DEADSOFTWARE

cosmetix
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 treeNode: Integer; // node in dyntree or -1
84 arrIdx: Integer; // in gMonsters
86 FDieTriggers: Array of Integer;
87 FSpawnTrigger: Integer;
89 procedure Turn();
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
93 public
94 FNoRespawn: Boolean;
95 FFireTime: Integer;
96 trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
98 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
99 destructor Destroy(); override;
100 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
101 function Collide(Panel: TPanel): Boolean; overload;
102 function Collide(X, Y: Integer): Boolean; overload;
103 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
104 function Live(): Boolean;
105 procedure SetHealth(aH: Integer);
106 procedure Push(vx, vy: Integer);
107 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
108 function Heal(Value: Word): Boolean;
109 procedure BFGHit();
110 procedure Update();
111 procedure ClientUpdate();
112 procedure ClientAttack(wx, wy, atx, aty: Integer);
113 procedure SetDeadAnim;
114 procedure Draw();
115 procedure WakeUp();
116 procedure WakeUpSound();
117 procedure DieSound();
118 procedure PainSound();
119 procedure ActionSound();
120 procedure AddTrigger(t: Integer);
121 procedure ClearTriggers();
122 procedure Respawn();
123 procedure SaveState(var Mem: TBinMemoryWriter);
124 procedure LoadState(var Mem: TBinMemoryReader);
125 procedure SetState(State: Byte; ForceAnim: Byte = 255);
126 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
127 procedure MakeBloodSimple(Count: Word);
128 procedure RevertAnim(R: Boolean = True);
129 function AnimIsReverse: Boolean;
130 function shoot(o: PObj; immediately: Boolean): Boolean;
131 function kick(o: PObj): Boolean;
132 procedure CatchFire(Attacker: Word);
133 procedure OnFireFlame(Times: DWORD = 1);
135 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
137 property MonsterType: Byte read FMonsterType;
138 property MonsterHealth: Integer read FHealth write FHealth;
139 property MonsterAmmo: Integer read FAmmo write FAmmo;
140 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
141 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
142 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
143 property MonsterSleep: Integer read FSleep write FSleep;
144 property MonsterState: Byte read FState write FState;
145 property MonsterRemoved: Boolean read FRemoved write FRemoved;
146 property MonsterPain: Integer read FPain write FPain;
147 property MonsterAnim: Byte read FCurAnim write FCurAnim;
149 property Obj: TObj read FObj;
150 property UID: Word read FUID write FUID;
151 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
153 property GameX: Integer read FObj.X write FObj.X;
154 property GameY: Integer read FObj.Y write FObj.Y;
155 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
156 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
157 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
158 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
159 property GameDirection: TDirection read FDirection write FDirection;
161 property StartID: Integer read FStartID;
162 end;
165 procedure g_Monsters_LoadData ();
166 procedure g_Monsters_FreeData ();
167 procedure g_Monsters_Init ();
168 procedure g_Monsters_Free ();
169 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
170 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
171 procedure g_Monsters_Update ();
172 procedure g_Monsters_Draw ();
173 procedure g_Monsters_DrawHealth ();
174 function g_Monsters_ByUID (UID: Word): TMonster;
175 procedure g_Monsters_killedp ();
176 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
177 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
178 function g_Monsters_GetIDByName (name: String): Integer;
179 function g_Monsters_GetNameByID (MonsterType: Byte): String;
180 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
183 type
184 TEachMonsterCB = function (monidx: Integer; mon: TMonster): Boolean is nested; // return `true` to stop
186 // throws on invalid uid
187 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
189 // can return null
190 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
192 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
194 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
195 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
197 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
198 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
200 function g_Mons_getNewTrapFrameId (): DWord;
203 var
204 gmon_debug_use_sqaccel: Boolean = true;
207 implementation
209 uses
210 e_log, g_main, g_sound, g_gfx, g_player, g_game,
211 g_weapons, g_triggers, MAPDEF, g_items, g_options,
212 g_console, g_map, Math, SysUtils, g_menu, wadreader,
213 g_language, g_netmsg, z_aabbtree;
216 // ////////////////////////////////////////////////////////////////////////// //
217 var
218 monCheckTrapLastFrameId: DWord;
221 // ////////////////////////////////////////////////////////////////////////// //
222 type
223 TDynAABBTreeMonsBase = specialize TDynAABBTreeBase<TMonster>;
225 TDynAABBTreeMons = class(TDynAABBTreeMonsBase)
226 function getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean; override;
227 end;
229 function TDynAABBTreeMons.getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean;
230 begin
231 result := false;
232 if (flesh = nil) then raise Exception.Create('DynTree: trying to get dimensions of inexistant monsters');
233 if (flesh.Obj.Rect.Width < 1) or (flesh.Obj.Rect.Height < 1) then raise Exception.Create('DynTree: monster without size, wtf?!');
234 aabb := AABB2D.CreateWH(flesh.Obj.X+flesh.Obj.Rect.X, flesh.Obj.Y+flesh.Obj.Rect.Y, flesh.Obj.Rect.Width, flesh.Obj.Rect.Height);
235 if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
236 result := true;
237 end;
240 var
241 monsTree: TDynAABBTreeMons = nil;
244 //WARNING! call this after monster position was changed, or coldet will not work right!
245 procedure TMonster.positionChanged ();
246 var
247 x, y: Integer;
248 begin
249 {$IF DEFINED(D2F_DEBUG)}
250 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [arrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
251 {$ENDIF}
252 if (treeNode = -1) then
253 begin
254 treeNode := monsTree.insertObject(self, 0);
255 {$IF DEFINED(D2F_DEBUG)}
256 monsTree.getNodeXY(treeNode, x, y);
257 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
258 {$ENDIF}
259 end
260 else
261 begin
262 monsTree.getNodeXY(treeNode, x, y);
263 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
264 {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);{$ENDIF}
266 {$IFDEF TRUE}
267 monsTree.updateObject(treeNode);
268 {$ELSE}
269 monsTree.removeObject(treeNode);
270 treeNode := monsTree.insertObject(self);
271 {$ENDIF}
273 {$IF DEFINED(D2F_DEBUG)}
274 monsTree.getNodeXY(treeNode, x, y);
275 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
276 {$ENDIF}
277 end;
278 end;
281 // ////////////////////////////////////////////////////////////////////////// //
282 const
283 ANIM_SLEEP = 0;
284 ANIM_GO = 1;
285 ANIM_DIE = 2;
286 ANIM_MESS = 3;
287 ANIM_ATTACK = 4;
288 ANIM_ATTACK2 = 5;
289 ANIM_PAIN = 6;
291 STATE_SLEEP = 0;
292 STATE_GO = 1;
293 STATE_RUN = 2;
294 STATE_CLIMB = 3;
295 STATE_DIE = 4;
296 STATE_DEAD = 5;
297 STATE_ATTACK = 6;
298 STATE_SHOOT = 7;
299 STATE_PAIN = 8;
300 STATE_WAIT = 9;
301 STATE_REVIVE = 10;
302 STATE_RUNOUT = 11;
304 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
306 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
307 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
308 record
309 name: String;
310 loop: Boolean;
311 end = ((name: 'SLEEP'; loop: True),
312 (name: 'GO'; loop: True),
313 (name: 'DIE'; loop: False),
314 (name: 'MESS'; loop: False),
315 (name: 'ATTACK'; loop: False),
316 (name: 'ATTACK2'; loop: False),
317 (name: 'PAIN'; loop: False));
319 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
320 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
321 record
322 Name: String;
323 Rect: TRectWH;
324 Health: Word;
325 RunVel: Byte;
326 MinPain: Byte;
327 Pain: Byte;
328 Jump: Byte;
329 end =
330 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
331 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
333 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
334 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
336 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
337 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
339 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
340 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
342 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
343 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
345 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
346 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
348 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
349 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
351 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
352 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
354 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
355 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
357 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
358 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
360 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
361 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
363 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
364 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
366 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
367 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
369 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
370 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
372 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
373 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
375 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
376 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
378 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
379 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
381 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
382 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
384 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
385 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
387 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
388 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
390 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
391 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
392 record
393 LeftAnim: Boolean;
394 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
395 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
396 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
397 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
398 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
399 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
400 AnimDeltaRight: ((X: 1; Y: 4), (X: 1; Y: 4), (X: 0; Y: 4), (X: 0; Y: 4), (X: 2; Y: 6), (X: 2; Y: 6), (X: 2; Y: 5));
401 AnimDeltaLeft: ((X: 1; Y: 4), (X: 1; Y: 4), (X: 0; Y: 4), (X: 0; Y: 4), (X: 2; Y: 6), (X: 2; Y: 6), (X: 2; Y: 5))),
403 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
404 AnimDeltaRight: ((X: 8; Y: -4), (X: 8; Y: -4), (X: -2; Y: -1), (X: 3; Y: -2), (X: 14; Y: -4), (X: 14; Y: -4), (X: -5; Y: -4));
405 AnimDeltaLeft: ((X: 8; Y: -4), (X: 8; Y: -4), (X: -2; Y: -1), (X: 3; Y: -2), (X: 14; Y: -4), (X: 14; Y: -4), (X: -5; Y: -4))),
407 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
408 AnimDeltaRight: ((X: 1; Y: -4), (X: 1; Y: -4), (X: 3; Y: -1), (X: 2; Y: -1), (X: 2; Y: -4), (X: 2; Y: -4), (X: 1; Y: -4));
409 AnimDeltaLeft: ((X: 1; Y: -4), (X: 1; Y: -4), (X: 3; Y: -1), (X: 2; Y: -1), (X: 2; Y: -4), (X: 2; Y: -4), (X: 1; Y: -4))),
411 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
412 AnimDeltaRight: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4));
413 AnimDeltaLeft: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4))),
415 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
416 AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 0; Y: -6), (X: -2; Y: -6));
417 AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-1; Y: -3), (X: 1; Y: -3))),
419 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
420 AnimDeltaRight: ((X: -1; Y: -2), (X: -1; Y: -2), (X: -2; Y: 0), (X: -2; Y: 0), (X: 0; Y: -3), (X: 0; Y: -3), (X: -1; Y: -2));
421 AnimDeltaLeft: ((X: -1; Y: -2), (X: -1; Y: -2), (X: -2; Y: 0), (X: -2; Y: 0), (X: -1; Y: -4), (X: -1; Y: -4), (X: 2; Y: -4))),
423 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
424 AnimDeltaRight: ((X: 4; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: 1; Y: 0), (X: 1; Y: 0), (X: -1; Y: 0));
425 AnimDeltaLeft: ((X: 0; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: -2; Y: 0), (X: -2; Y: 0), (X: 1; Y: 0))),
427 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
428 AnimDeltaRight: ((X: 4; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: 1; Y: 0), (X: 1; Y: 0), (X: -1; Y: 0));
429 AnimDeltaLeft: ((X: 0; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: -2; Y: 0), (X: -2; Y: 0), (X: 1; Y: 0))),
431 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
432 AnimDeltaRight: ((X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -5), (X: 0; Y: -5), (X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -4));
433 AnimDeltaLeft: ((X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -5), (X: 0; Y: -5), (X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -4))),
435 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
436 AnimDeltaRight: ((X: 1; Y:-10), (X: 1; Y:-10), (X:-33; Y:-34), (X:-33; Y:-34), (X:-16; Y:-10), (X:-16; Y:-10), (X: -1; Y: -7));
437 AnimDeltaLeft: ((X: 1; Y:-10), (X: 1; Y:-10), (X:-33; Y:-34), (X:-33; Y:-34), (X:-16; Y:-10), (X:-16; Y:-10), (X: -1; Y: -7))),
439 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
440 AnimDeltaRight: ((X: -1; Y: -3), (X: -1; Y: -3), (X: -3; Y: 0), (X: -3; Y: 0), (X: -1; Y: -3), (X: -1; Y: -3), (X: -1; Y: -4));
441 AnimDeltaLeft: ((X: -1; Y: -3), (X: -1; Y: -3), (X: -3; Y: 0), (X: -3; Y: 0), (X: -1; Y: -3), (X: -1; Y: -3), (X: -1; Y: -4))),
443 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
444 AnimDeltaRight: ((X: -4; Y: -4), (X: -4; Y: -4), (X: -2; Y: 8), (X: -2; Y: 8), (X: -3; Y: -3), (X: -3; Y: -3), (X: -3; Y: -4));
445 AnimDeltaLeft: ((X: -4; Y: -4), (X: -4; Y: -4), (X: -2; Y: 8), (X: -2; Y: 8), (X: -3; Y: -3), (X: -3; Y: -3), (X: 18; Y: -5))),
