DEADSOFTWARE

g_weapons.g_Weapon_gun: faster traces (i hope)
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel, z_aabbtree;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 treeNode: Integer; // node in dyntree or -1
84 arrIdx: Integer; // in gMonsters
86 FDieTriggers: Array of Integer;
87 FSpawnTrigger: Integer;
89 procedure Turn();
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
93 function getMapAABB (): AABB2D; inline;
95 public
96 FNoRespawn: Boolean;
97 FFireTime: Integer;
98 trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
100 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
101 destructor Destroy(); override;
102 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
103 function Collide(Panel: TPanel): Boolean; overload;
104 function Collide(X, Y: Integer): Boolean; overload;
105 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
106 function Live(): Boolean;
107 procedure SetHealth(aH: Integer);
108 procedure Push(vx, vy: Integer);
109 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
110 function Heal(Value: Word): Boolean;
111 procedure BFGHit();
112 procedure Update();
113 procedure ClientUpdate();
114 procedure ClientAttack(wx, wy, atx, aty: Integer);
115 procedure SetDeadAnim;
116 procedure Draw();
117 procedure WakeUp();
118 procedure WakeUpSound();
119 procedure DieSound();
120 procedure PainSound();
121 procedure ActionSound();
122 procedure AddTrigger(t: Integer);
123 procedure ClearTriggers();
124 procedure Respawn();
125 procedure SaveState(var Mem: TBinMemoryWriter);
126 procedure LoadState(var Mem: TBinMemoryReader);
127 procedure SetState(State: Byte; ForceAnim: Byte = 255);
128 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
129 procedure MakeBloodSimple(Count: Word);
130 procedure RevertAnim(R: Boolean = True);
131 function AnimIsReverse: Boolean;
132 function shoot(o: PObj; immediately: Boolean): Boolean;
133 function kick(o: PObj): Boolean;
134 procedure CatchFire(Attacker: Word);
135 procedure OnFireFlame(Times: DWORD = 1);
137 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
139 property MonsterType: Byte read FMonsterType;
140 property MonsterHealth: Integer read FHealth write FHealth;
141 property MonsterAmmo: Integer read FAmmo write FAmmo;
142 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
143 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
144 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
145 property MonsterSleep: Integer read FSleep write FSleep;
146 property MonsterState: Byte read FState write FState;
147 property MonsterRemoved: Boolean read FRemoved write FRemoved;
148 property MonsterPain: Integer read FPain write FPain;
149 property MonsterAnim: Byte read FCurAnim write FCurAnim;
151 property Obj: TObj read FObj;
152 property UID: Word read FUID write FUID;
153 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
155 property GameX: Integer read FObj.X write FObj.X;
156 property GameY: Integer read FObj.Y write FObj.Y;
157 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
158 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
159 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
160 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
161 property GameDirection: TDirection read FDirection write FDirection;
163 property mapAABB: AABB2D read getMapAABB;
165 property StartID: Integer read FStartID;
166 end;
169 procedure g_Monsters_LoadData ();
170 procedure g_Monsters_FreeData ();
171 procedure g_Monsters_Init ();
172 procedure g_Monsters_Free ();
173 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
174 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
175 procedure g_Monsters_Update ();
176 procedure g_Monsters_Draw ();
177 procedure g_Monsters_DrawHealth ();
178 function g_Monsters_ByUID (UID: Word): TMonster;
179 procedure g_Monsters_killedp ();
180 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
181 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
182 function g_Monsters_GetIDByName (name: String): Integer;
183 function g_Monsters_GetNameByID (MonsterType: Byte): String;
184 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
187 type
188 TEachMonsterCB = function (mon: TMonster): Boolean is nested; // return `true` to stop
190 // throws on invalid uid
191 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
193 // can return null
194 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
196 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
198 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
199 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
201 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
202 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
204 function g_Mons_getNewTrapFrameId (): DWord;
207 var
208 gmon_debug_use_sqaccel: Boolean = true;
211 implementation
213 uses
214 e_log, g_main, g_sound, g_gfx, g_player, g_game,
215 g_weapons, g_triggers, MAPDEF, g_items, g_options,
216 g_console, g_map, Math, SysUtils, g_menu, wadreader,
217 g_language, g_netmsg;
220 // ////////////////////////////////////////////////////////////////////////// //
221 var
222 monCheckTrapLastFrameId: DWord;
225 function TMonster.getMapAABB (): AABB2D; inline;
226 begin
227 result := AABB2D.CreateWH(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
228 end;
231 // ////////////////////////////////////////////////////////////////////////// //
232 type
233 TDynAABBTreeMonsBase = specialize TDynAABBTreeBase<TMonster>;
235 TDynAABBTreeMons = class(TDynAABBTreeMonsBase)
236 function getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean; override;
237 end;
239 function TDynAABBTreeMons.getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean;
240 begin
241 result := false;
242 if (flesh = nil) then raise Exception.Create('DynTree: trying to get dimensions of inexistant monsters');
243 if (flesh.Obj.Rect.Width < 1) or (flesh.Obj.Rect.Height < 1) then raise Exception.Create('DynTree: monster without size, wtf?!');
244 //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);
245 aabb := flesh.getMapAABB();
246 if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
247 result := true;
248 end;
251 var
252 monsTree: TDynAABBTreeMons = nil;
255 //WARNING! call this after monster position was changed, or coldet will not work right!
256 procedure TMonster.positionChanged ();
257 var
258 x, y: Integer;
259 begin
260 {$IF DEFINED(D2F_DEBUG)}
261 //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);
262 {$ENDIF}
263 if (treeNode = -1) then
264 begin
265 treeNode := monsTree.insertObject(self, 0);
266 {$IF DEFINED(D2F_DEBUG)}
267 monsTree.getNodeXY(treeNode, x, y);
268 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
269 {$ENDIF}
270 end
271 else
272 begin
273 monsTree.getNodeXY(treeNode, x, y);
274 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
275 {$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);{$ENDIF}
277 {$IFDEF TRUE}
278 monsTree.updateObject(treeNode);
279 {$ELSE}
280 monsTree.removeObject(treeNode);
281 treeNode := monsTree.insertObject(self);
282 {$ENDIF}
284 {$IF DEFINED(D2F_DEBUG)}
285 monsTree.getNodeXY(treeNode, x, y);
286 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
287 {$ENDIF}
288 end;
289 end;
292 // ////////////////////////////////////////////////////////////////////////// //
293 const
294 ANIM_SLEEP = 0;
295 ANIM_GO = 1;
296 ANIM_DIE = 2;
297 ANIM_MESS = 3;
298 ANIM_ATTACK = 4;
299 ANIM_ATTACK2 = 5;
300 ANIM_PAIN = 6;
302 STATE_SLEEP = 0;
303 STATE_GO = 1;
304 STATE_RUN = 2;
305 STATE_CLIMB = 3;
306 STATE_DIE = 4;
307 STATE_DEAD = 5;
308 STATE_ATTACK = 6;
309 STATE_SHOOT = 7;
310 STATE_PAIN = 8;
311 STATE_WAIT = 9;
312 STATE_REVIVE = 10;
313 STATE_RUNOUT = 11;
315 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
317 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
318 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
319 record
320 name: String;
321 loop: Boolean;
322 end = ((name: 'SLEEP'; loop: True),
323 (name: 'GO'; loop: True),
324 (name: 'DIE'; loop: False),
325 (name: 'MESS'; loop: False),
326 (name: 'ATTACK'; loop: False),
327 (name: 'ATTACK2'; loop: False),
328 (name: 'PAIN'; loop: False));
330 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
331 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
332 record
333 Name: String;
334 Rect: TRectWH;
335 Health: Word;
336 RunVel: Byte;
337 MinPain: Byte;
338 Pain: Byte;
339 Jump: Byte;
340 end =
341 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
342 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
344 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
345 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
347 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
348 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
350 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
351 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
353 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
354 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
356 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
357 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
359 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
360 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
362 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
363 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
365 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
366 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
368 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
369 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
371 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
372 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
374 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
375 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
377 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
378 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
380 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
381 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
383 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
384 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
386 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
387 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
389 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
390 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
392 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
393 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
395 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
396 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
398 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
399 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
401 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
402 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
403 record
404 LeftAnim: Boolean;
405 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
406 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
407 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
408 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
409 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
410 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
411 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));
412 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))),
414 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
415 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));
416 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))),
418 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
419 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));
420 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))),
422 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
423 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));
424 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))),
426 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
427 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));
428 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))),
430 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
431 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));
432 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))),
434 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
435 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));
436 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))),
438 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
439 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));
440 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))),
442 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
443 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));
444 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))),
446 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
447 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));
448 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))),
450 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
451 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));
452 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))),
454 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
455 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));
456 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))),
458 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
459 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));
460 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))),
462 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
463 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));
464 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))),
466 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
467 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));
468 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))),
470 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
471 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));
472 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))),
474 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
475 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));
476 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 ))),
478 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
479 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));
480 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))),
482 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
483 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));
484 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))),
486 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
487 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));
488 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))) );
490 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
491 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
494 var
495 gMonsters: array of TMonster;
496 uidMap: array [0..65535] of TMonster; // monster knows it's index
499 procedure clearUidMap ();
500 var
501 idx: Integer;
502 begin
503 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
504 end;
507 function g_Mons_getNewTrapFrameId (): DWord;
508 var
509 f: Integer;
510 begin
511 Inc(monCheckTrapLastFrameId);
512 if monCheckTrapLastFrameId = 0 then
513 begin
514 // wraparound
515 monCheckTrapLastFrameId := 1;
516 for f := 0 to High(gMonsters) do
517 begin
518 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
519 end;
520 end;
521 result := monCheckTrapLastFrameId;
522 end;
525 var
526 pt_x: Integer = 0;
527 pt_xs: Integer = 1;
528 pt_y: Integer = 0;
529 pt_ys: Integer = 1;
530 soulcount: Integer = 0;
533 function allocMonster(): DWORD;
534 var
535 i, olen: Integer;
536 begin
537 for i := 0 to High(gMonsters) do
538 begin
539 if (gMonsters[i] = nil) then
540 begin
541 result := i;
542 exit;
543 end;
544 end;
546 olen := Length(gMonsters);
547 if (olen = 0) then
548 begin
549 SetLength(gMonsters, 64);
550 result := 0;
551 end
552 else
553 begin
554 result := olen;
555 SetLength(gMonsters, Length(gMonsters)+32);
556 end;
557 end;
560 function IsFriend(a, b: Byte): Boolean;
561 begin
562 Result := True;
564 // Áî÷êà - âñåì äðóã:
565 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
566 Exit;
568 // Ìîíñòðû îäíîãî âèäà:
569 if a = b then
570 case a of
571 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
572 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
573 Exit; // Ýòè íå áüþò ñâîèõ
574 end;
576 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
577 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
578 Exit;
579 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
580 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
581 Exit;
583 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
584 Result := False;
585 end;
588 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
589 var
590 m: TMonster;
591 UIDType, MonsterType: Byte;
592 begin
593 Result := False;
594 MonsterType := 0;
596 UIDType := g_GetUIDType(SpawnerUID);
597 if UIDType = UID_MONSTER then
598 begin
599 m := g_Monsters_ByUID(SpawnerUID);
600 if m = nil then Exit;
601 MonsterType := m.FMonsterType;
602 end;
604 case BH of
605 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
606 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
608 BH_KILLER: Result := UIDType = UID_PLAYER;
609 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
610 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
