DEADSOFTWARE

removed "monidx" argument from monster spatial query callback (each monster has UIDs...
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 treeNode: Integer; // node in dyntree or -1
84 arrIdx: Integer; // in gMonsters
86 FDieTriggers: Array of Integer;
87 FSpawnTrigger: Integer;
89 procedure Turn();
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
93 public
94 FNoRespawn: Boolean;
95 FFireTime: Integer;
96 trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
98 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
99 destructor Destroy(); override;
100 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
101 function Collide(Panel: TPanel): Boolean; overload;
102 function Collide(X, Y: Integer): Boolean; overload;
103 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
104 function Live(): Boolean;
105 procedure SetHealth(aH: Integer);
106 procedure Push(vx, vy: Integer);
107 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
108 function Heal(Value: Word): Boolean;
109 procedure BFGHit();
110 procedure Update();
111 procedure ClientUpdate();
112 procedure ClientAttack(wx, wy, atx, aty: Integer);
113 procedure SetDeadAnim;
114 procedure Draw();
115 procedure WakeUp();
116 procedure WakeUpSound();
117 procedure DieSound();
118 procedure PainSound();
119 procedure ActionSound();
120 procedure AddTrigger(t: Integer);
121 procedure ClearTriggers();
122 procedure Respawn();
123 procedure SaveState(var Mem: TBinMemoryWriter);
124 procedure LoadState(var Mem: TBinMemoryReader);
125 procedure SetState(State: Byte; ForceAnim: Byte = 255);
126 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
127 procedure MakeBloodSimple(Count: Word);
128 procedure RevertAnim(R: Boolean = True);
129 function AnimIsReverse: Boolean;
130 function shoot(o: PObj; immediately: Boolean): Boolean;
131 function kick(o: PObj): Boolean;
132 procedure CatchFire(Attacker: Word);
133 procedure OnFireFlame(Times: DWORD = 1);
135 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
137 property MonsterType: Byte read FMonsterType;
138 property MonsterHealth: Integer read FHealth write FHealth;
139 property MonsterAmmo: Integer read FAmmo write FAmmo;
140 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
141 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
142 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
143 property MonsterSleep: Integer read FSleep write FSleep;
144 property MonsterState: Byte read FState write FState;
145 property MonsterRemoved: Boolean read FRemoved write FRemoved;
146 property MonsterPain: Integer read FPain write FPain;
147 property MonsterAnim: Byte read FCurAnim write FCurAnim;
149 property Obj: TObj read FObj;
150 property UID: Word read FUID write FUID;
151 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
153 property GameX: Integer read FObj.X write FObj.X;
154 property GameY: Integer read FObj.Y write FObj.Y;
155 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
156 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
157 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
158 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
159 property GameDirection: TDirection read FDirection write FDirection;
161 property StartID: Integer read FStartID;
162 end;
165 procedure g_Monsters_LoadData ();
166 procedure g_Monsters_FreeData ();
167 procedure g_Monsters_Init ();
168 procedure g_Monsters_Free ();
169 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
170 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
171 procedure g_Monsters_Update ();
172 procedure g_Monsters_Draw ();
173 procedure g_Monsters_DrawHealth ();
174 function g_Monsters_ByUID (UID: Word): TMonster;
175 procedure g_Monsters_killedp ();
176 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
177 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
178 function g_Monsters_GetIDByName (name: String): Integer;
179 function g_Monsters_GetNameByID (MonsterType: Byte): String;
180 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
183 type
184 TEachMonsterCB = function (mon: TMonster): Boolean is nested; // return `true` to stop
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_ForEach (cb: TEachMonsterCB): Boolean;
195 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
197 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
198 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
200 function g_Mons_getNewTrapFrameId (): DWord;
203 var
204 gmon_debug_use_sqaccel: Boolean = true;
207 implementation
209 uses
210 e_log, g_main, g_sound, g_gfx, g_player, g_game,
211 g_weapons, g_triggers, MAPDEF, g_items, g_options,
212 g_console, g_map, Math, SysUtils, g_menu, wadreader,
213 g_language, g_netmsg, z_aabbtree;
216 // ////////////////////////////////////////////////////////////////////////// //
217 var
218 monCheckTrapLastFrameId: DWord;
221 // ////////////////////////////////////////////////////////////////////////// //
222 type
223 TDynAABBTreeMonsBase = specialize TDynAABBTreeBase<TMonster>;
225 TDynAABBTreeMons = class(TDynAABBTreeMonsBase)
226 function getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean; override;
227 end;
229 function TDynAABBTreeMons.getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean;
230 begin
231 result := false;
232 if (flesh = nil) then raise Exception.Create('DynTree: trying to get dimensions of inexistant monsters');
233 if (flesh.Obj.Rect.Width < 1) or (flesh.Obj.Rect.Height < 1) then raise Exception.Create('DynTree: monster without size, wtf?!');
234 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);
235 if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
236 result := true;
237 end;
240 var
241 monsTree: TDynAABBTreeMons = nil;
244 //WARNING! call this after monster position was changed, or coldet will not work right!
245 procedure TMonster.positionChanged ();
246 var
247 x, y: Integer;
248 begin
249 {$IF DEFINED(D2F_DEBUG)}
250 //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);
251 {$ENDIF}
252 if (treeNode = -1) then
253 begin
254 treeNode := monsTree.insertObject(self, 0);
255 {$IF DEFINED(D2F_DEBUG)}
256 monsTree.getNodeXY(treeNode, x, y);
257 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
258 {$ENDIF}
259 end
260 else
261 begin
262 monsTree.getNodeXY(treeNode, x, y);
263 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
264 {$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);{$ENDIF}
266 {$IFDEF TRUE}
267 monsTree.updateObject(treeNode);
268 {$ELSE}
269 monsTree.removeObject(treeNode);
270 treeNode := monsTree.insertObject(self);
271 {$ENDIF}
273 {$IF DEFINED(D2F_DEBUG)}
274 monsTree.getNodeXY(treeNode, x, y);
275 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
276 {$ENDIF}
277 end;
278 end;
281 // ////////////////////////////////////////////////////////////////////////// //
282 const
283 ANIM_SLEEP = 0;
284 ANIM_GO = 1;
285 ANIM_DIE = 2;
286 ANIM_MESS = 3;
287 ANIM_ATTACK = 4;
288 ANIM_ATTACK2 = 5;
289 ANIM_PAIN = 6;
291 STATE_SLEEP = 0;
292 STATE_GO = 1;
293 STATE_RUN = 2;
294 STATE_CLIMB = 3;
295 STATE_DIE = 4;
296 STATE_DEAD = 5;
297 STATE_ATTACK = 6;
298 STATE_SHOOT = 7;
299 STATE_PAIN = 8;
300 STATE_WAIT = 9;
301 STATE_REVIVE = 10;
302 STATE_RUNOUT = 11;
304 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
306 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
307 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
308 record
309 name: String;
310 loop: Boolean;
311 end = ((name: 'SLEEP'; loop: True),
312 (name: 'GO'; loop: True),
313 (name: 'DIE'; loop: False),
314 (name: 'MESS'; loop: False),
315 (name: 'ATTACK'; loop: False),
316 (name: 'ATTACK2'; loop: False),
317 (name: 'PAIN'; loop: False));
319 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
320 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
321 record
322 Name: String;
323 Rect: TRectWH;
324 Health: Word;
325 RunVel: Byte;
326 MinPain: Byte;
327 Pain: Byte;
328 Jump: Byte;
329 end =
330 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
331 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
333 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
334 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
336 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
337 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
339 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
340 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
342 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
343 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
345 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
346 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
348 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
349 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
351 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
352 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
354 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
355 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
357 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
358 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
360 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
361 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
363 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
364 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
366 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
367 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
369 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
370 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
372 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
373 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
375 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
376 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
378 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
379 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
381 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
382 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
384 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
385 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
387 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
388 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
390 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
391 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
392 record
393 LeftAnim: Boolean;
394 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
395 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
396 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
397 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
398 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
399 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
400 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));
401 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))),
403 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
404 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));
405 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))),
407 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
408 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));
409 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))),
411 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
412 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));
413 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))),
415 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
416 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));
417 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))),
419 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
420 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));
421 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))),
423 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
424 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));
425 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))),
427 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
428 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));
429 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))),
431 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
432 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));
433 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))),
435 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
436 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));
437 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))),
439 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
440 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));
441 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))),
443 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
444 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));
445 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))),
447 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
448 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));
449 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))),
451 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
452 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));
453 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))),
455 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
456 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));
457 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))),
459 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
460 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));
461 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))),
463 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
464 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));
465 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 ))),
467 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
468 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));
469 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))),
471 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
472 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));
473 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))),
475 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
476 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));
477 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))) );
479 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
480 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
483 var
484 gMonsters: array of TMonster;
485 uidMap: array [0..65535] of TMonster; // monster knows it's index
488 procedure clearUidMap ();
489 var
490 idx: Integer;
491 begin
492 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
493 end;
496 function g_Mons_getNewTrapFrameId (): DWord;
497 var
498 f: Integer;
499 begin
500 Inc(monCheckTrapLastFrameId);
501 if monCheckTrapLastFrameId = 0 then
502 begin
503 // wraparound
504 monCheckTrapLastFrameId := 1;
505 for f := 0 to High(gMonsters) do
506 begin
507 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
508 end;
509 end;
510 result := monCheckTrapLastFrameId;
511 end;
514 var
515 pt_x: Integer = 0;
516 pt_xs: Integer = 1;
517 pt_y: Integer = 0;
518 pt_ys: Integer = 1;
519 soulcount: Integer = 0;
522 function allocMonster(): DWORD;
523 var
524 i, olen: Integer;
525 begin
526 for i := 0 to High(gMonsters) do
527 begin
528 if (gMonsters[i] = nil) then
529 begin
530 result := i;
531 exit;
532 end;
533 end;
535 olen := Length(gMonsters);
536 if (olen = 0) then
537 begin
538 SetLength(gMonsters, 64);
539 result := 0;
540 end
541 else
542 begin
543 result := olen;
544 SetLength(gMonsters, Length(gMonsters)+32);
545 end;
546 end;
549 function IsFriend(a, b: Byte): Boolean;
550 begin
551 Result := True;
553 // Áî÷êà - âñåì äðóã:
554 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
555 Exit;
557 // Ìîíñòðû îäíîãî âèäà:
558 if a = b then
559 case a of
560 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
561 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
562 Exit; // Ýòè íå áüþò ñâîèõ
563 end;
565 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
566 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
567 Exit;
568 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
569 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
570 Exit;
572 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
573 Result := False;
574 end;
577 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
578 var
579 m: TMonster;
580 UIDType, MonsterType: Byte;
581 begin
582 Result := False;
583 MonsterType := 0;
585 UIDType := g_GetUIDType(SpawnerUID);
586 if UIDType = UID_MONSTER then
587 begin
588 m := g_Monsters_ByUID(SpawnerUID);
589 if m = nil then Exit;
590 MonsterType := m.FMonsterType;
591 end;
593 case BH of
594 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
595 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
597 BH_KILLER: Result := UIDType = UID_PLAYER;
598 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
599 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
601 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
602 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
603 end;
604 end;
607 function canShoot(m: Byte): Boolean;
608 begin
609 Result := False;
611 case m of
612 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
613 Exit;
614 else
615 Result := True;
616 end;
617 end;
620 function isCorpse (o: PObj; immediately: Boolean): Integer;