447 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
448 AnimDeltaRight: ((X: 0; Y: -1), (X: 0; Y: -1), (X: -3; Y: 5), (X: -3; Y: 5), (X: 7; Y: -1), (X: 7; Y: -1), (X: 1; Y: -3));
449 AnimDeltaLeft: ((X: 0; Y: -1), (X: 0; Y: -1), (X: -3; Y: 5), (X: -3; Y: 5), (X: 7; Y: -1), (X: 7; Y: -1), (X: 6; Y: -3))),
451 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
452 AnimDeltaRight: ((X: -2; Y: -7), (X: -2; Y: -7), (X: -4; Y: -2), (X: -4; Y: -2), (X: -4; Y: -7), (X: -4; Y: -7), (X:-14; Y: -7));
453 AnimDeltaLeft: ((X: -2; Y: -7), (X: -2; Y: -7), (X: -4; Y: -2), (X: -4; Y: -2), (X: -4; Y: -7), (X: -4; Y: -7), (X:-14; Y: -7))),
455 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
456 AnimDeltaRight: ((X: -1; Y: 4), (X: -1; Y: 4), (X: -2; Y: 4), (X: -2; Y: 4), (X: -1; Y: 4), (X: 6; Y: 2), (X:-24; Y: 4));
457 AnimDeltaLeft: ((X: 1; Y: 4), (X: -1; Y: 4), (X: -2; Y: 4), (X: -2; Y: 4), (X: -2; Y: 2), (X: -5; Y: 4), (X: 26; Y: 4))),
459 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
460 AnimDeltaRight: ((X: 5; Y:-21), (X: 5; Y:-21), (X: 1; Y:-21), (X: 1; Y:-21), (X: 8; Y:-23), (X: -1; Y:-23), (X: 4; Y:-20));
461 AnimDeltaLeft: ((X: -8; Y:-21), (X: 5; Y:-21), (X: 1; Y:-21), (X: 1; Y:-21), (X:-10; Y:-24), (X: 3; Y:-23), (X: -4; Y:-22))),
463 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
464 AnimDeltaRight: ((X: -1; Y: 0), (X: -1; Y: 0), (X: -2; Y: -1), (X: -2; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1));
465 AnimDeltaLeft: ((X: -1; Y: 0), (X: -1; Y: 0), (X: -2; Y: -1), (X: -2; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1 ))),
467 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
468 AnimDeltaRight: ((X: 0; Y:-15), (X: 0; Y:-15), (X: -1; Y:-15), (X: -1; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15));
469 AnimDeltaLeft: ((X: 0; Y:-15), (X: 0; Y:-15), (X: -1; Y:-15), (X: -1; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15))),
471 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
472 AnimDeltaRight: ((X: -2; Y:-26), (X: -2; Y:-26), (X: 0; Y:-26), (X: 0; Y:-26), (X: 2; Y:-26), (X: 15; Y:-26), (X: -2; Y:-26));
473 AnimDeltaLeft: ((X: -2; Y:-26), (X: -2; Y:-26), (X: 0; Y:-26), (X: 0; Y:-26), (X: 2; Y:-26), (X: 15; Y:-26), (X: -2; Y:-26))),
475 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
476 AnimDeltaRight: ((X: 0; Y: -6), (X: 0; Y: -6), (X: -2; Y: 0), (X: 2; Y: 0), (X: 1; Y: -6), (X: 1; Y: -6), (X: 0; Y: -6));
477 AnimDeltaLeft: ((X: 0; Y: -6), (X: 0; Y: -6), (X: -2; Y: 0), (X: 2; Y: 0), (X: 1; Y: -6), (X: 1; Y: -6), (X: 0; Y: -6))) );
479 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
480 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
483 var
484 gMonsters: array of TMonster;
485 uidMap: array [0..65535] of TMonster; // monster knows it's index
488 procedure clearUidMap ();
489 var
490 idx: Integer;
491 begin
492 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
493 end;
496 function g_Mons_getNewTrapFrameId (): DWord;
497 var
498 f: Integer;
499 begin
500 Inc(monCheckTrapLastFrameId);
501 if monCheckTrapLastFrameId = 0 then
502 begin
503 // wraparound
504 monCheckTrapLastFrameId := 1;
505 for f := 0 to High(gMonsters) do
506 begin
507 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
508 end;
509 end;
510 result := monCheckTrapLastFrameId;
511 end;
514 var
515 pt_x: Integer = 0;
516 pt_xs: Integer = 1;
517 pt_y: Integer = 0;
518 pt_ys: Integer = 1;
519 soulcount: Integer = 0;
522 function allocMonster(): DWORD;
523 var
524 i, olen: Integer;
525 begin
526 for i := 0 to High(gMonsters) do
527 begin
528 if (gMonsters[i] = nil) then
529 begin
530 result := i;
531 exit;
532 end;
533 end;
535 olen := Length(gMonsters);
536 if (olen = 0) then
537 begin
538 SetLength(gMonsters, 64);
539 result := 0;
540 end
541 else
542 begin
543 result := olen;
544 SetLength(gMonsters, Length(gMonsters)+32);
545 end;
546 end;
549 function IsFriend(a, b: Byte): Boolean;
550 begin
551 Result := True;
553 // Áî÷êà - âñåì äðóã:
554 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
555 Exit;
557 // Ìîíñòðû îäíîãî âèäà:
558 if a = b then
559 case a of
560 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
561 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
562 Exit; // Ýòè íå áüþò ñâîèõ
563 end;
565 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
566 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
567 Exit;
568 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
569 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
570 Exit;
572 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
573 Result := False;
574 end;
576 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
577 var
578 m: TMonster;
579 UIDType, MonsterType: Byte;
580 begin
581 Result := False;
582 MonsterType := 0;
584 UIDType := g_GetUIDType(SpawnerUID);
585 if UIDType = UID_MONSTER then
586 begin
587 m := g_Monsters_ByUID(SpawnerUID);
588 if m = nil then Exit;
589 MonsterType := m.FMonsterType;
590 end;
592 case BH of
593 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
594 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
596 BH_KILLER: Result := UIDType = UID_PLAYER;
597 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
598 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
600 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
601 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
602 end;
603 end;
605 function canShoot(m: Byte): Boolean;
606 begin
607 Result := False;
609 case m of
610 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
611 Exit;
612 else
613 Result := True;
614 end;
615 end;
617 function isCorpse(o: PObj; immediately: Boolean): Integer;
619 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
620 begin
621 result := false; // don't stop
622 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
623 begin
624 case mon.FMonsterType of // Íå âîñêðåñèòü:
625 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
626 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
627 end;
628 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
629 result := true;
630 end;
631 end;
633 var
634 a: Integer;
635 mon: TMonster;
636 begin
637 result := -1;
639 // Åñëè íóæíà âåðîÿòíîñòü
640 if not immediately and (Random(8) <> 0) then exit;
642 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
643 if gmon_debug_use_sqaccel then
644 begin
645 mon := monsTree.aabbQuery(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
646 if (mon <> nil) then result := mon.arrIdx;
647 end
648 else
649 begin
650 for a := 0 to High(gMonsters) do
651 begin
652 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
653 begin
654 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
655 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
656 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
657 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
658 begin
659 Result := a;
660 Exit;
661 end;
662 end;
663 end;
664 end;
665 end;
666 end;
668 procedure g_Monsters_LoadData();
669 begin
670 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
672 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
673 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
675 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
678 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
679 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
685 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
686 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
692 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
693 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
699 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
700 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
706 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
707 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
713 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
714 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
720 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
721 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
728 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
735 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
742 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
749 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
756 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
763 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
770 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
777 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
784 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
791 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
798 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
805 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
812 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
825 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
827 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
829 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
830 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
831 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
832 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
833 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
834 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
835 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
836 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
837 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
838 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
839 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
841 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
842 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
843 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
845 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
846 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
847 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
848 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
849 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
850 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
852 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
853 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
854 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
855 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
856 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
858 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
859 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
861 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
862 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
863 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
864 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
866 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
867 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
868 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
869 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
870 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
872 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
873 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
874 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
875 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
876 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
878 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
879 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
880 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
881 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
883 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
884 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
885 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
887 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
888 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
890 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
891 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
893 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
894 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
895 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
897 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
898 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
900 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
901 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
902 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
904 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
906 monsTree := TDynAABBTreeMons.Create();
907 clearUidMap();
908 monCheckTrapLastFrameId := 0;
909 end;
911 procedure g_Monsters_FreeData();
912 begin
913 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
915 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
916 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
917 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
918 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
919 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
920 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
921 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
922 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
923 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
924 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
925 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
926 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
927 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
928 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
929 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
930 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
931 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
932 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
933 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
934 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
935 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
936 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
937 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
938 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
939 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
940 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
941 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
942 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
943 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
944 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
945 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
946 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
947 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