612 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
613 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
614 end;
615 end;
618 function canShoot(m: Byte): Boolean;
619 begin
620 Result := False;
622 case m of
623 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
624 Exit;
625 else
626 Result := True;
627 end;
628 end;
631 function isCorpse (o: PObj; immediately: Boolean): Integer;
633 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
634 begin
635 result := false; // don't stop
636 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
637 begin
638 case mon.FMonsterType of // Íå âîñêðåñèòü:
639 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
640 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
641 end;
642 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
643 result := true;
644 end;
645 end;
647 var
648 a: Integer;
649 mon: TMonster;
650 begin
651 result := -1;
653 // Åñëè íóæíà âåðîÿòíîñòü
654 if not immediately and (Random(8) <> 0) then exit;
656 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
657 if gmon_debug_use_sqaccel then
658 begin
659 mon := monsTree.aabbQuery(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
660 if (mon <> nil) then result := mon.arrIdx;
661 end
662 else
663 begin
664 for a := 0 to High(gMonsters) do
665 begin
666 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
667 begin
668 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
669 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
670 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
671 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
672 begin
673 Result := a;
674 Exit;
675 end;
676 end;
677 end;
678 end;
679 end;
680 end;
682 procedure g_Monsters_LoadData();
683 begin
684 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
686 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
692 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
693 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
699 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
700 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
706 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
707 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
713 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
714 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
720 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
721 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
728 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
735 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
742 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
749 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
756 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
763 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
770 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
777 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
784 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
791 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
798 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
805 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
812 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
819 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
824 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
825 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
826 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
827 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
828 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
831 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
832 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
834 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
835 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
839 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
841 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
843 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
844 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
845 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
846 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
847 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
848 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
849 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
850 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
851 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
852 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
853 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
855 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
856 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
857 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
859 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
860 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
861 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
862 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
863 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
864 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
866 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
867 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
868 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
869 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
870 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
872 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
873 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
875 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
876 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
877 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
878 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
880 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
881 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
882 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
883 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
884 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
886 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
887 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
888 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
889 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
890 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
892 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
893 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
894 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
895 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
897 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
898 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
899 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
901 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
902 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
904 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
905 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
907 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
908 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
909 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
911 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
912 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
914 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
915 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
916 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
918 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
920 monsTree := TDynAABBTreeMons.Create();
921 clearUidMap();
922 monCheckTrapLastFrameId := 0;
923 end;
925 procedure g_Monsters_FreeData();
926 begin
927 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
929 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
930 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
931 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
932 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
933 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
934 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
935 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
936 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
937 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
938 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
939 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
940 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
941 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
942 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
943 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
944 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
945 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
946 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
947 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
948 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
949 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
950 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
951 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
952 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
953 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
954 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
955 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
956 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
957 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
958 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
959 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
960 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
961 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
962 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
963 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
964 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
965 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
966 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
967 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
968 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
969 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
970 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
972 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
973 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
974 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
975 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
976 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
977 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
978 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
979 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
980 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
981 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
982 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
983 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
984 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
985 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
986 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
987 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
988 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
989 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
990 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
991 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
992 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
993 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
994 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
995 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
996 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
997 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
998 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
999 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1049 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1050 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1051 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1052 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1053 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1054 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1055 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1056 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1057 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1061 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1063 g_Sound_Delete('SOUND_MONSTER_PAIN');
1064 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1065 g_Sound_Delete('SOUND_MONSTER_ACTION');
1066 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1067 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1068 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1069 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1070 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1071 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1072 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1073 g_Sound_Delete('SOUND_MONSTER_SLOP');
1075 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1076 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1077 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1079 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1080 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1081 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1082 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1083 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1084 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1086 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1087 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1088 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1089 g_Sound_Delete('SOUND_MONSTER_HAHA');
1090 g_Sound_Delete('SOUND_MONSTER_TRUP');
1092 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1093 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1095 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1096 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1097 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1098 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1100 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1101 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1102 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1103 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1104 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1106 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1107 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1108 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1109 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1110 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1112 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1113 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1114 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1115 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1117 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1118 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1119 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1121 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1122 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1124 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1125 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1127 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1128 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1129 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1131 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1132 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1134 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1135 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1136 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1138 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1140 monsTree.Free();
1141 end;
1143 procedure g_Monsters_Init();
1144 begin
1145 soulcount := 0;
1146 end;
1148 procedure g_Monsters_Free();
1149 var
1150 a: Integer;
1151 begin
1152 monsTree.reset();
1153 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1154 gMonsters := nil;
1155 clearUidMap();
1156 monCheckTrapLastFrameId := 0;
1157 end;
1159 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1160 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1161 var
1162 find_id: DWORD;
1163 mon: TMonster;
1164 begin
1165 result := nil;
1167 // Íåò òàêîãî ìîíñòðà
1168 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1170 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1171 if MonsterType = MONSTER_SOUL then
1172 begin
1173 if soulcount > MAX_SOUL then exit;
1174 soulcount := soulcount + 1;
1175 end;
1177 find_id := allocMonster();
1179 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1180 gMonsters[find_id] := mon;
1181 mon.arrIdx := find_id;
1182 mon.treeNode := -1;
1184 uidMap[mon.FUID] := mon;
1186 // Íàñòðàèâàåì ïîëîæåíèå
1187 with mon do
1188 begin
1189 if AdjCoord then
1190 begin
1191 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1192 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1193 end
1194 else
1195 begin
1196 FObj.X := X-FObj.Rect.X;
1197 FObj.Y := Y-FObj.Rect.Y;
1198 end;
1200 FDirection := Direction;
1201 FStartDirection := Direction;
1202 FStartX := GameX;
1203 FStartY := GameY;
1204 end;
1206 mon.positionChanged();
1208 result := mon;
1209 end;
1211 procedure g_Monsters_killedp();
1212 var
1213 a, h: Integer;
1214 begin
1215 if gMonsters = nil then
1216 Exit;
1218 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1219 h := High(gMonsters);