622 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
623 begin
624 result := false; // don't stop
625 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
626 begin
627 case mon.FMonsterType of // Íå âîñêðåñèòü:
628 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
629 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
630 end;
631 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
632 result := true;
633 end;
634 end;
636 var
637 a: Integer;
638 mon: TMonster;
639 begin
640 result := -1;
642 // Åñëè íóæíà âåðîÿòíîñòü
643 if not immediately and (Random(8) <> 0) then exit;
645 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
646 if gmon_debug_use_sqaccel then
647 begin
648 mon := monsTree.aabbQuery(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
649 if (mon <> nil) then result := mon.arrIdx;
650 end
651 else
652 begin
653 for a := 0 to High(gMonsters) do
654 begin
655 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
656 begin
657 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
658 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
659 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
660 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
661 begin
662 Result := a;
663 Exit;
664 end;
665 end;
666 end;
667 end;
668 end;
669 end;
671 procedure g_Monsters_LoadData();
672 begin
673 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
675 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
678 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
682 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
685 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
689 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
692 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
693 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
696 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
699 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
700 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
703 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
706 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
707 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
710 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
713 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
714 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
717 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
720 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
721 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
724 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
731 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
738 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
745 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
752 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
759 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
766 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
773 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
780 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
787 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
794 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
801 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
808 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
815 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
824 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
825 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
828 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
830 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
832 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
833 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
834 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
835 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
836 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
837 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
838 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
839 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
840 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
841 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
842 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
844 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
845 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
846 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
848 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
849 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
850 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
851 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
852 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
853 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
855 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
856 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
857 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
858 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
859 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
861 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
862 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
864 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
865 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
866 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
867 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
869 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
870 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
871 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
872 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
873 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
875 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
876 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
877 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
878 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
879 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
881 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
882 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
883 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
884 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
886 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
887 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
888 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
890 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
891 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
893 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
894 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
896 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
897 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
898 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
900 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
901 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
903 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
904 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
905 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
907 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
909 monsTree := TDynAABBTreeMons.Create();
910 clearUidMap();
911 monCheckTrapLastFrameId := 0;
912 end;
914 procedure g_Monsters_FreeData();
915 begin
916 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
918 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
919 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
920 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
921 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
922 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
923 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
924 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
925 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
926 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
927 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
928 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
929 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
930 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
931 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
932 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
933 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
934 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
935 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
936 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
937 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
938 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
939 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
940 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
941 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
942 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
943 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
944 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
945 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
946 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
947 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
948 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
949 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
950 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
951 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
952 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
953 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
954 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
955 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
956 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
957 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
958 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
959 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
960 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
961 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
962 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
963 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
964 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
965 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
966 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
967 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
968 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
969 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
970 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
972 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
973 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
974 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
975 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
976 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
977 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
978 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
979 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
980 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
981 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
982 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
983 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
984 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
985 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
986 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
987 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
988 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
989 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
990 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
991 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
992 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
993 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
994 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
995 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
996 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
997 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
998 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
999 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1050 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1052 g_Sound_Delete('SOUND_MONSTER_PAIN');
1053 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1054 g_Sound_Delete('SOUND_MONSTER_ACTION');
1055 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1056 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1057 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1058 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1059 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1060 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1061 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1062 g_Sound_Delete('SOUND_MONSTER_SLOP');
1064 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1065 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1066 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1068 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1069 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1070 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1071 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1072 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1073 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1075 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1076 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1077 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1078 g_Sound_Delete('SOUND_MONSTER_HAHA');
1079 g_Sound_Delete('SOUND_MONSTER_TRUP');
1081 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1082 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1084 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1085 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1086 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1087 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1089 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1090 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1091 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1092 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1093 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1095 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1096 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1097 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1098 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1099 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1101 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1102 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1103 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1104 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1106 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1107 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1108 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1110 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1111 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1113 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1114 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1116 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1117 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1118 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1120 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1121 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1123 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1124 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1125 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1127 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1129 monsTree.Free();
1130 end;
1132 procedure g_Monsters_Init();
1133 begin
1134 soulcount := 0;
1135 end;
1137 procedure g_Monsters_Free();
1138 var
1139 a: Integer;
1140 begin
1141 monsTree.reset();
1142 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1143 gMonsters := nil;
1144 clearUidMap();
1145 monCheckTrapLastFrameId := 0;
1146 end;
1148 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1149 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1150 var
1151 find_id: DWORD;
1152 mon: TMonster;
1153 begin
1154 result := nil;
1156 // Íåò òàêîãî ìîíñòðà
1157 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1159 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1160 if MonsterType = MONSTER_SOUL then
1161 begin
1162 if soulcount > MAX_SOUL then exit;
1163 soulcount := soulcount + 1;
1164 end;
1166 find_id := allocMonster();
1168 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1169 gMonsters[find_id] := mon;
1170 mon.arrIdx := find_id;
1171 mon.treeNode := -1;
1173 uidMap[mon.FUID] := mon;
1175 // Íàñòðàèâàåì ïîëîæåíèå
1176 with mon do
1177 begin
1178 if AdjCoord then
1179 begin
1180 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1181 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1182 end
1183 else
1184 begin
1185 FObj.X := X-FObj.Rect.X;
1186 FObj.Y := Y-FObj.Rect.Y;
1187 end;
1189 FDirection := Direction;
1190 FStartDirection := Direction;
1191 FStartX := GameX;
1192 FStartY := GameY;
1193 end;
1195 mon.positionChanged();
1197 result := mon;
1198 end;
1200 procedure g_Monsters_killedp();
1201 var
1202 a, h: Integer;
1203 begin
1204 if gMonsters = nil then
1205 Exit;
1207 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1208 h := High(gMonsters);
1209 for a := 0 to h do
1210 if (gMonsters[a] <> nil) then
1211 with gMonsters[a] do
1212 if (FMonsterType = MONSTER_MAN) and
1213 (FState <> STATE_DEAD) and
1214 (FState <> STATE_SLEEP) and
