACO:
1488 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1489 MONSTER_CYBER:
1490 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1491 MONSTER_KNIGHT:
1492 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1493 MONSTER_MANCUB:
1494 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1495 MONSTER_PAIN:
1496 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1497 MONSTER_DEMON:
1498 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1499 MONSTER_SKEL:
1500 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1501 MONSTER_SPIDER:
1502 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1503 MONSTER_SOUL:
1505 end;
1506 end;
1508 procedure TMonster.BFGHit();
1509 begin
1510 if FMonsterType = MONSTER_FISH then
1511 Exit;
1513 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1514 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1515 {if g_Game_IsServer and g_Game_IsNet then
1516 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1517 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1518 0, NET_GFX_BFG);}
1519 end;
1521 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1522 begin
1523 Result := g_Collide(FObj.X+FObj.Rect.X,
1524 FObj.Y+FObj.Rect.Y,
1525 FObj.Rect.Width,
1526 FObj.Rect.Height,
1527 X, Y,
1528 Width, Height);
1529 end;
1531 function TMonster.Collide(Panel: TPanel): Boolean;
1532 begin
1533 Result := g_Collide(FObj.X+FObj.Rect.X,
1534 FObj.Y+FObj.Rect.Y,
1535 FObj.Rect.Width,
1536 FObj.Rect.Height,
1537 Panel.X, Panel.Y,
1538 Panel.Width, Panel.Height);
1539 end;
1541 function TMonster.Collide(X, Y: Integer): Boolean;
1542 begin
1543 X := X - FObj.X - FObj.Rect.X;
1544 Y := Y - FObj.Y - FObj.Rect.Y;
1545 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1546 (y >= 0) and (y <= FObj.Rect.Height);
1547 end;
1549 procedure TMonster.Respawn;
1550 begin
1551 FObj.Vel.X := 0;
1552 FObj.Vel.Y := 0;
1553 FObj.Accel.X := 0;
1554 FObj.Accel.Y := 0;
1555 FDirection := FStartDirection;
1556 GameX := FStartX;
1557 GameY := FStartY;
1558 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1559 FHealth := MONSTERTABLE[FMonsterType].Health;
1560 FAmmo := 0;
1561 FPain := 0;
1562 FTargetUID := 0;
1563 FTargetTime := 0;
1564 FDieTriggers := nil;
1565 FWaitAttackAnim := False;
1566 FChainFire := False;
1567 FShellTimer := -1;
1569 FState := STATE_SLEEP;
1570 FCurAnim := ANIM_SLEEP;
1572 positionChanged(); // this updates spatial accelerators
1574 if g_Game_IsNet and g_Game_IsServer then
1575 begin
1576 MH_SEND_MonsterPos(FUID);
1577 MH_SEND_MonsterState(FUID);
1578 end;
1579 end;
1581 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1582 var
1583 a: Integer;
1584 FramesID: DWORD;
1585 s: String;
1586 res: Boolean;
1587 begin
1588 if ForcedUID < 0 then
1589 FUID := g_CreateUID(UID_MONSTER)
1590 else
1591 FUID := ForcedUID;
1593 FMonsterType := MonsterType;
1595 g_Obj_Init(@FObj);
1597 FState := STATE_SLEEP;
1598 FCurAnim := ANIM_SLEEP;
1599 FHealth := MONSTERTABLE[MonsterType].Health;
1600 FMaxHealth := FHealth;
1601 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1602 FDieTriggers := nil;
1603 FSpawnTrigger := -1;
1604 FWaitAttackAnim := False;
1605 FChainFire := False;
1606 FStartID := aID;
1607 FNoRespawn := False;
1608 FShellTimer := -1;
1609 FBehaviour := BH_NORMAL;
1610 FFireTime := 0;
1611 FFirePainTime := 0;
1612 FFireAttacker := 0;
1614 treeNode := -1;
1615 arrIdx := -1;
1617 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1618 FBloodKind := BLOOD_SPARKS
1619 else
1620 FBloodKind := BLOOD_NORMAL;
1621 if FMonsterType = MONSTER_CACO then
1622 begin
1623 FBloodRed := 0;
1624 FBloodGreen := 0;
1625 FBloodBlue := 150;
1626 end
1627 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1628 begin
1629 FBloodRed := 0;
1630 FBloodGreen := 150;
1631 FBloodBlue := 0;
1632 end
1633 else
1634 begin
1635 FBloodRed := 150;
1636 FBloodGreen := 0;
1637 FBloodBlue := 0;
1638 end;
1640 SetLength(FAnim, Length(ANIMTABLE));
1642 for a := 0 to High(FAnim) do
1643 begin
1644 FAnim[a, D_LEFT] := nil;
1645 FAnim[a, D_RIGHT] := nil;
1646 end;
1648 for a := ANIM_SLEEP to ANIM_PAIN do
1649 if (ANIMTABLE[a].name <> '') and
1650 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1651 begin
1652 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1653 '_'+ANIMTABLE[a].name;
1655 res := g_Frames_Exists(s);
1657 if res then
1658 res := g_Frames_Get(FramesID, s);
1660 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1661 if (not res) then
1662 begin
1663 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1664 if a <> ANIM_MESS then
1665 Continue;
1667 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1668 '_'+ANIMTABLE[ANIM_DIE].name) then
1669 begin
1670 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1671 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1672 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1673 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1674 Continue;
1675 end;
1676 end;
1678 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1679 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1681 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1682 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1683 begin
1684 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1685 '_'+ANIMTABLE[a].name+'_L';
1686 if g_Frames_Exists(s) then
1687 g_Frames_Get(FramesID, s);
1688 end;
1690 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1691 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1692 end;
1694 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1695 if MonsterType = MONSTER_VILE then
1696 begin
1697 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1698 vilefire := TAnimation.Create(FramesID, True, 2);
1699 end
1700 else
1701 vilefire := nil;
1702 end;
1704 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1705 var
1706 c, it: Integer;
1707 p: TPlayer;
1708 begin
1709 Result := False;
1711 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1712 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1713 Exit;
1715 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1716 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1717 begin
1718 FSleep := 20;
1719 if Random(2) = 0 then
1720 FDirection := D_RIGHT
1721 else
1722 FDirection := D_LEFT;
1723 Result := True;
1724 SetState(STATE_RUN);
1725 Exit;
1726 end;
1728 // Ëîâóøêà óáèâàåò ñðàçó:
1729 if t = HIT_TRAP then
1730 FHealth := -100;
1732 // Ðîáîòó óðîíà íåò:
1733 if FMonsterType = MONSTER_ROBO then
1734 aDamage := 0;
1736 // Íàíîñèì óðîí:
1737 if g_Game_IsServer then Dec(FHealth, aDamage);
1739 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1740 if FPain = 0 then
1741 FPain := 3;
1742 FPain := FPain+aDamage;
1744 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1745 if FState <> STATE_PAIN then
1746 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1747 (FMonsterType <> MONSTER_BARREL) then
1748 SetState(STATE_PAIN);
1750 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1751 if (gBloodCount > 0) then
1752 begin
1753 c := Min(aDamage, 200);
1754 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1756 if (VelX = 0) and (VelY = 0) then
1757 MakeBloodSimple(c)
1758 else
1759 case t of
1760 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1761 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1762 end;
1763 end;
1765 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1766 if (SpawnerUID <> FUID) and
1767 (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1768 begin
1769 FTargetUID := SpawnerUID;
1770 FTargetTime := 0;
1771 end;
1773 // Çäîðîâüå çàêîí÷èëîñü:
1774 if FHealth <= 0 then
1775 begin
1776 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1777 if (FMonsterType <> MONSTER_BARREL) then
1778 begin
1779 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1780 begin
1781 p := g_Player_Get(SpawnerUID);
1782 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1783 begin
1784 p.MonsterKills := p.MonsterKills+1;
1785 if gGameSettings.GameMode = GM_COOP then
1786 p.Frags := p.Frags + 1;
1787 // Uncomment this if you want to double-kill monsters
1788 //p.FragCombo();
1789 end;
1790 end;
1791 if gLMSRespawn = LMS_RESPAWN_NONE then
1792 begin
1793 Inc(gCoopMonstersKilled);
1794 if g_Game_IsNet then
1795 MH_SEND_GameStats;
1796 end;
1797 end;
1799 // Âûáèðàåì ëóò:
1800 case FMonsterType of
1801 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1802 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1803 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1804 MONSTER_MAN: c := ITEM_KEY_RED;
1805 else c := 0;
1806 end;
1808 // Áðîñàåì ëóò:
1809 if c <> 0 then
1810 begin
1811 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1812 FObj.Y + (FObj.Rect.Height div 2),
1813 c, True, False);
1814 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1815 (FObj.Vel.Y div 2)-Random(4));
1816 positionChanged(); // this updates spatial accelerators
1817 if g_Game_IsServer and g_Game_IsNet then
1818 MH_SEND_ItemSpawn(True, it);
1819 end;
1821 // Òðóï äàëüøå íå èäåò:
1822 FObj.Vel.X := 0;
1824 // Ó òðóïà ðàçìåðû ìåíüøå:
1825 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1826 begin
1827 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1828 FObj.Rect.Height := 12;
1829 end;
1831 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1832 if (FHealth <= -30) and
1833 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1834 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1835 (FMonsterType = MONSTER_MAN)) then
1836 begin
1837 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1838 SetState(STATE_DIE, ANIM_MESS);
1839 end
1840 else
1841 begin
1842 DieSound();
1843 SetState(STATE_DIE);
1844 end;
1846 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1847 if g_Game_IsServer then ActivateTriggers();
1849 FHealth := 0;
1850 end
1851 else
1852 if FState = STATE_SLEEP then
1853 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1854 FPain := MONSTERTABLE[FMonsterType].Pain;
1855 SetState(STATE_GO);
1856 end;
1858 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1859 Result := True;
1860 end;
1862 function TMonster.Heal(Value: Word): Boolean;
1863 begin
1864 Result := False;
1865 if g_Game_IsClient then
1866 Exit;
1867 if not Live then
1868 Exit;
1870 if FHealth < FMaxHealth then
1871 begin
1872 IncMax(FHealth, Value, FMaxHealth);
1873 if g_Game_IsServer and g_Game_IsNet then
1874 MH_SEND_MonsterState(FUID);
1875 Result := True;
1876 end;
1877 end;
1879 destructor TMonster.Destroy();
1880 var
1881 a: Integer;
1882 begin
1883 for a := 0 to High(FAnim) do
1884 begin
1885 FAnim[a, D_LEFT].Free();
1886 FAnim[a, D_RIGHT].Free();
1887 end;
1889 vilefire.Free();
1891 if (treeNode <> -1) then
1892 begin
1893 {$IF DEFINED(D2F_DEBUG)}
1894 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx, UID, treeNode]), MSG_NOTIFY);
1895 {$ENDIF}
1896 monsTree.removeObject(treeNode);