948 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
949 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
950 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
951 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
952 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
953 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
954 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
955 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
956 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
957 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
958 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
959 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
960 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
961 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
962 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
963 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
964 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
965 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
966 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
967 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
968 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
969 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
970 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
972 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
973 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
974 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
975 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
976 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
977 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
978 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
979 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
980 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
981 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
982 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
983 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
984 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
985 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
986 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
987 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
988 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
989 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
990 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
991 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
992 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
993 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
994 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
995 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
996 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
997 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
998 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
999 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1047 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1049 g_Sound_Delete('SOUND_MONSTER_PAIN');
1050 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1051 g_Sound_Delete('SOUND_MONSTER_ACTION');
1052 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1053 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1054 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1055 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1056 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1057 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1058 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1059 g_Sound_Delete('SOUND_MONSTER_SLOP');
1061 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1062 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1063 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1065 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1066 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1067 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1068 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1069 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1070 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1072 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1073 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1074 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1075 g_Sound_Delete('SOUND_MONSTER_HAHA');
1076 g_Sound_Delete('SOUND_MONSTER_TRUP');
1078 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1079 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1081 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1082 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1083 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1084 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1086 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1087 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1088 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1089 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1090 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1092 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1093 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1094 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1095 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1096 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1098 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1099 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1100 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1101 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1103 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1104 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1105 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1107 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1108 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1110 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1111 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1113 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1114 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1115 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1117 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1118 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1120 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1121 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1122 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1124 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1126 monsTree.Free();
1127 end;
1129 procedure g_Monsters_Init();
1130 begin
1131 soulcount := 0;
1132 end;
1134 procedure g_Monsters_Free();
1135 var
1136 a: Integer;
1137 begin
1138 monsTree.reset();
1139 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1140 gMonsters := nil;
1141 clearUidMap();
1142 monCheckTrapLastFrameId := 0;
1143 end;
1145 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1146 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1147 var
1148 find_id: DWORD;
1149 mon: TMonster;
1150 begin
1151 result := nil;
1153 // Íåò òàêîãî ìîíñòðà
1154 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1156 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1157 if MonsterType = MONSTER_SOUL then
1158 begin
1159 if soulcount > MAX_SOUL then exit;
1160 soulcount := soulcount + 1;
1161 end;
1163 find_id := allocMonster();
1165 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1166 gMonsters[find_id] := mon;
1167 mon.arrIdx := find_id;
1168 mon.treeNode := -1;
1170 uidMap[mon.FUID] := mon;
1172 // Íàñòðàèâàåì ïîëîæåíèå
1173 with mon do
1174 begin
1175 if AdjCoord then
1176 begin
1177 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1178 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1179 end
1180 else
1181 begin
1182 FObj.X := X-FObj.Rect.X;
1183 FObj.Y := Y-FObj.Rect.Y;
1184 end;
1186 FDirection := Direction;
1187 FStartDirection := Direction;
1188 FStartX := GameX;
1189 FStartY := GameY;
1190 end;
1192 mon.positionChanged();
1194 result := mon;
1195 end;
1197 procedure g_Monsters_killedp();
1198 var
1199 a, h: Integer;
1200 begin
1201 if gMonsters = nil then
1202 Exit;
1204 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1205 h := High(gMonsters);
1206 for a := 0 to h do
1207 if (gMonsters[a] <> nil) then
1208 with gMonsters[a] do
1209 if (FMonsterType = MONSTER_MAN) and
1210 (FState <> STATE_DEAD) and
1211 (FState <> STATE_SLEEP) and
1212 (FState <> STATE_DIE) then
1213 begin
1214 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1215 Exit;
1216 end;
1217 end;
1219 procedure g_Monsters_Update();
1220 var
1221 a: Integer;
1222 begin
1223 // Öåëåóêàçàòåëü
1224 if gTime mod (GAME_TICK*2) = 0 then
1225 begin
1226 pt_x := pt_x+pt_xs;
1227 pt_y := pt_y+pt_ys;
1228 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1229 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1230 end;
1232 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1234 for a := 0 to High(gMonsters) do
1235 begin
1236 if (gMonsters[a] = nil) then continue;
1237 if not gMonsters[a].FRemoved then
1238 begin
1239 if g_Game_IsClient then
1240 gMonsters[a].ClientUpdate()
1241 else
1242 gMonsters[a].Update();
1243 end
1244 else
1245 begin
1246 gMonsters[a].Free();
1247 gMonsters[a] := nil;
1248 end;
1249 end;
1251 gMon := False;
1252 end;
1254 procedure g_Monsters_Draw();
1255 var
1256 a: Integer;
1257 begin
1258 if gMonsters <> nil then
1259 for a := 0 to High(gMonsters) do
1260 if gMonsters[a] <> nil then
1261 gMonsters[a].Draw();
1262 end;
1264 procedure g_Monsters_DrawHealth();
1265 var
1266 a: Integer;
1267 fW, fH: Byte;
1268 begin
1269 if gMonsters = nil then Exit;
1270 e_TextureFontGetSize(gStdFont, fW, fH);
1272 for a := 0 to High(gMonsters) do
1273 if gMonsters[a] <> nil then
1274 begin
1275 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1276 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1277 IntToStr(gMonsters[a].FHealth), gStdFont);
1278 end;
1279 end;
1281 function g_Monsters_ByUID (UID: Word): TMonster;
1282 //var a: Integer;
1283 begin
1284 result := uidMap[UID];
1286 Result := nil;
1287 if gMonsters <> nil then
1288 for a := 0 to High(gMonsters) do
1289 if (gMonsters[a] <> nil) and
1290 (gMonsters[a].FUID = UID) then
1291 begin
1292 Result := gMonsters[a];
1293 Break;
1294 end;
1296 end;
1298 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1299 var
1300 count, i: Integer;
1301 b: Byte;
1302 begin
1303 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1304 count := 0;
1305 if gMonsters <> nil then
1306 for i := 0 to High(gMonsters) do
1307 if gMonsters[i] <> nil then
1308 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1309 count := count + 1;
1311 Mem := TBinMemoryWriter.Create((count+1) * 350);
1313 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1314 Mem.WriteInt(pt_x);
1315 Mem.WriteInt(pt_xs);
1316 Mem.WriteInt(pt_y);
1317 Mem.WriteInt(pt_ys);
1319 // Êîëè÷åñòâî ìîíñòðîâ:
1320 Mem.WriteInt(count);
1322 if count = 0 then
1323 Exit;
1325 // Ñîõðàíÿåì ìîíñòðîâ:
1326 for i := 0 to High(gMonsters) do
1327 if gMonsters[i] <> nil then
1328 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1329 begin
1330 // Òèï ìîíñòðà:
1331 b := gMonsters[i].MonsterType;
1332 Mem.WriteByte(b);
1333 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1334 gMonsters[i].SaveState(Mem);
1335 end;
1336 end;
1338 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1339 var
1340 count, a: Integer;
1341 b: Byte;
1342 mon: TMonster;
1343 begin
1344 if Mem = nil then exit;
1346 g_Monsters_Free();
1348 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1349 Mem.ReadInt(pt_x);
1350 Mem.ReadInt(pt_xs);
1351 Mem.ReadInt(pt_y);
1352 Mem.ReadInt(pt_ys);
1354 // Êîëè÷åñòâî ìîíñòðîâ
1355 Mem.ReadInt(count);
1357 if count = 0 then exit;
1359 // Çàãðóæàåì ìîíñòðîâ
1360 for a := 0 to count-1 do
1361 begin
1362 // Òèï ìîíñòðà
1363 Mem.ReadByte(b);
1364 // Ñîçäàåì ìîíñòðà
1365 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1366 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1367 // Çàãðóæàåì äàííûå ìîíñòðà
1368 mon.LoadState(Mem);
1369 end;
1370 end;
1372 function g_Monsters_GetIDByName(name: String): Integer;
1373 var
1374 i: Integer;
1375 begin
1376 name := UpperCase(name);
1377 i := MONSTER_DEMON;
1378 while (i <= MONSTER_MAN) do
1379 begin
1380 if name = MONSTERTABLE[i].Name then
1381 begin
1382 Result := i;
1383 Exit;
1384 end;
1385 Inc(i);
1386 end;
1388 Result := -1;
1389 end;
1391 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1392 begin
1393 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1394 Result := MONSTERTABLE[MonsterType].Name
1395 else
1396 Result := '?';
1397 end;
1399 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1400 begin
1401 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1402 Result := KilledByMonster[MonsterType]
1403 else
1404 Result := '?';
1405 end;
1407 { T M o n s t e r : }
1409 procedure TMonster.ActionSound();
1410 begin
1411 case FMonsterType of
1412 MONSTER_IMP:
1413 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1414 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1415 MONSTER_MANCUB:
1416 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1417 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1418 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1419 MONSTER_SPIDER:
1420 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1421 MONSTER_BSP:
1422 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1423 MONSTER_VILE:
1424 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1425 MONSTER_SKEL:
1426 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1427 MONSTER_CYBER:
1429 MONSTER_MAN:
1430 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1431 end;
1432 end;
1434 procedure TMonster.PainSound();
1435 begin
1436 if FPainSound then
1437 Exit;
1439 FPainSound := True;
1440 FPainTicks := 20;
1442 case FMonsterType of
1443 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1444 MONSTER_SKEL, MONSTER_CGUN:
1445 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1446 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1447 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1448 MONSTER_BSP, MONSTER_CYBER:
1449 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1450 MONSTER_VILE:
1451 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1452 MONSTER_MANCUB:
1453 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1454 MONSTER_PAIN:
1455 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1456 MONSTER_MAN:
1457 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1458 end;
1459 end;
1461 procedure TMonster.DieSound();
1462 begin
1463 case FMonsterType of