1215 (FState <> STATE_DIE) then
1216 begin
1217 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1218 Exit;
1219 end;
1220 end;
1222 procedure g_Monsters_Update();
1223 var
1224 a: Integer;
1225 begin
1226 // Öåëåóêàçàòåëü
1227 if gTime mod (GAME_TICK*2) = 0 then
1228 begin
1229 pt_x := pt_x+pt_xs;
1230 pt_y := pt_y+pt_ys;
1231 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1232 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1233 end;
1235 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1237 for a := 0 to High(gMonsters) do
1238 begin
1239 if (gMonsters[a] = nil) then continue;
1240 if not gMonsters[a].FRemoved then
1241 begin
1242 if g_Game_IsClient then
1243 gMonsters[a].ClientUpdate()
1244 else
1245 gMonsters[a].Update();
1246 end
1247 else
1248 begin
1249 gMonsters[a].Free();
1250 gMonsters[a] := nil;
1251 end;
1252 end;
1254 gMon := False;
1255 end;
1257 procedure g_Monsters_Draw();
1258 var
1259 a: Integer;
1260 begin
1261 if gMonsters <> nil then
1262 for a := 0 to High(gMonsters) do
1263 if gMonsters[a] <> nil then
1264 gMonsters[a].Draw();
1265 end;
1267 procedure g_Monsters_DrawHealth();
1268 var
1269 a: Integer;
1270 fW, fH: Byte;
1271 begin
1272 if gMonsters = nil then Exit;
1273 e_TextureFontGetSize(gStdFont, fW, fH);
1275 for a := 0 to High(gMonsters) do
1276 if gMonsters[a] <> nil then
1277 begin
1278 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1279 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1280 IntToStr(gMonsters[a].FHealth), gStdFont);
1281 end;
1282 end;
1284 function g_Monsters_ByUID (UID: Word): TMonster;
1285 //var a: Integer;
1286 begin
1287 result := uidMap[UID];
1289 Result := nil;
1290 if gMonsters <> nil then
1291 for a := 0 to High(gMonsters) do
1292 if (gMonsters[a] <> nil) and
1293 (gMonsters[a].FUID = UID) then
1294 begin
1295 Result := gMonsters[a];
1296 Break;
1297 end;
1299 end;
1301 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1302 var
1303 count, i: Integer;
1304 b: Byte;
1305 begin
1306 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1307 count := 0;
1308 if gMonsters <> nil then
1309 for i := 0 to High(gMonsters) do
1310 if gMonsters[i] <> nil then
1311 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1312 count := count + 1;
1314 Mem := TBinMemoryWriter.Create((count+1) * 350);
1316 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1317 Mem.WriteInt(pt_x);
1318 Mem.WriteInt(pt_xs);
1319 Mem.WriteInt(pt_y);
1320 Mem.WriteInt(pt_ys);
1322 // Êîëè÷åñòâî ìîíñòðîâ:
1323 Mem.WriteInt(count);
1325 if count = 0 then
1326 Exit;
1328 // Ñîõðàíÿåì ìîíñòðîâ:
1329 for i := 0 to High(gMonsters) do
1330 if gMonsters[i] <> nil then
1331 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1332 begin
1333 // Òèï ìîíñòðà:
1334 b := gMonsters[i].MonsterType;
1335 Mem.WriteByte(b);
1336 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1337 gMonsters[i].SaveState(Mem);
1338 end;
1339 end;
1341 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1342 var
1343 count, a: Integer;
1344 b: Byte;
1345 mon: TMonster;
1346 begin
1347 if Mem = nil then exit;
1349 g_Monsters_Free();
1351 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1352 Mem.ReadInt(pt_x);
1353 Mem.ReadInt(pt_xs);
1354 Mem.ReadInt(pt_y);
1355 Mem.ReadInt(pt_ys);
1357 // Êîëè÷åñòâî ìîíñòðîâ
1358 Mem.ReadInt(count);
1360 if count = 0 then exit;
1362 // Çàãðóæàåì ìîíñòðîâ
1363 for a := 0 to count-1 do
1364 begin
1365 // Òèï ìîíñòðà
1366 Mem.ReadByte(b);
1367 // Ñîçäàåì ìîíñòðà
1368 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1369 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1370 // Çàãðóæàåì äàííûå ìîíñòðà
1371 mon.LoadState(Mem);
1372 end;
1373 end;
1375 function g_Monsters_GetIDByName(name: String): Integer;
1376 var
1377 i: Integer;
1378 begin
1379 name := UpperCase(name);
1380 i := MONSTER_DEMON;
1381 while (i <= MONSTER_MAN) do
1382 begin
1383 if name = MONSTERTABLE[i].Name then
1384 begin
1385 Result := i;
1386 Exit;
1387 end;
1388 Inc(i);
1389 end;
1391 Result := -1;
1392 end;
1394 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1395 begin
1396 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1397 Result := MONSTERTABLE[MonsterType].Name
1398 else
1399 Result := '?';
1400 end;
1402 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1403 begin
1404 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1405 Result := KilledByMonster[MonsterType]
1406 else
1407 Result := '?';
1408 end;
1410 { T M o n s t e r : }
1412 procedure TMonster.ActionSound();
1413 begin
1414 case FMonsterType of
1415 MONSTER_IMP:
1416 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1417 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1418 MONSTER_MANCUB:
1419 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1420 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1421 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1422 MONSTER_SPIDER:
1423 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1424 MONSTER_BSP:
1425 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1426 MONSTER_VILE:
1427 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1428 MONSTER_SKEL:
1429 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1430 MONSTER_CYBER:
1432 MONSTER_MAN:
1433 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1434 end;
1435 end;
1437 procedure TMonster.PainSound();
1438 begin
1439 if FPainSound then
1440 Exit;
1442 FPainSound := True;
1443 FPainTicks := 20;
1445 case FMonsterType of
1446 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1447 MONSTER_SKEL, MONSTER_CGUN:
1448 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1449 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1450 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1451 MONSTER_BSP, MONSTER_CYBER:
1452 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1453 MONSTER_VILE:
1454 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1455 MONSTER_MANCUB:
1456 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1457 MONSTER_PAIN:
1458 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1459 MONSTER_MAN:
1460 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1461 end;
1462 end;
1464 procedure TMonster.DieSound();
1465 begin
1466 case FMonsterType of
1467 MONSTER_IMP:
1468 case Random(2) of
1469 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1470 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1471 end;
1472 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1473 case Random(3) of
1474 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1475 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1476 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1477 end;
1478 MONSTER_DEMON:
1479 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1480 MONSTER_BARREL:
1481 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1482 MONSTER_SOUL:
1483 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1484 MONSTER_BSP:
1485 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1486 MONSTER_VILE:
1487 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1488 MONSTER_BARON:
1489 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1490 MONSTER_CACO:
1491 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1492 MONSTER_CYBER:
1493 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1494 MONSTER_KNIGHT:
1495 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1496 MONSTER_MANCUB:
1497 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1498 MONSTER_PAIN:
1499 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1500 MONSTER_SKEL:
1501 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1502 MONSTER_SPIDER:
1503 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1504 MONSTER_MAN:
1505 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1506 end;
1507 end;
1509 procedure TMonster.WakeUpSound();
1510 begin
1511 case FMonsterType of
1512 MONSTER_IMP:
1513 case Random(2) of
1514 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1515 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1516 end;
1517 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1518 case Random(3) of
1519 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1520 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1521 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1522 end;
1523 MONSTER_MAN:
1524 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1525 MONSTER_BSP:
1526 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1527 MONSTER_VILE:
1528 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1529 MONSTER_BARON:
1530 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1531 MONSTER_CACO:
1532 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1533 MONSTER_CYBER:
1534 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1535 MONSTER_KNIGHT:
1536 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1537 MONSTER_MANCUB:
1538 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1539 MONSTER_PAIN:
1540 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1541 MONSTER_DEMON:
1542 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1543 MONSTER_SKEL:
1544 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1545 MONSTER_SPIDER:
1546 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1547 MONSTER_SOUL:
1549 end;
1550 end;
1552 procedure TMonster.BFGHit();
1553 begin
1554 if FMonsterType = MONSTER_FISH then
1555 Exit;
1557 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1558 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1559 {if g_Game_IsServer and g_Game_IsNet then
1560 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1561 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1562 0, NET_GFX_BFG);}
1563 end;
1565 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1566 begin
1567 Result := g_Collide(FObj.X+FObj.Rect.X,
1568 FObj.Y+FObj.Rect.Y,
1569 FObj.Rect.Width,
1570 FObj.Rect.Height,
1571 X, Y,
1572 Width, Height);
1573 end;
1575 function TMonster.Collide(Panel: TPanel): Boolean;
1576 begin
1577 Result := g_Collide(FObj.X+FObj.Rect.X,
1578 FObj.Y+FObj.Rect.Y,
1579 FObj.Rect.Width,
1580 FObj.Rect.Height,
1581 Panel.X, Panel.Y,
1582 Panel.Width, Panel.Height);
1583 end;
1585 function TMonster.Collide(X, Y: Integer): Boolean;
1586 begin
1587 X := X - FObj.X - FObj.Rect.X;
1588 Y := Y - FObj.Y - FObj.Rect.Y;
1589 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1590 (y >= 0) and (y <= FObj.Rect.Height);
1591 end;
1593 procedure TMonster.Respawn;
1594 begin
1595 FObj.Vel.X := 0;
1596 FObj.Vel.Y := 0;
1597 FObj.Accel.X := 0;
1598 FObj.Accel.Y := 0;
1599 FDirection := FStartDirection;
1600 GameX := FStartX;
1601 GameY := FStartY;
1602 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1603 FHealth := MONSTERTABLE[FMonsterType].Health;
1604 FAmmo := 0;
1605 FPain := 0;
1606 FTargetUID := 0;
1607 FTargetTime := 0;
1608 FDieTriggers := nil;
1609 FWaitAttackAnim := False;
1610 FChainFire := False;
1611 FShellTimer := -1;
1613 FState := STATE_SLEEP;
1614 FCurAnim := ANIM_SLEEP;
1616 positionChanged(); // this updates spatial accelerators
1618 if g_Game_IsNet and g_Game_IsServer then
1619 begin
1620 MH_SEND_MonsterPos(FUID);
1621 MH_SEND_MonsterState(FUID);
1622 end;
1623 end;
1625 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1626 var
1627 a: Integer;
1628 FramesID: DWORD;
1629 s: String;
1630 res: Boolean;
1631 begin
1632 if ForcedUID < 0 then
1633 FUID := g_CreateUID(UID_MONSTER)
1634 else
1635 FUID := ForcedUID;
1637 FMonsterType := MonsterType;
1639 g_Obj_Init(@FObj);
1641 FState := STATE_SLEEP;
1642 FCurAnim := ANIM_SLEEP;
1643 FHealth := MONSTERTABLE[MonsterType].Health;
1644 FMaxHealth := FHealth;
1645 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1646 FDieTriggers := nil;
1647 FSpawnTrigger := -1;
1648 FWaitAttackAnim := False;
1649 FChainFire := False;
1650 FStartID := aID;
1651 FNoRespawn := False;
1652 FShellTimer := -1;
1653 FBehaviour := BH_NORMAL;
1654 FFireTime := 0;
1655 FFirePainTime := 0;
1656 FFireAttacker := 0;
1658 treeNode := -1;
1659 arrIdx := -1;
1660 trapCheckFrameId := 0;
1662 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1663 FBloodKind := BLOOD_SPARKS
1664 else
1665 FBloodKind := BLOOD_NORMAL;
1666 if FMonsterType = MONSTER_CACO then
1667 begin
1668 FBloodRed := 0;
1669 FBloodGreen := 0;
1670 FBloodBlue := 150;
1671 end
1672 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1673 begin
1674 FBloodRed := 0;
1675 FBloodGreen := 150;
1676 FBloodBlue := 0;
1677 end
1678 else
1679 begin
1680 FBloodRed := 150;
1681 FBloodGreen := 0;
1682 FBloodBlue := 0;
1683 end;
1685 SetLength(FAnim, Length(ANIMTABLE));
1687 for a := 0 to High(FAnim) do
1688 begin
1689 FAnim[a, D_LEFT] := nil;
1690 FAnim[a, D_RIGHT] := nil;
1691 end;
1693 for a := ANIM_SLEEP to ANIM_PAIN do
1694 if (ANIMTABLE[a].name <> '') and
1695 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1696 begin
1697 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1698 '_'+ANIMTABLE[a].name;
1700 res := g_Frames_Exists(s);
1702 if res then
1703 res := g_Frames_Get(FramesID, s);
1705 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1706 if (not res) then
1707 begin
1708 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1709 if a <> ANIM_MESS then
1710 Continue;
1712 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1713 '_'+ANIMTABLE[ANIM_DIE].name) then
1714 begin
1715 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1716 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1717 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1718 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1719 Continue;
1720 end;
1721 end;
1723 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1724 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1726 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1727 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1728 begin
1729 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1730 '_'+ANIMTABLE[a].name+'_L';
1731 if g_Frames_Exists(s) then
1732 g_Frames_Get(FramesID, s);
1733 end;
1735 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1736 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1737 end;
1739 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1740 if MonsterType = MONSTER_VILE then
1741 begin
1742 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1743 vilefire := TAnimation.Create(FramesID, True, 2);
1744 end
1745 else
1746 vilefire := nil;
1747 end;
1749 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1750 var
1751 c, it: Integer;
1752 p: TPlayer;
1753 begin
1754 Result := False;
1756 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1757 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1758 Exit;
1760 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1761 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1762 begin
1763 FSleep := 20;
1764 if Random(2) = 0 then
1765 FDirection := D_RIGHT
1766 else
1767 FDirection := D_LEFT;
1768 Result := True;
1769 SetState(STATE_RUN);
1770 Exit;
1771 end;
1773 // Ëîâóøêà óáèâàåò ñðàçó:
1774 if t = HIT_TRAP then
1775 FHealth := -100;
1777 // Ðîáîòó óðîíà íåò:
1778 if FMonsterType = MONSTER_ROBO then
1779 aDamage := 0;
1781 // Íàíîñèì óðîí:
1782 if g_Game_IsServer then Dec(FHealth, aDamage);
1784 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1785 if FPain = 0 then
1786 FPain := 3;
1787 FPain := FPain+aDamage;
1789 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1790 if FState <> STATE_PAIN then
1791 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1792 (FMonsterType <> MONSTER_BARREL) then
1793 SetState(STATE_PAIN);
1795 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1796 if (gBloodCount > 0) then
1797 begin
1798 c := Min(aDamage, 200);
1799 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1801 if (VelX = 0) and (VelY = 0) then
1802 MakeBloodSimple(c)
1803 else
1804 case t of
1805 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1806 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1807 end;
1808 end;
1810 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1811 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1812 begin
1813 FTargetUID := SpawnerUID;
1814 FTargetTime := 0;
1815 end;
1817 // Çäîðîâüå çàêîí÷èëîñü:
1818 if FHealth <= 0 then
1819 begin
1820 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1821 if (FMonsterType <> MONSTER_BARREL) then
1822 begin
1823 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1824 begin
1825 p := g_Player_Get(SpawnerUID);
1826 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1827 begin
1828 p.MonsterKills := p.MonsterKills+1;
1829 if gGameSettings.GameMode = GM_COOP then
1830 p.Frags := p.Frags + 1;
1831 // Uncomment this if you want to double-kill monsters
1832 //p.FragCombo();
1833 end;
1834 end;
1835 if gLMSRespawn = LMS_RESPAWN_NONE then
1836 begin
1837 Inc(gCoopMonstersKilled);
1838 if g_Game_IsNet then
1839 MH_SEND_GameStats;
1840 end;
1841 end;
1843 // Âûáèðàåì ëóò:
1844 case FMonsterType of
1845 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1846 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1847 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1848 MONSTER_MAN: c := ITEM_KEY_RED;
1849 else c := 0;
1850 end;
1852 // Áðîñàåì ëóò:
1853 if c <> 0 then
1854 begin
1855 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1856 FObj.Y + (FObj.Rect.Height div 2),
1857 c, True, False);
1858 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1859 (FObj.Vel.Y div 2)-Random(4));
1860 positionChanged(); // this updates spatial accelerators