1897 end;
1899 inherited Destroy();
1900 end;
1902 procedure TMonster.Draw();
1903 var
1904 m: TMirrorType;
1905 dx, dy, c: Integer;
1906 o: TObj;
1907 begin
1908 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1909 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1911 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1912 if FMonsterType = MONSTER_VILE then
1913 if FState = STATE_SHOOT then
1914 if GetPos(FTargetUID, @o) then
1915 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1916 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1918 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1919 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1920 sX-128, sY-128, sWidth+256, sHeight+256) then
1921 Exit;
1923 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1924 if FState = STATE_DEAD then
1925 case FMonsterType of
1926 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1927 end;
1929 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1930 if FAnim[FCurAnim, FDirection] <> nil then
1931 begin
1932 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1933 if (FDirection = D_LEFT) and
1934 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1935 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1936 (FMonsterType <> MONSTER_BARREL) then
1937 m := M_HORIZONTAL
1938 else
1939 m := M_NONE;
1941 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1942 if (FDirection = D_LEFT) and
1943 (FMonsterType <> MONSTER_BARREL) then
1944 begin
1945 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1946 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1948 if m = M_HORIZONTAL then
1949 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1950 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1951 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1952 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1953 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1954 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1955 dx := -dx;
1956 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1957 end;
1958 end
1959 else // Ïðàâàÿ àíèìàöèÿ
1960 begin
1961 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1962 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1963 end;
1965 // Ðèñóåì:
1966 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1967 end;
1969 if g_debug_Frames then
1970 begin
1971 e_DrawQuad(FObj.X+FObj.Rect.X,
1972 FObj.Y+FObj.Rect.Y,
1973 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1974 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1975 0, 255, 0);
1976 end;
1977 end;
1979 procedure TMonster.MakeBloodSimple(Count: Word);
1980 begin
1981 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1982 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1983 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
1984 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1985 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
1986 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1987 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
1988 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1989 end;
1991 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
1992 begin
1993 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1994 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1995 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
1996 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1997 end;
1999 procedure TMonster.Push(vx, vy: Integer);
2000 begin
2001 FObj.Accel.X := FObj.Accel.X + vx;
2002 FObj.Accel.Y := FObj.Accel.Y + vy;
2003 if g_Game_IsServer and g_Game_IsNet then
2004 MH_SEND_MonsterPos(FUID);
2005 end;
2007 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2008 var
2009 Anim: Byte;
2010 begin
2011 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2012 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2013 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2014 soulcount := soulcount-1;
2016 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2017 case FState of
2018 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2019 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2020 (State <> STATE_GO) then
2021 Exit;
2022 end;
2024 // Ñìåíà ñîñòîÿíèÿ:
2025 FState := State;
2027 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2029 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2030 case FState of
2031 STATE_SLEEP: Anim := ANIM_SLEEP;
2032 STATE_PAIN: Anim := ANIM_PAIN;
2033 STATE_WAIT: Anim := ANIM_SLEEP;
2034 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2035 STATE_SHOOT: Anim := ANIM_ATTACK;
2036 STATE_ATTACK: Anim := ANIM_ATTACK;
2037 STATE_DIE: Anim := ANIM_DIE;
2038 STATE_REVIVE:
2039 begin // íà÷àëè âîñðåøàòüñÿ
2040 Anim := FCurAnim;
2041 FAnim[Anim, FDirection].Revert(True);
2043 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2044 FHealth := MONSTERTABLE[FMonsterType].Health;
2045 FAmmo := 0;
2046 FPain := 0;
2047 end;
2048 else Exit;
2049 end;
2051 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2052 if ForceAnim <> 255 then
2053 Anim := ForceAnim;
2055 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2056 if FCurAnim <> Anim then
2057 if FAnim[Anim, FDirection] <> nil then
2058 begin
2059 FAnim[Anim, FDirection].Reset();
2060 FCurAnim := Anim;
2061 end;
2062 end;
2064 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2065 var
2066 TA: TAnimation;
2067 FramesID: DWORD;
2068 begin
2069 Result := False;
2071 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2072 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2073 begin
2074 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2075 if g_Game_IsServer and g_Game_IsNet then
2076 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2077 Exit;
2078 end;
2080 TA := nil;
2082 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2083 if not silent then
2084 begin
2085 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2086 TA := TAnimation.Create(FramesID, False, 6);
2087 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2088 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2089 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2091 if g_Game_IsServer and g_Game_IsNet then
2092 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2093 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2094 NET_GFX_TELE);
2095 end;
2097 FObj.X := X - FObj.Rect.X;
2098 FObj.Y := Y - FObj.Rect.Y;
2099 positionChanged();
2101 if dir = 1 then
2102 FDirection := D_LEFT
2103 else
2104 if dir = 2 then
2105 FDirection := D_RIGHT
2106 else
2107 if dir = 3 then
2108 begin // îáðàòíîå
2109 if FDirection = D_RIGHT then
2110 FDirection := D_LEFT
2111 else
2112 FDirection := D_RIGHT;
2113 end;
2115 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2116 if not silent and (TA <> nil) then
2117 begin
2118 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2119 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2120 TA.Free();
2122 if g_Game_IsServer and g_Game_IsNet then
2123 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2124 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2125 NET_GFX_TELE);
2126 end;
2128 if g_Game_IsServer and g_Game_IsNet then
2129 MH_SEND_MonsterPos(FUID);
2130 Result := True;
2131 end;
2133 procedure TMonster.Update();
2134 var
2135 a, b, sx, sy, wx, wy, oldvelx: Integer;
2136 st: Word;
2137 o, co: TObj;
2138 fall: Boolean;
2139 mon: TMonster;
2140 label
2141 _end;
2142 begin
2143 fall := True;
2145 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2146 if FMonsterType = MONSTER_FISH then
2147 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2148 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2149 fall := False;
2151 // Ëåòàþùèå ìîíòñðû:
2152 if ((FMonsterType = MONSTER_SOUL) or
2153 (FMonsterType = MONSTER_PAIN) or
2154 (FMonsterType = MONSTER_CACO)) and
2155 (FState <> STATE_DIE) and
2156 (FState <> STATE_DEAD) then
2157 fall := False;
2159 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2160 if gTime mod (GAME_TICK*2) <> 0 then
2161 begin
2162 g_Obj_Move(@FObj, fall, True, True);
2163 positionChanged(); // this updates spatial accelerators
2164 Exit;
2165 end;
2167 if FPainTicks > 0 then
2168 Dec(FPainTicks)
2169 else
2170 FPainSound := False;
2172 // Äâèãàåìñÿ:
2173 st := g_Obj_Move(@FObj, fall, True, True);
2174 positionChanged(); // this updates spatial accelerators
2176 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2177 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2178 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2179 begin
2180 FRemoved := True;
2181 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2182 begin
2183 Inc(gCoopMonstersKilled);
2184 if g_Game_IsNet then
2185 MH_SEND_GameStats;
2186 end;
2187 ActivateTriggers();
2188 Exit;
2189 end;
2191 oldvelx := FObj.Vel.X;
2193 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2194 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2195 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2197 if FFireTime > 0 then
2198 begin
2199 if WordBool(st and MOVE_INWATER) then
2200 FFireTime := 0
2201 else
2202 begin
2203 OnFireFlame(1);
2204 FFireTime := FFireTime - 1;
2205 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2206 if FFirePainTime = 0 then
2207 begin
2208 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2209 FFirePainTime := 18;
2210 end
2211 else
2212 FFirePainTime := FFirePainTime - 1;
2213 end;
2214 end;
2216 // Ìåðòâûé íè÷åãî íå äåëàåò:
2217 if (FState = STATE_DEAD) then
2218 goto _end;
2220 // AI ìîíñòðîâ âûêëþ÷åí:
2221 if g_debug_MonsterOff then
2222 begin
2223 FSleep := 1;
2224 if FState <> STATE_SLEEP then
2225 SetState(STATE_SLEEP);
2226 end;
2228 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2229 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2230 case FMonsterType of
2231 MONSTER_FISH:
2232 if Random(4) = 0 then
2233 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2234 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2235 MONSTER_ROBO, MONSTER_BARREL:
2236 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2237 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2238 else begin
2239 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2240 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2241 if Random(2) = 0 then
2242 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2243 else
2244 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2245 end;
2246 end;
2248 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2249 if FMonsterType = MONSTER_BARREL then
2250 begin
2251 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2252 (FAnim[FCurAnim, FDirection].Counter = 0) then
2253 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2254 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2255 60, FUID);
2256 end;