1464 MONSTER_IMP:
1465 case Random(2) of
1466 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1467 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1468 end;
1469 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1470 case Random(3) of
1471 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1472 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1473 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1474 end;
1475 MONSTER_DEMON:
1476 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1477 MONSTER_BARREL:
1478 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1479 MONSTER_SOUL:
1480 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1481 MONSTER_BSP:
1482 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1483 MONSTER_VILE:
1484 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1485 MONSTER_BARON:
1486 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1487 MONSTER_CACO:
1488 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1489 MONSTER_CYBER:
1490 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1491 MONSTER_KNIGHT:
1492 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1493 MONSTER_MANCUB:
1494 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1495 MONSTER_PAIN:
1496 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1497 MONSTER_SKEL:
1498 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1499 MONSTER_SPIDER:
1500 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1501 MONSTER_MAN:
1502 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1503 end;
1504 end;
1506 procedure TMonster.WakeUpSound();
1507 begin
1508 case FMonsterType of
1509 MONSTER_IMP:
1510 case Random(2) of
1511 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1512 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1513 end;
1514 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1515 case Random(3) of
1516 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1517 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1518 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1519 end;
1520 MONSTER_MAN:
1521 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1522 MONSTER_BSP:
1523 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1524 MONSTER_VILE:
1525 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1526 MONSTER_BARON:
1527 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1528 MONSTER_CACO:
1529 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1530 MONSTER_CYBER:
1531 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1532 MONSTER_KNIGHT:
1533 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1534 MONSTER_MANCUB:
1535 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1536 MONSTER_PAIN:
1537 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1538 MONSTER_DEMON:
1539 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1540 MONSTER_SKEL:
1541 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1542 MONSTER_SPIDER:
1543 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1544 MONSTER_SOUL:
1546 end;
1547 end;
1549 procedure TMonster.BFGHit();
1550 begin
1551 if FMonsterType = MONSTER_FISH then
1552 Exit;
1554 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1555 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1556 {if g_Game_IsServer and g_Game_IsNet then
1557 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1558 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1559 0, NET_GFX_BFG);}
1560 end;
1562 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1563 begin
1564 Result := g_Collide(FObj.X+FObj.Rect.X,
1565 FObj.Y+FObj.Rect.Y,
1566 FObj.Rect.Width,
1567 FObj.Rect.Height,
1568 X, Y,
1569 Width, Height);
1570 end;
1572 function TMonster.Collide(Panel: TPanel): Boolean;
1573 begin
1574 Result := g_Collide(FObj.X+FObj.Rect.X,
1575 FObj.Y+FObj.Rect.Y,
1576 FObj.Rect.Width,
1577 FObj.Rect.Height,
1578 Panel.X, Panel.Y,
1579 Panel.Width, Panel.Height);
1580 end;
1582 function TMonster.Collide(X, Y: Integer): Boolean;
1583 begin
1584 X := X - FObj.X - FObj.Rect.X;
1585 Y := Y - FObj.Y - FObj.Rect.Y;
1586 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1587 (y >= 0) and (y <= FObj.Rect.Height);
1588 end;
1590 procedure TMonster.Respawn;
1591 begin
1592 FObj.Vel.X := 0;
1593 FObj.Vel.Y := 0;
1594 FObj.Accel.X := 0;
1595 FObj.Accel.Y := 0;
1596 FDirection := FStartDirection;
1597 GameX := FStartX;
1598 GameY := FStartY;
1599 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1600 FHealth := MONSTERTABLE[FMonsterType].Health;
1601 FAmmo := 0;
1602 FPain := 0;
1603 FTargetUID := 0;
1604 FTargetTime := 0;
1605 FDieTriggers := nil;
1606 FWaitAttackAnim := False;
1607 FChainFire := False;
1608 FShellTimer := -1;
1610 FState := STATE_SLEEP;
1611 FCurAnim := ANIM_SLEEP;
1613 positionChanged(); // this updates spatial accelerators
1615 if g_Game_IsNet and g_Game_IsServer then
1616 begin
1617 MH_SEND_MonsterPos(FUID);
1618 MH_SEND_MonsterState(FUID);
1619 end;
1620 end;
1622 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1623 var
1624 a: Integer;
1625 FramesID: DWORD;
1626 s: String;
1627 res: Boolean;
1628 begin
1629 if ForcedUID < 0 then
1630 FUID := g_CreateUID(UID_MONSTER)
1631 else
1632 FUID := ForcedUID;
1634 FMonsterType := MonsterType;
1636 g_Obj_Init(@FObj);
1638 FState := STATE_SLEEP;
1639 FCurAnim := ANIM_SLEEP;
1640 FHealth := MONSTERTABLE[MonsterType].Health;
1641 FMaxHealth := FHealth;
1642 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1643 FDieTriggers := nil;
1644 FSpawnTrigger := -1;
1645 FWaitAttackAnim := False;
1646 FChainFire := False;
1647 FStartID := aID;
1648 FNoRespawn := False;
1649 FShellTimer := -1;
1650 FBehaviour := BH_NORMAL;
1651 FFireTime := 0;
1652 FFirePainTime := 0;
1653 FFireAttacker := 0;
1655 treeNode := -1;
1656 arrIdx := -1;
1657 trapCheckFrameId := 0;
1659 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1660 FBloodKind := BLOOD_SPARKS
1661 else
1662 FBloodKind := BLOOD_NORMAL;
1663 if FMonsterType = MONSTER_CACO then
1664 begin
1665 FBloodRed := 0;
1666 FBloodGreen := 0;
1667 FBloodBlue := 150;
1668 end
1669 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1670 begin
1671 FBloodRed := 0;
1672 FBloodGreen := 150;
1673 FBloodBlue := 0;
1674 end
1675 else
1676 begin
1677 FBloodRed := 150;
1678 FBloodGreen := 0;
1679 FBloodBlue := 0;
1680 end;
1682 SetLength(FAnim, Length(ANIMTABLE));
1684 for a := 0 to High(FAnim) do
1685 begin
1686 FAnim[a, D_LEFT] := nil;
1687 FAnim[a, D_RIGHT] := nil;
1688 end;
1690 for a := ANIM_SLEEP to ANIM_PAIN do
1691 if (ANIMTABLE[a].name <> '') and
1692 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1693 begin
1694 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1695 '_'+ANIMTABLE[a].name;
1697 res := g_Frames_Exists(s);
1699 if res then
1700 res := g_Frames_Get(FramesID, s);
1702 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1703 if (not res) then
1704 begin
1705 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1706 if a <> ANIM_MESS then
1707 Continue;
1709 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1710 '_'+ANIMTABLE[ANIM_DIE].name) then
1711 begin
1712 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1713 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1714 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1715 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1716 Continue;
1717 end;
1718 end;
1720 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1721 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1723 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1724 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1725 begin
1726 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1727 '_'+ANIMTABLE[a].name+'_L';
1728 if g_Frames_Exists(s) then
1729 g_Frames_Get(FramesID, s);
1730 end;
1732 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1733 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1734 end;
1736 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1737 if MonsterType = MONSTER_VILE then
1738 begin
1739 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1740 vilefire := TAnimation.Create(FramesID, True, 2);
1741 end
1742 else
1743 vilefire := nil;
1744 end;
1746 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1747 var
1748 c, it: Integer;
1749 p: TPlayer;
1750 begin
1751 Result := False;
1753 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1754 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1755 Exit;
1757 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1758 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1759 begin
1760 FSleep := 20;
1761 if Random(2) = 0 then
1762 FDirection := D_RIGHT
1763 else
1764 FDirection := D_LEFT;
1765 Result := True;
1766 SetState(STATE_RUN);
1767 Exit;
1768 end;
1770 // Ëîâóøêà óáèâàåò ñðàçó:
1771 if t = HIT_TRAP then
1772 FHealth := -100;
1774 // Ðîáîòó óðîíà íåò:
1775 if FMonsterType = MONSTER_ROBO then
1776 aDamage := 0;
1778 // Íàíîñèì óðîí:
1779 if g_Game_IsServer then Dec(FHealth, aDamage);
1781 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1782 if FPain = 0 then
1783 FPain := 3;
1784 FPain := FPain+aDamage;
1786 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1787 if FState <> STATE_PAIN then
1788 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1789 (FMonsterType <> MONSTER_BARREL) then
1790 SetState(STATE_PAIN);
1792 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1793 if (gBloodCount > 0) then
1794 begin
1795 c := Min(aDamage, 200);
1796 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1798 if (VelX = 0) and (VelY = 0) then
1799 MakeBloodSimple(c)
1800 else
1801 case t of
1802 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1803 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1804 end;
1805 end;
1807 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1808 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1809 begin
1810 FTargetUID := SpawnerUID;
1811 FTargetTime := 0;
1812 end;
1814 // Çäîðîâüå çàêîí÷èëîñü:
1815 if FHealth <= 0 then
1816 begin
1817 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1818 if (FMonsterType <> MONSTER_BARREL) then
1819 begin
1820 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1821 begin
1822 p := g_Player_Get(SpawnerUID);
1823 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1824 begin
1825 p.MonsterKills := p.MonsterKills+1;
1826 if gGameSettings.GameMode = GM_COOP then
1827 p.Frags := p.Frags + 1;
1828 // Uncomment this if you want to double-kill monsters
1829 //p.FragCombo();
1830 end;
1831 end;
1832 if gLMSRespawn = LMS_RESPAWN_NONE then
1833 begin
1834 Inc(gCoopMonstersKilled);
1835 if g_Game_IsNet then
1836 MH_SEND_GameStats;
1837 end;
1838 end;
1840 // Âûáèðàåì ëóò:
1841 case FMonsterType of
1842 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1843 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1844 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1845 MONSTER_MAN: c := ITEM_KEY_RED;
1846 else c := 0;
1847 end;
1849 // Áðîñàåì ëóò:
1850 if c <> 0 then
1851 begin
1852 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1853 FObj.Y + (FObj.Rect.Height div 2),
1854 c, True, False);
1855 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1856 (FObj.Vel.Y div 2)-Random(4));
1857 positionChanged(); // this updates spatial accelerators
1858 if g_Game_IsServer and g_Game_IsNet then
1859 MH_SEND_ItemSpawn(True, it);
1860 end;
1862 // Òðóï äàëüøå íå èäåò:
1863 FObj.Vel.X := 0;
1865 // Ó òðóïà ðàçìåðû ìåíüøå:
1866 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1867 begin
1868 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1869 FObj.Rect.Height := 12;
1870 end;
1872 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1873 if (FHealth <= -30) and
1874 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1875 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1876 (FMonsterType = MONSTER_MAN)) then
1877 begin
1878 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1879 SetState(STATE_DIE, ANIM_MESS);
1880 end
1881 else
1882 begin
1883 DieSound();
1884 SetState(STATE_DIE);
1885 end;
1887 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1888 if g_Game_IsServer then ActivateTriggers();
1890 FHealth := 0;
1891 end
1892 else
1893 if FState = STATE_SLEEP then
1894 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1895 FPain := MONSTERTABLE[FMonsterType].Pain;
1896 SetState(STATE_GO);
1897 end;
1899 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1900 Result := True;
1901 end;
1903 function TMonster.Heal(Value: Word): Boolean;
1904 begin
1905 Result := False;
1906 if g_Game_IsClient then
1907 Exit;
1908 if not Live then
1909 Exit;
1911 if FHealth < FMaxHealth then
1912 begin
1913 IncMax(FHealth, Value, FMaxHealth);
1914 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1915 Result := True;
1916 end;
1917 end;
1919 destructor TMonster.Destroy();
1920 var
1921 a: Integer;
1922 begin
1923 for a := 0 to High(FAnim) do
1924 begin
1925 FAnim[a, D_LEFT].Free();
1926 FAnim[a, D_RIGHT].Free();
1927 end;
1929 vilefire.Free();
1931 if (treeNode <> -1) then
1932 begin
1933 if monsTree.isValidId(treeNode) then
1934 begin
1935 {$IF DEFINED(D2F_DEBUG)}
1936 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx, UID, treeNode]), MSG_NOTIFY);
1937 {$ENDIF}
1938 monsTree.removeObject(treeNode);
1939 end;
1940 end;
1942 if (arrIdx <> -1) then
1943 begin
1944 gMonsters[arrIdx] := nil;
1945 end;
1947 uidMap[FUID] := nil;
1949 inherited Destroy();
1950 end;
1952 procedure TMonster.Draw();
1953 var
1954 m: TMirrorType;
1955 dx, dy, c: Integer;
1956 o: TObj;
1957 begin
1958 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1959 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1961 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1962 if FMonsterType = MONSTER_VILE then
1963 if FState = STATE_SHOOT then
1964 if GetPos(FTargetUID, @o) then
1965 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1966 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1968 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1969 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1970 sX-128, sY-128, sWidth+256, sHeight+256) then
1971 Exit;
1973 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1974 if FState = STATE_DEAD then
1975 case FMonsterType of
1976 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1977 end;
1979 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1980 if FAnim[FCurAnim, FDirection] <> nil then
1981 begin
1982 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1983 if (FDirection = D_LEFT) and
1984 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1985 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1986 (FMonsterType <> MONSTER_BARREL) then