1861 if g_Game_IsServer and g_Game_IsNet then
1862 MH_SEND_ItemSpawn(True, it);
1863 end;
1865 // Òðóï äàëüøå íå èäåò:
1866 FObj.Vel.X := 0;
1868 // Ó òðóïà ðàçìåðû ìåíüøå:
1869 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1870 begin
1871 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1872 FObj.Rect.Height := 12;
1873 end;
1875 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1876 if (FHealth <= -30) and
1877 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1878 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1879 (FMonsterType = MONSTER_MAN)) then
1880 begin
1881 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1882 SetState(STATE_DIE, ANIM_MESS);
1883 end
1884 else
1885 begin
1886 DieSound();
1887 SetState(STATE_DIE);
1888 end;
1890 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1891 if g_Game_IsServer then ActivateTriggers();
1893 FHealth := 0;
1894 end
1895 else
1896 if FState = STATE_SLEEP then
1897 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1898 FPain := MONSTERTABLE[FMonsterType].Pain;
1899 SetState(STATE_GO);
1900 end;
1902 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1903 Result := True;
1904 end;
1906 function TMonster.Heal(Value: Word): Boolean;
1907 begin
1908 Result := False;
1909 if g_Game_IsClient then
1910 Exit;
1911 if not Live then
1912 Exit;
1914 if FHealth < FMaxHealth then
1915 begin
1916 IncMax(FHealth, Value, FMaxHealth);
1917 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1918 Result := True;
1919 end;
1920 end;
1922 destructor TMonster.Destroy();
1923 var
1924 a: Integer;
1925 begin
1926 for a := 0 to High(FAnim) do
1927 begin
1928 FAnim[a, D_LEFT].Free();
1929 FAnim[a, D_RIGHT].Free();
1930 end;
1932 vilefire.Free();
1934 if (treeNode <> -1) then
1935 begin
1936 if monsTree.isValidId(treeNode) then
1937 begin
1938 {$IF DEFINED(D2F_DEBUG)}
1939 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx, UID, treeNode]), MSG_NOTIFY);
1940 {$ENDIF}
1941 monsTree.removeObject(treeNode);
1942 end;
1943 end;
1945 if (arrIdx <> -1) then
1946 begin
1947 gMonsters[arrIdx] := nil;
1948 end;
1950 uidMap[FUID] := nil;
1952 inherited Destroy();
1953 end;
1955 procedure TMonster.Draw();
1956 var
1957 m: TMirrorType;
1958 dx, dy, c: Integer;
1959 o: TObj;
1960 begin
1961 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1962 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1964 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1965 if FMonsterType = MONSTER_VILE then
1966 if FState = STATE_SHOOT then
1967 if GetPos(FTargetUID, @o) then
1968 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1969 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1971 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1972 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1973 sX-128, sY-128, sWidth+256, sHeight+256) then
1974 Exit;
1976 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1977 if FState = STATE_DEAD then
1978 case FMonsterType of
1979 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1980 end;
1982 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1983 if FAnim[FCurAnim, FDirection] <> nil then
1984 begin
1985 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1986 if (FDirection = D_LEFT) and
1987 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1988 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1989 (FMonsterType <> MONSTER_BARREL) then
1990 m := M_HORIZONTAL
1991 else
1992 m := M_NONE;
1994 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1995 if (FDirection = D_LEFT) and
1996 (FMonsterType <> MONSTER_BARREL) then
1997 begin
1998 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1999 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
2001 if m = M_HORIZONTAL then
2002 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2003 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2004 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
2005 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2006 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2007 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2008 dx := -dx;
2009 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2010 end;
2011 end
2012 else // Ïðàâàÿ àíèìàöèÿ
2013 begin
2014 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2015 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2016 end;
2018 // Ðèñóåì:
2019 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2020 end;
2022 if g_debug_Frames then
2023 begin
2024 e_DrawQuad(FObj.X+FObj.Rect.X,
2025 FObj.Y+FObj.Rect.Y,
2026 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2027 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2028 0, 255, 0);
2029 end;
2030 end;
2032 procedure TMonster.MakeBloodSimple(Count: Word);
2033 begin
2034 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2035 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2036 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2037 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2038 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2039 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2040 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2041 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2042 end;
2044 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2045 begin
2046 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2047 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2048 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2049 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2050 end;
2052 procedure TMonster.Push(vx, vy: Integer);
2053 begin
2054 FObj.Accel.X := FObj.Accel.X + vx;
2055 FObj.Accel.Y := FObj.Accel.Y + vy;
2056 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2057 end;
2059 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2060 var
2061 Anim: Byte;
2062 begin
2063 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2064 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2065 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2066 soulcount := soulcount-1;
2068 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2069 case FState of
2070 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2071 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2072 (State <> STATE_GO) then
2073 Exit;
2074 end;
2076 // Ñìåíà ñîñòîÿíèÿ:
2077 FState := State;
2079 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2081 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2082 case FState of
2083 STATE_SLEEP: Anim := ANIM_SLEEP;
2084 STATE_PAIN: Anim := ANIM_PAIN;
2085 STATE_WAIT: Anim := ANIM_SLEEP;
2086 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2087 STATE_SHOOT: Anim := ANIM_ATTACK;
2088 STATE_ATTACK: Anim := ANIM_ATTACK;
2089 STATE_DIE: Anim := ANIM_DIE;
2090 STATE_REVIVE:
2091 begin // íà÷àëè âîñðåøàòüñÿ
2092 Anim := FCurAnim;
2093 FAnim[Anim, FDirection].Revert(True);
2095 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2096 FHealth := MONSTERTABLE[FMonsterType].Health;
2097 FAmmo := 0;
2098 FPain := 0;
2099 end;
2100 else Exit;
2101 end;
2103 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2104 if ForceAnim <> 255 then
2105 Anim := ForceAnim;
2107 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2108 if FCurAnim <> Anim then
2109 if FAnim[Anim, FDirection] <> nil then
2110 begin
2111 FAnim[Anim, FDirection].Reset();
2112 FCurAnim := Anim;
2113 end;
2114 end;
2116 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2117 var
2118 TA: TAnimation;
2119 FramesID: DWORD;
2120 begin
2121 Result := False;
2123 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2124 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2125 begin
2126 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2127 if g_Game_IsServer and g_Game_IsNet then
2128 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2129 Exit;
2130 end;
2132 TA := nil;
2134 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2135 if not silent then
2136 begin
2137 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2138 TA := TAnimation.Create(FramesID, False, 6);
2139 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2140 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2141 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2143 if g_Game_IsServer and g_Game_IsNet then
2144 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2145 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2146 NET_GFX_TELE);
2147 end;
2149 FObj.X := X - FObj.Rect.X;
2150 FObj.Y := Y - FObj.Rect.Y;
2151 positionChanged();
2153 if dir = 1 then
2154 FDirection := D_LEFT
2155 else
2156 if dir = 2 then
2157 FDirection := D_RIGHT
2158 else
2159 if dir = 3 then
2160 begin // îáðàòíîå
2161 if FDirection = D_RIGHT then
2162 FDirection := D_LEFT
2163 else
2164 FDirection := D_RIGHT;
2165 end;
2167 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2168 if not silent and (TA <> nil) then
2169 begin
2170 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2171 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2172 TA.Free();
2174 if g_Game_IsServer and g_Game_IsNet then
2175 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2176 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2177 NET_GFX_TELE);
2178 end;
2180 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2181 Result := True;
2182 end;
2184 procedure TMonster.Update();
2185 var
2186 a, b, sx, sy, wx, wy, oldvelx: Integer;
2187 st: Word;
2188 o, co: TObj;
2189 fall: Boolean;
2190 mon: TMonster;
2191 label
2192 _end;
2193 begin
2194 fall := True;
2196 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2197 if FMonsterType = MONSTER_FISH then
2198 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2199 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2200 fall := False;
2202 // Ëåòàþùèå ìîíòñðû:
2203 if ((FMonsterType = MONSTER_SOUL) or
2204 (FMonsterType = MONSTER_PAIN) or
2205 (FMonsterType = MONSTER_CACO)) and
2206 (FState <> STATE_DIE) and
2207 (FState <> STATE_DEAD) then
2208 fall := False;
2210 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2211 if gTime mod (GAME_TICK*2) <> 0 then
2212 begin
2213 g_Obj_Move(@FObj, fall, True, True);
2214 positionChanged(); // this updates spatial accelerators
2215 Exit;
2216 end;
2218 if FPainTicks > 0 then
2219 Dec(FPainTicks)
2220 else
2221 FPainSound := False;
2223 // Äâèãàåìñÿ:
2224 st := g_Obj_Move(@FObj, fall, True, True);
2225 positionChanged(); // this updates spatial accelerators
2227 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2228 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2229 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2230 begin
2231 FRemoved := True;
2232 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2233 begin
2234 Inc(gCoopMonstersKilled);
2235 if g_Game_IsNet then
2236 MH_SEND_GameStats;
2237 end;
2238 ActivateTriggers();
2239 Exit;
2240 end;
2242 oldvelx := FObj.Vel.X;
2244 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2245 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2246 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2248 if FFireTime > 0 then
2249 begin
2250 if WordBool(st and MOVE_INWATER) then
2251 FFireTime := 0
2252 else
2253 begin
2254 OnFireFlame(1);
2255 FFireTime := FFireTime - 1;
2256 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2257 if FFirePainTime = 0 then
2258 begin
2259 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2260 FFirePainTime := 18;
2261 end
2262 else
2263 FFirePainTime := FFirePainTime - 1;
2264 end;
2265 end;
2267 // Ìåðòâûé íè÷åãî íå äåëàåò:
2268 if (FState = STATE_DEAD) then
2269 goto _end;
2271 // AI ìîíñòðîâ âûêëþ÷åí:
2272 if g_debug_MonsterOff then
2273 begin
2274 FSleep := 1;
2275 if FState <> STATE_SLEEP then
2276 SetState(STATE_SLEEP);
2277 end;
2279 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2280 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2281 case FMonsterType of
2282 MONSTER_FISH:
2283 if Random(4) = 0 then
2284 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2285 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2286 MONSTER_ROBO, MONSTER_BARREL:
2287 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2288 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2289 else begin
2290 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2291 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2292 if Random(2) = 0 then
2293 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2294 else
2295 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2296 end;
2297 end;
2299 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2300 if FMonsterType = MONSTER_BARREL then
2301 begin
2302 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2303 (FAnim[FCurAnim, FDirection].Counter = 0) then
2304 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2305 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2306 60, FUID);
2307 end;
2309 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2310 if FMonsterType = MONSTER_SOUL then
2311 if WordBool(st and MOVE_HITAIR) then
2312 g_Obj_SetSpeed(@FObj, 16);
2314 if FAmmo < 0 then
2315 FAmmo := FAmmo + 1;
2317 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2318 if FObj.Vel.Y < 0 then
2319 if WordBool(st and MOVE_INWATER) then
2320 FObj.Vel.Y := -4;
2322 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2323 FTargetTime := FTargetTime + 1;
2325 // Ãèëüçû
2326 if FShellTimer > -1 then
2327 if FShellTimer = 0 then
2328 begin
2329 if FShellType = SHELL_SHELL then
2330 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2331 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2332 GameVelX, GameVelY-2, SHELL_SHELL)
2333 else if FShellType = SHELL_DBLSHELL then
2334 begin
2335 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2336 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2337 GameVelX-1, GameVelY-2, SHELL_SHELL);
2338 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2339 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2340 GameVelX+1, GameVelY-2, SHELL_SHELL);
2341 end;
2342 FShellTimer := -1;
2343 end else Dec(FShellTimer);
2345 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2346 if fall then
2347 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2348 STATE_ATTACK, STATE_SHOOT]) then
2349 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2350 FObj.Rect.Width, FObj.Rect.Height, 50) then
2351 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2352 (FObj.Accel.Y = 0) then
2353 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2355 case FState of
2356 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2357 begin
2358 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2359 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2360 begin
2361 FPain := MONSTERTABLE[FMonsterType].Pain;
2362 if gSoundEffectsDF then PainSound();
2363 end;
2364 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2365 PainSound();
2367 // Ñíèæàåì áîëü ñî âðåìåíåì:
2368 FPain := FPain - 5;
2370 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2371 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2372 begin
2373 FPain := 0;
2374 FAmmo := -9;
2375 SetState(STATE_GO);
2376 end;
2377 end;
2379 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2380 begin
2381 // Ñïèì:
2382 FSleep := FSleep + 1;
2384 // Ïðîñïàëè äîñòàòî÷íî:
2385 if FSleep >= 18 then
2386 FSleep := 0
2387 else // åùå ñïèì
2388 goto _end;
2390 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2391 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2392 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2393 if (gPlayers <> nil) then
2394 for a := 0 to High(gPlayers) do
2395 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2396 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2397 with gPlayers[a] do
2398 if g_Look(@FObj, @Obj, FDirection) then
2399 begin
2400 FTargetUID := gPlayers[a].UID;
2401 FTargetTime := 0;
2402 WakeUpSound();
2403 SetState(STATE_GO);
2404 Break;
2405 end;
2407 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2408 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2409 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2410 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2411 if gMonsters <> nil then
2412 for a := 0 to High(gMonsters) do
2413 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2414 (gMonsters[a].FUID <> FUID) then
2415 begin
2416 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2417 if (FBehaviour = BH_MANIAC) and
2418 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2419 Continue;
2420 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2421 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2422 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2423 Continue;
2424 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2425 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2426 Continue;
2427 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2428 begin
2429 FTargetUID := gMonsters[a].UID;
2430 FTargetTime := 0;
2431 WakeUpSound();
2432 SetState(STATE_GO);
2433 Break;
2434 end;
2435 end;
2436 end;
2438 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2439 begin
2440 // Æäåì:
2441 FSleep := FSleep - 1;
2443 // Âûæäàëè äîñòàòî÷íî - èäåì:
2444 if FSleep < 0 then
2445 SetState(STATE_GO);
2446 end;
2448 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2449 begin
2450 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2451 if WordBool(st and MOVE_BLOCK) then
2452 begin