2258 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2259 if FMonsterType = MONSTER_SOUL then
2260 if WordBool(st and MOVE_HITAIR) then
2261 g_Obj_SetSpeed(@FObj, 16);
2263 if FAmmo < 0 then
2264 FAmmo := FAmmo + 1;
2266 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2267 if FObj.Vel.Y < 0 then
2268 if WordBool(st and MOVE_INWATER) then
2269 FObj.Vel.Y := -4;
2271 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2272 FTargetTime := FTargetTime + 1;
2274 // Ãèëüçû
2275 if FShellTimer > -1 then
2276 if FShellTimer = 0 then
2277 begin
2278 if FShellType = SHELL_SHELL then
2279 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2280 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2281 GameVelX, GameVelY-2, SHELL_SHELL)
2282 else if FShellType = SHELL_DBLSHELL then
2283 begin
2284 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2285 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2286 GameVelX-1, GameVelY-2, SHELL_SHELL);
2287 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2288 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2289 GameVelX+1, GameVelY-2, SHELL_SHELL);
2290 end;
2291 FShellTimer := -1;
2292 end else Dec(FShellTimer);
2294 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2295 if fall then
2296 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2297 STATE_ATTACK, STATE_SHOOT]) then
2298 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2299 FObj.Rect.Width, FObj.Rect.Height, 50) then
2300 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2301 (FObj.Accel.Y = 0) then
2302 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2304 case FState of
2305 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2306 begin
2307 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2308 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2309 begin
2310 FPain := MONSTERTABLE[FMonsterType].Pain;
2311 if gSoundEffectsDF then PainSound();
2312 end;
2313 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2314 PainSound();
2316 // Ñíèæàåì áîëü ñî âðåìåíåì:
2317 FPain := FPain - 5;
2319 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2320 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2321 begin
2322 FPain := 0;
2323 FAmmo := -9;
2324 SetState(STATE_GO);
2325 end;
2326 end;
2328 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2329 begin
2330 // Ñïèì:
2331 FSleep := FSleep + 1;
2333 // Ïðîñïàëè äîñòàòî÷íî:
2334 if FSleep >= 18 then
2335 FSleep := 0
2336 else // åùå ñïèì
2337 goto _end;
2339 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2340 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2341 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2342 if (gPlayers <> nil) then
2343 for a := 0 to High(gPlayers) do
2344 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2345 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2346 with gPlayers[a] do
2347 if g_Look(@FObj, @Obj, FDirection) then
2348 begin
2349 FTargetUID := gPlayers[a].UID;
2350 FTargetTime := 0;
2351 WakeUpSound();
2352 SetState(STATE_GO);
2353 Break;
2354 end;
2356 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2357 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2358 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2359 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2360 if gMonsters <> nil then
2361 for a := 0 to High(gMonsters) do
2362 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2363 (gMonsters[a].FUID <> FUID) then
2364 begin
2365 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2366 if (FBehaviour = BH_MANIAC) and
2367 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2368 Continue;
2369 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2370 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2371 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2372 Continue;
2373 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2374 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2375 Continue;
2376 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2377 begin
2378 FTargetUID := gMonsters[a].UID;
2379 FTargetTime := 0;
2380 WakeUpSound();
2381 SetState(STATE_GO);
2382 Break;
2383 end;
2384 end;
2385 end;
2387 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2388 begin
2389 // Æäåì:
2390 FSleep := FSleep - 1;
2392 // Âûæäàëè äîñòàòî÷íî - èäåì:
2393 if FSleep < 0 then
2394 SetState(STATE_GO);
2395 end;
2397 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2398 begin
2399 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2400 if WordBool(st and MOVE_BLOCK) then
2401 begin
2402 Turn();
2403 FSleep := 40;
2404 SetState(STATE_RUNOUT);
2406 goto _end;
2407 end;
2409 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2410 if (FMonsterType = MONSTER_VILE) then
2411 if isCorpse(@FObj, False) <> -1 then
2412 begin
2413 FObj.Vel.X := 0;
2414 SetState(STATE_ATTACK, ANIM_ATTACK2);
2416 goto _end;
2417 end;
2419 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2420 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2421 if not findNewPrey() then
2422 begin // Íîâûõ öåëåé íåò
2423 FTargetUID := 0;
2424 o.X := FObj.X+pt_x;
2425 o.Y := FObj.Y+pt_y;
2426 o.Vel.X := 0;
2427 o.Vel.Y := 0;
2428 o.Accel.X := 0;
2429 o.Accel.Y := 0;
2430 o.Rect := _Rect(0, 0, 0, 1);
2431 end
2432 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2433 GetPos(FTargetUID, @o);
2435 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2436 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2437 begin
2438 FTargetTime := 0;
2439 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2440 begin
2441 if kick(@o) then
2442 goto _end;
2443 end;
2444 end;
2446 // Ðàññòîÿíèå äî öåëè:
2447 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2448 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2450 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2451 if sx > 0 then
2452 FDirection := D_RIGHT
2453 else
2454 FDirection := D_LEFT;
2456 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2457 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2458 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2459 if shoot(@o, False) then
2460 goto _end;
2462 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2463 if Abs(sx) < 40 then
2464 if FMonsterType <> MONSTER_FISH then
2465 begin
2466 FSleep := 15;
2467 SetState(STATE_RUN);
2468 if Random(2) = 0 then
2469 FDirection := D_LEFT
2470 else
2471 FDirection := D_RIGHT;
2473 goto _end;
2474 end;
2476 // Óïåðëèñü â ñòåíó:
2477 if WordBool(st and MOVE_HITWALL) then
2478 begin
2479 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2480 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2481 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2482 FSleep := 4;
2483 SetState(STATE_WAIT);
2485 goto _end;
2486 end;
2488 case FMonsterType of
2489 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2490 else // Íå ëåòàþò:
2491 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2492 (FObj.Accel.Y = 0) then
2493 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2494 // Ïðûæîê ÷åðåç ñòåíó:
2495 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2496 SetState(STATE_CLIMB);
2497 end;
2498 end;
2500 goto _end;
2501 end;
2503 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2504 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2505 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2506 begin
2507 if FMonsterType = MONSTER_FISH then
2508 begin // Ðûáà
2509 if not WordBool(st and MOVE_INWATER) then
2510 begin // Ðûáà âíå âîäû:
2511 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2512 begin // "Ñòîèò" òâåðäî
2513 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2514 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2515 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2516 end;
2518 // Ðûáå áîëüíî:
2519 SetState(STATE_PAIN);
2520 FPain := FPain + 50;
2521 end
2522 else // Ðûáà â âîäå
2523 begin
2524 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2525 if Abs(sy) > 8 then
2526 FObj.Vel.Y := g_basic.Sign(sy)*4
2527 else
2528 FObj.Vel.Y := 0;
2530 // Ðûáà ïëûâåò ââåðõ:
2531 if FObj.Vel.Y < 0 then
2532 if not g_Obj_CollideWater(@FObj, 0, -16) then
2533 begin
2534 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2535 FObj.Vel.Y := 0;
2536 // Ïëàâàåì òóäà-ñþäà:
2537 if Random(2) = 0 then
2538 FDirection := D_LEFT
2539 else
2540 FDirection := D_RIGHT;
2541 FSleep := 20;
2542 SetState(STATE_RUN);
2543 end;
2544 end;
2545 end
2546 else // Ëåòàþùèå ìîíñòðû
2547 begin
2548 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2549 if Abs(sy) > 8 then
2550 FObj.Vel.Y := g_basic.Sign(sy)*4
2551 else
2552 FObj.Vel.Y := 0;
2553 end;
2554 end
2555 else // "Íàçåìíûå" ìîíñòðû
2556 begin
2557 // Âîçìîæíî, ïèíàåì êóñêè:
2558 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2559 begin
2560 b := Abs(FObj.Vel.X);
2561 if b > 1 then b := b * (Random(8 div b) + 1);
2562 for a := 0 to High(gGibs) do
2563 begin
2564 if gGibs[a].Live and
2565 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2566 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2567 begin
2568 // Ïèíàåì êóñêè
2569 if FObj.Vel.X < 0 then
2570 begin
2571 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2572 end
2573 else
2574 begin
2575 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2576 end;
2577 end;
2578 end;
2579 end;
2580 // Áîññû ìîãóò ïèíàòü òðóïû:
2581 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2582 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2583 begin
2584 b := Abs(FObj.Vel.X);
2585 if b > 1 then b := b * (Random(8 div b) + 1);
2586 for a := 0 to High(gCorpses) do
2587 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2588 begin
2589 co := gCorpses[a].Obj;
2590 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2591 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2592 // Ïèíàåì òðóïû
2593 if FObj.Vel.X < 0 then
2594 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2595 else
2596 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2597 end;
2598 end;
2599 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2600 if sy < -40 then
2601 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2602 // ñòîèò òâåðäî
2603 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2604 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2605 end;
2607 FSleep := FSleep + 1;
2609 // Èíîãäà ðû÷èì:
2610 if FSleep >= 8 then
2611 begin
2612 FSleep := 0;
2613 if Random(8) = 0 then
2614 ActionSound();
2615 end;
2617 // Áåæèì â âûáðàííóþ ñòîðîíó:
2618 if FDirection = D_RIGHT then
2619 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2620 else
2621 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2623 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2624 if WordBool(st and MOVE_INWATER) then
2625 FObj.Vel.X := FObj.Vel.X div 2
2626 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2627 if FMonsterType = MONSTER_FISH then
2628 FObj.Vel.X := 0;