1987 m := M_HORIZONTAL
1988 else
1989 m := M_NONE;
1991 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1992 if (FDirection = D_LEFT) and
1993 (FMonsterType <> MONSTER_BARREL) then
1994 begin
1995 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1996 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1998 if m = M_HORIZONTAL then
1999 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2000 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2001 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
2002 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2003 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2004 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2005 dx := -dx;
2006 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2007 end;
2008 end
2009 else // Ïðàâàÿ àíèìàöèÿ
2010 begin
2011 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2012 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2013 end;
2015 // Ðèñóåì:
2016 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2017 end;
2019 if g_debug_Frames then
2020 begin
2021 e_DrawQuad(FObj.X+FObj.Rect.X,
2022 FObj.Y+FObj.Rect.Y,
2023 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2024 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2025 0, 255, 0);
2026 end;
2027 end;
2029 procedure TMonster.MakeBloodSimple(Count: Word);
2030 begin
2031 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2032 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2033 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2034 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2035 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2036 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2037 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2038 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2039 end;
2041 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2042 begin
2043 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2044 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2045 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2046 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2047 end;
2049 procedure TMonster.Push(vx, vy: Integer);
2050 begin
2051 FObj.Accel.X := FObj.Accel.X + vx;
2052 FObj.Accel.Y := FObj.Accel.Y + vy;
2053 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2054 end;
2056 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2057 var
2058 Anim: Byte;
2059 begin
2060 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2061 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2062 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2063 soulcount := soulcount-1;
2065 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2066 case FState of
2067 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2068 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2069 (State <> STATE_GO) then
2070 Exit;
2071 end;
2073 // Ñìåíà ñîñòîÿíèÿ:
2074 FState := State;
2076 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2078 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2079 case FState of
2080 STATE_SLEEP: Anim := ANIM_SLEEP;
2081 STATE_PAIN: Anim := ANIM_PAIN;
2082 STATE_WAIT: Anim := ANIM_SLEEP;
2083 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2084 STATE_SHOOT: Anim := ANIM_ATTACK;
2085 STATE_ATTACK: Anim := ANIM_ATTACK;
2086 STATE_DIE: Anim := ANIM_DIE;
2087 STATE_REVIVE:
2088 begin // íà÷àëè âîñðåøàòüñÿ
2089 Anim := FCurAnim;
2090 FAnim[Anim, FDirection].Revert(True);
2092 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2093 FHealth := MONSTERTABLE[FMonsterType].Health;
2094 FAmmo := 0;
2095 FPain := 0;
2096 end;
2097 else Exit;
2098 end;
2100 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2101 if ForceAnim <> 255 then
2102 Anim := ForceAnim;
2104 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2105 if FCurAnim <> Anim then
2106 if FAnim[Anim, FDirection] <> nil then
2107 begin
2108 FAnim[Anim, FDirection].Reset();
2109 FCurAnim := Anim;
2110 end;
2111 end;
2113 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2114 var
2115 TA: TAnimation;
2116 FramesID: DWORD;
2117 begin
2118 Result := False;
2120 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2121 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2122 begin
2123 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2124 if g_Game_IsServer and g_Game_IsNet then
2125 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2126 Exit;
2127 end;
2129 TA := nil;
2131 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2132 if not silent then
2133 begin
2134 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2135 TA := TAnimation.Create(FramesID, False, 6);
2136 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2137 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2138 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2140 if g_Game_IsServer and g_Game_IsNet then
2141 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2142 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2143 NET_GFX_TELE);
2144 end;
2146 FObj.X := X - FObj.Rect.X;
2147 FObj.Y := Y - FObj.Rect.Y;
2148 positionChanged();
2150 if dir = 1 then
2151 FDirection := D_LEFT
2152 else
2153 if dir = 2 then
2154 FDirection := D_RIGHT
2155 else
2156 if dir = 3 then
2157 begin // îáðàòíîå
2158 if FDirection = D_RIGHT then
2159 FDirection := D_LEFT
2160 else
2161 FDirection := D_RIGHT;
2162 end;
2164 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2165 if not silent and (TA <> nil) then
2166 begin
2167 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2168 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2169 TA.Free();
2171 if g_Game_IsServer and g_Game_IsNet then
2172 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2173 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2174 NET_GFX_TELE);
2175 end;
2177 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2178 Result := True;
2179 end;
2181 procedure TMonster.Update();
2182 var
2183 a, b, sx, sy, wx, wy, oldvelx: Integer;
2184 st: Word;
2185 o, co: TObj;
2186 fall: Boolean;
2187 mon: TMonster;
2188 label
2189 _end;
2190 begin
2191 fall := True;
2193 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2194 if FMonsterType = MONSTER_FISH then
2195 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2196 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2197 fall := False;
2199 // Ëåòàþùèå ìîíòñðû:
2200 if ((FMonsterType = MONSTER_SOUL) or
2201 (FMonsterType = MONSTER_PAIN) or
2202 (FMonsterType = MONSTER_CACO)) and
2203 (FState <> STATE_DIE) and
2204 (FState <> STATE_DEAD) then
2205 fall := False;
2207 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2208 if gTime mod (GAME_TICK*2) <> 0 then
2209 begin
2210 g_Obj_Move(@FObj, fall, True, True);
2211 positionChanged(); // this updates spatial accelerators
2212 Exit;
2213 end;
2215 if FPainTicks > 0 then
2216 Dec(FPainTicks)
2217 else
2218 FPainSound := False;
2220 // Äâèãàåìñÿ:
2221 st := g_Obj_Move(@FObj, fall, True, True);
2222 positionChanged(); // this updates spatial accelerators
2224 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2225 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2226 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2227 begin
2228 FRemoved := True;
2229 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2230 begin
2231 Inc(gCoopMonstersKilled);
2232 if g_Game_IsNet then
2233 MH_SEND_GameStats;
2234 end;
2235 ActivateTriggers();
2236 Exit;
2237 end;
2239 oldvelx := FObj.Vel.X;
2241 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2242 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2243 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2245 if FFireTime > 0 then
2246 begin
2247 if WordBool(st and MOVE_INWATER) then
2248 FFireTime := 0
2249 else
2250 begin
2251 OnFireFlame(1);
2252 FFireTime := FFireTime - 1;
2253 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2254 if FFirePainTime = 0 then
2255 begin
2256 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2257 FFirePainTime := 18;
2258 end
2259 else
2260 FFirePainTime := FFirePainTime - 1;
2261 end;
2262 end;
2264 // Ìåðòâûé íè÷åãî íå äåëàåò:
2265 if (FState = STATE_DEAD) then
2266 goto _end;
2268 // AI ìîíñòðîâ âûêëþ÷åí:
2269 if g_debug_MonsterOff then
2270 begin
2271 FSleep := 1;
2272 if FState <> STATE_SLEEP then
2273 SetState(STATE_SLEEP);
2274 end;
2276 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2277 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2278 case FMonsterType of
2279 MONSTER_FISH:
2280 if Random(4) = 0 then
2281 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2282 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2283 MONSTER_ROBO, MONSTER_BARREL:
2284 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2285 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2286 else begin
2287 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2288 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2289 if Random(2) = 0 then
2290 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2291 else
2292 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2293 end;
2294 end;
2296 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2297 if FMonsterType = MONSTER_BARREL then
2298 begin
2299 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2300 (FAnim[FCurAnim, FDirection].Counter = 0) then
2301 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2302 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2303 60, FUID);
2304 end;
2306 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2307 if FMonsterType = MONSTER_SOUL then
2308 if WordBool(st and MOVE_HITAIR) then
2309 g_Obj_SetSpeed(@FObj, 16);
2311 if FAmmo < 0 then
2312 FAmmo := FAmmo + 1;
2314 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2315 if FObj.Vel.Y < 0 then
2316 if WordBool(st and MOVE_INWATER) then
2317 FObj.Vel.Y := -4;
2319 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2320 FTargetTime := FTargetTime + 1;
2322 // Ãèëüçû
2323 if FShellTimer > -1 then
2324 if FShellTimer = 0 then
2325 begin
2326 if FShellType = SHELL_SHELL then
2327 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2328 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2329 GameVelX, GameVelY-2, SHELL_SHELL)
2330 else if FShellType = SHELL_DBLSHELL then
2331 begin
2332 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2333 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2334 GameVelX-1, GameVelY-2, SHELL_SHELL);
2335 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2336 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2337 GameVelX+1, GameVelY-2, SHELL_SHELL);
2338 end;
2339 FShellTimer := -1;
2340 end else Dec(FShellTimer);
2342 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2343 if fall then
2344 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2345 STATE_ATTACK, STATE_SHOOT]) then
2346 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2347 FObj.Rect.Width, FObj.Rect.Height, 50) then
2348 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2349 (FObj.Accel.Y = 0) then
2350 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2352 case FState of
2353 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2354 begin
2355 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2356 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2357 begin
2358 FPain := MONSTERTABLE[FMonsterType].Pain;
2359 if gSoundEffectsDF then PainSound();
2360 end;
2361 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2362 PainSound();
2364 // Ñíèæàåì áîëü ñî âðåìåíåì:
2365 FPain := FPain - 5;
2367 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2368 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2369 begin
2370 FPain := 0;
2371 FAmmo := -9;
2372 SetState(STATE_GO);
2373 end;
2374 end;
2376 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2377 begin
2378 // Ñïèì:
2379 FSleep := FSleep + 1;
2381 // Ïðîñïàëè äîñòàòî÷íî:
2382 if FSleep >= 18 then
2383 FSleep := 0
2384 else // åùå ñïèì
2385 goto _end;
2387 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2388 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2389 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2390 if (gPlayers <> nil) then
2391 for a := 0 to High(gPlayers) do
2392 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2393 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2394 with gPlayers[a] do
2395 if g_Look(@FObj, @Obj, FDirection) then
2396 begin
2397 FTargetUID := gPlayers[a].UID;
2398 FTargetTime := 0;
2399 WakeUpSound();
2400 SetState(STATE_GO);
2401 Break;
2402 end;
2404 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2405 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2406 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2407 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2408 if gMonsters <> nil then
2409 for a := 0 to High(gMonsters) do
2410 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2411 (gMonsters[a].FUID <> FUID) then
2412 begin
2413 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2414 if (FBehaviour = BH_MANIAC) and
2415 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2416 Continue;
2417 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2418 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2419 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2420 Continue;
2421 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2422 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2423 Continue;
2424 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2425 begin
2426 FTargetUID := gMonsters[a].UID;
2427 FTargetTime := 0;
2428 WakeUpSound();
2429 SetState(STATE_GO);
2430 Break;
2431 end;
2432 end;
2433 end;
2435 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2436 begin
2437 // Æäåì:
2438 FSleep := FSleep - 1;
2440 // Âûæäàëè äîñòàòî÷íî - èäåì:
2441 if FSleep < 0 then
2442 SetState(STATE_GO);
2443 end;
2445 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2446 begin
2447 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2448 if WordBool(st and MOVE_BLOCK) then
2449 begin
2450 Turn();
2451 FSleep := 40;
2452 SetState(STATE_RUNOUT);
2454 goto _end;
2455 end;
2457 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2458 if (FMonsterType = MONSTER_VILE) then
2459 if isCorpse(@FObj, False) <> -1 then
2460 begin
2461 FObj.Vel.X := 0;
2462 SetState(STATE_ATTACK, ANIM_ATTACK2);
2464 goto _end;
2465 end;
2467 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2468 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2469 if not findNewPrey() then
2470 begin // Íîâûõ öåëåé íåò