2453 Turn();
2454 FSleep := 40;
2455 SetState(STATE_RUNOUT);
2457 goto _end;
2458 end;
2460 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2461 if (FMonsterType = MONSTER_VILE) then
2462 if isCorpse(@FObj, False) <> -1 then
2463 begin
2464 FObj.Vel.X := 0;
2465 SetState(STATE_ATTACK, ANIM_ATTACK2);
2467 goto _end;
2468 end;
2470 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2471 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2472 if not findNewPrey() then
2473 begin // Íîâûõ öåëåé íåò
2474 FTargetUID := 0;
2475 o.X := FObj.X+pt_x;
2476 o.Y := FObj.Y+pt_y;
2477 o.Vel.X := 0;
2478 o.Vel.Y := 0;
2479 o.Accel.X := 0;
2480 o.Accel.Y := 0;
2481 o.Rect := _Rect(0, 0, 0, 1);
2482 end
2483 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2484 GetPos(FTargetUID, @o);
2486 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2487 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2488 begin
2489 FTargetTime := 0;
2490 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2491 begin
2492 if kick(@o) then
2493 goto _end;
2494 end;
2495 end;
2497 // Ðàññòîÿíèå äî öåëè:
2498 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2499 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2501 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2502 if sx > 0 then
2503 FDirection := D_RIGHT
2504 else
2505 FDirection := D_LEFT;
2507 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2508 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2509 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2510 if shoot(@o, False) then
2511 goto _end;
2513 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2514 if Abs(sx) < 40 then
2515 if FMonsterType <> MONSTER_FISH then
2516 begin
2517 FSleep := 15;
2518 SetState(STATE_RUN);
2519 if Random(2) = 0 then
2520 FDirection := D_LEFT
2521 else
2522 FDirection := D_RIGHT;
2524 goto _end;
2525 end;
2527 // Óïåðëèñü â ñòåíó:
2528 if WordBool(st and MOVE_HITWALL) then
2529 begin
2530 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2531 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2532 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2533 FSleep := 4;
2534 SetState(STATE_WAIT);
2536 goto _end;
2537 end;
2539 case FMonsterType of
2540 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2541 else // Íå ëåòàþò:
2542 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2543 (FObj.Accel.Y = 0) then
2544 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2545 // Ïðûæîê ÷åðåç ñòåíó:
2546 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2547 SetState(STATE_CLIMB);
2548 end;
2549 end;
2551 goto _end;
2552 end;
2554 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2555 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2556 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2557 begin
2558 if FMonsterType = MONSTER_FISH then
2559 begin // Ðûáà
2560 if not WordBool(st and MOVE_INWATER) then
2561 begin // Ðûáà âíå âîäû:
2562 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2563 begin // "Ñòîèò" òâåðäî
2564 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2565 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2566 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2567 end;
2569 // Ðûáå áîëüíî:
2570 SetState(STATE_PAIN);
2571 FPain := FPain + 50;
2572 end
2573 else // Ðûáà â âîäå
2574 begin
2575 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2576 if Abs(sy) > 8 then
2577 FObj.Vel.Y := g_basic.Sign(sy)*4
2578 else
2579 FObj.Vel.Y := 0;
2581 // Ðûáà ïëûâåò ââåðõ:
2582 if FObj.Vel.Y < 0 then
2583 if not g_Obj_CollideWater(@FObj, 0, -16) then
2584 begin
2585 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2586 FObj.Vel.Y := 0;
2587 // Ïëàâàåì òóäà-ñþäà:
2588 if Random(2) = 0 then
2589 FDirection := D_LEFT
2590 else
2591 FDirection := D_RIGHT;
2592 FSleep := 20;
2593 SetState(STATE_RUN);
2594 end;
2595 end;
2596 end
2597 else // Ëåòàþùèå ìîíñòðû
2598 begin
2599 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2600 if Abs(sy) > 8 then
2601 FObj.Vel.Y := g_basic.Sign(sy)*4
2602 else
2603 FObj.Vel.Y := 0;
2604 end;
2605 end
2606 else // "Íàçåìíûå" ìîíñòðû
2607 begin
2608 // Âîçìîæíî, ïèíàåì êóñêè:
2609 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2610 begin
2611 b := Abs(FObj.Vel.X);
2612 if b > 1 then b := b * (Random(8 div b) + 1);
2613 for a := 0 to High(gGibs) do
2614 begin
2615 if gGibs[a].Live and
2616 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2617 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2618 begin
2619 // Ïèíàåì êóñêè
2620 if FObj.Vel.X < 0 then
2621 begin
2622 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2623 end
2624 else
2625 begin
2626 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2627 end;
2628 end;
2629 end;
2630 end;
2631 // Áîññû ìîãóò ïèíàòü òðóïû:
2632 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2633 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2634 begin
2635 b := Abs(FObj.Vel.X);
2636 if b > 1 then b := b * (Random(8 div b) + 1);
2637 for a := 0 to High(gCorpses) do
2638 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2639 begin
2640 co := gCorpses[a].Obj;
2641 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2642 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2643 // Ïèíàåì òðóïû
2644 if FObj.Vel.X < 0 then
2645 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2646 else
2647 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2648 end;
2649 end;
2650 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2651 if sy < -40 then
2652 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2653 // ñòîèò òâåðäî
2654 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2655 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2656 end;
2658 FSleep := FSleep + 1;
2660 // Èíîãäà ðû÷èì:
2661 if FSleep >= 8 then
2662 begin
2663 FSleep := 0;
2664 if Random(8) = 0 then
2665 ActionSound();
2666 end;
2668 // Áåæèì â âûáðàííóþ ñòîðîíó:
2669 if FDirection = D_RIGHT then
2670 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2671 else
2672 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2674 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2675 if WordBool(st and MOVE_INWATER) then
2676 FObj.Vel.X := FObj.Vel.X div 2
2677 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2678 if FMonsterType = MONSTER_FISH then
2679 FObj.Vel.X := 0;
2680 end;
2682 STATE_RUN: // Ñîñòîÿíèå - Áåã
2683 begin
2684 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2685 if WordBool(st and MOVE_BLOCK) then
2686 begin
2687 Turn();
2688 FSleep := 40;
2689 SetState(STATE_RUNOUT);
2691 goto _end;
2692 end;
2694 FSleep := FSleep - 1;
2696 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2697 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2698 begin
2699 FSleep := 0;
2700 SetState(STATE_GO);
2701 // Ñòåíà - èäåì îáðàòíî:
2702 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2703 Turn();
2704 // Èíîãäà ðû÷èì:
2705 if Random(8) = 0 then
2706 ActionSound();
2707 end;
2709 // Áåæèì â âûáðàííóþ ñòîðîíó:
2710 if FDirection = D_RIGHT then
2711 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2712 else
2713 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2715 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2716 if WordBool(st and MOVE_INWATER) then
2717 FObj.Vel.X := FObj.Vel.X div 2
2718 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2719 if FMonsterType = MONSTER_FISH then
2720 FObj.Vel.X := 0;
2721 end;
2723 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2724 begin
2725 // Âûøëè èç ÁëîêÌîíà:
2726 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2727 FSleep := 0;
2729 FSleep := FSleep - 1;
2731 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2732 if FSleep <= -18 then
2733 begin
2734 FSleep := 0;
2735 SetState(STATE_GO);
2736 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2737 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2738 Turn();
2739 // Èíîãäà ðû÷èì:
2740 if Random(8) = 0 then
2741 ActionSound();
2742 end;
2744 // Áåæèì â âûáðàííóþ ñòîðîíó:
2745 if FDirection = D_RIGHT then
2746 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2747 else
2748 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2750 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2751 if WordBool(st and MOVE_INWATER) then
2752 FObj.Vel.X := FObj.Vel.X div 2
2753 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2754 if FMonsterType = MONSTER_FISH then
2755 FObj.Vel.X := 0;
2756 end;
2758 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2759 begin
2760 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2761 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2762 (not WordBool(st and MOVE_HITWALL)) then
2763 begin
2764 FSleep := 0;
2765 SetState(STATE_GO);
2767 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2768 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2769 begin
2770 Turn();
2771 FSleep := 15;
2772 SetState(STATE_RUN);
2773 end;
2774 end;
2776 // Áåæèì â âûáðàííóþ ñòîðîíó:
2777 if FDirection = D_RIGHT then
2778 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2779 else
2780 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2782 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2783 if WordBool(st and MOVE_INWATER) then
2784 FObj.Vel.X := FObj.Vel.X div 2
2785 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2786 if FMonsterType = MONSTER_FISH then
2787 FObj.Vel.X := 0;
2788 end;
2790 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2791 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2792 begin
2793 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2794 if FMonsterType = MONSTER_SOUL then
2795 begin
2796 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2797 SetState(STATE_GO);
2799 goto _end;
2800 end;
2802 // Çàìåäëÿåìñÿ ïðè àòàêå:
2803 if FMonsterType <> MONSTER_FISH then
2804 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2806 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2807 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2808 begin
2809 // Öåëü ïîãèáëà => èäåì äàëüøå:
2810 if not GetPos(FTargetUID, @o) then
2811 begin
2812 SetState(STATE_GO);
2814 goto _end;
2815 end;
2817 // Öåëü íå âèäíî => èäåì äàëüøå:
2818 if not g_Look(@FObj, @o, FDirection) then
2819 begin
2820 SetState(STATE_GO);
2822 goto _end;
2823 end;
2825 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2826 if g_Obj_CollideWater(@o, 0, 0) then
2827 begin
2828 SetState(STATE_GO);
2830 goto _end;
2831 end;
2833 // Æàðèì öåëü:
2834 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2835 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2836 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2837 end;
2838 end;
2839 end; // case FState of ...
2841 _end:
2843 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2844 if FState = STATE_REVIVE then
2845 if FAnim[FCurAnim, FDirection].Played then
2846 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2847 FAnim[FCurAnim, FDirection].Revert(False);
2848 SetState(STATE_GO);
2849 end;
2851 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2852 if vilefire <> nil then
2853 vilefire.Update();
2855 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2856 if (FState = STATE_DIE) and
2857 (FAnim[FCurAnim, FDirection] <> nil) and
2858 (FAnim[FCurAnim, FDirection].Played) then
2859 begin
2860 // Óìåð:
2861 SetState(STATE_DEAD);
2863 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2864 if (FMonsterType = MONSTER_PAIN) then
2865 begin
2866 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2867 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2868 if mon <> nil then
2869 begin
2870 mon.SetState(STATE_GO);
2871 mon.FNoRespawn := True;
2872 Inc(gTotalMonsters);
2873 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2874 end;
2876 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2877 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2878 if mon <> nil then
2879 begin
2880 mon.SetState(STATE_GO);
2881 mon.FNoRespawn := True;
2882 Inc(gTotalMonsters);
2883 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2884 end;
2886 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2887 FObj.Y+FObj.Rect.Y, D_RIGHT);
2888 if mon <> nil then
2889 begin
2890 mon.SetState(STATE_GO);
2891 mon.FNoRespawn := True;
2892 Inc(gTotalMonsters);
2893 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2894 end;
2896 if g_Game_IsNet then MH_SEND_CoopStats();
2897 end;
2899 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2900 if (FMonsterType = MONSTER_PAIN) or
2901 (FMonsterType = MONSTER_SOUL) or
2902 (FMonsterType = MONSTER_BARREL) then
2903 FRemoved := True;
2904 end;
2906 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2907 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2908 if (FAnim[FCurAnim, FDirection] <> nil) then
2909 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2910 if (FAnim[FCurAnim, FDirection].Played) then
2911 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2912 if FState = STATE_ATTACK then
2913 begin // Ñîñòîÿíèå - Àòàêà
2914 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2915 if FMonsterType <> MONSTER_SOUL then
2916 SetState(STATE_GO);
2917 end
2918 else // Ñîñòîÿíèå - Ñòðåëüáà
2919 begin
2920 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2921 if not FChainFire then
2922 SetState(STATE_GO)
2923 else
2924 begin // Íàäî ñòðåëÿòü åùå
2925 FChainFire := False;
2926 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2927 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2928 FAnim[FCurAnim, FDirection].Reset();
2929 end;
2930 end;
2932 FWaitAttackAnim := False;
2933 end
2935 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2936 if (FMonsterType = MONSTER_SOUL) or
2937 ( (not FWaitAttackAnim) and
2938 (FAnim[FCurAnim, FDirection].CurrentFrame =
2939 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2940 ) then
2941 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2942 if FState = STATE_ATTACK then
2943 begin // Ñîñòîÿíèå - Àòàêà
2944 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2945 if FMonsterType = MONSTER_SOUL then
2946 FAnim[FCurAnim, FDirection].Reset();
2948 case FMonsterType of
2949 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2950 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2951 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2952 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2953 if FMonsterType = MONSTER_SOUL then
2954 SetState(STATE_GO);
2956 MONSTER_FISH:
2957 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2958 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2959 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2961 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2962 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2963 if FCurAnim = ANIM_ATTACK2 then
2964 begin
2965 o := FObj;
2966 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2967 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2968 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2969 end;
2971 MONSTER_VILE:
2972 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2973 if FCurAnim = ANIM_ATTACK2 then
2974 begin
2975 sx := isCorpse(@FObj, True);
2976 if sx <> -1 then
2977 begin // Íàøëè, êîãî âîñêðåñèòü
2978 gMonsters[sx].SetState(STATE_REVIVE);
2979 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2980 // Âîñêðåøàòü - ñåáå âðåäèòü:
2981 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2982 end;
2983 end;
2984 end;
2985 end
2987 else // Ñîñòîÿíèå - Ñòðåëüáà
2988 begin
2989 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2990 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2992 if FDirection = D_LEFT then
2993 begin
2994 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2995 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2996 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2998 wx := FObj.X + wx;
2999 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
3001 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3002 case FMonsterType of
3003 MONSTER_IMP:
3004 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3005 MONSTER_ZOMBY:
3006 begin
3007 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3008 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3009 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3010 end;
3011 MONSTER_SERG:
3012 begin
3013 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3014 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3015 FShellTimer := 10;
3016 FShellType := SHELL_SHELL;
3017 end;
3018 MONSTER_MAN:
3019 begin
3020 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3021 FShellTimer := 13;
3022 FShellType := SHELL_DBLSHELL;
3023 FAmmo := -36;
3024 end;
3025 MONSTER_CYBER:
3026 begin
3027 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3028 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3029 end;
3030 MONSTER_SKEL:
3031 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3032 MONSTER_CGUN:
3033 begin
3034 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3035 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3036 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3037 end;
3038 MONSTER_SPIDER:
3039 begin
3040 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3041 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3042 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3043 end;
3044 MONSTER_BSP:
3045 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3046 MONSTER_ROBO:
3047 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3048 MONSTER_MANCUB:
3049 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3050 MONSTER_BARON, MONSTER_KNIGHT:
3051 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3052 MONSTER_CACO:
3053 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3054 MONSTER_PAIN:
3055 begin // Ñîçäàåì Lost_Soul:
3056 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3057 FObj.Y+FObj.Rect.Y, FDirection);
3059 if mon <> nil then
3060 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3061 mon.FTargetUID := FTargetUID;
3062 GetPos(FTargetUID, @o);
3063 mon.FTargetTime := 0;
3064 mon.FNoRespawn := True;
3065 mon.SetState(STATE_GO);
3066 mon.shoot(@o, True);
3067 Inc(gTotalMonsters);
3069 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3070 end;
3071 end;
3072 end;
3074 if FMonsterType <> MONSTER_PAIN then
3075 if g_Game_IsNet then
3076 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3078 // Ñêîðîñòðåëüíûå ìîíñòðû:
3079 if (FMonsterType = MONSTER_CGUN) or
3080 (FMonsterType = MONSTER_SPIDER) or
3081 (FMonsterType = MONSTER_BSP) or
3082 (FMonsterType = MONSTER_MANCUB) or
3083 (FMonsterType = MONSTER_ROBO) then
3084 if not GetPos(FTargetUID, @o) then
3085 // Öåëü ìåðòâà - èùåì íîâóþ:
3086 findNewPrey()
3087 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3088 if shoot(@o, False) then
3089 FChainFire := True;
3090 end;
3092 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3093 FWaitAttackAnim := True;
3094 end;
3096 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3097 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3098 case FState of
3099 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3100 // Çâóêè ïðè ïåðåäâèæåíèè:
3101 case FMonsterType of
3102 MONSTER_CYBER:
3103 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3104 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3105 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3106 MONSTER_SPIDER:
3107 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3108 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3109 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3110 MONSTER_BSP:
3111 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3112 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3113 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3114 MONSTER_ROBO:
3115 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3116 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3117 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3118 end;
3119 end;
3121 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3122 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3123 FObj.Vel.X := oldvelx;
3125 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3126 if FAnim[FCurAnim, FDirection] <> nil then
3127 FAnim[FCurAnim, FDirection].Update();
3128 end;
3130 procedure TMonster.SetDeadAnim;
3131 begin
3132 if FAnim <> nil then
3133 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3134 end;
3136 procedure TMonster.RevertAnim(R: Boolean = True);
3137 begin
3138 if FAnim <> nil then
3139 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3140 FAnim[FCurAnim, FDirection].Revert(R);
3141 end;
3143 function TMonster.AnimIsReverse: Boolean;
3144 begin
3145 if FAnim <> nil then
3146 Result := FAnim[FCurAnim, FDirection].IsReverse
3147 else
3148 Result := False;
3149 end;
3151 procedure TMonster.ClientUpdate();
3152 var
3153 a, b, sx, sy, oldvelx: Integer;
3154 st: Word;
3155 o, co: TObj;
3156 fall: Boolean;
3157 label
3158 _end;
3159 begin
3160 sx := 0; // SHUT UP COMPILER
3161 sy := 0;
3162 fall := True;
3163 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3164 if FMonsterType = MONSTER_FISH then
3165 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3166 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3167 fall := False;
3169 // Ëåòàþùèå ìîíòñðû:
3170 if ((FMonsterType = MONSTER_SOUL) or
3171 (FMonsterType = MONSTER_PAIN) or
3172 (FMonsterType = MONSTER_CACO)) and
3173 (FState <> STATE_DIE) and
3174 (FState <> STATE_DEAD) then
3175 fall := False;
3177 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3178 if gTime mod (GAME_TICK*2) <> 0 then
3179 begin
3180 g_Obj_Move(@FObj, fall, True, True);
3181 positionChanged(); // this updates spatial accelerators
3182 Exit;
3183 end;
3185 if FPainTicks > 0 then
3186 Dec(FPainTicks)
3187 else
3188 FPainSound := False;
3190 // Äâèãàåìñÿ:
3191 st := g_Obj_Move(@FObj, fall, True, True);
3192 positionChanged(); // this updates spatial accelerators
3194 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3195 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3196 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3197 begin
3198 FRemoved := True;
3199 Exit;
3200 end;
3202 oldvelx := FObj.Vel.X;
3204 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3205 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3206 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3208 if FFireTime > 0 then
3209 begin
3210 if WordBool(st and MOVE_INWATER) then
3211 FFireTime := 0
3212 else
3213 begin
3214 OnFireFlame(1);
3215 FFireTime := FFireTime - 1;
3216 end;
3217 end;
3219 // Ìåðòâûé íè÷åãî íå äåëàåò:
3220 if (FState = STATE_DEAD) then
3221 goto _end;
3223 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3224 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3225 case FMonsterType of
3226 MONSTER_FISH:
3227 if Random(4) = 0 then
3228 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3229 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3230 MONSTER_ROBO, MONSTER_BARREL:
3231 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3232 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3233 else begin
3234 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3235 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3236 if Random(2) = 0 then
3237 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3238 else
3239 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3240 end;
3241 end;
3243 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3244 if FMonsterType = MONSTER_BARREL then
3245 begin
3246 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3247 (FAnim[FCurAnim, FDirection].Counter = 0) then
3248 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3249 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3250 60, FUID);
3251 end;
3253 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3254 if FMonsterType = MONSTER_SOUL then
3255 if WordBool(st and MOVE_HITAIR) then
3256 g_Obj_SetSpeed(@FObj, 16);
3258 if FAmmo < 0 then
3259 FAmmo := FAmmo + 1;
3261 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3262 if FObj.Vel.Y < 0 then
3263 if WordBool(st and MOVE_INWATER) then
3264 FObj.Vel.Y := -4;
3266 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3267 FTargetTime := FTargetTime + 1;
3269 if FShellTimer > -1 then
3270 if FShellTimer = 0 then
3271 begin
3272 if FShellType = SHELL_SHELL then
3273 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3274 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3275 GameVelX, GameVelY-2, SHELL_SHELL)
3276 else if FShellType = SHELL_DBLSHELL then
3277 begin
3278 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3279 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3280 GameVelX-1, GameVelY-2, SHELL_SHELL);
3281 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3282 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3283 GameVelX+1, GameVelY-2, SHELL_SHELL);
3284 end;
3285 FShellTimer := -1;
3286 end else Dec(FShellTimer);
3288 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3289 if fall then
3290 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3291 STATE_ATTACK, STATE_SHOOT]) then
3292 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3293 FObj.Rect.Width, FObj.Rect.Height, 50) then
3294 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3295 (FObj.Accel.Y = 0) then
3296 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3298 case FState of
3299 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3300 begin
3301 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3302 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3303 begin
3304 FPain := MONSTERTABLE[FMonsterType].Pain;
3305 if gSoundEffectsDF then PainSound();
3306 end;
3307 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3308 PainSound();
3310 // Ñíèæàåì áîëü ñî âðåìåíåì:
3311 FPain := FPain - 5;
3313 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3314 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3315 begin
3316 SetState(STATE_GO);
3317 FPain := 0;
3318 end;
3319 end;
3321 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3322 begin
3323 // Ñïèì:
3324 FSleep := FSleep + 1;
3326 // Ïðîñïàëè äîñòàòî÷íî:
3327 if FSleep >= 18 then
3328 FSleep := 0
3329 else // åùå ñïèì
3330 goto _end;
3331 end;
3333 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3334 begin
3335 // Æäåì:
3336 FSleep := FSleep - 1;
3337 end;
3339 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3340 begin
3341 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3342 if WordBool(st and MOVE_BLOCK) then
3343 begin
3344 Turn();
3345 FSleep := 40;
3346 SetState(STATE_RUNOUT);
3348 goto _end;
3349 end;
3351 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3352 if (FMonsterType = MONSTER_VILE) then
3353 if isCorpse(@FObj, False) <> -1 then
3354 begin
3355 SetState(STATE_ATTACK, ANIM_ATTACK2);
3356 FObj.Vel.X := 0;
3358 goto _end;
3359 end;
3361 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3362 if Abs(sx) < 40 then
3363 if FMonsterType <> MONSTER_FISH then
3364 begin
3365 SetState(STATE_RUN);
3366 FSleep := 15;
3368 goto _end;
3369 end;
3371 // Óïåðëèñü â ñòåíó:
3372 if WordBool(st and MOVE_HITWALL) then
3373 begin
3374 case FMonsterType of
3375 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3376 else // Íå ëåòàþò:
3377 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3378 (FObj.Accel.Y = 0) then
3379 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3380 // Ïðûæîê ÷åðåç ñòåíó:
3381 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3382 SetState(STATE_CLIMB);
3383 end;
3384 end;
3386 goto _end;
3387 end;
3389 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3390 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3391 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3392 begin
3393 if FMonsterType = MONSTER_FISH then
3394 begin // Ðûáà
3395 if not WordBool(st and MOVE_INWATER) then
3396 begin // Ðûáà âíå âîäû:
3397 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3398 begin // "Ñòîèò" òâåðäî
3399 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3400 if FObj.Accel.Y = 0 then
3401 FObj.Vel.Y := -6;
3402 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3403 end;
3405 // Ðûáå áîëüíî:
3406 SetState(STATE_PAIN);
3407 FPain := FPain + 50;
3408 end
3409 else // Ðûáà â âîäå
3410 begin
3411 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3412 if Abs(sy) > 8 then
3413 FObj.Vel.Y := g_basic.Sign(sy)*4
3414 else
3415 FObj.Vel.Y := 0;
3417 // Ðûáà ïëûâåò ââåðõ:
3418 if FObj.Vel.Y < 0 then
3419 if not g_Obj_CollideWater(@FObj, 0, -16) then
3420 begin
3421 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3422 FObj.Vel.Y := 0;
3423 // Ïëàâàåì òóäà-ñþäà:
3424 SetState(STATE_RUN);
3425 FSleep := 20;
3426 end;
3427 end;
3428 end
3429 else // Ëåòàþùèå ìîíñòðû
3430 begin
3431 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3432 if Abs(sy) > 8 then
3433 FObj.Vel.Y := g_basic.Sign(sy)*4
3434 else
3435 FObj.Vel.Y := 0;
3436 end;
3437 end
3438 else // "Íàçåìíûå" ìîíñòðû
3439 begin
3440 // Âîçìîæíî, ïèíàåì êóñêè:
3441 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3442 begin
3443 b := Abs(FObj.Vel.X);
3444 if b > 1 then b := b * (Random(8 div b) + 1);
3445 for a := 0 to High(gGibs) do
3446 begin
3447 if gGibs[a].Live and
3448 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3449 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3450 begin
3451 // Ïèíàåì êóñêè
3452 if FObj.Vel.X < 0 then
3453 begin
3454 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3455 end
3456 else
3457 begin
3458 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3459 end;
3460 positionChanged(); // this updates spatial accelerators
3461 end;
3462 end;
3463 end;
3464 // Áîññû ìîãóò ïèíàòü òðóïû:
3465 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3466 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3467 begin
3468 b := Abs(FObj.Vel.X);
3469 if b > 1 then b := b * (Random(8 div b) + 1);
3470 for a := 0 to High(gCorpses) do
3471 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3472 begin
3473 co := gCorpses[a].Obj;
3474 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3475 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3476 // Ïèíàåì òðóïû
3477 if FObj.Vel.X < 0 then
3478 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3479 else
3480 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3481 end;
3482 end;
3483 end;
3485 FSleep := FSleep + 1;
3487 // Èíîãäà ðû÷èì:
3488 if FSleep >= 8 then
3489 begin
3490 FSleep := 0;
3491 if Random(8) = 0 then
3492 ActionSound();
3493 end;
3495 // Áåæèì â âûáðàííóþ ñòîðîíó:
3496 if FDirection = D_RIGHT then
3497 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3498 else
3499 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3501 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3502 if WordBool(st and MOVE_INWATER) then
3503 FObj.Vel.X := FObj.Vel.X div 2
3504 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3505 if FMonsterType = MONSTER_FISH then
3506 FObj.Vel.X := 0;
3507 end;
3509 STATE_RUN: // Ñîñòîÿíèå - Áåã
3510 begin
3511 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3512 if WordBool(st and MOVE_BLOCK) then
3513 begin
3514 SetState(STATE_RUNOUT);
3515 FSleep := 40;
3517 goto _end;
3518 end;
3520 FSleep := FSleep - 1;
3522 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3523 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3524 begin
3525 SetState(STATE_GO);
3526 FSleep := 0;
3528 // Èíîãäà ðû÷èì:
3529 if Random(8) = 0 then
3530 ActionSound();
3531 end;
3533 // Áåæèì â âûáðàííóþ ñòîðîíó:
3534 if FDirection = D_RIGHT then
3535 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3536 else
3537 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3539 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3540 if WordBool(st and MOVE_INWATER) then
3541 FObj.Vel.X := FObj.Vel.X div 2
3542 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3543 if FMonsterType = MONSTER_FISH then
3544 FObj.Vel.X := 0;
3545 end;
3547 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3548 begin
3549 // Âûøëè èç ÁëîêÌîíà:
3550 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3551 FSleep := 0;
3553 FSleep := FSleep - 1;
3555 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3556 if FSleep <= -18 then
3557 begin
3558 SetState(STATE_GO);
3559 FSleep := 0;
3561 // Èíîãäà ðû÷èì:
3562 if Random(8) = 0 then
3563 ActionSound();
3564 end;
3566 // Áåæèì â âûáðàííóþ ñòîðîíó:
3567 if FDirection = D_RIGHT then
3568 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3569 else
3570 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3572 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3573 if WordBool(st and MOVE_INWATER) then
3574 FObj.Vel.X := FObj.Vel.X div 2
3575 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3576 if FMonsterType = MONSTER_FISH then
3577 FObj.Vel.X := 0;
3578 end;
3580 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3581 begin
3582 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3583 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3584 (not WordBool(st and MOVE_HITWALL)) then
3585 begin
3586 SetState(STATE_GO);
3587 FSleep := 0;
3589 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3590 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3591 begin
3592 SetState(STATE_RUN);
3593 FSleep := 15;
3594 end;
3595 end;
3597 // Áåæèì â âûáðàííóþ ñòîðîíó:
3598 if FDirection = D_RIGHT then
3599 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3600 else
3601 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3603 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3604 if WordBool(st and MOVE_INWATER) then
3605 FObj.Vel.X := FObj.Vel.X div 2
3606 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3607 if FMonsterType = MONSTER_FISH then
3608 FObj.Vel.X := 0;
3609 end;
3611 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3612 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3613 begin
3614 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3615 if FMonsterType = MONSTER_SOUL then
3616 begin
3617 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3618 SetState(STATE_GO);
3620 goto _end;
3621 end;
3623 // Çàìåäëÿåìñÿ ïðè àòàêå:
3624 if FMonsterType <> MONSTER_FISH then
3625 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3627 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3628 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3629 begin
3630 // Öåëü ïîãèáëà => èäåì äàëüøå:
3631 if not GetPos(FTargetUID, @o) then
3632 begin
3633 SetState(STATE_GO);
3635 goto _end;
3636 end;
3638 // Öåëü íå âèäíî => èäåì äàëüøå:
3639 if not g_Look(@FObj, @o, FDirection) then
3640 begin
3641 SetState(STATE_GO);
3643 goto _end;
3644 end;
3646 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3647 if g_Obj_CollideWater(@o, 0, 0) then
3648 begin
3649 SetState(STATE_GO);
3651 goto _end;
3652 end;
3653 end;
3654 end;
3655 end; // case FState of ...