2629 end;
2631 STATE_RUN: // Ñîñòîÿíèå - Áåã
2632 begin
2633 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2634 if WordBool(st and MOVE_BLOCK) then
2635 begin
2636 Turn();
2637 FSleep := 40;
2638 SetState(STATE_RUNOUT);
2640 goto _end;
2641 end;
2643 FSleep := FSleep - 1;
2645 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2646 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2647 begin
2648 FSleep := 0;
2649 SetState(STATE_GO);
2650 // Ñòåíà - èäåì îáðàòíî:
2651 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2652 Turn();
2653 // Èíîãäà ðû÷èì:
2654 if Random(8) = 0 then
2655 ActionSound();
2656 end;
2658 // Áåæèì â âûáðàííóþ ñòîðîíó:
2659 if FDirection = D_RIGHT then
2660 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2661 else
2662 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2664 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2665 if WordBool(st and MOVE_INWATER) then
2666 FObj.Vel.X := FObj.Vel.X div 2
2667 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2668 if FMonsterType = MONSTER_FISH then
2669 FObj.Vel.X := 0;
2670 end;
2672 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2673 begin
2674 // Âûøëè èç ÁëîêÌîíà:
2675 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2676 FSleep := 0;
2678 FSleep := FSleep - 1;
2680 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2681 if FSleep <= -18 then
2682 begin
2683 FSleep := 0;
2684 SetState(STATE_GO);
2685 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2686 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2687 Turn();
2688 // Èíîãäà ðû÷èì:
2689 if Random(8) = 0 then
2690 ActionSound();
2691 end;
2693 // Áåæèì â âûáðàííóþ ñòîðîíó:
2694 if FDirection = D_RIGHT then
2695 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2696 else
2697 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2699 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2700 if WordBool(st and MOVE_INWATER) then
2701 FObj.Vel.X := FObj.Vel.X div 2
2702 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2703 if FMonsterType = MONSTER_FISH then
2704 FObj.Vel.X := 0;
2705 end;
2707 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2708 begin
2709 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2710 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2711 (not WordBool(st and MOVE_HITWALL)) then
2712 begin
2713 FSleep := 0;
2714 SetState(STATE_GO);
2716 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2717 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2718 begin
2719 Turn();
2720 FSleep := 15;
2721 SetState(STATE_RUN);
2722 end;
2723 end;
2725 // Áåæèì â âûáðàííóþ ñòîðîíó:
2726 if FDirection = D_RIGHT then
2727 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2728 else
2729 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2731 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2732 if WordBool(st and MOVE_INWATER) then
2733 FObj.Vel.X := FObj.Vel.X div 2
2734 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2735 if FMonsterType = MONSTER_FISH then
2736 FObj.Vel.X := 0;
2737 end;
2739 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2740 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2741 begin
2742 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2743 if FMonsterType = MONSTER_SOUL then
2744 begin
2745 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2746 SetState(STATE_GO);
2748 goto _end;
2749 end;
2751 // Çàìåäëÿåìñÿ ïðè àòàêå:
2752 if FMonsterType <> MONSTER_FISH then
2753 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2755 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2756 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2757 begin
2758 // Öåëü ïîãèáëà => èäåì äàëüøå:
2759 if not GetPos(FTargetUID, @o) then
2760 begin
2761 SetState(STATE_GO);
2763 goto _end;
2764 end;
2766 // Öåëü íå âèäíî => èäåì äàëüøå:
2767 if not g_Look(@FObj, @o, FDirection) then
2768 begin
2769 SetState(STATE_GO);
2771 goto _end;
2772 end;
2774 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2775 if g_Obj_CollideWater(@o, 0, 0) then
2776 begin
2777 SetState(STATE_GO);
2779 goto _end;
2780 end;
2782 // Æàðèì öåëü:
2783 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2784 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2785 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2786 end;
2787 end;
2788 end; // case FState of ...
2790 _end:
2792 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2793 if FState = STATE_REVIVE then
2794 if FAnim[FCurAnim, FDirection].Played then
2795 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2796 FAnim[FCurAnim, FDirection].Revert(False);
2797 SetState(STATE_GO);
2798 end;
2800 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2801 if vilefire <> nil then
2802 vilefire.Update();
2804 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2805 if (FState = STATE_DIE) and
2806 (FAnim[FCurAnim, FDirection] <> nil) and
2807 (FAnim[FCurAnim, FDirection].Played) then
2808 begin
2809 // Óìåð:
2810 SetState(STATE_DEAD);
2812 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2813 if (FMonsterType = MONSTER_PAIN) then
2814 begin
2815 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2816 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2817 if mon <> nil then
2818 begin
2819 mon.SetState(STATE_GO);
2820 mon.FNoRespawn := True;
2821 Inc(gTotalMonsters);
2822 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2823 end;
2825 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2826 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2827 if mon <> nil then
2828 begin
2829 mon.SetState(STATE_GO);
2830 mon.FNoRespawn := True;
2831 Inc(gTotalMonsters);
2832 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2833 end;
2835 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2836 FObj.Y+FObj.Rect.Y, D_RIGHT);
2837 if mon <> nil then
2838 begin
2839 mon.SetState(STATE_GO);
2840 mon.FNoRespawn := True;
2841 Inc(gTotalMonsters);
2842 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2843 end;
2844 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2845 end;
2847 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2848 if (FMonsterType = MONSTER_PAIN) or
2849 (FMonsterType = MONSTER_SOUL) or
2850 (FMonsterType = MONSTER_BARREL) then
2851 FRemoved := True;
2852 end;
2854 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2855 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2856 if (FAnim[FCurAnim, FDirection] <> nil) then
2857 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2858 if (FAnim[FCurAnim, FDirection].Played) then
2859 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2860 if FState = STATE_ATTACK then
2861 begin // Ñîñòîÿíèå - Àòàêà
2862 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2863 if FMonsterType <> MONSTER_SOUL then
2864 SetState(STATE_GO);
2865 end
2866 else // Ñîñòîÿíèå - Ñòðåëüáà
2867 begin
2868 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2869 if not FChainFire then
2870 SetState(STATE_GO)
2871 else
2872 begin // Íàäî ñòðåëÿòü åùå
2873 FChainFire := False;
2874 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2875 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2876 FAnim[FCurAnim, FDirection].Reset();
2877 end;
2878 end;
2880 FWaitAttackAnim := False;
2881 end
2883 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2884 if (FMonsterType = MONSTER_SOUL) or
2885 ( (not FWaitAttackAnim) and
2886 (FAnim[FCurAnim, FDirection].CurrentFrame =
2887 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2888 ) then
2889 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2890 if FState = STATE_ATTACK then
2891 begin // Ñîñòîÿíèå - Àòàêà
2892 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2893 if FMonsterType = MONSTER_SOUL then
2894 FAnim[FCurAnim, FDirection].Reset();
2896 case FMonsterType of
2897 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2898 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2899 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2900 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2901 if FMonsterType = MONSTER_SOUL then
2902 SetState(STATE_GO);
2904 MONSTER_FISH:
2905 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2906 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2907 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2909 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2910 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2911 if FCurAnim = ANIM_ATTACK2 then
2912 begin
2913 o := FObj;
2914 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2915 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2916 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2917 end;
2919 MONSTER_VILE:
2920 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2921 if FCurAnim = ANIM_ATTACK2 then
2922 begin
2923 sx := isCorpse(@FObj, True);
2924 if sx <> -1 then
2925 begin // Íàøëè, êîãî âîñêðåñèòü
2926 gMonsters[sx].SetState(STATE_REVIVE);
2927 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2928 // Âîñêðåøàòü - ñåáå âðåäèòü:
2929 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2930 end;
2931 end;
2932 end;
2933 end
2935 else // Ñîñòîÿíèå - Ñòðåëüáà
2936 begin
2937 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2938 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2940 if FDirection = D_LEFT then
2941 begin
2942 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2943 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2944 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2946 wx := FObj.X + wx;
2947 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2949 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2950 case FMonsterType of
2951 MONSTER_IMP:
2952 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2953 MONSTER_ZOMBY:
2954 begin
2955 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2956 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2957 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2958 end;
2959 MONSTER_SERG:
2960 begin
2961 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2962 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2963 FShellTimer := 10;
2964 FShellType := SHELL_SHELL;
2965 end;
2966 MONSTER_MAN:
2967 begin
2968 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2969 FShellTimer := 13;
2970 FShellType := SHELL_DBLSHELL;
2971 FAmmo := -36;
2972 end;
2973 MONSTER_CYBER:
2974 begin
2975 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2976 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2977 end;
2978 MONSTER_SKEL:
2979 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2980 MONSTER_CGUN:
2981 begin
2982 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2983 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2984 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2985 end;
2986 MONSTER_SPIDER:
2987 begin