2471 FTargetUID := 0;
2472 o.X := FObj.X+pt_x;
2473 o.Y := FObj.Y+pt_y;
2474 o.Vel.X := 0;
2475 o.Vel.Y := 0;
2476 o.Accel.X := 0;
2477 o.Accel.Y := 0;
2478 o.Rect := _Rect(0, 0, 0, 1);
2479 end
2480 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2481 GetPos(FTargetUID, @o);
2483 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2484 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2485 begin
2486 FTargetTime := 0;
2487 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2488 begin
2489 if kick(@o) then
2490 goto _end;
2491 end;
2492 end;
2494 // Ðàññòîÿíèå äî öåëè:
2495 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2496 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2498 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2499 if sx > 0 then
2500 FDirection := D_RIGHT
2501 else
2502 FDirection := D_LEFT;
2504 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2505 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2506 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2507 if shoot(@o, False) then
2508 goto _end;
2510 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2511 if Abs(sx) < 40 then
2512 if FMonsterType <> MONSTER_FISH then
2513 begin
2514 FSleep := 15;
2515 SetState(STATE_RUN);
2516 if Random(2) = 0 then
2517 FDirection := D_LEFT
2518 else
2519 FDirection := D_RIGHT;
2521 goto _end;
2522 end;
2524 // Óïåðëèñü â ñòåíó:
2525 if WordBool(st and MOVE_HITWALL) then
2526 begin
2527 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2528 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2529 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2530 FSleep := 4;
2531 SetState(STATE_WAIT);
2533 goto _end;
2534 end;
2536 case FMonsterType of
2537 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2538 else // Íå ëåòàþò:
2539 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2540 (FObj.Accel.Y = 0) then
2541 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2542 // Ïðûæîê ÷åðåç ñòåíó:
2543 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2544 SetState(STATE_CLIMB);
2545 end;
2546 end;
2548 goto _end;
2549 end;
2551 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2552 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2553 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2554 begin
2555 if FMonsterType = MONSTER_FISH then
2556 begin // Ðûáà
2557 if not WordBool(st and MOVE_INWATER) then
2558 begin // Ðûáà âíå âîäû:
2559 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2560 begin // "Ñòîèò" òâåðäî
2561 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2562 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2563 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2564 end;
2566 // Ðûáå áîëüíî:
2567 SetState(STATE_PAIN);
2568 FPain := FPain + 50;
2569 end
2570 else // Ðûáà â âîäå
2571 begin
2572 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2573 if Abs(sy) > 8 then
2574 FObj.Vel.Y := g_basic.Sign(sy)*4
2575 else
2576 FObj.Vel.Y := 0;
2578 // Ðûáà ïëûâåò ââåðõ:
2579 if FObj.Vel.Y < 0 then
2580 if not g_Obj_CollideWater(@FObj, 0, -16) then
2581 begin
2582 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2583 FObj.Vel.Y := 0;
2584 // Ïëàâàåì òóäà-ñþäà:
2585 if Random(2) = 0 then
2586 FDirection := D_LEFT
2587 else
2588 FDirection := D_RIGHT;
2589 FSleep := 20;
2590 SetState(STATE_RUN);
2591 end;
2592 end;
2593 end
2594 else // Ëåòàþùèå ìîíñòðû
2595 begin
2596 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2597 if Abs(sy) > 8 then
2598 FObj.Vel.Y := g_basic.Sign(sy)*4
2599 else
2600 FObj.Vel.Y := 0;
2601 end;
2602 end
2603 else // "Íàçåìíûå" ìîíñòðû
2604 begin
2605 // Âîçìîæíî, ïèíàåì êóñêè:
2606 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2607 begin
2608 b := Abs(FObj.Vel.X);
2609 if b > 1 then b := b * (Random(8 div b) + 1);
2610 for a := 0 to High(gGibs) do
2611 begin
2612 if gGibs[a].Live and
2613 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2614 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2615 begin
2616 // Ïèíàåì êóñêè
2617 if FObj.Vel.X < 0 then
2618 begin
2619 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2620 end
2621 else
2622 begin
2623 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2624 end;
2625 end;
2626 end;
2627 end;
2628 // Áîññû ìîãóò ïèíàòü òðóïû:
2629 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2630 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2631 begin
2632 b := Abs(FObj.Vel.X);
2633 if b > 1 then b := b * (Random(8 div b) + 1);
2634 for a := 0 to High(gCorpses) do
2635 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2636 begin
2637 co := gCorpses[a].Obj;
2638 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2639 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2640 // Ïèíàåì òðóïû
2641 if FObj.Vel.X < 0 then
2642 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2643 else
2644 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2645 end;
2646 end;
2647 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2648 if sy < -40 then
2649 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2650 // ñòîèò òâåðäî
2651 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2652 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2653 end;
2655 FSleep := FSleep + 1;
2657 // Èíîãäà ðû÷èì:
2658 if FSleep >= 8 then
2659 begin
2660 FSleep := 0;
2661 if Random(8) = 0 then
2662 ActionSound();
2663 end;
2665 // Áåæèì â âûáðàííóþ ñòîðîíó:
2666 if FDirection = D_RIGHT then
2667 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2668 else
2669 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2671 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2672 if WordBool(st and MOVE_INWATER) then
2673 FObj.Vel.X := FObj.Vel.X div 2
2674 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2675 if FMonsterType = MONSTER_FISH then
2676 FObj.Vel.X := 0;
2677 end;
2679 STATE_RUN: // Ñîñòîÿíèå - Áåã
2680 begin
2681 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2682 if WordBool(st and MOVE_BLOCK) then
2683 begin
2684 Turn();
2685 FSleep := 40;
2686 SetState(STATE_RUNOUT);
2688 goto _end;
2689 end;
2691 FSleep := FSleep - 1;
2693 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2694 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2695 begin
2696 FSleep := 0;
2697 SetState(STATE_GO);
2698 // Ñòåíà - èäåì îáðàòíî:
2699 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2700 Turn();
2701 // Èíîãäà ðû÷èì:
2702 if Random(8) = 0 then
2703 ActionSound();
2704 end;
2706 // Áåæèì â âûáðàííóþ ñòîðîíó:
2707 if FDirection = D_RIGHT then
2708 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2709 else
2710 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2712 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2713 if WordBool(st and MOVE_INWATER) then
2714 FObj.Vel.X := FObj.Vel.X div 2
2715 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2716 if FMonsterType = MONSTER_FISH then
2717 FObj.Vel.X := 0;
2718 end;
2720 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2721 begin
2722 // Âûøëè èç ÁëîêÌîíà:
2723 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2724 FSleep := 0;
2726 FSleep := FSleep - 1;
2728 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2729 if FSleep <= -18 then
2730 begin
2731 FSleep := 0;
2732 SetState(STATE_GO);
2733 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2734 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2735 Turn();
2736 // Èíîãäà ðû÷èì:
2737 if Random(8) = 0 then
2738 ActionSound();
2739 end;
2741 // Áåæèì â âûáðàííóþ ñòîðîíó:
2742 if FDirection = D_RIGHT then
2743 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2744 else
2745 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2747 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2748 if WordBool(st and MOVE_INWATER) then
2749 FObj.Vel.X := FObj.Vel.X div 2
2750 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2751 if FMonsterType = MONSTER_FISH then
2752 FObj.Vel.X := 0;
2753 end;
2755 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2756 begin
2757 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2758 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2759 (not WordBool(st and MOVE_HITWALL)) then
2760 begin
2761 FSleep := 0;
2762 SetState(STATE_GO);
2764 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2765 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2766 begin
2767 Turn();
2768 FSleep := 15;
2769 SetState(STATE_RUN);
2770 end;
2771 end;
2773 // Áåæèì â âûáðàííóþ ñòîðîíó:
2774 if FDirection = D_RIGHT then
2775 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2776 else
2777 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2779 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2780 if WordBool(st and MOVE_INWATER) then
2781 FObj.Vel.X := FObj.Vel.X div 2
2782 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2783 if FMonsterType = MONSTER_FISH then
2784 FObj.Vel.X := 0;
2785 end;
2787 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2788 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2789 begin
2790 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2791 if FMonsterType = MONSTER_SOUL then
2792 begin
2793 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2794 SetState(STATE_GO);
2796 goto _end;
2797 end;
2799 // Çàìåäëÿåìñÿ ïðè àòàêå:
2800 if FMonsterType <> MONSTER_FISH then
2801 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2803 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2804 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2805 begin
2806 // Öåëü ïîãèáëà => èäåì äàëüøå:
2807 if not GetPos(FTargetUID, @o) then
2808 begin
2809 SetState(STATE_GO);
2811 goto _end;
2812 end;
2814 // Öåëü íå âèäíî => èäåì äàëüøå:
2815 if not g_Look(@FObj, @o, FDirection) then
2816 begin
2817 SetState(STATE_GO);
2819 goto _end;
2820 end;
2822 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2823 if g_Obj_CollideWater(@o, 0, 0) then
2824 begin
2825 SetState(STATE_GO);
2827 goto _end;
2828 end;
2830 // Æàðèì öåëü:
2831 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2832 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2833 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2834 end;
2835 end;
2836 end; // case FState of ...
2838 _end:
2840 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2841 if FState = STATE_REVIVE then
2842 if FAnim[FCurAnim, FDirection].Played then
2843 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2844 FAnim[FCurAnim, FDirection].Revert(False);
2845 SetState(STATE_GO);
2846 end;
2848 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2849 if vilefire <> nil then
2850 vilefire.Update();
2852 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2853 if (FState = STATE_DIE) and
2854 (FAnim[FCurAnim, FDirection] <> nil) and
2855 (FAnim[FCurAnim, FDirection].Played) then
2856 begin
2857 // Óìåð:
2858 SetState(STATE_DEAD);
2860 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2861 if (FMonsterType = MONSTER_PAIN) then
2862 begin
2863 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2864 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2865 if mon <> nil then
2866 begin
2867 mon.SetState(STATE_GO);
2868 mon.FNoRespawn := True;
2869 Inc(gTotalMonsters);
2870 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2871 end;
2873 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2874 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2875 if mon <> nil then
2876 begin
2877 mon.SetState(STATE_GO);
2878 mon.FNoRespawn := True;
2879 Inc(gTotalMonsters);
2880 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2881 end;
2883 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2884 FObj.Y+FObj.Rect.Y, D_RIGHT);
2885 if mon <> nil then
2886 begin
2887 mon.SetState(STATE_GO);
2888 mon.FNoRespawn := True;
2889 Inc(gTotalMonsters);
2890 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2891 end;
2893 if g_Game_IsNet then MH_SEND_CoopStats();
2894 end;
2896 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2897 if (FMonsterType = MONSTER_PAIN) or
2898 (FMonsterType = MONSTER_SOUL) or
2899 (FMonsterType = MONSTER_BARREL) then
2900 FRemoved := True;
2901 end;
2903 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2904 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2905 if (FAnim[FCurAnim, FDirection] <> nil) then
2906 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2907 if (FAnim[FCurAnim, FDirection].Played) then
2908 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2909 if FState = STATE_ATTACK then
2910 begin // Ñîñòîÿíèå - Àòàêà
2911 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2912 if FMonsterType <> MONSTER_SOUL then
2913 SetState(STATE_GO);
2914 end
2915 else // Ñîñòîÿíèå - Ñòðåëüáà
2916 begin
2917 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2918 if not FChainFire then
2919 SetState(STATE_GO)
2920 else
2921 begin // Íàäî ñòðåëÿòü åùå
2922 FChainFire := False;
2923 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2924 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2925 FAnim[FCurAnim, FDirection].Reset();
2926 end;
2927 end;
2929 FWaitAttackAnim := False;
2930 end
2932 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2933 if (FMonsterType = MONSTER_SOUL) or
2934 ( (not FWaitAttackAnim) and
2935 (FAnim[FCurAnim, FDirection].CurrentFrame =
2936 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2937 ) then
2938 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2939 if FState = STATE_ATTACK then
2940 begin // Ñîñòîÿíèå - Àòàêà
2941 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2942 if FMonsterType = MONSTER_SOUL then
2943 FAnim[FCurAnim, FDirection].Reset();
2945 case FMonsterType of
2946 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2947 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2948 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2949 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2950 if FMonsterType = MONSTER_SOUL then
2951 SetState(STATE_GO);
2953 MONSTER_FISH:
2954 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2955 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2956 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2958 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2959 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2960 if FCurAnim = ANIM_ATTACK2 then
2961 begin
2962 o := FObj;
2963 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2964 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2965 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2966 end;
2968 MONSTER_VILE:
2969 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2970 if FCurAnim = ANIM_ATTACK2 then
2971 begin