3657 _end:
3659 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3660 if FState = STATE_REVIVE then
3661 if FAnim[FCurAnim, FDirection].Played then
3662 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3663 FAnim[FCurAnim, FDirection].Revert(False);
3664 SetState(STATE_GO);
3665 end;
3667 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3668 if vilefire <> nil then
3669 vilefire.Update();
3671 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3672 if (FState = STATE_DIE) and
3673 (FAnim[FCurAnim, FDirection] <> nil) and
3674 (FAnim[FCurAnim, FDirection].Played) then
3675 begin
3676 // Óìåð:
3677 SetState(STATE_DEAD);
3679 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3680 if (FMonsterType = MONSTER_PAIN) or
3681 (FMonsterType = MONSTER_SOUL) or
3682 (FMonsterType = MONSTER_BARREL) then
3683 FRemoved := True
3684 else
3685 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3686 end;
3688 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3689 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3690 if (FAnim[FCurAnim, FDirection] <> nil) then
3691 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3692 if (FAnim[FCurAnim, FDirection].Played) then
3693 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3694 if FState = STATE_ATTACK then
3695 begin // Ñîñòîÿíèå - Àòàêà
3696 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3697 if FMonsterType <> MONSTER_SOUL then
3698 SetState(STATE_GO);
3699 end
3700 else // Ñîñòîÿíèå - Ñòðåëüáà
3701 begin
3702 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3703 if not FChainFire then
3704 SetState(STATE_GO)
3705 else
3706 begin // Íàäî ñòðåëÿòü åùå
3707 FChainFire := False;
3708 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3709 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3710 FAnim[FCurAnim, FDirection].Reset();
3711 end;
3712 end;
3714 FWaitAttackAnim := False;
3715 end
3717 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3718 if (FMonsterType = MONSTER_SOUL) or
3719 ( (not FWaitAttackAnim) and
3720 (FAnim[FCurAnim, FDirection].CurrentFrame =
3721 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3722 ) then
3723 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3724 if FState = STATE_ATTACK then
3725 begin // Ñîñòîÿíèå - Àòàêà
3726 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3727 if FMonsterType = MONSTER_SOUL then
3728 FAnim[FCurAnim, FDirection].Reset();
3730 case FMonsterType of
3731 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3732 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3733 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3734 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3735 if FMonsterType = MONSTER_SOUL then
3736 SetState(STATE_GO);
3738 MONSTER_FISH:
3739 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3741 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3742 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3743 if FCurAnim = ANIM_ATTACK2 then
3744 begin
3745 o := FObj;
3746 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3747 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3748 end;
3750 MONSTER_VILE:
3751 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3752 if FCurAnim = ANIM_ATTACK2 then
3753 begin
3754 sx := isCorpse(@FObj, True);
3755 if sx <> -1 then
3756 begin // Íàøëè, êîãî âîñêðåñèòü
3757 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3758 // Âîñêðåøàòü - ñåáå âðåäèòü:
3759 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3760 end;
3761 end;
3762 end;
3763 end
3765 else // Ñîñòîÿíèå - Ñòðåëüáà
3766 begin
3767 // Ñêîðîñòðåëüíûå ìîíñòðû:
3768 if (FMonsterType = MONSTER_CGUN) or
3769 (FMonsterType = MONSTER_SPIDER) or
3770 (FMonsterType = MONSTER_BSP) or
3771 (FMonsterType = MONSTER_MANCUB) or
3772 (FMonsterType = MONSTER_ROBO) then
3773 if not GetPos(FTargetUID, @o) then
3774 // Öåëü ìåðòâà - èùåì íîâóþ:
3775 findNewPrey()
3776 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3777 if shoot(@o, False) then
3778 FChainFire := True;
3779 end;
3781 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3782 FWaitAttackAnim := True;
3783 end;
3785 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3786 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3787 case FState of
3788 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3789 // Çâóêè ïðè ïåðåäâèæåíèè:
3790 case FMonsterType of
3791 MONSTER_CYBER:
3792 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3793 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3794 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3795 MONSTER_SPIDER:
3796 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3797 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3798 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3799 MONSTER_BSP:
3800 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3801 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3802 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3803 MONSTER_ROBO:
3804 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3805 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3806 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3807 end;
3808 end;
3810 // Êîñòûëü äëÿ ïîòîêîâ
3811 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3812 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3813 FObj.Vel.X := oldvelx;
3815 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3816 if FAnim[FCurAnim, FDirection] <> nil then
3817 FAnim[FCurAnim, FDirection].Update();
3818 end;
3820 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3821 begin
3822 case FMonsterType of
3823 MONSTER_ZOMBY:
3824 begin
3825 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3826 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3827 end;
3828 MONSTER_SERG:
3829 begin
3830 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3831 FShellTimer := 10;
3832 FShellType := SHELL_SHELL;
3833 end;
3834 MONSTER_MAN:
3835 begin
3836 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3837 FShellTimer := 13;
3838 FShellType := SHELL_DBLSHELL;
3839 end;
3840 MONSTER_CGUN, MONSTER_SPIDER:
3841 begin
3842 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3843 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3844 end;
3845 MONSTER_IMP:
3846 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3847 MONSTER_CYBER:
3848 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3849 MONSTER_SKEL:
3850 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3851 MONSTER_BSP:
3852 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3853 MONSTER_ROBO:
3854 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3855 MONSTER_MANCUB:
3856 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3857 MONSTER_BARON, MONSTER_KNIGHT:
3858 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3859 MONSTER_CACO:
3860 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3861 end;
3862 end;
3864 procedure TMonster.Turn();
3865 begin
3866 // Ðàçâîðà÷èâàåìñÿ:
3867 if FDirection = D_LEFT then
3868 FDirection := D_RIGHT
3869 else
3870 FDirection := D_LEFT;
3872 // Áåæèì â âûáðàííóþ ñòîðîíó:
3873 if FDirection = D_RIGHT then
3874 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3875 else
3876 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3877 end;
3879 function TMonster.findNewPrey(): Boolean;
3880 var
3881 a: DWORD;
3882 l, l2: Integer;
3883 PlayersSee, MonstersSee: Array of DWORD;
3884 PlayerNear, MonsterNear: Integer;
3885 begin
3886 Result := False;
3887 SetLength(MonstersSee, 0);
3888 SetLength(PlayersSee, 0);
3890 FTargetUID := 0;
3891 l := 32000;
3892 PlayerNear := -1;
3893 MonsterNear := -1;
3895 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3896 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3897 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3898 for a := 0 to High(gPlayers) do
3899 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3900 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3901 begin
3902 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3903 begin
3904 SetLength(PlayersSee, Length(PlayersSee) + 1);
3905 PlayersSee[High(PlayersSee)] := a;
3906 end;
3907 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3908 Abs(gPlayers[a].GameY-FObj.Y);
3909 if l2 < l then
3910 begin
3911 l := l2;
3912 PlayerNear := Integer(a);
3913 end;
3914 end;
3916 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3917 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3918 for a := 0 to High(gMonsters) do
3919 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3920 (gMonsters[a].FUID <> FUID) then
3921 begin
3922 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3923 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3924 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3925 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3926 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3927 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3928 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3929 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3931 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3932 begin
3933 SetLength(MonstersSee, Length(MonstersSee) + 1);
3934 MonstersSee[High(MonstersSee)] := a;
3935 end;
3936 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3937 Abs(gMonsters[a].FObj.Y-FObj.Y);
3938 if l2 < l then
3939 begin
3940 l := l2;
3941 MonsterNear := Integer(a);
3942 end;
3943 end;
3945 case FBehaviour of
3946 BH_NORMAL, BH_KILLER:
3947 begin
3948 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3949 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3950 begin
3951 a := PlayersSee[Random(Length(PlayersSee))];
3952 FTargetUID := gPlayers[a].UID;
3953 end;
3954 // Çàòåì ïîáëèçîñòè
3955 if (FTargetUID = 0) and (PlayerNear > -1) then
3956 begin
3957 a := PlayerNear;
3958 FTargetUID := gPlayers[a].UID;
3959 end;
3960 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3961 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3962 begin
3963 a := MonstersSee[Random(Length(MonstersSee))];
3964 FTargetUID := gMonsters[a].UID;
3965 end;
3966 // Çàòåì ïîáëèçîñòè
3967 if (FTargetUID = 0) and (MonsterNear > -1) then
3968 begin
3969 a := MonsterNear;
3970 FTargetUID := gMonsters[a].UID;
3971 end;
3972 end;
3973 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3974 begin
3975 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3976 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3977 begin
3978 a := PlayersSee[Random(Length(PlayersSee))];
3979 FTargetUID := gPlayers[a].UID;
3980 end;
3981 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3982 begin
3983 a := MonstersSee[Random(Length(MonstersSee))];
3984 FTargetUID := gMonsters[a].UID;
3985 end;
3986 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3987 if (FTargetUID = 0) and (PlayerNear > -1) then
3988 begin
3989 a := PlayerNear;
3990 FTargetUID := gPlayers[a].UID;
3991 end;
3992 if (FTargetUID = 0) and (MonsterNear > -1) then
3993 begin
3994 a := MonsterNear;
3995 FTargetUID := gMonsters[a].UID;
3996 end;
3997 end;
3998 end;
4000 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4001 if FTargetUID = 0 then
4002 begin
4003 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4004 if FBehaviour = BH_INSANE then
4005 FTargetUID := FUID
4006 else
4007 FTargetTime := MAX_ATM;
4008 end
4009 else
4010 begin // Öåëü íàøëè
4011 FTargetTime := 0;
4012 Result := True;
4013 end;
4014 end;
4016 function TMonster.kick(o: PObj): Boolean;
4017 begin
4018 Result := False;
4020 case FMonsterType of
4021 MONSTER_FISH:
4022 begin
4023 SetState(STATE_ATTACK);
4024 Result := True;
4025 end;
4026 MONSTER_DEMON:
4027 begin
4028 SetState(STATE_ATTACK);
4029 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4030 Result := True;
4031 end;
4032 MONSTER_IMP:
4033 begin
4034 SetState(STATE_ATTACK);
4035 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4036 Result := True;
4037 end;
4038 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4039 begin
4040 SetState(STATE_ATTACK, ANIM_ATTACK2);
4041 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4042 Result := True;
4043 end;
4044 MONSTER_BARON, MONSTER_KNIGHT,
4045 MONSTER_CACO, MONSTER_MANCUB:
4046 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4047 if not g_Game_IsClient then Result := shoot(o, True);
4048 end;
4049 end;
4051 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4052 var
4053 xd, yd, m: Integer;
4054 begin
4055 Result := False;
4057 // Ñòðåëÿòü ðàíî:
4058 if FAmmo < 0 then
4059 Exit;
4061 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4062 if not immediately then
4063 case FMonsterType of
4064 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4065 Exit; // íå ñòðåëÿþò
4066 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4067 begin
4068 FAmmo := FAmmo + 1;
4069 // Âðåìÿ âûñòðåëà óïóùåíî:
4070 if FAmmo >= 50 then
4071 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4072 end;
4073 MONSTER_MAN: ;
4074 MONSTER_MANCUB:
4075 begin
4076 FAmmo := FAmmo + 1;
4077 // Âðåìÿ âûñòðåëà óïóùåíî:
4078 if FAmmo >= 5 then
4079 FAmmo := -50;
4080 end;
4081 MONSTER_SPIDER:
4082 begin
4083 FAmmo := FAmmo + 1;
4084 // Âðåìÿ âûñòðåëà óïóùåíî:
4085 if FAmmo >= 100 then
4086 FAmmo := -50;
4087 end;
4088 MONSTER_CYBER:
4089 begin
4090 // Ñòðåëÿåò íå âñåãäà:
4091 if Random(2) = 0 then
4092 Exit;
4093 FAmmo := FAmmo + 1;
4094 // Âðåìÿ âûñòðåëà óïóùåíî:
4095 if FAmmo >= 10 then
4096 FAmmo := -50;
4097 end;
4098 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4099 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4100 MONSTER_VILE: if Random(8) <> 0 then Exit;
4101 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4102 else if Random(16) <> 0 then Exit;
4103 end;
4105 // Öåëè íå âèäíî:
4106 if not g_Look(@FObj, o, FDirection) then
4107 Exit;
4109 FTargetTime := 0;
4111 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4112 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4114 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4115 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4116 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4117 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4118 Exit;
4120 case FMonsterType of
4121 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4122 begin
4123 SetState(STATE_SHOOT);
4124 {nn}
4125 end;
4126 MONSTER_SKEL:
4127 begin
4128 SetState(STATE_SHOOT);
4129 {nn}
4130 end;
4131 MONSTER_VILE:
4132 begin // Çàæèãàåì îãîíü
4133 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4134 ty := o^.Y+o^.Rect.Y;
4135 SetState(STATE_SHOOT);
4137 vilefire.Reset();
4139 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4140 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4141 end;
4142 MONSTER_SOUL:
4143 begin // Ëåòèò â ñòîðîíó öåëè:
4144 SetState(STATE_ATTACK);
4145 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4147 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4148 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4149 m := Max(Abs(xd), Abs(yd));
4150 if m = 0 then
4151 m := 1;
4153 FObj.Vel.X := (xd*16) div m;
4154 FObj.Vel.Y := (yd*16) div m;
4155 end;
4156 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4157 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4158 begin
4159 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4160 if FMonsterType = MONSTER_MANCUB then
4161 if FAmmo = 1 then
4162 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4164 SetState(STATE_SHOOT);
4165 end;
4166 else Exit;
4167 end;
4169 Result := True;
4170 end;
4172 function TMonster.Live(): Boolean;
4173 begin
4174 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4175 end;
4177 procedure TMonster.SetHealth(aH: Integer);
4178 begin
4179 if (aH > 0) and (aH < 1000000) then
4180 begin
4181 FHealth := aH;
4182 if FHealth > FMaxHealth then
4183 FMaxHealth := FHealth;
4184 end;
4185 end;
4187 procedure TMonster.WakeUp();
4188 begin
4189 if g_Game_IsClient then Exit;
4190 SetState(STATE_GO);
4191 FTargetTime := MAX_ATM;
4192 WakeUpSound();
4193 end;
4195 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4196 var
4197 i: Integer;
4198 sig: DWORD;
4199 b: Byte;
4200 anim: Boolean;
4201 begin
4202 if Mem = nil then
4203 Exit;
4205 // Ñèãíàòóðà ìîíñòðà:
4206 sig := MONSTER_SIGNATURE; // 'MONS'
4207 Mem.WriteDWORD(sig);
4208 // UID ìîíñòðà:
4209 Mem.WriteWord(FUID);
4210 // Íàïðàâëåíèå:
4211 if FDirection = D_LEFT then
4212 b := 1
4213 else // D_RIGHT
4214 b := 2;
4215 Mem.WriteByte(b);
4216 // Íàäî ëè óäàëèòü åãî:
4217 Mem.WriteBoolean(FRemoved);
4218 // Îñòàëîñü çäîðîâüÿ:
4219 Mem.WriteInt(FHealth);
4220 // Ñîñòîÿíèå:
4221 Mem.WriteByte(FState);
4222 // Òåêóùàÿ àíèìàöèÿ:
4223 Mem.WriteByte(FCurAnim);
4224 // UID öåëè:
4225 Mem.WriteWord(FTargetUID);
4226 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4227 Mem.WriteInt(FTargetTime);
4228 // Ïîâåäåíèå ìîíñòðà:
4229 Mem.WriteByte(FBehaviour);
4230 // Ãîòîâíîñòü ê âûñòðåëó:
4231 Mem.WriteInt(FAmmo);
4232 // Áîëü:
4233 Mem.WriteInt(FPain);
4234 // Âðåìÿ îæèäàíèÿ:
4235 Mem.WriteInt(FSleep);
4236 // Îçâó÷èâàòü ëè áîëü:
4237 Mem.WriteBoolean(FPainSound);
4238 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4239 Mem.WriteBoolean(FWaitAttackAnim);
4240 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4241 Mem.WriteBoolean(FChainFire);
4242 // Ïîäëåæèò ëè ðåñïàâíó:
4243 Mem.WriteBoolean(FNoRespawn);
4244 // Êîîðäèíàòû öåëè:
4245 Mem.WriteInt(tx);
4246 Mem.WriteInt(ty);
4247 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4248 Mem.WriteInt(FStartID);
4249 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4250 Mem.WriteInt(FSpawnTrigger);
4251 // Îáúåêò ìîíñòðà:
4252 Obj_SaveState(@FObj, Mem);
4253 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4254 anim := vilefire <> nil;
4255 Mem.WriteBoolean(anim);
4256 // Åñëè åñòü - ñîõðàíÿåì:
4257 if anim then
4258 vilefire.SaveState(Mem);
4259 // Àíèìàöèè:
4260 for i := ANIM_SLEEP to ANIM_PAIN do
4261 begin
4262 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4263 anim := FAnim[i, D_LEFT] <> nil;
4264 Mem.WriteBoolean(anim);
4265 // Åñëè åñòü - ñîõðàíÿåì:
4266 if anim then
4267 FAnim[i, D_LEFT].SaveState(Mem);
4268 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4269 anim := FAnim[i, D_RIGHT] <> nil;
4270 Mem.WriteBoolean(anim);
4271 // Åñëè åñòü - ñîõðàíÿåì:
4272 if anim then
4273 FAnim[i, D_RIGHT].SaveState(Mem);
4274 end;
4275 end;
4277 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4278 var
4279 i: Integer;
4280 sig: DWORD;
4281 b: Byte;
4282 anim: Boolean;
4283 begin
4284 if Mem = nil then
4285 Exit;
4287 // Ñèãíàòóðà ìîíñòðà:
4288 Mem.ReadDWORD(sig);
4289 if sig <> MONSTER_SIGNATURE then // 'MONS'
4290 begin
4291 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4292 end;
4293 // UID ìîíñòðà:
4294 Mem.ReadWord(FUID);
4295 // Íàïðàâëåíèå:
4296 Mem.ReadByte(b);
4297 if b = 1 then
4298 FDirection := D_LEFT
4299 else // b = 2
4300 FDirection := D_RIGHT;
4301 // Íàäî ëè óäàëèòü åãî:
4302 Mem.ReadBoolean(FRemoved);
4303 // Îñòàëîñü çäîðîâüÿ:
4304 Mem.ReadInt(FHealth);
4305 // Ñîñòîÿíèå:
4306 Mem.ReadByte(FState);
4307 // Òåêóùàÿ àíèìàöèÿ:
4308 Mem.ReadByte(FCurAnim);
4309 // UID öåëè:
4310 Mem.ReadWord(FTargetUID);
4311 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4312 Mem.ReadInt(FTargetTime);
4313 // Ïîâåäåíèå ìîíñòðà:
4314 Mem.ReadByte(FBehaviour);
4315 // Ãîòîâíîñòü ê âûñòðåëó:
4316 Mem.ReadInt(FAmmo);
4317 // Áîëü:
4318 Mem.ReadInt(FPain);
4319 // Âðåìÿ îæèäàíèÿ:
4320 Mem.ReadInt(FSleep);
4321 // Îçâó÷èâàòü ëè áîëü:
4322 Mem.ReadBoolean(FPainSound);
4323 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4324 Mem.ReadBoolean(FWaitAttackAnim);
4325 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4326 Mem.ReadBoolean(FChainFire);
4327 // Ïîäëåæèò ëè ðåñïàâíó
4328 Mem.ReadBoolean(FNoRespawn);
4329 // Êîîðäèíàòû öåëè:
4330 Mem.ReadInt(tx);
4331 Mem.ReadInt(ty);
4332 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4333 Mem.ReadInt(FStartID);
4334 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4335 Mem.ReadInt(FSpawnTrigger);
4336 // Îáúåêò ìîíñòðà:
4337 Obj_LoadState(@FObj, Mem);
4338 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4339 Mem.ReadBoolean(anim);
4340 // Åñëè åñòü - çàãðóæàåì:
4341 if anim then
4342 begin
4343 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4344 vilefire.LoadState(Mem);
4345 end;
4346 // Àíèìàöèè:
4347 for i := ANIM_SLEEP to ANIM_PAIN do
4348 begin
4349 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4350 Mem.ReadBoolean(anim);
4351 // Åñëè åñòü - çàãðóæàåì:
4352 if anim then
4353 begin
4354 Assert(FAnim[i, D_LEFT] <> nil,
4355 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4356 FAnim[i, D_LEFT].LoadState(Mem);
4357 end;
4358 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4359 Mem.ReadBoolean(anim);
4360 // Åñëè åñòü - çàãðóæàåì:
4361 if anim then
4362 begin
4363 Assert(FAnim[i, D_RIGHT] <> nil,
4364 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4365 FAnim[i, D_RIGHT].LoadState(Mem);
4366 end;
4367 end;
4368 end;
4370 procedure TMonster.ActivateTriggers();
4371 var
4372 a: Integer;
4373 begin
4374 if FDieTriggers <> nil then
4375 for a := 0 to High(FDieTriggers) do
4376 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4377 if FSpawnTrigger > -1 then
4378 begin
4379 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4380 FSpawnTrigger := -1;
4381 end;
4382 end;
4384 procedure TMonster.AddTrigger(t: Integer);
4385 begin
4386 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4387 FDieTriggers[High(FDieTriggers)] := t;
4388 end;
4390 procedure TMonster.ClearTriggers();
4391 begin
4392 SetLength(FDieTriggers, 0);
4393 end;
4395 procedure TMonster.CatchFire(Attacker: Word);
4396 begin
4397 FFireTime := 100;
4398 FFireAttacker := Attacker;
4399 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4400 end;
4402 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4403 var
4404 id, i: DWORD;
4405 Anim: TAnimation;
4406 begin
4407 if (Random(10) = 1) and (Times = 1) then
4408 Exit;
4410 if g_Frames_Get(id, 'FRAMES_FLAME') then
4411 begin
4412 for i := 1 to Times do
4413 begin
4414 Anim := TAnimation.Create(id, False, 3);
4415 Anim.Alpha := 0;
4416 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4417 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4418 Anim.Free();
4419 end;
4420 end;
4421 end;
4424 // ////////////////////////////////////////////////////////////////////////// //
4425 // throws on invalid uid
4426 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4427 begin
4428 result := g_Mons_ByIdx_NC(uid);
4429 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4430 end;
4433 // can return null
4434 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4435 begin
4436 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4437 result := gMonsters[uid];
4438 end;
4441 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4442 var
4443 idx: Integer;
4444 mon: TMonster;
4445 begin
4446 result := false;
4447 if (gMonsters = nil) or not assigned(cb) then exit;
4448 for idx := 0 to High(gMonsters) do
4449 begin
4450 mon := gMonsters[idx];
4451 if (mon <> nil) then
4452 begin
4453 result := cb(mon);
4454 if result then exit;
4455 end;
4456 end;
4457 end;
4460 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
4461 var
4462 idx: Integer;
4463 mon: TMonster;
4464 begin
4465 result := false;
4466 if (gMonsters = nil) or not assigned(cb) then exit;
4467 for idx := 0 to High(gMonsters) do
4468 begin
4469 mon := gMonsters[idx];
4470 if (mon <> nil) and mon.Live then
4471 begin
4472 result := cb(mon);
4473 if result then exit;
4474 end;
4475 end;
4476 end;
4479 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4481 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4482 begin
4483 result := (mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj));
4484 end;
4486 var
4487 idx: Integer;
4488 mon: TMonster;
4489 begin
4490 result := false;
4491 if (width < 1) or (height < 1) then exit;
4492 if gmon_debug_use_sqaccel then
4493 begin
4494 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4495 end
4496 else
4497 begin
4498 for idx := 0 to High(gMonsters) do
4499 begin
4500 mon := gMonsters[idx];
4501 if (mon <> nil) and mon.Live then
4502 begin
4503 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4504 begin
4505 result := true;
4506 exit;
4507 end;
4508 end;
4509 end;
4510 end;
4511 end;
4514 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4516 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4517 begin
4518 result := false;
4519 if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4520 end;
4522 var
4523 idx: Integer;
4524 mon: TMonster;
4525 begin
4526 result := false;
4527 if (width < 1) or (height < 1) then exit;
4528 if gmon_debug_use_sqaccel then
4529 begin
4530 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4531 end
4532 else
4533 begin
4534 for idx := 0 to High(gMonsters) do
4535 begin
4536 mon := gMonsters[idx];
4537 if (mon <> nil) and mon.Live then
4538 begin
4539 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4540 begin
4541 result := cb(mon);
4542 if result then exit;
4543 end;
4544 end;
4545 end;
4546 end;
4547 end;
4550 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4552 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4553 begin
4554 result := false;
4555 if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4556 end;
4558 var
4559 idx: Integer;
4560 mon: TMonster;
4561 begin
4562 result := false;
4563 if (width < 1) or (height < 1) then exit;
4564 if gmon_debug_use_sqaccel then
4565 begin
4566 if (width = 1) and (height = 1) then
4567 begin
4568 result := (monsTree.pointQuery(x, y, monsCollCheck) <> nil);
4569 end
4570 else
4571 begin
4572 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4573 end;
4574 end
4575 else
4576 begin
4577 for idx := 0 to High(gMonsters) do
4578 begin
4579 mon := gMonsters[idx];
4580 if (mon <> nil) and mon.Live then
4581 begin
4582 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4583 begin
4584 result := cb(mon);
4585 if result then exit;
4586 end;
4587 end;
4588 end;
4589 end;
4590 end;
4593 end.