2988 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2989 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2990 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
2991 end;
2992 MONSTER_BSP:
2993 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
2994 MONSTER_ROBO:
2995 g_Weapon_plasma(wx, wy, tx, ty, FUID);
2996 MONSTER_MANCUB:
2997 g_Weapon_manfire(wx, wy, tx, ty, FUID);
2998 MONSTER_BARON, MONSTER_KNIGHT:
2999 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3000 MONSTER_CACO:
3001 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3002 MONSTER_PAIN:
3003 begin // Ñîçäàåì Lost_Soul:
3004 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3005 FObj.Y+FObj.Rect.Y, FDirection);
3007 if mon <> nil then
3008 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3009 mon.FTargetUID := FTargetUID;
3010 GetPos(FTargetUID, @o);
3011 mon.FTargetTime := 0;
3012 mon.FNoRespawn := True;
3013 mon.SetState(STATE_GO);
3014 mon.shoot(@o, True);
3015 Inc(gTotalMonsters);
3017 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
3018 end;
3019 end;
3020 end;
3022 if FMonsterType <> MONSTER_PAIN then
3023 if g_Game_IsNet then
3024 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3026 // Ñêîðîñòðåëüíûå ìîíñòðû:
3027 if (FMonsterType = MONSTER_CGUN) or
3028 (FMonsterType = MONSTER_SPIDER) or
3029 (FMonsterType = MONSTER_BSP) or
3030 (FMonsterType = MONSTER_MANCUB) or
3031 (FMonsterType = MONSTER_ROBO) then
3032 if not GetPos(FTargetUID, @o) then
3033 // Öåëü ìåðòâà - èùåì íîâóþ:
3034 findNewPrey()
3035 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3036 if shoot(@o, False) then
3037 FChainFire := True;
3038 end;
3040 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3041 FWaitAttackAnim := True;
3042 end;
3044 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3045 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3046 case FState of
3047 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3048 // Çâóêè ïðè ïåðåäâèæåíèè:
3049 case FMonsterType of
3050 MONSTER_CYBER:
3051 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3052 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3053 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3054 MONSTER_SPIDER:
3055 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3056 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3057 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3058 MONSTER_BSP:
3059 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3060 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3061 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3062 MONSTER_ROBO:
3063 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3064 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3065 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3066 end;
3067 end;
3069 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3070 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3071 FObj.Vel.X := oldvelx;
3073 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3074 if FAnim[FCurAnim, FDirection] <> nil then
3075 FAnim[FCurAnim, FDirection].Update();
3076 end;
3078 procedure TMonster.SetDeadAnim;
3079 begin
3080 if FAnim <> nil then
3081 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3082 end;
3084 procedure TMonster.RevertAnim(R: Boolean = True);
3085 begin
3086 if FAnim <> nil then
3087 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3088 FAnim[FCurAnim, FDirection].Revert(R);
3089 end;
3091 function TMonster.AnimIsReverse: Boolean;
3092 begin
3093 if FAnim <> nil then
3094 Result := FAnim[FCurAnim, FDirection].IsReverse
3095 else
3096 Result := False;
3097 end;
3099 procedure TMonster.ClientUpdate();
3100 var
3101 a, b, sx, sy, oldvelx: Integer;
3102 st: Word;
3103 o, co: TObj;
3104 fall: Boolean;
3105 label
3106 _end;
3107 begin
3108 sx := 0; // SHUT UP COMPILER
3109 sy := 0;
3110 fall := True;
3111 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3112 if FMonsterType = MONSTER_FISH then
3113 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3114 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3115 fall := False;
3117 // Ëåòàþùèå ìîíòñðû:
3118 if ((FMonsterType = MONSTER_SOUL) or
3119 (FMonsterType = MONSTER_PAIN) or
3120 (FMonsterType = MONSTER_CACO)) and
3121 (FState <> STATE_DIE) and
3122 (FState <> STATE_DEAD) then
3123 fall := False;
3125 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3126 if gTime mod (GAME_TICK*2) <> 0 then
3127 begin
3128 g_Obj_Move(@FObj, fall, True, True);
3129 positionChanged(); // this updates spatial accelerators
3130 Exit;
3131 end;
3133 if FPainTicks > 0 then
3134 Dec(FPainTicks)
3135 else
3136 FPainSound := False;
3138 // Äâèãàåìñÿ:
3139 st := g_Obj_Move(@FObj, fall, True, True);
3140 positionChanged(); // this updates spatial accelerators
3142 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3143 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3144 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3145 begin
3146 FRemoved := True;
3147 Exit;
3148 end;
3150 oldvelx := FObj.Vel.X;
3152 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3153 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3154 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3156 if FFireTime > 0 then
3157 begin
3158 if WordBool(st and MOVE_INWATER) then
3159 FFireTime := 0
3160 else
3161 begin
3162 OnFireFlame(1);
3163 FFireTime := FFireTime - 1;
3164 end;
3165 end;
3167 // Ìåðòâûé íè÷åãî íå äåëàåò:
3168 if (FState = STATE_DEAD) then
3169 goto _end;
3171 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3172 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3173 case FMonsterType of
3174 MONSTER_FISH:
3175 if Random(4) = 0 then
3176 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3177 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3178 MONSTER_ROBO, MONSTER_BARREL:
3179 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3180 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3181 else begin
3182 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3183 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3184 if Random(2) = 0 then
3185 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3186 else
3187 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3188 end;
3189 end;
3191 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3192 if FMonsterType = MONSTER_BARREL then
3193 begin
3194 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3195 (FAnim[FCurAnim, FDirection].Counter = 0) then
3196 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3197 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3198 60, FUID);
3199 end;
3201 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3202 if FMonsterType = MONSTER_SOUL then
3203 if WordBool(st and MOVE_HITAIR) then
3204 g_Obj_SetSpeed(@FObj, 16);
3206 if FAmmo < 0 then
3207 FAmmo := FAmmo + 1;
3209 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3210 if FObj.Vel.Y < 0 then
3211 if WordBool(st and MOVE_INWATER) then
3212 FObj.Vel.Y := -4;
3214 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3215 FTargetTime := FTargetTime + 1;
3217 if FShellTimer > -1 then
3218 if FShellTimer = 0 then
3219 begin
3220 if FShellType = SHELL_SHELL then
3221 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3222 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3223 GameVelX, GameVelY-2, SHELL_SHELL)
3224 else if FShellType = SHELL_DBLSHELL then
3225 begin
3226 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3227 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3228 GameVelX-1, GameVelY-2, SHELL_SHELL);
3229 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3230 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3231 GameVelX+1, GameVelY-2, SHELL_SHELL);
3232 end;
3233 FShellTimer := -1;
3234 end else Dec(FShellTimer);
3236 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3237 if fall then
3238 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3239 STATE_ATTACK, STATE_SHOOT]) then
3240 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3241 FObj.Rect.Width, FObj.Rect.Height, 50) then
3242 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3243 (FObj.Accel.Y = 0) then
3244 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3246 case FState of
3247 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3248 begin
3249 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3250 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3251 begin
3252 FPain := MONSTERTABLE[FMonsterType].Pain;
3253 if gSoundEffectsDF then PainSound();
3254 end;
3255 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3256 PainSound();
3258 // Ñíèæàåì áîëü ñî âðåìåíåì:
3259 FPain := FPain - 5;
3261 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3262 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3263 begin
3264 SetState(STATE_GO);
3265 FPain := 0;
3266 end;
3267 end;
3269 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3270 begin
3271 // Ñïèì:
3272 FSleep := FSleep + 1;
3274 // Ïðîñïàëè äîñòàòî÷íî:
3275 if FSleep >= 18 then
3276 FSleep := 0
3277 else // åùå ñïèì
3278 goto _end;
3279 end;
3281 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3282 begin
3283 // Æäåì:
3284 FSleep := FSleep - 1;
3285 end;
3287 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3288 begin
3289 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3290 if WordBool(st and MOVE_BLOCK) then
3291 begin
3292 Turn();
3293 FSleep := 40;
3294 SetState(STATE_RUNOUT);
3296 goto _end;
3297 end;
3299 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3300 if (FMonsterType = MONSTER_VILE) then
3301 if isCorpse(@FObj, False) <> -1 then
3302 begin
3303 SetState(STATE_ATTACK, ANIM_ATTACK2);
3304 FObj.Vel.X := 0;
3306 goto _end;
3307 end;
3309 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3310 if Abs(sx) < 40 then
3311 if FMonsterType <> MONSTER_FISH then
3312 begin
3313 SetState(STATE_RUN);
3314 FSleep := 15;
3316 goto _end;
3317 end;
3319 // Óïåðëèñü â ñòåíó:
3320 if WordBool(st and MOVE_HITWALL) then
3321 begin
3322 case FMonsterType of
3323 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3324 else // Íå ëåòàþò:
3325 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3326 (FObj.Accel.Y = 0) then
3327 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3328 // Ïðûæîê ÷åðåç ñòåíó:
3329 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3330 SetState(STATE_CLIMB);
3331 end;
3332 end;
3334 goto _end;
3335 end;
3337 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3338 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3339 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3340 begin
3341 if FMonsterType = MONSTER_FISH then
3342 begin // Ðûáà
3343 if not WordBool(st and MOVE_INWATER) then
3344 begin // Ðûáà âíå âîäû:
3345 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3346 begin // "Ñòîèò" òâåðäî