1220 for a := 0 to h do
1221 if (gMonsters[a] <> nil) then
1222 with gMonsters[a] do
1223 if (FMonsterType = MONSTER_MAN) and
1224 (FState <> STATE_DEAD) and
1225 (FState <> STATE_SLEEP) and
1226 (FState <> STATE_DIE) then
1227 begin
1228 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1229 Exit;
1230 end;
1231 end;
1233 procedure g_Monsters_Update();
1234 var
1235 a: Integer;
1236 begin
1237 // Öåëåóêàçàòåëü
1238 if gTime mod (GAME_TICK*2) = 0 then
1239 begin
1240 pt_x := pt_x+pt_xs;
1241 pt_y := pt_y+pt_ys;
1242 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1243 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1244 end;
1246 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1248 for a := 0 to High(gMonsters) do
1249 begin
1250 if (gMonsters[a] = nil) then continue;
1251 if not gMonsters[a].FRemoved then
1252 begin
1253 if g_Game_IsClient then
1254 gMonsters[a].ClientUpdate()
1255 else
1256 gMonsters[a].Update();
1257 end
1258 else
1259 begin
1260 gMonsters[a].Free();
1261 gMonsters[a] := nil;
1262 end;
1263 end;
1265 gMon := False;
1266 end;
1268 procedure g_Monsters_Draw();
1269 var
1270 a: Integer;
1271 begin
1272 if gMonsters <> nil then
1273 for a := 0 to High(gMonsters) do
1274 if gMonsters[a] <> nil then
1275 gMonsters[a].Draw();
1276 end;
1278 procedure g_Monsters_DrawHealth();
1279 var
1280 a: Integer;
1281 fW, fH: Byte;
1282 begin
1283 if gMonsters = nil then Exit;
1284 e_TextureFontGetSize(gStdFont, fW, fH);
1286 for a := 0 to High(gMonsters) do
1287 if gMonsters[a] <> nil then
1288 begin
1289 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1290 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1291 IntToStr(gMonsters[a].FHealth), gStdFont);
1292 end;
1293 end;
1295 function g_Monsters_ByUID (UID: Word): TMonster;
1296 //var a: Integer;
1297 begin
1298 result := uidMap[UID];
1300 Result := nil;
1301 if gMonsters <> nil then
1302 for a := 0 to High(gMonsters) do
1303 if (gMonsters[a] <> nil) and
1304 (gMonsters[a].FUID = UID) then
1305 begin
1306 Result := gMonsters[a];
1307 Break;
1308 end;
1310 end;
1312 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1313 var
1314 count, i: Integer;
1315 b: Byte;
1316 begin
1317 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1318 count := 0;
1319 if gMonsters <> nil then
1320 for i := 0 to High(gMonsters) do
1321 if gMonsters[i] <> nil then
1322 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1323 count := count + 1;
1325 Mem := TBinMemoryWriter.Create((count+1) * 350);
1327 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1328 Mem.WriteInt(pt_x);
1329 Mem.WriteInt(pt_xs);
1330 Mem.WriteInt(pt_y);
1331 Mem.WriteInt(pt_ys);
1333 // Êîëè÷åñòâî ìîíñòðîâ:
1334 Mem.WriteInt(count);
1336 if count = 0 then
1337 Exit;
1339 // Ñîõðàíÿåì ìîíñòðîâ:
1340 for i := 0 to High(gMonsters) do
1341 if gMonsters[i] <> nil then
1342 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1343 begin
1344 // Òèï ìîíñòðà:
1345 b := gMonsters[i].MonsterType;
1346 Mem.WriteByte(b);
1347 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1348 gMonsters[i].SaveState(Mem);
1349 end;
1350 end;
1352 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1353 var
1354 count, a: Integer;
1355 b: Byte;
1356 mon: TMonster;
1357 begin
1358 if Mem = nil then exit;
1360 g_Monsters_Free();
1362 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1363 Mem.ReadInt(pt_x);
1364 Mem.ReadInt(pt_xs);
1365 Mem.ReadInt(pt_y);
1366 Mem.ReadInt(pt_ys);
1368 // Êîëè÷åñòâî ìîíñòðîâ
1369 Mem.ReadInt(count);
1371 if count = 0 then exit;
1373 // Çàãðóæàåì ìîíñòðîâ
1374 for a := 0 to count-1 do
1375 begin
1376 // Òèï ìîíñòðà
1377 Mem.ReadByte(b);
1378 // Ñîçäàåì ìîíñòðà
1379 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1380 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1381 // Çàãðóæàåì äàííûå ìîíñòðà
1382 mon.LoadState(Mem);
1383 end;
1384 end;
1386 function g_Monsters_GetIDByName(name: String): Integer;
1387 var
1388 i: Integer;
1389 begin
1390 name := UpperCase(name);
1391 i := MONSTER_DEMON;
1392 while (i <= MONSTER_MAN) do
1393 begin
1394 if name = MONSTERTABLE[i].Name then
1395 begin
1396 Result := i;
1397 Exit;
1398 end;
1399 Inc(i);
1400 end;
1402 Result := -1;
1403 end;
1405 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1406 begin
1407 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1408 Result := MONSTERTABLE[MonsterType].Name
1409 else
1410 Result := '?';
1411 end;
1413 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1414 begin
1415 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1416 Result := KilledByMonster[MonsterType]
1417 else
1418 Result := '?';
1419 end;
1421 { T M o n s t e r : }
1423 procedure TMonster.ActionSound();
1424 begin
1425 case FMonsterType of
1426 MONSTER_IMP:
1427 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1428 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1429 MONSTER_MANCUB:
1430 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1431 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1432 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1433 MONSTER_SPIDER:
1434 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1435 MONSTER_BSP:
1436 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1437 MONSTER_VILE:
1438 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1439 MONSTER_SKEL:
1440 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1441 MONSTER_CYBER:
1443 MONSTER_MAN:
1444 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1445 end;
1446 end;
1448 procedure TMonster.PainSound();
1449 begin
1450 if FPainSound then
1451 Exit;
1453 FPainSound := True;
1454 FPainTicks := 20;
1456 case FMonsterType of
1457 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1458 MONSTER_SKEL, MONSTER_CGUN:
1459 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1460 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1461 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1462 MONSTER_BSP, MONSTER_CYBER:
1463 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1464 MONSTER_VILE:
1465 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1466 MONSTER_MANCUB:
1467 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1468 MONSTER_PAIN:
1469 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1470 MONSTER_MAN:
1471 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1472 end;
1473 end;
1475 procedure TMonster.DieSound();
1476 begin
1477 case FMonsterType of
1478 MONSTER_IMP:
1479 case Random(2) of
1480 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1481 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1482 end;
1483 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1484 case Random(3) of
1485 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1486 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1487 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1488 end;
1489 MONSTER_DEMON:
1490 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1491 MONSTER_BARREL:
1492 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1493 MONSTER_SOUL:
1494 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1495 MONSTER_BSP:
1496 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1497 MONSTER_VILE:
1498 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1499 MONSTER_BARON:
1500 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1501 MONSTER_CACO:
1502 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1503 MONSTER_CYBER:
1504 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1505 MONSTER_KNIGHT:
1506 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1507 MONSTER_MANCUB:
1508 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1509 MONSTER_PAIN:
1510 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1511 MONSTER_SKEL:
1512 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1513 MONSTER_SPIDER:
1514 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1515 MONSTER_MAN:
1516 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1517 end;
1518 end;
1520 procedure TMonster.WakeUpSound();
1521 begin
1522 case FMonsterType of
1523 MONSTER_IMP:
1524 case Random(2) of
1525 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1526 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1527 end;
1528 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1529 case Random(3) of
1530 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1531 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1532 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1533 end;
1534 MONSTER_MAN:
1535 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1536 MONSTER_BSP:
1537 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1538 MONSTER_VILE:
1539 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1540 MONSTER_BARON:
1541 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1542 MONSTER_CACO:
1543 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1544 MONSTER_CYBER:
1545 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1546 MONSTER_KNIGHT:
1547 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1548 MONSTER_MANCUB:
1549 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1550 MONSTER_PAIN:
1551 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1552 MONSTER_DEMON:
1553 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1554 MONSTER_SKEL:
1555 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1556 MONSTER_SPIDER:
1557 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1558 MONSTER_SOUL:
1560 end;
1561 end;
1563 procedure TMonster.BFGHit();
1564 begin
1565 if FMonsterType = MONSTER_FISH then
1566 Exit;
1568 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1569 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1570 {if g_Game_IsServer and g_Game_IsNet then
1571 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1572 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1573 0, NET_GFX_BFG);}
1574 end;
1576 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1577 begin
1578 Result := g_Collide(FObj.X+FObj.Rect.X,
1579 FObj.Y+FObj.Rect.Y,
1580 FObj.Rect.Width,
1581 FObj.Rect.Height,
1582 X, Y,
1583 Width, Height);
1584 end;
1586 function TMonster.Collide(Panel: TPanel): Boolean;
1587 begin
1588 Result := g_Collide(FObj.X+FObj.Rect.X,
1589 FObj.Y+FObj.Rect.Y,
1590 FObj.Rect.Width,
1591 FObj.Rect.Height,
1592 Panel.X, Panel.Y,
1593 Panel.Width, Panel.Height);
1594 end;
1596 function TMonster.Collide(X, Y: Integer): Boolean;
1597 begin
1598 X := X - FObj.X - FObj.Rect.X;
1599 Y := Y - FObj.Y - FObj.Rect.Y;
1600 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1601 (y >= 0) and (y <= FObj.Rect.Height);
1602 end;
1604 procedure TMonster.Respawn;
1605 begin
1606 FObj.Vel.X := 0;
1607 FObj.Vel.Y := 0;
1608 FObj.Accel.X := 0;
1609 FObj.Accel.Y := 0;
1610 FDirection := FStartDirection;
1611 GameX := FStartX;
1612 GameY := FStartY;
1613 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1614 FHealth := MONSTERTABLE[FMonsterType].Health;
1615 FAmmo := 0;
1616 FPain := 0;
1617 FTargetUID := 0;
1618 FTargetTime := 0;
1619 FDieTriggers := nil;
1620 FWaitAttackAnim := False;
1621 FChainFire := False;
1622 FShellTimer := -1;
1624 FState := STATE_SLEEP;
1625 FCurAnim := ANIM_SLEEP;
1627 positionChanged(); // this updates spatial accelerators
1629 if g_Game_IsNet and g_Game_IsServer then
1630 begin
1631 MH_SEND_MonsterPos(FUID);
1632 MH_SEND_MonsterState(FUID);
1633 end;
1634 end;
1636 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1637 var
1638 a: Integer;
1639 FramesID: DWORD;
1640 s: String;
1641 res: Boolean;
1642 begin
1643 if ForcedUID < 0 then
1644 FUID := g_CreateUID(UID_MONSTER)
1645 else
1646 FUID := ForcedUID;
1648 FMonsterType := MonsterType;
1650 g_Obj_Init(@FObj);
1652 FState := STATE_SLEEP;
1653 FCurAnim := ANIM_SLEEP;
1654 FHealth := MONSTERTABLE[MonsterType].Health;
1655 FMaxHealth := FHealth;
1656 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1657 FDieTriggers := nil;
1658 FSpawnTrigger := -1;
1659 FWaitAttackAnim := False;
1660 FChainFire := False;
1661 FStartID := aID;
1662 FNoRespawn := False;
1663 FShellTimer := -1;
1664 FBehaviour := BH_NORMAL;
1665 FFireTime := 0;
1666 FFirePainTime := 0;
1667 FFireAttacker := 0;
1669 treeNode := -1;
1670 arrIdx := -1;
1671 trapCheckFrameId := 0;
1673 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1674 FBloodKind := BLOOD_SPARKS
1675 else
1676 FBloodKind := BLOOD_NORMAL;
1677 if FMonsterType = MONSTER_CACO then
1678 begin
1679 FBloodRed := 0;
1680 FBloodGreen := 0;
1681 FBloodBlue := 150;
1682 end
1683 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1684 begin
1685 FBloodRed := 0;
1686 FBloodGreen := 150;
1687 FBloodBlue := 0;
1688 end
1689 else
1690 begin
1691 FBloodRed := 150;
1692 FBloodGreen := 0;
1693 FBloodBlue := 0;
1694 end;
1696 SetLength(FAnim, Length(ANIMTABLE));
1698 for a := 0 to High(FAnim) do
1699 begin
1700 FAnim[a, D_LEFT] := nil;
1701 FAnim[a, D_RIGHT] := nil;
1702 end;
1704 for a := ANIM_SLEEP to ANIM_PAIN do
1705 if (ANIMTABLE[a].name <> '') and
1706 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1707 begin
1708 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1709 '_'+ANIMTABLE[a].name;
1711 res := g_Frames_Exists(s);
1713 if res then
1714 res := g_Frames_Get(FramesID, s);
1716 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1717 if (not res) then
1718 begin
1719 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1720 if a <> ANIM_MESS then
1721 Continue;
1723 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1724 '_'+ANIMTABLE[ANIM_DIE].name) then
1725 begin
1726 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1727 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1728 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1729 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1730 Continue;
1731 end;
1732 end;
1734 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1735 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1737 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1738 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1739 begin
1740 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1741 '_'+ANIMTABLE[a].name+'_L';
1742 if g_Frames_Exists(s) then
1743 g_Frames_Get(FramesID, s);
1744 end;
1746 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1747 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1748 end;
1750 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1751 if MonsterType = MONSTER_VILE then
1752 begin
1753 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1754 vilefire := TAnimation.Create(FramesID, True, 2);
1755 end
1756 else
1757 vilefire := nil;
1758 end;
1760 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1761 var
1762 c, it: Integer;
1763 p: TPlayer;
1764 begin
1765 Result := False;
1767 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1768 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1769 Exit;
1771 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1772 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1773 begin
1774 FSleep := 20;
1775 if Random(2) = 0 then
1776 FDirection := D_RIGHT
1777 else
1778 FDirection := D_LEFT;
1779 Result := True;
1780 SetState(STATE_RUN);
1781 Exit;
1782 end;
1784 // Ëîâóøêà óáèâàåò ñðàçó:
1785 if t = HIT_TRAP then
1786 FHealth := -100;
1788 // Ðîáîòó óðîíà íåò:
1789 if FMonsterType = MONSTER_ROBO then
1790 aDamage := 0;
1792 // Íàíîñèì óðîí:
1793 if g_Game_IsServer then Dec(FHealth, aDamage);
1795 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1796 if FPain = 0 then
1797 FPain := 3;
1798 FPain := FPain+aDamage;
1800 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1801 if FState <> STATE_PAIN then
1802 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1803 (FMonsterType <> MONSTER_BARREL) then
1804 SetState(STATE_PAIN);
1806 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1807 if (gBloodCount > 0) then
1808 begin
1809 c := Min(aDamage, 200);
1810 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1812 if (VelX = 0) and (VelY = 0) then
1813 MakeBloodSimple(c)
1814 else
1815 case t of
1816 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1817 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1818 end;
1819 end;
1821 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1822 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1823 begin
1824 FTargetUID := SpawnerUID;
1825 FTargetTime := 0;
1826 end;
1828 // Çäîðîâüå çàêîí÷èëîñü:
1829 if FHealth <= 0 then
1830 begin
1831 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1832 if (FMonsterType <> MONSTER_BARREL) then
1833 begin
1834 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1835 begin
1836 p := g_Player_Get(SpawnerUID);
1837 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1838 begin
1839 p.MonsterKills := p.MonsterKills+1;
1840 if gGameSettings.GameMode = GM_COOP then
1841 p.Frags := p.Frags + 1;
1842 // Uncomment this if you want to double-kill monsters
1843 //p.FragCombo();
1844 end;
1845 end;
1846 if gLMSRespawn = LMS_RESPAWN_NONE then
1847 begin
1848 Inc(gCoopMonstersKilled);
1849 if g_Game_IsNet then
1850 MH_SEND_GameStats;
1851 end;
1852 end;
1854 // Âûáèðàåì ëóò:
1855 case FMonsterType of
1856 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1857 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1858 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1859 MONSTER_MAN: c := ITEM_KEY_RED;
1860 else c := 0;
1861 end;
1863 // Áðîñàåì ëóò:
1864 if c <> 0 then
1865 begin
1866 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1867 FObj.Y + (FObj.Rect.Height div 2),
1868 c, True, False);