3347 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3348 if FObj.Accel.Y = 0 then
3349 FObj.Vel.Y := -6;
3350 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3351 end;
3353 // Ðûáå áîëüíî:
3354 SetState(STATE_PAIN);
3355 FPain := FPain + 50;
3356 end
3357 else // Ðûáà â âîäå
3358 begin
3359 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3360 if Abs(sy) > 8 then
3361 FObj.Vel.Y := g_basic.Sign(sy)*4
3362 else
3363 FObj.Vel.Y := 0;
3365 // Ðûáà ïëûâåò ââåðõ:
3366 if FObj.Vel.Y < 0 then
3367 if not g_Obj_CollideWater(@FObj, 0, -16) then
3368 begin
3369 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3370 FObj.Vel.Y := 0;
3371 // Ïëàâàåì òóäà-ñþäà:
3372 SetState(STATE_RUN);
3373 FSleep := 20;
3374 end;
3375 end;
3376 end
3377 else // Ëåòàþùèå ìîíñòðû
3378 begin
3379 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3380 if Abs(sy) > 8 then
3381 FObj.Vel.Y := g_basic.Sign(sy)*4
3382 else
3383 FObj.Vel.Y := 0;
3384 end;
3385 end
3386 else // "Íàçåìíûå" ìîíñòðû
3387 begin
3388 // Âîçìîæíî, ïèíàåì êóñêè:
3389 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3390 begin
3391 b := Abs(FObj.Vel.X);
3392 if b > 1 then b := b * (Random(8 div b) + 1);
3393 for a := 0 to High(gGibs) do
3394 begin
3395 if gGibs[a].Live and
3396 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3397 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3398 begin
3399 // Ïèíàåì êóñêè
3400 if FObj.Vel.X < 0 then
3401 begin
3402 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3403 end
3404 else
3405 begin
3406 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3407 end;
3408 positionChanged(); // this updates spatial accelerators
3409 end;
3410 end;
3411 end;
3412 // Áîññû ìîãóò ïèíàòü òðóïû:
3413 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3414 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3415 begin
3416 b := Abs(FObj.Vel.X);
3417 if b > 1 then b := b * (Random(8 div b) + 1);
3418 for a := 0 to High(gCorpses) do
3419 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3420 begin
3421 co := gCorpses[a].Obj;
3422 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3423 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3424 // Ïèíàåì òðóïû
3425 if FObj.Vel.X < 0 then
3426 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3427 else
3428 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3429 end;
3430 end;
3431 end;
3433 FSleep := FSleep + 1;
3435 // Èíîãäà ðû÷èì:
3436 if FSleep >= 8 then
3437 begin
3438 FSleep := 0;
3439 if Random(8) = 0 then
3440 ActionSound();
3441 end;
3443 // Áåæèì â âûáðàííóþ ñòîðîíó:
3444 if FDirection = D_RIGHT then
3445 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3446 else
3447 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3449 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3450 if WordBool(st and MOVE_INWATER) then
3451 FObj.Vel.X := FObj.Vel.X div 2
3452 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3453 if FMonsterType = MONSTER_FISH then
3454 FObj.Vel.X := 0;
3455 end;
3457 STATE_RUN: // Ñîñòîÿíèå - Áåã
3458 begin
3459 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3460 if WordBool(st and MOVE_BLOCK) then
3461 begin
3462 SetState(STATE_RUNOUT);
3463 FSleep := 40;
3465 goto _end;
3466 end;
3468 FSleep := FSleep - 1;
3470 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3471 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3472 begin
3473 SetState(STATE_GO);
3474 FSleep := 0;
3476 // Èíîãäà ðû÷èì:
3477 if Random(8) = 0 then
3478 ActionSound();
3479 end;
3481 // Áåæèì â âûáðàííóþ ñòîðîíó:
3482 if FDirection = D_RIGHT then
3483 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3484 else
3485 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3487 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3488 if WordBool(st and MOVE_INWATER) then
3489 FObj.Vel.X := FObj.Vel.X div 2
3490 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3491 if FMonsterType = MONSTER_FISH then
3492 FObj.Vel.X := 0;
3493 end;
3495 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3496 begin
3497 // Âûøëè èç ÁëîêÌîíà:
3498 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3499 FSleep := 0;
3501 FSleep := FSleep - 1;
3503 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3504 if FSleep <= -18 then
3505 begin
3506 SetState(STATE_GO);
3507 FSleep := 0;
3509 // Èíîãäà ðû÷èì:
3510 if Random(8) = 0 then
3511 ActionSound();
3512 end;
3514 // Áåæèì â âûáðàííóþ ñòîðîíó:
3515 if FDirection = D_RIGHT then
3516 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3517 else
3518 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3520 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3521 if WordBool(st and MOVE_INWATER) then
3522 FObj.Vel.X := FObj.Vel.X div 2
3523 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3524 if FMonsterType = MONSTER_FISH then
3525 FObj.Vel.X := 0;
3526 end;
3528 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3529 begin
3530 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3531 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3532 (not WordBool(st and MOVE_HITWALL)) then
3533 begin
3534 SetState(STATE_GO);
3535 FSleep := 0;
3537 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3538 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3539 begin
3540 SetState(STATE_RUN);
3541 FSleep := 15;
3542 end;
3543 end;
3545 // Áåæèì â âûáðàííóþ ñòîðîíó:
3546 if FDirection = D_RIGHT then
3547 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3548 else
3549 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3551 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3552 if WordBool(st and MOVE_INWATER) then
3553 FObj.Vel.X := FObj.Vel.X div 2
3554 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3555 if FMonsterType = MONSTER_FISH then
3556 FObj.Vel.X := 0;
3557 end;
3559 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3560 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3561 begin
3562 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3563 if FMonsterType = MONSTER_SOUL then
3564 begin
3565 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3566 SetState(STATE_GO);
3568 goto _end;
3569 end;
3571 // Çàìåäëÿåìñÿ ïðè àòàêå:
3572 if FMonsterType <> MONSTER_FISH then
3573 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3575 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3576 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3577 begin
3578 // Öåëü ïîãèáëà => èäåì äàëüøå:
3579 if not GetPos(FTargetUID, @o) then
3580 begin
3581 SetState(STATE_GO);
3583 goto _end;
3584 end;
3586 // Öåëü íå âèäíî => èäåì äàëüøå:
3587 if not g_Look(@FObj, @o, FDirection) then
3588 begin
3589 SetState(STATE_GO);
3591 goto _end;
3592 end;
3594 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3595 if g_Obj_CollideWater(@o, 0, 0) then
3596 begin
3597 SetState(STATE_GO);
3599 goto _end;
3600 end;
3601 end;
3602 end;
3603 end; // case FState of ...
3605 _end:
3607 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3608 if FState = STATE_REVIVE then
3609 if FAnim[FCurAnim, FDirection].Played then
3610 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3611 FAnim[FCurAnim, FDirection].Revert(False);
3612 SetState(STATE_GO);
3613 end;
3615 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3616 if vilefire <> nil then
3617 vilefire.Update();
3619 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3620 if (FState = STATE_DIE) and
3621 (FAnim[FCurAnim, FDirection] <> nil) and
3622 (FAnim[FCurAnim, FDirection].Played) then
3623 begin
3624 // Óìåð:
3625 SetState(STATE_DEAD);
3627 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3628 if (FMonsterType = MONSTER_PAIN) or
3629 (FMonsterType = MONSTER_SOUL) or
3630 (FMonsterType = MONSTER_BARREL) then
3631 FRemoved := True
3632 else
3633 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3634 end;
3636 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3637 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3638 if (FAnim[FCurAnim, FDirection] <> nil) then
3639 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3640 if (FAnim[FCurAnim, FDirection].Played) then
3641 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3642 if FState = STATE_ATTACK then
3643 begin // Ñîñòîÿíèå - Àòàêà
3644 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3645 if FMonsterType <> MONSTER_SOUL then
3646 SetState(STATE_GO);
3647 end
3648 else // Ñîñòîÿíèå - Ñòðåëüáà
3649 begin
3650 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3651 if not FChainFire then
3652 SetState(STATE_GO)
3653 else
3654 begin // Íàäî ñòðåëÿòü åùå
3655 FChainFire := False;
3656 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3657 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3658 FAnim[FCurAnim, FDirection].Reset();
3659 end;
3660 end;
3662 FWaitAttackAnim := False;
3663 end
3665 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3666 if (FMonsterType = MONSTER_SOUL) or
3667 ( (not FWaitAttackAnim) and
3668 (FAnim[FCurAnim, FDirection].CurrentFrame =
3669 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3670 ) then
3671 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3672 if FState = STATE_ATTACK then
3673 begin // Ñîñòîÿíèå - Àòàêà
3674 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3675 if FMonsterType = MONSTER_SOUL then
3676 FAnim[FCurAnim, FDirection].Reset();
3678 case FMonsterType of
3679 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3680 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3681 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3682 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3683 if FMonsterType = MONSTER_SOUL then
3684 SetState(STATE_GO);
3686 MONSTER_FISH:
3687 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3689 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3690 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3691 if FCurAnim = ANIM_ATTACK2 then
3692 begin
3693 o := FObj;
3694 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3695 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3696 end;
3698 MONSTER_VILE:
3699 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3700 if FCurAnim = ANIM_ATTACK2 then
3701 begin
3702 sx := isCorpse(@FObj, True);
3703 if sx <> -1 then
3704 begin // Íàøëè, êîãî âîñêðåñèòü
3705 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3706 // Âîñêðåøàòü - ñåáå âðåäèòü:
3707 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3708 end;
3709 end;
3710 end;
3711 end
3713 else // Ñîñòîÿíèå - Ñòðåëüáà
3714 begin
3715 // Ñêîðîñòðåëüíûå ìîíñòðû:
3716 if (FMonsterType = MONSTER_CGUN) or
3717 (FMonsterType = MONSTER_SPIDER) or
3718 (FMonsterType = MONSTER_BSP) or
3719 (FMonsterType = MONSTER_MANCUB) or
3720 (FMonsterType = MONSTER_ROBO) then
3721 if not GetPos(FTargetUID, @o) then
3722 // Öåëü ìåðòâà - èùåì íîâóþ:
3723 findNewPrey()
3724 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3725 if shoot(@o, False) then