1869 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1870 (FObj.Vel.Y div 2)-Random(4));
1871 positionChanged(); // this updates spatial accelerators
1872 if g_Game_IsServer and g_Game_IsNet then
1873 MH_SEND_ItemSpawn(True, it);
1874 end;
1876 // Òðóï äàëüøå íå èäåò:
1877 FObj.Vel.X := 0;
1879 // Ó òðóïà ðàçìåðû ìåíüøå:
1880 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1881 begin
1882 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1883 FObj.Rect.Height := 12;
1884 end;
1886 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1887 if (FHealth <= -30) and
1888 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1889 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1890 (FMonsterType = MONSTER_MAN)) then
1891 begin
1892 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1893 SetState(STATE_DIE, ANIM_MESS);
1894 end
1895 else
1896 begin
1897 DieSound();
1898 SetState(STATE_DIE);
1899 end;
1901 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1902 if g_Game_IsServer then ActivateTriggers();
1904 FHealth := 0;
1905 end
1906 else
1907 if FState = STATE_SLEEP then
1908 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1909 FPain := MONSTERTABLE[FMonsterType].Pain;
1910 SetState(STATE_GO);
1911 end;
1913 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1914 Result := True;
1915 end;
1917 function TMonster.Heal(Value: Word): Boolean;
1918 begin
1919 Result := False;
1920 if g_Game_IsClient then
1921 Exit;
1922 if not Live then
1923 Exit;
1925 if FHealth < FMaxHealth then
1926 begin
1927 IncMax(FHealth, Value, FMaxHealth);
1928 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1929 Result := True;
1930 end;
1931 end;
1933 destructor TMonster.Destroy();
1934 var
1935 a: Integer;
1936 begin
1937 for a := 0 to High(FAnim) do
1938 begin
1939 FAnim[a, D_LEFT].Free();
1940 FAnim[a, D_RIGHT].Free();
1941 end;
1943 vilefire.Free();
1945 if (treeNode <> -1) then
1946 begin
1947 if monsTree.isValidId(treeNode) then
1948 begin
1949 {$IF DEFINED(D2F_DEBUG)}
1950 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx, UID, treeNode]), MSG_NOTIFY);
1951 {$ENDIF}
1952 monsTree.removeObject(treeNode);
1953 end;
1954 end;
1956 if (arrIdx <> -1) then
1957 begin
1958 gMonsters[arrIdx] := nil;
1959 end;
1961 uidMap[FUID] := nil;
1963 inherited Destroy();
1964 end;
1966 procedure TMonster.Draw();
1967 var
1968 m: TMirrorType;
1969 dx, dy, c: Integer;
1970 o: TObj;
1971 begin
1972 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1973 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1975 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1976 if FMonsterType = MONSTER_VILE then
1977 if FState = STATE_SHOOT then
1978 if GetPos(FTargetUID, @o) then
1979 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1980 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1982 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1983 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1984 sX-128, sY-128, sWidth+256, sHeight+256) then
1985 Exit;
1987 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1988 if FState = STATE_DEAD then
1989 case FMonsterType of
1990 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1991 end;
1993 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1994 if FAnim[FCurAnim, FDirection] <> nil then
1995 begin
1996 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1997 if (FDirection = D_LEFT) and
1998 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1999 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
2000 (FMonsterType <> MONSTER_BARREL) then
2001 m := M_HORIZONTAL
2002 else
2003 m := M_NONE;
2005 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2006 if (FDirection = D_LEFT) and
2007 (FMonsterType <> MONSTER_BARREL) then
2008 begin
2009 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
2010 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
2012 if m = M_HORIZONTAL then
2013 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2014 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2015 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
2016 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2017 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2018 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2019 dx := -dx;
2020 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2021 end;
2022 end
2023 else // Ïðàâàÿ àíèìàöèÿ
2024 begin
2025 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2026 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2027 end;
2029 // Ðèñóåì:
2030 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2031 end;
2033 if g_debug_Frames then
2034 begin
2035 e_DrawQuad(FObj.X+FObj.Rect.X,
2036 FObj.Y+FObj.Rect.Y,
2037 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2038 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2039 0, 255, 0);
2040 end;
2041 end;
2043 procedure TMonster.MakeBloodSimple(Count: Word);
2044 begin
2045 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2046 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2047 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2048 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2049 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2050 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2051 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2052 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2053 end;
2055 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2056 begin
2057 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2058 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2059 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2060 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2061 end;
2063 procedure TMonster.Push(vx, vy: Integer);
2064 begin
2065 FObj.Accel.X := FObj.Accel.X + vx;
2066 FObj.Accel.Y := FObj.Accel.Y + vy;
2067 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2068 end;
2070 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2071 var
2072 Anim: Byte;
2073 begin
2074 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2075 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2076 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2077 soulcount := soulcount-1;
2079 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2080 case FState of
2081 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2082 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2083 (State <> STATE_GO) then
2084 Exit;
2085 end;
2087 // Ñìåíà ñîñòîÿíèÿ:
2088 FState := State;
2090 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2092 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2093 case FState of
2094 STATE_SLEEP: Anim := ANIM_SLEEP;
2095 STATE_PAIN: Anim := ANIM_PAIN;
2096 STATE_WAIT: Anim := ANIM_SLEEP;
2097 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2098 STATE_SHOOT: Anim := ANIM_ATTACK;
2099 STATE_ATTACK: Anim := ANIM_ATTACK;
2100 STATE_DIE: Anim := ANIM_DIE;
2101 STATE_REVIVE:
2102 begin // íà÷àëè âîñðåøàòüñÿ
2103 Anim := FCurAnim;
2104 FAnim[Anim, FDirection].Revert(True);
2106 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2107 FHealth := MONSTERTABLE[FMonsterType].Health;
2108 FAmmo := 0;
2109 FPain := 0;
2110 end;
2111 else Exit;
2112 end;
2114 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2115 if ForceAnim <> 255 then
2116 Anim := ForceAnim;
2118 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2119 if FCurAnim <> Anim then
2120 if FAnim[Anim, FDirection] <> nil then
2121 begin
2122 FAnim[Anim, FDirection].Reset();
2123 FCurAnim := Anim;
2124 end;
2125 end;
2127 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2128 var
2129 TA: TAnimation;
2130 FramesID: DWORD;
2131 begin
2132 Result := False;
2134 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2135 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2136 begin
2137 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2138 if g_Game_IsServer and g_Game_IsNet then
2139 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2140 Exit;
2141 end;
2143 TA := nil;
2145 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2146 if not silent then
2147 begin
2148 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2149 TA := TAnimation.Create(FramesID, False, 6);
2150 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2151 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2152 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2154 if g_Game_IsServer and g_Game_IsNet then
2155 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2156 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2157 NET_GFX_TELE);
2158 end;
2160 FObj.X := X - FObj.Rect.X;
2161 FObj.Y := Y - FObj.Rect.Y;
2162 positionChanged();
2164 if dir = 1 then
2165 FDirection := D_LEFT
2166 else
2167 if dir = 2 then
2168 FDirection := D_RIGHT
2169 else
2170 if dir = 3 then
2171 begin // îáðàòíîå
2172 if FDirection = D_RIGHT then
2173 FDirection := D_LEFT
2174 else
2175 FDirection := D_RIGHT;
2176 end;
2178 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2179 if not silent and (TA <> nil) then
2180 begin
2181 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2182 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2183 TA.Free();
2185 if g_Game_IsServer and g_Game_IsNet then
2186 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2187 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2188 NET_GFX_TELE);
2189 end;
2191 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2192 Result := True;
2193 end;
2195 procedure TMonster.Update();
2196 var
2197 a, b, sx, sy, wx, wy, oldvelx: Integer;
2198 st: Word;
2199 o, co: TObj;
2200 fall: Boolean;
2201 mon: TMonster;
2202 label
2203 _end;
2204 begin
2205 fall := True;
2207 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2208 if FMonsterType = MONSTER_FISH then
2209 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2210 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2211 fall := False;
2213 // Ëåòàþùèå ìîíòñðû:
2214 if ((FMonsterType = MONSTER_SOUL) or
2215 (FMonsterType = MONSTER_PAIN) or
2216 (FMonsterType = MONSTER_CACO)) and
2217 (FState <> STATE_DIE) and
2218 (FState <> STATE_DEAD) then
2219 fall := False;
2221 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2222 if gTime mod (GAME_TICK*2) <> 0 then
2223 begin
2224 g_Obj_Move(@FObj, fall, True, True);
2225 positionChanged(); // this updates spatial accelerators
2226 Exit;
2227 end;
2229 if FPainTicks > 0 then
2230 Dec(FPainTicks)
2231 else
2232 FPainSound := False;
2234 // Äâèãàåìñÿ:
2235 st := g_Obj_Move(@FObj, fall, True, True);
2236 positionChanged(); // this updates spatial accelerators
2238 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2239 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2240 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2241 begin
2242 FRemoved := True;
2243 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2244 begin
2245 Inc(gCoopMonstersKilled);
2246 if g_Game_IsNet then
2247 MH_SEND_GameStats;
2248 end;
2249 ActivateTriggers();
2250 Exit;
2251 end;
2253 oldvelx := FObj.Vel.X;
2255 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2256 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2257 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2259 if FFireTime > 0 then
2260 begin
2261 if WordBool(st and MOVE_INWATER) then
2262 FFireTime := 0
2263 else
2264 begin
2265 OnFireFlame(1);
2266 FFireTime := FFireTime - 1;
2267 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2268 if FFirePainTime = 0 then
2269 begin
2270 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2271 FFirePainTime := 18;
2272 end
2273 else
2274 FFirePainTime := FFirePainTime - 1;
2275 end;
2276 end;
2278 // Ìåðòâûé íè÷åãî íå äåëàåò:
2279 if (FState = STATE_DEAD) then
2280 goto _end;
2282 // AI ìîíñòðîâ âûêëþ÷åí:
2283 if g_debug_MonsterOff then
2284 begin
2285 FSleep := 1;
2286 if FState <> STATE_SLEEP then
2287 SetState(STATE_SLEEP);
2288 end;
2290 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2291 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2292 case FMonsterType of
2293 MONSTER_FISH:
2294 if Random(4) = 0 then
2295 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2296 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2297 MONSTER_ROBO, MONSTER_BARREL:
2298 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2299 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2300 else begin
2301 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2302 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2303 if Random(2) = 0 then
2304 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2305 else
2306 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2307 end;
2308 end;
2310 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2311 if FMonsterType = MONSTER_BARREL then
2312 begin
2313 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2314 (FAnim[FCurAnim, FDirection].Counter = 0) then
2315 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2316 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2317 60, FUID);
2318 end;
2320 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2321 if FMonsterType = MONSTER_SOUL then
2322 if WordBool(st and MOVE_HITAIR) then
2323 g_Obj_SetSpeed(@FObj, 16);
2325 if FAmmo < 0 then
2326 FAmmo := FAmmo + 1;
2328 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2329 if FObj.Vel.Y < 0 then
2330 if WordBool(st and MOVE_INWATER) then
2331 FObj.Vel.Y := -4;
2333 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2334 FTargetTime := FTargetTime + 1;
2336 // Ãèëüçû
2337 if FShellTimer > -1 then
2338 if FShellTimer = 0 then
2339 begin
2340 if FShellType = SHELL_SHELL then
2341 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2342 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2343 GameVelX, GameVelY-2, SHELL_SHELL)
2344 else if FShellType = SHELL_DBLSHELL then
2345 begin
2346 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2347 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2348 GameVelX-1, GameVelY-2, SHELL_SHELL);
2349 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2350 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2351 GameVelX+1, GameVelY-2, SHELL_SHELL);
2352 end;
2353 FShellTimer := -1;
2354 end else Dec(FShellTimer);
2356 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2357 if fall then
2358 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2359 STATE_ATTACK, STATE_SHOOT]) then
2360 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2361 FObj.Rect.Width, FObj.Rect.Height, 50) then
2362 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2363 (FObj.Accel.Y = 0) then
2364 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2366 case FState of
2367 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2368 begin
2369 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2370 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2371 begin
2372 FPain := MONSTERTABLE[FMonsterType].Pain;
2373 if gSoundEffectsDF then PainSound();
2374 end;
2375 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2376 PainSound();
2378 // Ñíèæàåì áîëü ñî âðåìåíåì:
2379 FPain := FPain - 5;
2381 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2382 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2383 begin
2384 FPain := 0;
2385 FAmmo := -9;
2386 SetState(STATE_GO);
2387 end;
2388 end;
2390 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2391 begin
2392 // Ñïèì:
2393 FSleep := FSleep + 1;
2395 // Ïðîñïàëè äîñòàòî÷íî:
2396 if FSleep >= 18 then
2397 FSleep := 0
2398 else // åùå ñïèì
2399 goto _end;
2401 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2402 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2403 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2404 if (gPlayers <> nil) then
2405 for a := 0 to High(gPlayers) do
2406 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2407 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2408 with gPlayers[a] do
2409 if g_Look(@FObj, @Obj, FDirection) then
2410 begin
2411 FTargetUID := gPlayers[a].UID;
2412 FTargetTime := 0;
2413 WakeUpSound();
2414 SetState(STATE_GO);
2415 Break;
2416 end;
2418 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2419 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2420 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2421 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2422 if gMonsters <> nil then
2423 for a := 0 to High(gMonsters) do
2424 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2425 (gMonsters[a].FUID <> FUID) then
2426 begin
2427 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2428 if (FBehaviour = BH_MANIAC) and
2429 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2430 Continue;
2431 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2432 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2433 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2434 Continue;
2435 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2436 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2437 Continue;
2438 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2439 begin
2440 FTargetUID := gMonsters[a].UID;
2441 FTargetTime := 0;
2442 WakeUpSound();
2443 SetState(STATE_GO);
2444 Break;
2445 end;
2446 end;
2447 end;
2449 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2450 begin
2451 // Æäåì:
2452 FSleep := FSleep - 1;
2454 // Âûæäàëè äîñòàòî÷íî - èäåì:
2455 if FSleep < 0 then
2456 SetState(STATE_GO);
2457 end;
2459 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2460 begin
2461 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2462 if WordBool(st and MOVE_BLOCK) then
2463 begin
2464 Turn();
2465 FSleep := 40;
2466 SetState(STATE_RUNOUT);
2468 goto _end;
2469 end;
2471 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2472 if (FMonsterType = MONSTER_VILE) then
2473 if isCorpse(@FObj, False) <> -1 then
2474 begin
2475 FObj.Vel.X := 0;
2476 SetState(STATE_ATTACK, ANIM_ATTACK2);
2478 goto _end;
2479 end;
2481 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2482 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2483 if not findNewPrey() then
2484 begin // Íîâûõ öåëåé íåò
2485 FTargetUID := 0;
2486 o.X := FObj.X+pt_x;
2487 o.Y := FObj.Y+pt_y;
2488 o.Vel.X := 0;
2489 o.Vel.Y := 0;
2490 o.Accel.X := 0;
2491 o.Accel.Y := 0;
2492 o.Rect := _Rect(0, 0, 0, 1);
2493 end
2494 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2495 GetPos(FTargetUID, @o);
2497 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2498 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2499 begin
2500 FTargetTime := 0;
2501 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2502 begin
2503 if kick(@o) then
2504 goto _end;
2505 end;
2506 end;
2508 // Ðàññòîÿíèå äî öåëè:
2509 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2510 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2512 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2513 if sx > 0 then
2514 FDirection := D_RIGHT
2515 else
2516 FDirection := D_LEFT;
2518 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2519 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2520 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2521 if shoot(@o, False) then
2522 goto _end;
2524 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2525 if Abs(sx) < 40 then
2526 if FMonsterType <> MONSTER_FISH then
2527 begin
2528 FSleep := 15;
2529 SetState(STATE_RUN);
2530 if Random(2) = 0 then
2531 FDirection := D_LEFT
2532 else
2533 FDirection := D_RIGHT;
2535 goto _end;
2536 end;
2538 // Óïåðëèñü â ñòåíó:
2539 if WordBool(st and MOVE_HITWALL) then
2540 begin
2541 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2542 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2543 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2544 FSleep := 4;
2545 SetState(STATE_WAIT);
2547 goto _end;
2548 end;
2550 case FMonsterType of
2551 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2552 else // Íå ëåòàþò:
2553 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2554 (FObj.Accel.Y = 0) then
2555 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2556 // Ïðûæîê ÷åðåç ñòåíó:
2557 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2558 SetState(STATE_CLIMB);
2559 end;
2560 end;
2562 goto _end;
2563 end;
2565 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2566 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2567 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2568 begin
2569 if FMonsterType = MONSTER_FISH then
2570 begin // Ðûáà
2571 if not WordBool(st and MOVE_INWATER) then
2572 begin // Ðûáà âíå âîäû:
2573 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2574 begin // "Ñòîèò" òâåðäî
2575 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2576 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2577 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2578 end;
2580 // Ðûáå áîëüíî:
2581 SetState(STATE_PAIN);
2582 FPain := FPain + 50;
2583 end
2584 else // Ðûáà â âîäå
2585 begin
2586 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2587 if Abs(sy) > 8 then
2588 FObj.Vel.Y := g_basic.Sign(sy)*4
2589 else
2590 FObj.Vel.Y := 0;
2592 // Ðûáà ïëûâåò ââåðõ:
2593 if FObj.Vel.Y < 0 then
2594 if not g_Obj_CollideWater(@FObj, 0, -16) then
2595 begin
2596 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2597 FObj.Vel.Y := 0;
2598 // Ïëàâàåì òóäà-ñþäà:
2599 if Random(2) = 0 then
2600 FDirection := D_LEFT
2601 else
2602 FDirection := D_RIGHT;
2603 FSleep := 20;
2604 SetState(STATE_RUN);
2605 end;
2606 end;
2607 end
2608 else // Ëåòàþùèå ìîíñòðû
2609 begin
2610 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2611 if Abs(sy) > 8 then
2612 FObj.Vel.Y := g_basic.Sign(sy)*4
2613 else
2614 FObj.Vel.Y := 0;
2615 end;
2616 end
2617 else // "Íàçåìíûå" ìîíñòðû
2618 begin
2619 // Âîçìîæíî, ïèíàåì êóñêè:
2620 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2621 begin
2622 b := Abs(FObj.Vel.X);
2623 if b > 1 then b := b * (Random(8 div b) + 1);
2624 for a := 0 to High(gGibs) do
2625 begin
2626 if gGibs[a].Live and
2627 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2628 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2629 begin
2630 // Ïèíàåì êóñêè
2631 if FObj.Vel.X < 0 then
2632 begin
2633 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2634 end
2635 else
2636 begin
2637 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2638 end;
2639 end;
2640 end;
2641 end;
2642 // Áîññû ìîãóò ïèíàòü òðóïû:
2643 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2644 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2645 begin
2646 b := Abs(FObj.Vel.X);
2647 if b > 1 then b := b * (Random(8 div b) + 1);
2648 for a := 0 to High(gCorpses) do
2649 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2650 begin
2651 co := gCorpses[a].Obj;
2652 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2653 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2654 // Ïèíàåì òðóïû
2655 if FObj.Vel.X < 0 then
2656 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2657 else
2658 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2659 end;
2660 end;
2661 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2662 if sy < -40 then
2663 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2664 // ñòîèò òâåðäî
2665 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2666 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2667 end;
2669 FSleep := FSleep + 1;
2671 // Èíîãäà ðû÷èì:
2672 if FSleep >= 8 then
2673 begin
2674 FSleep := 0;
2675 if Random(8) = 0 then
2676 ActionSound();
2677 end;
2679 // Áåæèì â âûáðàííóþ ñòîðîíó:
2680 if FDirection = D_RIGHT then
2681 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2682 else
2683 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2685 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2686 if WordBool(st and MOVE_INWATER) then
2687 FObj.Vel.X := FObj.Vel.X div 2
2688 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2689 if FMonsterType = MONSTER_FISH then
2690 FObj.Vel.X := 0;
2691 end;
2693 STATE_RUN: // Ñîñòîÿíèå - Áåã
2694 begin
2695 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2696 if WordBool(st and MOVE_BLOCK) then
2697 begin
2698 Turn();
2699 FSleep := 40;
2700 SetState(STATE_RUNOUT);
2702 goto _end;
2703 end;
2705 FSleep := FSleep - 1;
2707 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2708 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2709 begin
2710 FSleep := 0;
2711 SetState(STATE_GO);
2712 // Ñòåíà - èäåì îáðàòíî:
2713 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2714 Turn();
2715 // Èíîãäà ðû÷èì:
2716 if Random(8) = 0 then
2717 ActionSound();
2718 end;
2720 // Áåæèì â âûáðàííóþ ñòîðîíó:
2721 if FDirection = D_RIGHT then
2722 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2723 else
2724 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2726 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2727 if WordBool(st and MOVE_INWATER) then
2728 FObj.Vel.X := FObj.Vel.X div 2
2729 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2730 if FMonsterType = MONSTER_FISH then
2731 FObj.Vel.X := 0;
2732 end;
2734 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2735 begin
2736 // Âûøëè èç ÁëîêÌîíà:
2737 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2738 FSleep := 0;
2740 FSleep := FSleep - 1;
2742 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2743 if FSleep <= -18 then
2744 begin
2745 FSleep := 0;
2746 SetState(STATE_GO);
2747 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2748 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2749 Turn();
2750 // Èíîãäà ðû÷èì:
2751 if Random(8) = 0 then
2752 ActionSound();
2753 end;
2755 // Áåæèì â âûáðàííóþ ñòîðîíó:
2756 if FDirection = D_RIGHT then
2757 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2758 else
2759 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2761 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2762 if WordBool(st and MOVE_INWATER) then
2763 FObj.Vel.X := FObj.Vel.X div 2
2764 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2765 if FMonsterType = MONSTER_FISH then
2766 FObj.Vel.X := 0;
2767 end;
2769 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2770 begin
2771 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2772 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2773 (not WordBool(st and MOVE_HITWALL)) then
2774 begin
2775 FSleep := 0;
2776 SetState(STATE_GO);
2778 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2779 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2780 begin
2781 Turn();
2782 FSleep := 15;
2783 SetState(STATE_RUN);
2784 end;
2785 end;
2787 // Áåæèì â âûáðàííóþ ñòîðîíó:
2788 if FDirection = D_RIGHT then
2789 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2790 else
2791 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2793 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2794 if WordBool(st and MOVE_INWATER) then
2795 FObj.Vel.X := FObj.Vel.X div 2
2796 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2797 if FMonsterType = MONSTER_FISH then
2798 FObj.Vel.X := 0;
2799 end;
2801 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2802 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2803 begin
2804 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2805 if FMonsterType = MONSTER_SOUL then
2806 begin
2807 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2808 SetState(STATE_GO);
2810 goto _end;
2811 end;
2813 // Çàìåäëÿåìñÿ ïðè àòàêå:
2814 if FMonsterType <> MONSTER_FISH then
2815 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2817 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2818 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2819 begin
2820 // Öåëü ïîãèáëà => èäåì äàëüøå:
2821 if not GetPos(FTargetUID, @o) then
2822 begin
2823 SetState(STATE_GO);
2825 goto _end;
2826 end;
2828 // Öåëü íå âèäíî => èäåì äàëüøå:
2829 if not g_Look(@FObj, @o, FDirection) then
2830 begin
2831 SetState(STATE_GO);
2833 goto _end;
2834 end;
2836 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2837 if g_Obj_CollideWater(@o, 0, 0) then
2838 begin
2839 SetState(STATE_GO);
2841 goto _end;
2842 end;
2844 // Æàðèì öåëü:
2845 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2846 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2847 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2848 end;
2849 end;
2850 end; // case FState of ...
2852 _end:
2854 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2855 if FState = STATE_REVIVE then
2856 if FAnim[FCurAnim, FDirection].Played then
2857 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2858 FAnim[FCurAnim, FDirection].Revert(False);
2859 SetState(STATE_GO);
2860 end;
2862 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2863 if vilefire <> nil then
2864 vilefire.Update();
2866 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2867 if (FState = STATE_DIE) and
2868 (FAnim[FCurAnim, FDirection] <> nil) and
2869 (FAnim[FCurAnim, FDirection].Played) then
2870 begin
2871 // Óìåð:
2872 SetState(STATE_DEAD);
2874 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2875 if (FMonsterType = MONSTER_PAIN) then
2876 begin
2877 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2878 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2879 if mon <> nil then
2880 begin
2881 mon.SetState(STATE_GO);
2882 mon.FNoRespawn := True;
2883 Inc(gTotalMonsters);
2884 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2885 end;
2887 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2888 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2889 if mon <> nil then
2890 begin
2891 mon.SetState(STATE_GO);
2892 mon.FNoRespawn := True;
2893 Inc(gTotalMonsters);
2894 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2895 end;
2897 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2898 FObj.Y+FObj.Rect.Y, D_RIGHT);
2899 if mon <> nil then
2900 begin
2901 mon.SetState(STATE_GO);
2902 mon.FNoRespawn := True;
2903 Inc(gTotalMonsters);
2904 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2905 end;
2907 if g_Game_IsNet then MH_SEND_CoopStats();
2908 end;
2910 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2911 if (FMonsterType = MONSTER_PAIN) or
2912 (FMonsterType = MONSTER_SOUL) or
2913 (FMonsterType = MONSTER_BARREL) then
2914 FRemoved := True;
2915 end;
2917 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2918 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2919 if (FAnim[FCurAnim, FDirection] <> nil) then
2920 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2921 if (FAnim[FCurAnim, FDirection].Played) then
2922 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2923 if FState = STATE_ATTACK then
2924 begin // Ñîñòîÿíèå - Àòàêà
2925 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2926 if FMonsterType <> MONSTER_SOUL then
2927 SetState(STATE_GO);
2928 end
2929 else // Ñîñòîÿíèå - Ñòðåëüáà
2930 begin
2931 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2932 if not FChainFire then
2933 SetState(STATE_GO)
2934 else
2935 begin // Íàäî ñòðåëÿòü åùå
2936 FChainFire := False;
2937 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2938 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2939 FAnim[FCurAnim, FDirection].Reset();
2940 end;
2941 end;
2943 FWaitAttackAnim := False;
2944 end
2946 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2947 if (FMonsterType = MONSTER_SOUL) or
2948 ( (not FWaitAttackAnim) and
2949 (FAnim[FCurAnim, FDirection].CurrentFrame =
2950 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2951 ) then
2952 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2953 if FState = STATE_ATTACK then
2954 begin // Ñîñòîÿíèå - Àòàêà
2955 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2956 if FMonsterType = MONSTER_SOUL then
2957 FAnim[FCurAnim, FDirection].Reset();
2959 case FMonsterType of
2960 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2961 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2962 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2963 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2964 if FMonsterType = MONSTER_SOUL then
2965 SetState(STATE_GO);
2967 MONSTER_FISH:
2968 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2969 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2970 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2972 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2973 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2974 if FCurAnim = ANIM_ATTACK2 then
2975 begin
2976 o := FObj;
2977 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2978 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2979 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2980 end;
2982 MONSTER_VILE:
2983 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2984 if FCurAnim = ANIM_ATTACK2 then
2985 begin
2986 sx := isCorpse(@FObj, True);
2987 if sx <> -1 then
2988 begin // Íàøëè, êîãî âîñêðåñèòü
2989 gMonsters[sx].SetState(STATE_REVIVE);
2990 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2991 // Âîñêðåøàòü - ñåáå âðåäèòü:
2992 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2993 end;
2994 end;
2995 end;
2996 end
2998 else // Ñîñòîÿíèå - Ñòðåëüáà
2999 begin
3000 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3001 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
3003 if FDirection = D_LEFT then
3004 begin
3005 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
3006 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
3007 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3009 wx := FObj.X + wx;
3010 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
3012 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3013 case FMonsterType of
3014 MONSTER_IMP:
3015 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3016 MONSTER_ZOMBY:
3017 begin
3018 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3019 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3020 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3021 end;
3022 MONSTER_SERG:
3023 begin
3024 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3025 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3026 FShellTimer := 10;
3027 FShellType := SHELL_SHELL;
3028 end;
3029 MONSTER_MAN:
3030 begin
3031 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3032 FShellTimer := 13;
3033 FShellType := SHELL_DBLSHELL;
3034 FAmmo := -36;
3035 end;
3036 MONSTER_CYBER:
3037 begin
3038 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3039 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3040 end;
3041 MONSTER_SKEL:
3042 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3043 MONSTER_CGUN:
3044 begin
3045 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3046 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3047 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3048 end;
3049 MONSTER_SPIDER:
3050 begin
3051 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3052 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3053 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3054 end;
3055 MONSTER_BSP:
3056 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3057 MONSTER_ROBO:
3058 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3059 MONSTER_MANCUB:
3060 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3061 MONSTER_BARON, MONSTER_KNIGHT:
3062 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3063 MONSTER_CACO:
3064 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3065 MONSTER_PAIN:
3066 begin // Ñîçäàåì Lost_Soul:
3067 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3068 FObj.Y+FObj.Rect.Y, FDirection);
3070 if mon <> nil then
3071 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3072 mon.FTargetUID := FTargetUID;
3073 GetPos(FTargetUID, @o);
3074 mon.FTargetTime := 0;
3075 mon.FNoRespawn := True;
3076 mon.SetState(STATE_GO);
3077 mon.shoot(@o, True);
3078 Inc(gTotalMonsters);
3080 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3081 end;
3082 end;
3083 end;
3085 if FMonsterType <> MONSTER_PAIN then
3086 if g_Game_IsNet then
3087 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3089 // Ñêîðîñòðåëüíûå ìîíñòðû:
3090 if (FMonsterType = MONSTER_CGUN) or
3091 (FMonsterType = MONSTER_SPIDER) or
3092 (FMonsterType = MONSTER_BSP) or
3093 (FMonsterType = MONSTER_MANCUB) or
3094 (FMonsterType = MONSTER_ROBO) then
3095 if not GetPos(FTargetUID, @o) then
3096 // Öåëü ìåðòâà - èùåì íîâóþ:
3097 findNewPrey()
3098 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3099 if shoot(@o, False) then
3100 FChainFire := True;
3101 end;
3103 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3104 FWaitAttackAnim := True;
3105 end;
3107 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3108 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3109 case FState of
3110 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3111 // Çâóêè ïðè ïåðåäâèæåíèè:
3112 case FMonsterType of
3113 MONSTER_CYBER:
3114 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3115 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3116 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3117 MONSTER_SPIDER:
3118 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3119 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3120 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3121 MONSTER_BSP:
3122 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3123 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3124 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3125 MONSTER_ROBO:
3126 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3127 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3128 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3129 end;
3130 end;
3132 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3133 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3134 FObj.Vel.X := oldvelx;
3136 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3137 if FAnim[FCurAnim, FDirection] <> nil then
3138 FAnim[FCurAnim, FDirection].Update();
3139 end;
3141 procedure TMonster.SetDeadAnim;
3142 begin
3143 if FAnim <> nil then
3144 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3145 end;
3147 procedure TMonster.RevertAnim(R: Boolean = True);
3148 begin
3149 if FAnim <> nil then
3150 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3151 FAnim[FCurAnim, FDirection].Revert(R);
3152 end;
3154 function TMonster.AnimIsReverse: Boolean;
3155 begin
3156 if FAnim <> nil then
3157 Result := FAnim[FCurAnim, FDirection].IsReverse
3158 else
3159 Result := False;
3160 end;
3162 procedure TMonster.ClientUpdate();
3163 var
3164 a, b, sx, sy, oldvelx: Integer;
3165 st: Word;
3166 o, co: TObj;
3167 fall: Boolean;
3168 label
3169 _end;
3170 begin
3171 sx := 0; // SHUT UP COMPILER
3172 sy := 0;
3173 fall := True;
3174 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3175 if FMonsterType = MONSTER_FISH then
3176 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3177 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3178 fall := False;
3180 // Ëåòàþùèå ìîíòñðû:
3181 if ((FMonsterType = MONSTER_SOUL) or
3182 (FMonsterType = MONSTER_PAIN) or
3183 (FMonsterType = MONSTER_CACO)) and
3184 (FState <> STATE_DIE) and
3185 (FState <> STATE_DEAD) then
3186 fall := False;
3188 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3189 if gTime mod (GAME_TICK*2) <> 0 then
3190 begin
3191 g_Obj_Move(@FObj, fall, True, True);
3192 positionChanged(); // this updates spatial accelerators
3193 Exit;
3194 end;
3196 if FPainTicks > 0 then
3197 Dec(FPainTicks)
3198 else
3199 FPainSound := False;
3201 // Äâèãàåìñÿ:
3202 st := g_Obj_Move(@FObj, fall, True, True);
3203 positionChanged(); // this updates spatial accelerators
3205 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3206 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3207 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3208 begin
3209 FRemoved := True;
3210 Exit;
3211 end;
3213 oldvelx := FObj.Vel.X;
3215 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3216 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3217 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3219 if FFireTime > 0 then
3220 begin
3221 if WordBool(st and MOVE_INWATER) then
3222 FFireTime := 0
3223 else
3224 begin
3225 OnFireFlame(1);
3226 FFireTime := FFireTime - 1;
3227 end;
3228 end;
3230 // Ìåðòâûé íè÷åãî íå äåëàåò:
3231 if (FState = STATE_DEAD) then
3232 goto _end;
3234 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3235 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3236 case FMonsterType of
3237 MONSTER_FISH:
3238 if Random(4) = 0 then
3239 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3240 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3241 MONSTER_ROBO, MONSTER_BARREL:
3242 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3243 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3244 else begin
3245 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3246 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3247 if Random(2) = 0 then
3248 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3249 else
3250 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3251 end;
3252 end;
3254 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3255 if FMonsterType = MONSTER_BARREL then
3256 begin
3257 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3258 (FAnim[FCurAnim, FDirection].Counter = 0) then
3259 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3260 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3261 60, FUID);
3262 end;
3264 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3265 if FMonsterType = MONSTER_SOUL then
3266 if WordBool(st and MOVE_HITAIR) then
3267 g_Obj_SetSpeed(@FObj, 16);
3269 if FAmmo < 0 then
3270 FAmmo := FAmmo + 1;
3272 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3273 if FObj.Vel.Y < 0 then
3274 if WordBool(st and MOVE_INWATER) then
3275 FObj.Vel.Y := -4;
3277 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3278 FTargetTime := FTargetTime + 1;
3280 if FShellTimer > -1 then
3281 if FShellTimer = 0 then
3282 begin
3283 if FShellType = SHELL_SHELL then
3284 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3285 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3286 GameVelX, GameVelY-2, SHELL_SHELL)
3287 else if FShellType = SHELL_DBLSHELL then
3288 begin
3289 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3290 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3291 GameVelX-1, GameVelY-2, SHELL_SHELL);
3292 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3293 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3294 GameVelX+1, GameVelY-2, SHELL_SHELL);
3295 end;
3296 FShellTimer := -1;
3297 end else Dec(FShellTimer);
3299 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3300 if fall then
3301 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3302 STATE_ATTACK, STATE_SHOOT]) then
3303 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3304 FObj.Rect.Width, FObj.Rect.Height, 50) then
3305 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3306 (FObj.Accel.Y = 0) then
3307 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3309 case FState of
3310 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3311 begin
3312 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3313 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3314 begin
3315 FPain := MONSTERTABLE[FMonsterType].Pain;
3316 if gSoundEffectsDF then PainSound();
3317 end;
3318 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3319 PainSound();
3321 // Ñíèæàåì áîëü ñî âðåìåíåì:
3322 FPain := FPain - 5;
3324 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3325 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3326 begin
3327 SetState(STATE_GO);
3328 FPain := 0;
3329 end;
3330 end;
3332 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3333 begin
3334 // Ñïèì:
3335 FSleep := FSleep + 1;
3337 // Ïðîñïàëè äîñòàòî÷íî:
3338 if FSleep >= 18 then
3339 FSleep := 0
3340 else // åùå ñïèì
3341 goto _end;
3342 end;
3344 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3345 begin
3346 // Æäåì:
3347 FSleep := FSleep - 1;
3348 end;
3350 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3351 begin
3352 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3353 if WordBool(st and MOVE_BLOCK) then
3354 begin
3355 Turn();
3356 FSleep := 40;
3357 SetState(STATE_RUNOUT);
3359 goto _end;
3360 end;
3362 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3363 if (FMonsterType = MONSTER_VILE) then
3364 if isCorpse(@FObj, False) <> -1 then
3365 begin
3366 SetState(STATE_ATTACK, ANIM_ATTACK2);
3367 FObj.Vel.X := 0;
3369 goto _end;
3370 end;
3372 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3373 if Abs(sx) < 40 then
3374 if FMonsterType <> MONSTER_FISH then
3375 begin
3376 SetState(STATE_RUN);
3377 FSleep := 15;
3379 goto _end;
3380 end;
3382 // Óïåðëèñü â ñòåíó:
3383 if WordBool(st and MOVE_HITWALL) then
3384 begin
3385 case FMonsterType of
3386 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3387 else // Íå ëåòàþò:
3388 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3389 (FObj.Accel.Y = 0) then
3390 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3391 // Ïðûæîê ÷åðåç ñòåíó:
3392 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3393 SetState(STATE_CLIMB);
3394 end;
3395 end;
3397 goto _end;
3398 end;
3400 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3401 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3402 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3403 begin
3404 if FMonsterType = MONSTER_FISH then
3405 begin // Ðûáà
3406 if not WordBool(st and MOVE_INWATER) then
3407 begin // Ðûáà âíå âîäû:
3408 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3409 begin // "Ñòîèò" òâåðäî
3410 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3411 if FObj.Accel.Y = 0 then
3412 FObj.Vel.Y := -6;
3413 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3414 end;
3416 // Ðûáå áîëüíî:
3417 SetState(STATE_PAIN);
3418 FPain := FPain + 50;
3419 end
3420 else // Ðûáà â âîäå
3421 begin
3422 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3423 if Abs(sy) > 8 then
3424 FObj.Vel.Y := g_basic.Sign(sy)*4
3425 else
3426 FObj.Vel.Y := 0;
3428 // Ðûáà ïëûâåò ââåðõ:
3429 if FObj.Vel.Y < 0 then
3430 if not g_Obj_CollideWater(@FObj, 0, -16) then
3431 begin
3432 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3433 FObj.Vel.Y := 0;
3434 // Ïëàâàåì òóäà-ñþäà:
3435 SetState(STATE_RUN);
3436 FSleep := 20;
3437 end;
3438 end;
3439 end
3440 else // Ëåòàþùèå ìîíñòðû
3441 begin
3442 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3443 if Abs(sy) > 8 then
3444 FObj.Vel.Y := g_basic.Sign(sy)*4
3445 else
3446 FObj.Vel.Y := 0;
3447 end;
3448 end
3449 else // "Íàçåìíûå" ìîíñòðû
3450 begin
3451 // Âîçìîæíî, ïèíàåì êóñêè:
3452 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3453 begin
3454 b := Abs(FObj.Vel.X);
3455 if b > 1 then b := b * (Random(8 div b) + 1);
3456 for a := 0 to High(gGibs) do
3457 begin
3458 if gGibs[a].Live and
3459 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3460 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3461 begin
3462 // Ïèíàåì êóñêè
3463 if FObj.Vel.X < 0 then
3464 begin
3465 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3466 end
3467 else
3468 begin
3469 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3470 end;
3471 positionChanged(); // this updates spatial accelerators
3472 end;
3473 end;
3474 end;
3475 // Áîññû ìîãóò ïèíàòü òðóïû:
3476 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3477 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3478 begin
3479 b := Abs(FObj.Vel.X);
3480 if b > 1 then b := b * (Random(8 div b) + 1);
3481 for a := 0 to High(gCorpses) do
3482 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3483 begin
3484 co := gCorpses[a].Obj;
3485 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3486 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3487 // Ïèíàåì òðóïû
3488 if FObj.Vel.X < 0 then
3489 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3490 else
3491 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3492 end;
3493 end;
3494 end;
3496 FSleep := FSleep + 1;
3498 // Èíîãäà ðû÷èì:
3499 if FSleep >= 8 then
3500 begin
3501 FSleep := 0;
3502 if Random(8) = 0 then
3503 ActionSound();
3504 end;
3506 // Áåæèì â âûáðàííóþ ñòîðîíó:
3507 if FDirection = D_RIGHT then
3508 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3509 else
3510 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3512 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3513 if WordBool(st and MOVE_INWATER) then
3514 FObj.Vel.X := FObj.Vel.X div 2
3515 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3516 if FMonsterType = MONSTER_FISH then
3517 FObj.Vel.X := 0;
3518 end;
3520 STATE_RUN: // Ñîñòîÿíèå - Áåã
3521 begin
3522 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3523 if WordBool(st and MOVE_BLOCK) then
3524 begin
3525 SetState(STATE_RUNOUT);
3526 FSleep := 40;
3528 goto _end;
3529 end;
3531 FSleep := FSleep - 1;
3533 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3534 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3535 begin
3536 SetState(STATE_GO);
3537 FSleep := 0;
3539 // Èíîãäà ðû÷èì:
3540 if Random(8) = 0 then
3541 ActionSound();
3542 end;
3544 // Áåæèì â âûáðàííóþ ñòîðîíó:
3545 if FDirection = D_RIGHT then
3546 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3547 else
3548 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3550 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3551 if WordBool(st and MOVE_INWATER) then
3552 FObj.Vel.X := FObj.Vel.X div 2
3553 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3554 if FMonsterType = MONSTER_FISH then
3555 FObj.Vel.X := 0;
3556 end;
3558 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3559 begin
3560 // Âûøëè èç ÁëîêÌîíà:
3561 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3562 FSleep := 0;
3564 FSleep := FSleep - 1;
3566 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3567 if FSleep <= -18 then
3568 begin
3569 SetState(STATE_GO);
3570 FSleep := 0;
3572 // Èíîãäà ðû÷èì:
3573 if Random(8) = 0 then
3574 ActionSound();
3575 end;
3577 // Áåæèì â âûáðàííóþ ñòîðîíó:
3578 if FDirection = D_RIGHT then
3579 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3580 else
3581 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3583 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3584 if WordBool(st and MOVE_INWATER) then
3585 FObj.Vel.X := FObj.Vel.X div 2
3586 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3587 if FMonsterType = MONSTER_FISH then
3588 FObj.Vel.X := 0;
3589 end;
3591 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3592 begin
3593 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3594 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3595 (not WordBool(st and MOVE_HITWALL)) then
3596 begin
3597 SetState(STATE_GO);
3598 FSleep := 0;
3600 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3601 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3602 begin
3603 SetState(STATE_RUN);
3604 FSleep := 15;
3605 end;
3606 end;
3608 // Áåæèì â âûáðàííóþ ñòîðîíó:
3609 if FDirection = D_RIGHT then
3610 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3611 else
3612 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3614 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3615 if WordBool(st and MOVE_INWATER) then
3616 FObj.Vel.X := FObj.Vel.X div 2
3617 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3618 if FMonsterType = MONSTER_FISH then
3619 FObj.Vel.X := 0;
3620 end;
3622 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3623 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3624 begin
3625 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3626 if FMonsterType = MONSTER_SOUL then
3627 begin
3628 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3629 SetState(STATE_GO);
3631 goto _end;
3632 end;
3634 // Çàìåäëÿåìñÿ ïðè àòàêå:
3635 if FMonsterType <> MONSTER_FISH then
3636 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3638 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3639 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3640 begin
3641 // Öåëü ïîãèáëà => èäåì äàëüøå:
3642 if not GetPos(FTargetUID, @o) then
3643 begin
3644 SetState(STATE_GO);
3646 goto _end;
3647 end;
3649 // Öåëü íå âèäíî => èäåì äàëüøå:
3650 if not g_Look(@FObj, @o, FDirection) then
3651 begin
3652 SetState(STATE_GO);
3654 goto _end;
3655 end;
3657 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3658 if g_Obj_CollideWater(@o, 0, 0) then
3659 begin
3660 SetState(STATE_GO);
3662 goto _end;
3663 end;
3664 end;
3665 end;
3666 end; // case FState of ...