3726 FChainFire := True;
3727 end;
3729 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3730 FWaitAttackAnim := True;
3731 end;
3733 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3734 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3735 case FState of
3736 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3737 // Çâóêè ïðè ïåðåäâèæåíèè:
3738 case FMonsterType of
3739 MONSTER_CYBER:
3740 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3741 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3742 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3743 MONSTER_SPIDER:
3744 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3745 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3746 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3747 MONSTER_BSP:
3748 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3749 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3750 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3751 MONSTER_ROBO:
3752 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3753 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3754 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3755 end;
3756 end;
3758 // Êîñòûëü äëÿ ïîòîêîâ
3759 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3760 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3761 FObj.Vel.X := oldvelx;
3763 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3764 if FAnim[FCurAnim, FDirection] <> nil then
3765 FAnim[FCurAnim, FDirection].Update();
3766 end;
3768 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3769 begin
3770 case FMonsterType of
3771 MONSTER_ZOMBY:
3772 begin
3773 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3774 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3775 end;
3776 MONSTER_SERG:
3777 begin
3778 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3779 FShellTimer := 10;
3780 FShellType := SHELL_SHELL;
3781 end;
3782 MONSTER_MAN:
3783 begin
3784 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3785 FShellTimer := 13;
3786 FShellType := SHELL_DBLSHELL;
3787 end;
3788 MONSTER_CGUN, MONSTER_SPIDER:
3789 begin
3790 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3791 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3792 end;
3793 MONSTER_IMP:
3794 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3795 MONSTER_CYBER:
3796 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3797 MONSTER_SKEL:
3798 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3799 MONSTER_BSP:
3800 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3801 MONSTER_ROBO:
3802 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3803 MONSTER_MANCUB:
3804 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3805 MONSTER_BARON, MONSTER_KNIGHT:
3806 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3807 MONSTER_CACO:
3808 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3809 end;
3810 end;
3812 procedure TMonster.Turn();
3813 begin
3814 // Ðàçâîðà÷èâàåìñÿ:
3815 if FDirection = D_LEFT then
3816 FDirection := D_RIGHT
3817 else
3818 FDirection := D_LEFT;
3820 // Áåæèì â âûáðàííóþ ñòîðîíó:
3821 if FDirection = D_RIGHT then
3822 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3823 else
3824 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3825 end;
3827 function TMonster.findNewPrey(): Boolean;
3828 var
3829 a: DWORD;
3830 l, l2: Integer;
3831 PlayersSee, MonstersSee: Array of DWORD;
3832 PlayerNear, MonsterNear: Integer;
3833 begin
3834 Result := False;
3835 SetLength(MonstersSee, 0);
3836 SetLength(PlayersSee, 0);
3838 FTargetUID := 0;
3839 l := 32000;
3840 PlayerNear := -1;
3841 MonsterNear := -1;
3843 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3844 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3845 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3846 for a := 0 to High(gPlayers) do
3847 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3848 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3849 begin
3850 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3851 begin
3852 SetLength(PlayersSee, Length(PlayersSee) + 1);
3853 PlayersSee[High(PlayersSee)] := a;
3854 end;
3855 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3856 Abs(gPlayers[a].GameY-FObj.Y);
3857 if l2 < l then
3858 begin
3859 l := l2;
3860 PlayerNear := Integer(a);
3861 end;
3862 end;
3864 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3865 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3866 for a := 0 to High(gMonsters) do
3867 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3868 (gMonsters[a].FUID <> FUID) then
3869 begin
3870 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3871 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3872 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3873 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3874 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3875 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3876 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3877 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3879 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3880 begin
3881 SetLength(MonstersSee, Length(MonstersSee) + 1);
3882 MonstersSee[High(MonstersSee)] := a;
3883 end;
3884 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3885 Abs(gMonsters[a].FObj.Y-FObj.Y);
3886 if l2 < l then
3887 begin
3888 l := l2;
3889 MonsterNear := Integer(a);
3890 end;
3891 end;
3893 case FBehaviour of
3894 BH_NORMAL, BH_KILLER:
3895 begin
3896 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3897 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3898 begin
3899 a := PlayersSee[Random(Length(PlayersSee))];
3900 FTargetUID := gPlayers[a].UID;
3901 end;
3902 // Çàòåì ïîáëèçîñòè
3903 if (FTargetUID = 0) and (PlayerNear > -1) then
3904 begin
3905 a := PlayerNear;
3906 FTargetUID := gPlayers[a].UID;
3907 end;
3908 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3909 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3910 begin
3911 a := MonstersSee[Random(Length(MonstersSee))];
3912 FTargetUID := gMonsters[a].UID;
3913 end;
3914 // Çàòåì ïîáëèçîñòè
3915 if (FTargetUID = 0) and (MonsterNear > -1) then
3916 begin
3917 a := MonsterNear;
3918 FTargetUID := gMonsters[a].UID;
3919 end;
3920 end;
3921 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3922 begin
3923 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3924 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3925 begin
3926 a := PlayersSee[Random(Length(PlayersSee))];
3927 FTargetUID := gPlayers[a].UID;
3928 end;
3929 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3930 begin
3931 a := MonstersSee[Random(Length(MonstersSee))];
3932 FTargetUID := gMonsters[a].UID;
3933 end;
3934 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3935 if (FTargetUID = 0) and (PlayerNear > -1) then
3936 begin
3937 a := PlayerNear;
3938 FTargetUID := gPlayers[a].UID;
3939 end;
3940 if (FTargetUID = 0) and (MonsterNear > -1) then
3941 begin
3942 a := MonsterNear;
3943 FTargetUID := gMonsters[a].UID;
3944 end;
3945 end;
3946 end;
3948 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3949 if FTargetUID = 0 then
3950 begin
3951 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3952 if FBehaviour = BH_INSANE then
3953 FTargetUID := FUID
3954 else
3955 FTargetTime := MAX_ATM;
3956 end
3957 else
3958 begin // Öåëü íàøëè
3959 FTargetTime := 0;
3960 Result := True;
3961 end;
3962 end;
3964 function TMonster.kick(o: PObj): Boolean;
3965 begin
3966 Result := False;
3968 case FMonsterType of
3969 MONSTER_FISH:
3970 begin
3971 SetState(STATE_ATTACK);
3972 Result := True;
3973 end;
3974 MONSTER_DEMON:
3975 begin
3976 SetState(STATE_ATTACK);
3977 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3978 Result := True;
3979 end;
3980 MONSTER_IMP:
3981 begin
3982 SetState(STATE_ATTACK);
3983 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3984 Result := True;
3985 end;
3986 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3987 begin
3988 SetState(STATE_ATTACK, ANIM_ATTACK2);
3989 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3990 Result := True;
3991 end;
3992 MONSTER_BARON, MONSTER_KNIGHT,
3993 MONSTER_CACO, MONSTER_MANCUB:
3994 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3995 if not g_Game_IsClient then Result := shoot(o, True);
3996 end;
3997 end;
3999 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4000 var
4001 xd, yd, m: Integer;
4002 begin
4003 Result := False;
4005 // Ñòðåëÿòü ðàíî:
4006 if FAmmo < 0 then
4007 Exit;
4009 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4010 if not immediately then
4011 case FMonsterType of
4012 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4013 Exit; // íå ñòðåëÿþò
4014 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4015 begin
4016 FAmmo := FAmmo + 1;
4017 // Âðåìÿ âûñòðåëà óïóùåíî:
4018 if FAmmo >= 50 then
4019 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4020 end;
4021 MONSTER_MAN: ;
4022 MONSTER_MANCUB:
4023 begin
4024 FAmmo := FAmmo + 1;
4025 // Âðåìÿ âûñòðåëà óïóùåíî:
4026 if FAmmo >= 5 then
4027 FAmmo := -50;
4028 end;
4029 MONSTER_SPIDER:
4030 begin
4031 FAmmo := FAmmo + 1;
4032 // Âðåìÿ âûñòðåëà óïóùåíî:
4033 if FAmmo >= 100 then
4034 FAmmo := -50;
4035 end;
4036 MONSTER_CYBER:
4037 begin
4038 // Ñòðåëÿåò íå âñåãäà:
4039 if Random(2) = 0 then
4040 Exit;
4041 FAmmo := FAmmo + 1;
4042 // Âðåìÿ âûñòðåëà óïóùåíî:
4043 if FAmmo >= 10 then
4044 FAmmo := -50;
4045 end;
4046 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4047 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4048 MONSTER_VILE: if Random(8) <> 0 then Exit;
4049 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4050 else if Random(16) <> 0 then Exit;
4051 end;
4053 // Öåëè íå âèäíî:
4054 if not g_Look(@FObj, o, FDirection) then
4055 Exit;
4057 FTargetTime := 0;
4059 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4060 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4062 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4063 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4064 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4065 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4066 Exit;
4068 case FMonsterType of
4069 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4070 begin
4071 SetState(STATE_SHOOT);
4072 {nn}
4073 end;
4074 MONSTER_SKEL:
4075 begin
4076 SetState(STATE_SHOOT);
4077 {nn}
4078 end;
4079 MONSTER_VILE:
4080 begin // Çàæèãàåì îãîíü
4081 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4082 ty := o^.Y+o^.Rect.Y;
4083 SetState(STATE_SHOOT);
4085 vilefire.Reset();
4087 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4088 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4089 end;
4090 MONSTER_SOUL:
4091 begin // Ëåòèò â ñòîðîíó öåëè:
4092 SetState(STATE_ATTACK);