3668 _end:
3670 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3671 if FState = STATE_REVIVE then
3672 if FAnim[FCurAnim, FDirection].Played then
3673 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3674 FAnim[FCurAnim, FDirection].Revert(False);
3675 SetState(STATE_GO);
3676 end;
3678 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3679 if vilefire <> nil then
3680 vilefire.Update();
3682 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3683 if (FState = STATE_DIE) and
3684 (FAnim[FCurAnim, FDirection] <> nil) and
3685 (FAnim[FCurAnim, FDirection].Played) then
3686 begin
3687 // Óìåð:
3688 SetState(STATE_DEAD);
3690 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3691 if (FMonsterType = MONSTER_PAIN) or
3692 (FMonsterType = MONSTER_SOUL) or
3693 (FMonsterType = MONSTER_BARREL) then
3694 FRemoved := True
3695 else
3696 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3697 end;
3699 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3700 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3701 if (FAnim[FCurAnim, FDirection] <> nil) then
3702 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3703 if (FAnim[FCurAnim, FDirection].Played) then
3704 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3705 if FState = STATE_ATTACK then
3706 begin // Ñîñòîÿíèå - Àòàêà
3707 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3708 if FMonsterType <> MONSTER_SOUL then
3709 SetState(STATE_GO);
3710 end
3711 else // Ñîñòîÿíèå - Ñòðåëüáà
3712 begin
3713 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3714 if not FChainFire then
3715 SetState(STATE_GO)
3716 else
3717 begin // Íàäî ñòðåëÿòü åùå
3718 FChainFire := False;
3719 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3720 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3721 FAnim[FCurAnim, FDirection].Reset();
3722 end;
3723 end;
3725 FWaitAttackAnim := False;
3726 end
3728 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3729 if (FMonsterType = MONSTER_SOUL) or
3730 ( (not FWaitAttackAnim) and
3731 (FAnim[FCurAnim, FDirection].CurrentFrame =
3732 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3733 ) then
3734 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3735 if FState = STATE_ATTACK then
3736 begin // Ñîñòîÿíèå - Àòàêà
3737 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3738 if FMonsterType = MONSTER_SOUL then
3739 FAnim[FCurAnim, FDirection].Reset();
3741 case FMonsterType of
3742 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3743 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3744 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3745 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3746 if FMonsterType = MONSTER_SOUL then
3747 SetState(STATE_GO);
3749 MONSTER_FISH:
3750 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3752 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3753 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3754 if FCurAnim = ANIM_ATTACK2 then
3755 begin
3756 o := FObj;
3757 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3758 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3759 end;
3761 MONSTER_VILE:
3762 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3763 if FCurAnim = ANIM_ATTACK2 then
3764 begin
3765 sx := isCorpse(@FObj, True);
3766 if sx <> -1 then
3767 begin // Íàøëè, êîãî âîñêðåñèòü
3768 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3769 // Âîñêðåøàòü - ñåáå âðåäèòü:
3770 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3771 end;
3772 end;
3773 end;
3774 end
3776 else // Ñîñòîÿíèå - Ñòðåëüáà
3777 begin
3778 // Ñêîðîñòðåëüíûå ìîíñòðû:
3779 if (FMonsterType = MONSTER_CGUN) or
3780 (FMonsterType = MONSTER_SPIDER) or
3781 (FMonsterType = MONSTER_BSP) or
3782 (FMonsterType = MONSTER_MANCUB) or
3783 (FMonsterType = MONSTER_ROBO) then
3784 if not GetPos(FTargetUID, @o) then
3785 // Öåëü ìåðòâà - èùåì íîâóþ:
3786 findNewPrey()
3787 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3788 if shoot(@o, False) then
3789 FChainFire := True;
3790 end;
3792 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3793 FWaitAttackAnim := True;
3794 end;
3796 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3797 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3798 case FState of
3799 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3800 // Çâóêè ïðè ïåðåäâèæåíèè:
3801 case FMonsterType of
3802 MONSTER_CYBER:
3803 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3804 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3805 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3806 MONSTER_SPIDER:
3807 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3808 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3809 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3810 MONSTER_BSP:
3811 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3812 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3813 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3814 MONSTER_ROBO:
3815 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3816 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3817 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3818 end;
3819 end;
3821 // Êîñòûëü äëÿ ïîòîêîâ
3822 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3823 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3824 FObj.Vel.X := oldvelx;
3826 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3827 if FAnim[FCurAnim, FDirection] <> nil then
3828 FAnim[FCurAnim, FDirection].Update();
3829 end;
3831 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3832 begin
3833 case FMonsterType of
3834 MONSTER_ZOMBY:
3835 begin
3836 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3837 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3838 end;
3839 MONSTER_SERG:
3840 begin
3841 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3842 FShellTimer := 10;
3843 FShellType := SHELL_SHELL;
3844 end;
3845 MONSTER_MAN:
3846 begin
3847 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3848 FShellTimer := 13;
3849 FShellType := SHELL_DBLSHELL;
3850 end;
3851 MONSTER_CGUN, MONSTER_SPIDER:
3852 begin
3853 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3854 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3855 end;
3856 MONSTER_IMP:
3857 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3858 MONSTER_CYBER:
3859 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3860 MONSTER_SKEL:
3861 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3862 MONSTER_BSP:
3863 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3864 MONSTER_ROBO:
3865 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3866 MONSTER_MANCUB:
3867 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3868 MONSTER_BARON, MONSTER_KNIGHT:
3869 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3870 MONSTER_CACO:
3871 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3872 end;
3873 end;
3875 procedure TMonster.Turn();
3876 begin
3877 // Ðàçâîðà÷èâàåìñÿ:
3878 if FDirection = D_LEFT then
3879 FDirection := D_RIGHT
3880 else
3881 FDirection := D_LEFT;
3883 // Áåæèì â âûáðàííóþ ñòîðîíó:
3884 if FDirection = D_RIGHT then
3885 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3886 else
3887 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3888 end;
3890 function TMonster.findNewPrey(): Boolean;
3891 var
3892 a: DWORD;
3893 l, l2: Integer;
3894 PlayersSee, MonstersSee: Array of DWORD;
3895 PlayerNear, MonsterNear: Integer;
3896 begin
3897 Result := False;
3898 SetLength(MonstersSee, 0);
3899 SetLength(PlayersSee, 0);
3901 FTargetUID := 0;
3902 l := 32000;
3903 PlayerNear := -1;
3904 MonsterNear := -1;
3906 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3907 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3908 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3909 for a := 0 to High(gPlayers) do
3910 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3911 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3912 begin
3913 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3914 begin
3915 SetLength(PlayersSee, Length(PlayersSee) + 1);
3916 PlayersSee[High(PlayersSee)] := a;
3917 end;
3918 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3919 Abs(gPlayers[a].GameY-FObj.Y);
3920 if l2 < l then
3921 begin
3922 l := l2;
3923 PlayerNear := Integer(a);
3924 end;
3925 end;
3927 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3928 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3929 for a := 0 to High(gMonsters) do
3930 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3931 (gMonsters[a].FUID <> FUID) then
3932 begin
3933 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3934 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3935 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3936 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3937 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3938 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3939 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3940 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3942 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3943 begin
3944 SetLength(MonstersSee, Length(MonstersSee) + 1);
3945 MonstersSee[High(MonstersSee)] := a;
3946 end;
3947 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3948 Abs(gMonsters[a].FObj.Y-FObj.Y);
3949 if l2 < l then
3950 begin
3951 l := l2;
3952 MonsterNear := Integer(a);
3953 end;
3954 end;
3956 case FBehaviour of
3957 BH_NORMAL, BH_KILLER:
3958 begin
3959 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3960 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3961 begin
3962 a := PlayersSee[Random(Length(PlayersSee))];
3963 FTargetUID := gPlayers[a].UID;
3964 end;
3965 // Çàòåì ïîáëèçîñòè
3966 if (FTargetUID = 0) and (PlayerNear > -1) then
3967 begin
3968 a := PlayerNear;
3969 FTargetUID := gPlayers[a].UID;
3970 end;
3971 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3972 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3973 begin
3974 a := MonstersSee[Random(Length(MonstersSee))];
3975 FTargetUID := gMonsters[a].UID;
3976 end;
3977 // Çàòåì ïîáëèçîñòè
3978 if (FTargetUID = 0) and (MonsterNear > -1) then
3979 begin
3980 a := MonsterNear;
3981 FTargetUID := gMonsters[a].UID;
3982 end;
3983 end;
3984 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3985 begin
3986 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3987 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3988 begin
3989 a := PlayersSee[Random(Length(PlayersSee))];
3990 FTargetUID := gPlayers[a].UID;
3991 end;
3992 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3993 begin
3994 a := MonstersSee[Random(Length(MonstersSee))];
3995 FTargetUID := gMonsters[a].UID;
3996 end;
3997 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3998 if (FTargetUID = 0) and (PlayerNear > -1) then
3999 begin
4000 a := PlayerNear;
4001 FTargetUID := gPlayers[a].UID;
4002 end;
4003 if (FTargetUID = 0) and (MonsterNear > -1) then
4004 begin
4005 a := MonsterNear;
4006 FTargetUID := gMonsters[a].UID;
4007 end;
4008 end;
4009 end;
4011 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4012 if FTargetUID = 0 then
4013 begin
4014 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4015 if FBehaviour = BH_INSANE then
4016 FTargetUID := FUID
4017 else
4018 FTargetTime := MAX_ATM;
4019 end
4020 else
4021 begin // Öåëü íàøëè
4022 FTargetTime := 0;
4023 Result := True;
4024 end;
4025 end;
4027 function TMonster.kick(o: PObj): Boolean;
4028 begin
4029 Result := False;
4031 case FMonsterType of
4032 MONSTER_FISH:
4033 begin
4034 SetState(STATE_ATTACK);
4035 Result := True;
4036 end;
4037 MONSTER_DEMON:
4038 begin
4039 SetState(STATE_ATTACK);
4040 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4041 Result := True;
4042 end;
4043 MONSTER_IMP:
4044 begin
4045 SetState(STATE_ATTACK);
4046 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4047 Result := True;
4048 end;
4049 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4050 begin
4051 SetState(STATE_ATTACK, ANIM_ATTACK2);
4052 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4053 Result := True;
4054 end;
4055 MONSTER_BARON, MONSTER_KNIGHT,
4056 MONSTER_CACO, MONSTER_MANCUB:
4057 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4058 if not g_Game_IsClient then Result := shoot(o, True);
4059 end;
4060 end;
4062 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4063 var
4064 xd, yd, m: Integer;
4065 begin
4066 Result := False;
4068 // Ñòðåëÿòü ðàíî:
4069 if FAmmo < 0 then
4070 Exit;
4072 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4073 if not immediately then
4074 case FMonsterType of
4075 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4076 Exit; // íå ñòðåëÿþò
4077 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4078 begin
4079 FAmmo := FAmmo + 1;
4080 // Âðåìÿ âûñòðåëà óïóùåíî:
4081 if FAmmo >= 50 then
4082 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4083 end;
4084 MONSTER_MAN: ;
4085 MONSTER_MANCUB:
4086 begin
4087 FAmmo := FAmmo + 1;
4088 // Âðåìÿ âûñòðåëà óïóùåíî:
4089 if FAmmo >= 5 then
4090 FAmmo := -50;
4091 end;
4092 MONSTER_SPIDER:
4093 begin
4094 FAmmo := FAmmo + 1;
4095 // Âðåìÿ âûñòðåëà óïóùåíî:
4096 if FAmmo >= 100 then
4097 FAmmo := -50;
4098 end;
4099 MONSTER_CYBER:
4100 begin
4101 // Ñòðåëÿåò íå âñåãäà:
4102 if Random(2) = 0 then
4103 Exit;
4104 FAmmo := FAmmo + 1;
4105 // Âðåìÿ âûñòðåëà óïóùåíî:
4106 if FAmmo >= 10 then
4107 FAmmo := -50;
4108 end;
4109 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4110 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4111 MONSTER_VILE: if Random(8) <> 0 then Exit;
4112 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4113 else if Random(16) <> 0 then Exit;
4114 end;
4116 // Öåëè íå âèäíî:
4117 if not g_Look(@FObj, o, FDirection) then
4118 Exit;
4120 FTargetTime := 0;
4122 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4123 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4125 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4126 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4127 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4128 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4129 Exit;
4131 case FMonsterType of
4132 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4133 begin
4134 SetState(STATE_SHOOT);
4135 {nn}
4136 end;
4137 MONSTER_SKEL:
4138 begin
4139 SetState(STATE_SHOOT);
4140 {nn}
4141 end;
4142 MONSTER_VILE:
4143 begin // Çàæèãàåì îãîíü
4144 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4145 ty := o^.Y+o^.Rect.Y;
4146 SetState(STATE_SHOOT);
4148 vilefire.Reset();
4150 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4151 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4152 end;
4153 MONSTER_SOUL:
4154 begin // Ëåòèò â ñòîðîíó öåëè:
4155 SetState(STATE_ATTACK);
4156 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4158 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4159 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4160 m := Max(Abs(xd), Abs(yd));
4161 if m = 0 then
4162 m := 1;
4164 FObj.Vel.X := (xd*16) div m;
4165 FObj.Vel.Y := (yd*16) div m;
4166 end;
4167 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4168 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4169 begin
4170 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4171 if FMonsterType = MONSTER_MANCUB then
4172 if FAmmo = 1 then
4173 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4175 SetState(STATE_SHOOT);
4176 end;
4177 else Exit;
4178 end;
4180 Result := True;
4181 end;
4183 function TMonster.Live(): Boolean;
4184 begin
4185 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4186 end;
4188 procedure TMonster.SetHealth(aH: Integer);
4189 begin
4190 if (aH > 0) and (aH < 1000000) then
4191 begin
4192 FHealth := aH;
4193 if FHealth > FMaxHealth then
4194 FMaxHealth := FHealth;
4195 end;
4196 end;
4198 procedure TMonster.WakeUp();
4199 begin
4200 if g_Game_IsClient then Exit;
4201 SetState(STATE_GO);
4202 FTargetTime := MAX_ATM;
4203 WakeUpSound();
4204 end;
4206 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4207 var
4208 i: Integer;
4209 sig: DWORD;
4210 b: Byte;
4211 anim: Boolean;
4212 begin
4213 if Mem = nil then
4214 Exit;
4216 // Ñèãíàòóðà ìîíñòðà:
4217 sig := MONSTER_SIGNATURE; // 'MONS'
4218 Mem.WriteDWORD(sig);
4219 // UID ìîíñòðà:
4220 Mem.WriteWord(FUID);
4221 // Íàïðàâëåíèå:
4222 if FDirection = D_LEFT then
4223 b := 1
4224 else // D_RIGHT
4225 b := 2;
4226 Mem.WriteByte(b);
4227 // Íàäî ëè óäàëèòü åãî:
4228 Mem.WriteBoolean(FRemoved);
4229 // Îñòàëîñü çäîðîâüÿ:
4230 Mem.WriteInt(FHealth);
4231 // Ñîñòîÿíèå:
4232 Mem.WriteByte(FState);
4233 // Òåêóùàÿ àíèìàöèÿ:
4234 Mem.WriteByte(FCurAnim);
4235 // UID öåëè:
4236 Mem.WriteWord(FTargetUID);
4237 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4238 Mem.WriteInt(FTargetTime);
4239 // Ïîâåäåíèå ìîíñòðà:
4240 Mem.WriteByte(FBehaviour);
4241 // Ãîòîâíîñòü ê âûñòðåëó:
4242 Mem.WriteInt(FAmmo);
4243 // Áîëü:
4244 Mem.WriteInt(FPain);
4245 // Âðåìÿ îæèäàíèÿ:
4246 Mem.WriteInt(FSleep);
4247 // Îçâó÷èâàòü ëè áîëü:
4248 Mem.WriteBoolean(FPainSound);
4249 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4250 Mem.WriteBoolean(FWaitAttackAnim);
4251 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4252 Mem.WriteBoolean(FChainFire);
4253 // Ïîäëåæèò ëè ðåñïàâíó:
4254 Mem.WriteBoolean(FNoRespawn);
4255 // Êîîðäèíàòû öåëè:
4256 Mem.WriteInt(tx);
4257 Mem.WriteInt(ty);
4258 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4259 Mem.WriteInt(FStartID);
4260 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4261 Mem.WriteInt(FSpawnTrigger);
4262 // Îáúåêò ìîíñòðà:
4263 Obj_SaveState(@FObj, Mem);
4264 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4265 anim := vilefire <> nil;
4266 Mem.WriteBoolean(anim);
4267 // Åñëè åñòü - ñîõðàíÿåì:
4268 if anim then
4269 vilefire.SaveState(Mem);
4270 // Àíèìàöèè:
4271 for i := ANIM_SLEEP to ANIM_PAIN do
4272 begin
4273 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4274 anim := FAnim[i, D_LEFT] <> nil;
4275 Mem.WriteBoolean(anim);
4276 // Åñëè åñòü - ñîõðàíÿåì:
4277 if anim then
4278 FAnim[i, D_LEFT].SaveState(Mem);
4279 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4280 anim := FAnim[i, D_RIGHT] <> nil;
4281 Mem.WriteBoolean(anim);
4282 // Åñëè åñòü - ñîõðàíÿåì:
4283 if anim then
4284 FAnim[i, D_RIGHT].SaveState(Mem);
4285 end;
4286 end;
4288 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4289 var
4290 i: Integer;
4291 sig: DWORD;
4292 b: Byte;
4293 anim: Boolean;
4294 begin
4295 if Mem = nil then
4296 Exit;
4298 // Ñèãíàòóðà ìîíñòðà:
4299 Mem.ReadDWORD(sig);
4300 if sig <> MONSTER_SIGNATURE then // 'MONS'
4301 begin
4302 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4303 end;
4304 // UID ìîíñòðà:
4305 Mem.ReadWord(FUID);
4306 // Íàïðàâëåíèå:
4307 Mem.ReadByte(b);
4308 if b = 1 then
4309 FDirection := D_LEFT
4310 else // b = 2
4311 FDirection := D_RIGHT;
4312 // Íàäî ëè óäàëèòü åãî:
4313 Mem.ReadBoolean(FRemoved);
4314 // Îñòàëîñü çäîðîâüÿ:
4315 Mem.ReadInt(FHealth);
4316 // Ñîñòîÿíèå:
4317 Mem.ReadByte(FState);
4318 // Òåêóùàÿ àíèìàöèÿ:
4319 Mem.ReadByte(FCurAnim);
4320 // UID öåëè:
4321 Mem.ReadWord(FTargetUID);
4322 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4323 Mem.ReadInt(FTargetTime);
4324 // Ïîâåäåíèå ìîíñòðà:
4325 Mem.ReadByte(FBehaviour);
4326 // Ãîòîâíîñòü ê âûñòðåëó:
4327 Mem.ReadInt(FAmmo);
4328 // Áîëü:
4329 Mem.ReadInt(FPain);
4330 // Âðåìÿ îæèäàíèÿ:
4331 Mem.ReadInt(FSleep);
4332 // Îçâó÷èâàòü ëè áîëü:
4333 Mem.ReadBoolean(FPainSound);
4334 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4335 Mem.ReadBoolean(FWaitAttackAnim);
4336 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4337 Mem.ReadBoolean(FChainFire);
4338 // Ïîäëåæèò ëè ðåñïàâíó
4339 Mem.ReadBoolean(FNoRespawn);
4340 // Êîîðäèíàòû öåëè:
4341 Mem.ReadInt(tx);
4342 Mem.ReadInt(ty);
4343 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4344 Mem.ReadInt(FStartID);
4345 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4346 Mem.ReadInt(FSpawnTrigger);
4347 // Îáúåêò ìîíñòðà:
4348 Obj_LoadState(@FObj, Mem);
4349 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4350 Mem.ReadBoolean(anim);
4351 // Åñëè åñòü - çàãðóæàåì:
4352 if anim then
4353 begin
4354 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4355 vilefire.LoadState(Mem);
4356 end;
4357 // Àíèìàöèè:
4358 for i := ANIM_SLEEP to ANIM_PAIN do
4359 begin
4360 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4361 Mem.ReadBoolean(anim);
4362 // Åñëè åñòü - çàãðóæàåì:
4363 if anim then
4364 begin
4365 Assert(FAnim[i, D_LEFT] <> nil,
4366 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4367 FAnim[i, D_LEFT].LoadState(Mem);
4368 end;
4369 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4370 Mem.ReadBoolean(anim);
4371 // Åñëè åñòü - çàãðóæàåì:
4372 if anim then
4373 begin
4374 Assert(FAnim[i, D_RIGHT] <> nil,
4375 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4376 FAnim[i, D_RIGHT].LoadState(Mem);
4377 end;
4378 end;
4379 end;
4381 procedure TMonster.ActivateTriggers();
4382 var
4383 a: Integer;
4384 begin
4385 if FDieTriggers <> nil then
4386 for a := 0 to High(FDieTriggers) do
4387 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4388 if FSpawnTrigger > -1 then
4389 begin
4390 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4391 FSpawnTrigger := -1;
4392 end;
4393 end;
4395 procedure TMonster.AddTrigger(t: Integer);
4396 begin
4397 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4398 FDieTriggers[High(FDieTriggers)] := t;
4399 end;
4401 procedure TMonster.ClearTriggers();
4402 begin
4403 SetLength(FDieTriggers, 0);
4404 end;
4406 procedure TMonster.CatchFire(Attacker: Word);
4407 begin
4408 FFireTime := 100;
4409 FFireAttacker := Attacker;
4410 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4411 end;
4413 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4414 var
4415 id, i: DWORD;
4416 Anim: TAnimation;
4417 begin
4418 if (Random(10) = 1) and (Times = 1) then
4419 Exit;
4421 if g_Frames_Get(id, 'FRAMES_FLAME') then
4422 begin
4423 for i := 1 to Times do
4424 begin
4425 Anim := TAnimation.Create(id, False, 3);
4426 Anim.Alpha := 0;
4427 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4428 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4429 Anim.Free();
4430 end;
4431 end;
4432 end;
4435 // ////////////////////////////////////////////////////////////////////////// //
4436 // throws on invalid uid
4437 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4438 begin
4439 result := g_Mons_ByIdx_NC(uid);
4440 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4441 end;
4444 // can return null
4445 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4446 begin
4447 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4448 result := gMonsters[uid];
4449 end;
4452 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4453 var
4454 idx: Integer;
4455 mon: TMonster;
4456 begin
4457 result := false;
4458 if (gMonsters = nil) or not assigned(cb) then exit;
4459 for idx := 0 to High(gMonsters) do
4460 begin
4461 mon := gMonsters[idx];
4462 if (mon <> nil) then
4463 begin
4464 result := cb(mon);
4465 if result then exit;
4466 end;
4467 end;
4468 end;
4471 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
4472 var
4473 idx: Integer;
4474 mon: TMonster;
4475 begin
4476 result := false;
4477 if (gMonsters = nil) or not assigned(cb) then exit;
4478 for idx := 0 to High(gMonsters) do
4479 begin
4480 mon := gMonsters[idx];
4481 if (mon <> nil) and mon.Live then
4482 begin
4483 result := cb(mon);
4484 if result then exit;
4485 end;
4486 end;
4487 end;
4490 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4492 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4493 begin
4494 result := (mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj));
4495 end;
4497 var
4498 idx: Integer;
4499 mon: TMonster;
4500 begin
4501 result := false;
4502 if (width < 1) or (height < 1) then exit;
4503 if gmon_debug_use_sqaccel then
4504 begin
4505 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4506 end
4507 else
4508 begin
4509 for idx := 0 to High(gMonsters) do
4510 begin
4511 mon := gMonsters[idx];
4512 if (mon <> nil) and mon.Live then
4513 begin
4514 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4515 begin
4516 result := true;
4517 exit;
4518 end;
4519 end;
4520 end;
4521 end;
4522 end;
4525 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4527 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4528 begin
4529 result := false;
4530 if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4531 end;
4533 var
4534 idx: Integer;
4535 mon: TMonster;
4536 begin
4537 result := false;
4538 if (width < 1) or (height < 1) then exit;
4539 if gmon_debug_use_sqaccel then
4540 begin
4541 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4542 end
4543 else
4544 begin
4545 for idx := 0 to High(gMonsters) do
4546 begin
4547 mon := gMonsters[idx];
4548 if (mon <> nil) and mon.Live then
4549 begin
4550 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4551 begin
4552 result := cb(mon);
4553 if result then exit;
4554 end;
4555 end;
4556 end;
4557 end;
4558 end;
4561 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4563 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4564 begin
4565 result := false;
4566 if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4567 end;
4569 var
4570 idx: Integer;
4571 mon: TMonster;
4572 begin
4573 result := false;
4574 if (width < 1) or (height < 1) then exit;
4575 if gmon_debug_use_sqaccel then
4576 begin
4577 if (width = 1) and (height = 1) then
4578 begin
4579 result := (monsTree.pointQuery(x, y, monsCollCheck) <> nil);
4580 end
4581 else
4582 begin
4583 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4584 end;
4585 end
4586 else
4587 begin
4588 for idx := 0 to High(gMonsters) do
4589 begin
4590 mon := gMonsters[idx];
4591 if (mon <> nil) and mon.Live then
4592 begin
4593 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4594 begin
4595 result := cb(mon);
4596 if result then exit;
4597 end;
4598 end;
4599 end;
4600 end;
4601 end;
4604 end.