4093 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4095 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4096 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4097 m := Max(Abs(xd), Abs(yd));
4098 if m = 0 then
4099 m := 1;
4101 FObj.Vel.X := (xd*16) div m;
4102 FObj.Vel.Y := (yd*16) div m;
4103 end;
4104 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4105 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4106 begin
4107 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4108 if FMonsterType = MONSTER_MANCUB then
4109 if FAmmo = 1 then
4110 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4112 SetState(STATE_SHOOT);
4113 end;
4114 else Exit;
4115 end;
4117 Result := True;
4118 end;
4120 function TMonster.Live(): Boolean;
4121 begin
4122 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4123 end;
4125 procedure TMonster.SetHealth(aH: Integer);
4126 begin
4127 if (aH > 0) and (aH < 1000000) then
4128 begin
4129 FHealth := aH;
4130 if FHealth > FMaxHealth then
4131 FMaxHealth := FHealth;
4132 end;
4133 end;
4135 procedure TMonster.WakeUp();
4136 begin
4137 if g_Game_IsClient then Exit;
4138 SetState(STATE_GO);
4139 FTargetTime := MAX_ATM;
4140 WakeUpSound();
4141 end;
4143 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4144 var
4145 i: Integer;
4146 sig: DWORD;
4147 b: Byte;
4148 anim: Boolean;
4149 begin
4150 if Mem = nil then
4151 Exit;
4153 // Ñèãíàòóðà ìîíñòðà:
4154 sig := MONSTER_SIGNATURE; // 'MONS'
4155 Mem.WriteDWORD(sig);
4156 // UID ìîíñòðà:
4157 Mem.WriteWord(FUID);
4158 // Íàïðàâëåíèå:
4159 if FDirection = D_LEFT then
4160 b := 1
4161 else // D_RIGHT
4162 b := 2;
4163 Mem.WriteByte(b);
4164 // Íàäî ëè óäàëèòü åãî:
4165 Mem.WriteBoolean(FRemoved);
4166 // Îñòàëîñü çäîðîâüÿ:
4167 Mem.WriteInt(FHealth);
4168 // Ñîñòîÿíèå:
4169 Mem.WriteByte(FState);
4170 // Òåêóùàÿ àíèìàöèÿ:
4171 Mem.WriteByte(FCurAnim);
4172 // UID öåëè:
4173 Mem.WriteWord(FTargetUID);
4174 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4175 Mem.WriteInt(FTargetTime);
4176 // Ïîâåäåíèå ìîíñòðà:
4177 Mem.WriteByte(FBehaviour);
4178 // Ãîòîâíîñòü ê âûñòðåëó:
4179 Mem.WriteInt(FAmmo);
4180 // Áîëü:
4181 Mem.WriteInt(FPain);
4182 // Âðåìÿ îæèäàíèÿ:
4183 Mem.WriteInt(FSleep);
4184 // Îçâó÷èâàòü ëè áîëü:
4185 Mem.WriteBoolean(FPainSound);
4186 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4187 Mem.WriteBoolean(FWaitAttackAnim);
4188 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4189 Mem.WriteBoolean(FChainFire);
4190 // Ïîäëåæèò ëè ðåñïàâíó:
4191 Mem.WriteBoolean(FNoRespawn);
4192 // Êîîðäèíàòû öåëè:
4193 Mem.WriteInt(tx);
4194 Mem.WriteInt(ty);
4195 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4196 Mem.WriteInt(FStartID);
4197 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4198 Mem.WriteInt(FSpawnTrigger);
4199 // Îáúåêò ìîíñòðà:
4200 Obj_SaveState(@FObj, Mem);
4201 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4202 anim := vilefire <> nil;
4203 Mem.WriteBoolean(anim);
4204 // Åñëè åñòü - ñîõðàíÿåì:
4205 if anim then
4206 vilefire.SaveState(Mem);
4207 // Àíèìàöèè:
4208 for i := ANIM_SLEEP to ANIM_PAIN do
4209 begin
4210 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4211 anim := FAnim[i, D_LEFT] <> nil;
4212 Mem.WriteBoolean(anim);
4213 // Åñëè åñòü - ñîõðàíÿåì:
4214 if anim then
4215 FAnim[i, D_LEFT].SaveState(Mem);
4216 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4217 anim := FAnim[i, D_RIGHT] <> nil;
4218 Mem.WriteBoolean(anim);
4219 // Åñëè åñòü - ñîõðàíÿåì:
4220 if anim then
4221 FAnim[i, D_RIGHT].SaveState(Mem);
4222 end;
4223 end;
4225 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4226 var
4227 i: Integer;
4228 sig: DWORD;
4229 b: Byte;
4230 anim: Boolean;
4231 begin
4232 if Mem = nil then
4233 Exit;
4235 // Ñèãíàòóðà ìîíñòðà:
4236 Mem.ReadDWORD(sig);
4237 if sig <> MONSTER_SIGNATURE then // 'MONS'
4238 begin
4239 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4240 end;
4241 // UID ìîíñòðà:
4242 Mem.ReadWord(FUID);
4243 // Íàïðàâëåíèå:
4244 Mem.ReadByte(b);
4245 if b = 1 then
4246 FDirection := D_LEFT
4247 else // b = 2
4248 FDirection := D_RIGHT;
4249 // Íàäî ëè óäàëèòü åãî:
4250 Mem.ReadBoolean(FRemoved);
4251 // Îñòàëîñü çäîðîâüÿ:
4252 Mem.ReadInt(FHealth);
4253 // Ñîñòîÿíèå:
4254 Mem.ReadByte(FState);
4255 // Òåêóùàÿ àíèìàöèÿ:
4256 Mem.ReadByte(FCurAnim);
4257 // UID öåëè:
4258 Mem.ReadWord(FTargetUID);
4259 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4260 Mem.ReadInt(FTargetTime);
4261 // Ïîâåäåíèå ìîíñòðà:
4262 Mem.ReadByte(FBehaviour);
4263 // Ãîòîâíîñòü ê âûñòðåëó:
4264 Mem.ReadInt(FAmmo);
4265 // Áîëü:
4266 Mem.ReadInt(FPain);
4267 // Âðåìÿ îæèäàíèÿ:
4268 Mem.ReadInt(FSleep);
4269 // Îçâó÷èâàòü ëè áîëü:
4270 Mem.ReadBoolean(FPainSound);
4271 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4272 Mem.ReadBoolean(FWaitAttackAnim);
4273 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4274 Mem.ReadBoolean(FChainFire);
4275 // Ïîäëåæèò ëè ðåñïàâíó
4276 Mem.ReadBoolean(FNoRespawn);
4277 // Êîîðäèíàòû öåëè:
4278 Mem.ReadInt(tx);
4279 Mem.ReadInt(ty);
4280 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4281 Mem.ReadInt(FStartID);
4282 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4283 Mem.ReadInt(FSpawnTrigger);
4284 // Îáúåêò ìîíñòðà:
4285 Obj_LoadState(@FObj, Mem);
4286 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4287 Mem.ReadBoolean(anim);
4288 // Åñëè åñòü - çàãðóæàåì:
4289 if anim then
4290 begin
4291 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4292 vilefire.LoadState(Mem);
4293 end;
4294 // Àíèìàöèè:
4295 for i := ANIM_SLEEP to ANIM_PAIN do
4296 begin
4297 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4298 Mem.ReadBoolean(anim);
4299 // Åñëè åñòü - çàãðóæàåì:
4300 if anim then
4301 begin
4302 Assert(FAnim[i, D_LEFT] <> nil,
4303 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4304 FAnim[i, D_LEFT].LoadState(Mem);
4305 end;
4306 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4307 Mem.ReadBoolean(anim);
4308 // Åñëè åñòü - çàãðóæàåì:
4309 if anim then
4310 begin
4311 Assert(FAnim[i, D_RIGHT] <> nil,
4312 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4313 FAnim[i, D_RIGHT].LoadState(Mem);
4314 end;
4315 end;
4316 end;
4318 procedure TMonster.ActivateTriggers();
4319 var
4320 a: Integer;
4321 begin
4322 if FDieTriggers <> nil then
4323 for a := 0 to High(FDieTriggers) do
4324 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4325 if FSpawnTrigger > -1 then
4326 begin
4327 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4328 FSpawnTrigger := -1;
4329 end;
4330 end;
4332 procedure TMonster.AddTrigger(t: Integer);
4333 begin
4334 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4335 FDieTriggers[High(FDieTriggers)] := t;
4336 end;
4338 procedure TMonster.ClearTriggers();
4339 begin
4340 SetLength(FDieTriggers, 0);
4341 end;
4343 procedure TMonster.CatchFire(Attacker: Word);
4344 begin
4345 FFireTime := 100;
4346 FFireAttacker := Attacker;
4347 if g_Game_IsNet and g_Game_IsServer then
4348 MH_SEND_MonsterState(FUID);
4349 end;
4351 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4352 var
4353 id, i: DWORD;
4354 Anim: TAnimation;
4355 begin
4356 if (Random(10) = 1) and (Times = 1) then
4357 Exit;
4359 if g_Frames_Get(id, 'FRAMES_FLAME') then
4360 begin
4361 for i := 1 to Times do
4362 begin
4363 Anim := TAnimation.Create(id, False, 3);
4364 Anim.Alpha := 0;
4365 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4366 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4367 Anim.Free();
4368 end;
4369 end;
4370 end;
4373 // ////////////////////////////////////////////////////////////////////////// //
4374 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4375 var
4376 idx: Integer;
4377 begin
4378 result := false;
4379 if (gMonsters = nil) or not assigned(cb) then exit;
4380 for idx := 0 to High(gMonsters) do
4381 begin
4382 if (gMonsters[idx] <> nil) then
4383 begin
4384 result := cb(idx, gMonsters[idx]);
4385 if result then exit;
4386 end;
4387 end;
4388 end;
4391 // throws on invalid uid
4392 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4393 begin
4394 result := g_Mons_ByIdx_NC(uid);
4395 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4396 end;
4399 // can return null
4400 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4401 begin
4402 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4403 result := gMonsters[uid];
4404 end;
4407 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4409 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4410 begin
4411 result := (mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj));
4412 end;
4414 var
4415 idx: Integer;
4416 begin
4417 result := false;
4418 if (width < 1) or (height < 1) then exit;
4420 if gmon_debug_use_sqaccel then
4421 begin
4422 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4423 end
4424 else
4425 begin
4426 for idx := 0 to High(gMonsters) do
4427 begin
4428 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4429 begin
4430 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4431 begin
4432 result := true;
4433 exit;
4434 end;
4435 end;
4436 end;
4437 end;
4438 end;
4441 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4443 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4444 begin
4445 result := false;
4446 if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon.arrIdx, mon);
4447 end;
4449 var
4450 idx: Integer;
4451 begin
4452 result := false;
4453 if (width < 1) or (height < 1) then exit;
4455 if gmon_debug_use_sqaccel then
4456 begin
4457 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4458 end
4459 else
4460 begin
4461 for idx := 0 to High(gMonsters) do
4462 begin
4463 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4464 begin
4465 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4466 begin
4467 result := cb(idx, gMonsters[idx]);
4468 if result then exit;
4469 end;
4470 end;
4471 end;
4472 end;
4473 end;
4476 function g_Mons_ForEachAtAlive (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4478 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4479 begin
4480 result := false;
4481 if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon.arrIdx, mon);
4482 end;
4484 var
4485 idx: Integer;
4486 begin
4487 result := false;
4488 if (width < 1) or (height < 1) then exit;
4490 if gmon_debug_use_sqaccel then
4491 begin
4492 if (width = 1) and (height = 1) then
4493 begin
4494 result := (monsTree.pointQuery(x, y, monsCollCheck) <> nil);
4495 end
4496 else
4497 begin
4498 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4499 end;
4500 end
4501 else
4502 begin
4503 for idx := 0 to High(gMonsters) do
4504 begin
4505 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4506 begin
4507 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4508 begin
4509 result := cb(idx, gMonsters[idx]);
4510 if result then exit;
4511 end;
4512 end;
4513 end;
4514 end;
4515 end;
4518 end.