2972 sx := isCorpse(@FObj, True);
2973 if sx <> -1 then
2974 begin // Íàøëè, êîãî âîñêðåñèòü
2975 gMonsters[sx].SetState(STATE_REVIVE);
2976 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2977 // Âîñêðåøàòü - ñåáå âðåäèòü:
2978 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2979 end;
2980 end;
2981 end;
2982 end
2984 else // Ñîñòîÿíèå - Ñòðåëüáà
2985 begin
2986 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2987 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2989 if FDirection = D_LEFT then
2990 begin
2991 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2992 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2993 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2995 wx := FObj.X + wx;
2996 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2998 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2999 case FMonsterType of
3000 MONSTER_IMP:
3001 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3002 MONSTER_ZOMBY:
3003 begin
3004 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3005 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3006 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3007 end;
3008 MONSTER_SERG:
3009 begin
3010 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3011 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3012 FShellTimer := 10;
3013 FShellType := SHELL_SHELL;
3014 end;
3015 MONSTER_MAN:
3016 begin
3017 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3018 FShellTimer := 13;
3019 FShellType := SHELL_DBLSHELL;
3020 FAmmo := -36;
3021 end;
3022 MONSTER_CYBER:
3023 begin
3024 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3025 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3026 end;
3027 MONSTER_SKEL:
3028 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3029 MONSTER_CGUN:
3030 begin
3031 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3032 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3033 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3034 end;
3035 MONSTER_SPIDER:
3036 begin
3037 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3038 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3039 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3040 end;
3041 MONSTER_BSP:
3042 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3043 MONSTER_ROBO:
3044 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3045 MONSTER_MANCUB:
3046 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3047 MONSTER_BARON, MONSTER_KNIGHT:
3048 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3049 MONSTER_CACO:
3050 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3051 MONSTER_PAIN:
3052 begin // Ñîçäàåì Lost_Soul:
3053 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3054 FObj.Y+FObj.Rect.Y, FDirection);
3056 if mon <> nil then
3057 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3058 mon.FTargetUID := FTargetUID;
3059 GetPos(FTargetUID, @o);
3060 mon.FTargetTime := 0;
3061 mon.FNoRespawn := True;
3062 mon.SetState(STATE_GO);
3063 mon.shoot(@o, True);
3064 Inc(gTotalMonsters);
3066 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3067 end;
3068 end;
3069 end;
3071 if FMonsterType <> MONSTER_PAIN then
3072 if g_Game_IsNet then
3073 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3075 // Ñêîðîñòðåëüíûå ìîíñòðû:
3076 if (FMonsterType = MONSTER_CGUN) or
3077 (FMonsterType = MONSTER_SPIDER) or
3078 (FMonsterType = MONSTER_BSP) or
3079 (FMonsterType = MONSTER_MANCUB) or
3080 (FMonsterType = MONSTER_ROBO) then
3081 if not GetPos(FTargetUID, @o) then
3082 // Öåëü ìåðòâà - èùåì íîâóþ:
3083 findNewPrey()
3084 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3085 if shoot(@o, False) then
3086 FChainFire := True;
3087 end;
3089 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3090 FWaitAttackAnim := True;
3091 end;
3093 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3094 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3095 case FState of
3096 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3097 // Çâóêè ïðè ïåðåäâèæåíèè:
3098 case FMonsterType of
3099 MONSTER_CYBER:
3100 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3101 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3102 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3103 MONSTER_SPIDER:
3104 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3105 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3106 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3107 MONSTER_BSP:
3108 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3109 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3110 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3111 MONSTER_ROBO:
3112 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3113 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3114 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3115 end;
3116 end;
3118 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3119 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3120 FObj.Vel.X := oldvelx;
3122 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3123 if FAnim[FCurAnim, FDirection] <> nil then
3124 FAnim[FCurAnim, FDirection].Update();
3125 end;
3127 procedure TMonster.SetDeadAnim;
3128 begin
3129 if FAnim <> nil then
3130 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3131 end;
3133 procedure TMonster.RevertAnim(R: Boolean = True);
3134 begin
3135 if FAnim <> nil then
3136 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3137 FAnim[FCurAnim, FDirection].Revert(R);
3138 end;
3140 function TMonster.AnimIsReverse: Boolean;
3141 begin
3142 if FAnim <> nil then
3143 Result := FAnim[FCurAnim, FDirection].IsReverse
3144 else
3145 Result := False;
3146 end;
3148 procedure TMonster.ClientUpdate();
3149 var
3150 a, b, sx, sy, oldvelx: Integer;
3151 st: Word;
3152 o, co: TObj;
3153 fall: Boolean;
3154 label
3155 _end;
3156 begin
3157 sx := 0; // SHUT UP COMPILER
3158 sy := 0;
3159 fall := True;
3160 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3161 if FMonsterType = MONSTER_FISH then
3162 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3163 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3164 fall := False;
3166 // Ëåòàþùèå ìîíòñðû:
3167 if ((FMonsterType = MONSTER_SOUL) or
3168 (FMonsterType = MONSTER_PAIN) or
3169 (FMonsterType = MONSTER_CACO)) and
3170 (FState <> STATE_DIE) and
3171 (FState <> STATE_DEAD) then
3172 fall := False;
3174 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3175 if gTime mod (GAME_TICK*2) <> 0 then
3176 begin
3177 g_Obj_Move(@FObj, fall, True, True);
3178 positionChanged(); // this updates spatial accelerators
3179 Exit;
3180 end;
3182 if FPainTicks > 0 then
3183 Dec(FPainTicks)
3184 else
3185 FPainSound := False;
3187 // Äâèãàåìñÿ:
3188 st := g_Obj_Move(@FObj, fall, True, True);
3189 positionChanged(); // this updates spatial accelerators
3191 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3192 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3193 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3194 begin
3195 FRemoved := True;
3196 Exit;
3197 end;
3199 oldvelx := FObj.Vel.X;
3201 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3202 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3203 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3205 if FFireTime > 0 then
3206 begin
3207 if WordBool(st and MOVE_INWATER) then
3208 FFireTime := 0
3209 else
3210 begin
3211 OnFireFlame(1);
3212 FFireTime := FFireTime - 1;
3213 end;
3214 end;
3216 // Ìåðòâûé íè÷åãî íå äåëàåò:
3217 if (FState = STATE_DEAD) then
3218 goto _end;
3220 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3221 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3222 case FMonsterType of
3223 MONSTER_FISH:
3224 if Random(4) = 0 then
3225 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3226 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3227 MONSTER_ROBO, MONSTER_BARREL:
3228 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3229 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3230 else begin
3231 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3232 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3233 if Random(2) = 0 then
3234 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3235 else
3236 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3237 end;
3238 end;
3240 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3241 if FMonsterType = MONSTER_BARREL then
3242 begin
3243 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3244 (FAnim[FCurAnim, FDirection].Counter = 0) then
3245 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3246 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3247 60, FUID);
3248 end;
3250 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3251 if FMonsterType = MONSTER_SOUL then
3252 if WordBool(st and MOVE_HITAIR) then
3253 g_Obj_SetSpeed(@FObj, 16);
3255 if FAmmo < 0 then
3256 FAmmo := FAmmo + 1;
3258 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3259 if FObj.Vel.Y < 0 then
3260 if WordBool(st and MOVE_INWATER) then
3261 FObj.Vel.Y := -4;
3263 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3264 FTargetTime := FTargetTime + 1;
3266 if FShellTimer > -1 then
3267 if FShellTimer = 0 then
3268 begin
3269 if FShellType = SHELL_SHELL then
3270 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3271 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3272 GameVelX, GameVelY-2, SHELL_SHELL)
3273 else if FShellType = SHELL_DBLSHELL then
3274 begin
3275 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3276 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3277 GameVelX-1, GameVelY-2, SHELL_SHELL);
3278 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3279 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3280 GameVelX+1, GameVelY-2, SHELL_SHELL);
3281 end;
3282 FShellTimer := -1;
3283 end else Dec(FShellTimer);
3285 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3286 if fall then
3287 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3288 STATE_ATTACK, STATE_SHOOT]) then
3289 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3290 FObj.Rect.Width, FObj.Rect.Height, 50) then
3291 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3292 (FObj.Accel.Y = 0) then
3293 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3295 case FState of
3296 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3297 begin
3298 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3299 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3300 begin
3301 FPain := MONSTERTABLE[FMonsterType].Pain;
3302 if gSoundEffectsDF then PainSound();
3303 end;
3304 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3305 PainSound();
3307 // Ñíèæàåì áîëü ñî âðåìåíåì:
3308 FPain := FPain - 5;
3310 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3311 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3312 begin
3313 SetState(STATE_GO);
3314 FPain := 0;
3315 end;
3316 end;
3318 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3319 begin
3320 // Ñïèì:
3321 FSleep := FSleep + 1;
3323 // Ïðîñïàëè äîñòàòî÷íî:
3324 if FSleep >= 18 then
3325 FSleep := 0
3326 else // åùå ñïèì
3327 goto _end;
3328 end;
3330 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3331 begin
3332 // Æäåì:
3333 FSleep := FSleep - 1;
3334 end;
3336 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3337 begin
3338 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3339 if WordBool(st and MOVE_BLOCK) then
3340 begin
3341 Turn();
3342 FSleep := 40;
3343 SetState(STATE_RUNOUT);
3345 goto _end;
3346 end;
3348 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3349 if (FMonsterType = MONSTER_VILE) then
3350 if isCorpse(@FObj, False) <> -1 then
3351 begin
3352 SetState(STATE_ATTACK, ANIM_ATTACK2);
3353 FObj.Vel.X := 0;
3355 goto _end;
3356 end;
3358 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3359 if Abs(sx) < 40 then
3360 if FMonsterType <> MONSTER_FISH then
3361 begin
3362 SetState(STATE_RUN);
3363 FSleep := 15;
3365 goto _end;
3366 end;
3368 // Óïåðëèñü â ñòåíó:
3369 if WordBool(st and MOVE_HITWALL) then
3370 begin
3371 case FMonsterType of
3372 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3373 else // Íå ëåòàþò:
3374 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3375 (FObj.Accel.Y = 0) then
3376 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3377 // Ïðûæîê ÷åðåç ñòåíó:
3378 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3379 SetState(STATE_CLIMB);
3380 end;
3381 end;
3383 goto _end;
3384 end;
3386 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3387 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3388 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3389 begin
3390 if FMonsterType = MONSTER_FISH then
3391 begin // Ðûáà
3392 if not WordBool(st and MOVE_INWATER) then
3393 begin // Ðûáà âíå âîäû:
3394 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3395 begin // "Ñòîèò" òâåðäî
3396 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3397 if FObj.Accel.Y = 0 then
3398 FObj.Vel.Y := -6;
3399 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3400 end;
3402 // Ðûáå áîëüíî:
3403 SetState(STATE_PAIN);
3404 FPain := FPain + 50;
3405 end
3406 else // Ðûáà â âîäå
3407 begin
3408 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3409 if Abs(sy) > 8 then
3410 FObj.Vel.Y := g_basic.Sign(sy)*4
3411 else
3412 FObj.Vel.Y := 0;
3414 // Ðûáà ïëûâåò ââåðõ:
3415 if FObj.Vel.Y < 0 then
3416 if not g_Obj_CollideWater(@FObj, 0, -16) then
3417 begin
3418 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3419 FObj.Vel.Y := 0;
3420 // Ïëàâàåì òóäà-ñþäà:
3421 SetState(STATE_RUN);
3422 FSleep := 20;
3423 end;
3424 end;
3425 end
3426 else // Ëåòàþùèå ìîíñòðû
3427 begin
3428 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3429 if Abs(sy) > 8 then
3430 FObj.Vel.Y := g_basic.Sign(sy)*4
3431 else
3432 FObj.Vel.Y := 0;
3433 end;
3434 end
3435 else // "Íàçåìíûå" ìîíñòðû
3436 begin
3437 // Âîçìîæíî, ïèíàåì êóñêè:
3438 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3439 begin
3440 b := Abs(FObj.Vel.X);
3441 if b > 1 then b := b * (Random(8 div b) + 1);
3442 for a := 0 to High(gGibs) do
3443 begin
3444 if gGibs[a].Live and
3445 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3446 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3447 begin
3448 // Ïèíàåì êóñêè
3449 if FObj.Vel.X < 0 then
3450 begin
3451 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3452 end
3453 else
3454 begin
3455 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3456 end;
3457 positionChanged(); // this updates spatial accelerators
3458 end;
3459 end;
3460 end;
3461 // Áîññû ìîãóò ïèíàòü òðóïû:
3462 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3463 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3464 begin
3465 b := Abs(FObj.Vel.X);
3466 if b > 1 then b := b * (Random(8 div b) + 1);
3467 for a := 0 to High(gCorpses) do
3468 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3469 begin
3470 co := gCorpses[a].Obj;
3471 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3472 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3473 // Ïèíàåì òðóïû
3474 if FObj.Vel.X < 0 then
3475 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3476 else
3477 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3478 end;
3479 end;
3480 end;
3482 FSleep := FSleep + 1;
3484 // Èíîãäà ðû÷èì:
3485 if FSleep >= 8 then
3486 begin
3487 FSleep := 0;
3488 if Random(8) = 0 then
3489 ActionSound();
3490 end;
3492 // Áåæèì â âûáðàííóþ ñòîðîíó:
3493 if FDirection = D_RIGHT then
3494 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3495 else
3496 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3498 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3499 if WordBool(st and MOVE_INWATER) then
3500 FObj.Vel.X := FObj.Vel.X div 2
3501 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3502 if FMonsterType = MONSTER_FISH then
3503 FObj.Vel.X := 0;
3504 end;
3506 STATE_RUN: // Ñîñòîÿíèå - Áåã
3507 begin
3508 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3509 if WordBool(st and MOVE_BLOCK) then
3510 begin
3511 SetState(STATE_RUNOUT);
3512 FSleep := 40;
3514 goto _end;
3515 end;
3517 FSleep := FSleep - 1;
3519 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3520 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3521 begin
3522 SetState(STATE_GO);
3523 FSleep := 0;
3525 // Èíîãäà ðû÷èì:
3526 if Random(8) = 0 then
3527 ActionSound();
3528 end;
3530 // Áåæèì â âûáðàííóþ ñòîðîíó:
3531 if FDirection = D_RIGHT then
3532 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3533 else
3534 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3536 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3537 if WordBool(st and MOVE_INWATER) then
3538 FObj.Vel.X := FObj.Vel.X div 2
3539 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3540 if FMonsterType = MONSTER_FISH then
3541 FObj.Vel.X := 0;
3542 end;
3544 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3545 begin
3546 // Âûøëè èç ÁëîêÌîíà:
3547 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3548 FSleep := 0;
3550 FSleep := FSleep - 1;
3552 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3553 if FSleep <= -18 then
3554 begin
3555 SetState(STATE_GO);
3556 FSleep := 0;
3558 // Èíîãäà ðû÷èì:
3559 if Random(8) = 0 then
3560 ActionSound();
3561 end;
3563 // Áåæèì â âûáðàííóþ ñòîðîíó:
3564 if FDirection = D_RIGHT then
3565 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3566 else
3567 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3569 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3570 if WordBool(st and MOVE_INWATER) then
3571 FObj.Vel.X := FObj.Vel.X div 2
3572 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3573 if FMonsterType = MONSTER_FISH then
3574 FObj.Vel.X := 0;
3575 end;
3577 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3578 begin
3579 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3580 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3581 (not WordBool(st and MOVE_HITWALL)) then
3582 begin
3583 SetState(STATE_GO);
3584 FSleep := 0;
3586 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3587 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3588 begin
3589 SetState(STATE_RUN);
3590 FSleep := 15;
3591 end;
3592 end;
3594 // Áåæèì â âûáðàííóþ ñòîðîíó:
3595 if FDirection = D_RIGHT then
3596 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3597 else
3598 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3600 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3601 if WordBool(st and MOVE_INWATER) then
3602 FObj.Vel.X := FObj.Vel.X div 2
3603 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3604 if FMonsterType = MONSTER_FISH then
3605 FObj.Vel.X := 0;
3606 end;
3608 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3609 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3610 begin
3611 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3612 if FMonsterType = MONSTER_SOUL then
3613 begin
3614 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3615 SetState(STATE_GO);
3617 goto _end;
3618 end;
3620 // Çàìåäëÿåìñÿ ïðè àòàêå:
3621 if FMonsterType <> MONSTER_FISH then
3622 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3624 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3625 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3626 begin
3627 // Öåëü ïîãèáëà => èäåì äàëüøå:
3628 if not GetPos(FTargetUID, @o) then
3629 begin
3630 SetState(STATE_GO);
3632 goto _end;
3633 end;
3635 // Öåëü íå âèäíî => èäåì äàëüøå:
3636 if not g_Look(@FObj, @o, FDirection) then
3637 begin
3638 SetState(STATE_GO);
3640 goto _end;
3641 end;
3643 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3644 if g_Obj_CollideWater(@o, 0, 0) then
3645 begin
3646 SetState(STATE_GO);
3648 goto _end;
3649 end;
3650 end;
3651 end;
3652 end; // case FState of ...
3654 _end:
3656 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3657 if FState = STATE_REVIVE then
3658 if FAnim[FCurAnim, FDirection].Played then
3659 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3660 FAnim[FCurAnim, FDirection].Revert(False);
3661 SetState(STATE_GO);
3662 end;
3664 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3665 if vilefire <> nil then
3666 vilefire.Update();
3668 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3669 if (FState = STATE_DIE) and
3670 (FAnim[FCurAnim, FDirection] <> nil) and
3671 (FAnim[FCurAnim, FDirection].Played) then
3672 begin
3673 // Óìåð:
3674 SetState(STATE_DEAD);
3676 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3677 if (FMonsterType = MONSTER_PAIN) or
3678 (FMonsterType = MONSTER_SOUL) or
3679 (FMonsterType = MONSTER_BARREL) then
3680 FRemoved := True
3681 else
3682 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3683 end;
3685 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3686 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3687 if (FAnim[FCurAnim, FDirection] <> nil) then
3688 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3689 if (FAnim[FCurAnim, FDirection].Played) then
3690 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3691 if FState = STATE_ATTACK then
3692 begin // Ñîñòîÿíèå - Àòàêà
3693 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3694 if FMonsterType <> MONSTER_SOUL then
3695 SetState(STATE_GO);
3696 end
3697 else // Ñîñòîÿíèå - Ñòðåëüáà
3698 begin
3699 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3700 if not FChainFire then
3701 SetState(STATE_GO)
3702 else
3703 begin // Íàäî ñòðåëÿòü åùå
3704 FChainFire := False;
3705 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3706 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3707 FAnim[FCurAnim, FDirection].Reset();
3708 end;
3709 end;
3711 FWaitAttackAnim := False;
3712 end
3714 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3715 if (FMonsterType = MONSTER_SOUL) or
3716 ( (not FWaitAttackAnim) and
3717 (FAnim[FCurAnim, FDirection].CurrentFrame =
3718 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3719 ) then
3720 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3721 if FState = STATE_ATTACK then
3722 begin // Ñîñòîÿíèå - Àòàêà
3723 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3724 if FMonsterType = MONSTER_SOUL then
3725 FAnim[FCurAnim, FDirection].Reset();
3727 case FMonsterType of
3728 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3729 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3730 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3731 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3732 if FMonsterType = MONSTER_SOUL then
3733 SetState(STATE_GO);
3735 MONSTER_FISH:
3736 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3738 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3739 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3740 if FCurAnim = ANIM_ATTACK2 then
3741 begin
3742 o := FObj;
3743 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3744 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3745 end;
3747 MONSTER_VILE:
3748 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3749 if FCurAnim = ANIM_ATTACK2 then
3750 begin
3751 sx := isCorpse(@FObj, True);
3752 if sx <> -1 then
3753 begin // Íàøëè, êîãî âîñêðåñèòü
3754 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3755 // Âîñêðåøàòü - ñåáå âðåäèòü:
3756 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3757 end;
3758 end;
3759 end;
3760 end
3762 else // Ñîñòîÿíèå - Ñòðåëüáà
3763 begin
3764 // Ñêîðîñòðåëüíûå ìîíñòðû:
3765 if (FMonsterType = MONSTER_CGUN) or
3766 (FMonsterType = MONSTER_SPIDER) or
3767 (FMonsterType = MONSTER_BSP) or
3768 (FMonsterType = MONSTER_MANCUB) or
3769 (FMonsterType = MONSTER_ROBO) then
3770 if not GetPos(FTargetUID, @o) then
3771 // Öåëü ìåðòâà - èùåì íîâóþ:
3772 findNewPrey()
3773 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3774 if shoot(@o, False) then
3775 FChainFire := True;
3776 end;
3778 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3779 FWaitAttackAnim := True;
3780 end;
3782 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3783 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3784 case FState of
3785 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3786 // Çâóêè ïðè ïåðåäâèæåíèè:
3787 case FMonsterType of
3788 MONSTER_CYBER:
3789 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3790 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3791 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3792 MONSTER_SPIDER:
3793 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3794 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3795 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3796 MONSTER_BSP:
3797 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3798 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3799 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3800 MONSTER_ROBO:
3801 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3802 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3803 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3804 end;
3805 end;
3807 // Êîñòûëü äëÿ ïîòîêîâ
3808 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3809 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3810 FObj.Vel.X := oldvelx;
3812 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3813 if FAnim[FCurAnim, FDirection] <> nil then
3814 FAnim[FCurAnim, FDirection].Update();
3815 end;
3817 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3818 begin
3819 case FMonsterType of
3820 MONSTER_ZOMBY:
3821 begin
3822 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3823 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3824 end;
3825 MONSTER_SERG:
3826 begin
3827 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3828 FShellTimer := 10;
3829 FShellType := SHELL_SHELL;
3830 end;
3831 MONSTER_MAN:
3832 begin
3833 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3834 FShellTimer := 13;
3835 FShellType := SHELL_DBLSHELL;
3836 end;
3837 MONSTER_CGUN, MONSTER_SPIDER:
3838 begin
3839 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3840 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3841 end;
3842 MONSTER_IMP:
3843 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3844 MONSTER_CYBER:
3845 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3846 MONSTER_SKEL:
3847 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3848 MONSTER_BSP:
3849 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3850 MONSTER_ROBO:
3851 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3852 MONSTER_MANCUB:
3853 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3854 MONSTER_BARON, MONSTER_KNIGHT:
3855 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3856 MONSTER_CACO:
3857 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3858 end;
3859 end;
3861 procedure TMonster.Turn();
3862 begin
3863 // Ðàçâîðà÷èâàåìñÿ:
3864 if FDirection = D_LEFT then
3865 FDirection := D_RIGHT
3866 else
3867 FDirection := D_LEFT;
3869 // Áåæèì â âûáðàííóþ ñòîðîíó:
3870 if FDirection = D_RIGHT then
3871 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3872 else
3873 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3874 end;
3876 function TMonster.findNewPrey(): Boolean;
3877 var
3878 a: DWORD;
3879 l, l2: Integer;
3880 PlayersSee, MonstersSee: Array of DWORD;
3881 PlayerNear, MonsterNear: Integer;
3882 begin
3883 Result := False;
3884 SetLength(MonstersSee, 0);
3885 SetLength(PlayersSee, 0);
3887 FTargetUID := 0;
3888 l := 32000;
3889 PlayerNear := -1;
3890 MonsterNear := -1;
3892 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3893 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3894 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3895 for a := 0 to High(gPlayers) do
3896 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3897 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3898 begin
3899 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3900 begin
3901 SetLength(PlayersSee, Length(PlayersSee) + 1);
3902 PlayersSee[High(PlayersSee)] := a;
3903 end;
3904 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3905 Abs(gPlayers[a].GameY-FObj.Y);
3906 if l2 < l then
3907 begin
3908 l := l2;
3909 PlayerNear := Integer(a);
3910 end;
3911 end;
3913 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3914 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3915 for a := 0 to High(gMonsters) do
3916 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3917 (gMonsters[a].FUID <> FUID) then
3918 begin
3919 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3920 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3921 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3922 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3923 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3924 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3925 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3926 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3928 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3929 begin
3930 SetLength(MonstersSee, Length(MonstersSee) + 1);
3931 MonstersSee[High(MonstersSee)] := a;
3932 end;
3933 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3934 Abs(gMonsters[a].FObj.Y-FObj.Y);
3935 if l2 < l then
3936 begin
3937 l := l2;
3938 MonsterNear := Integer(a);
3939 end;
3940 end;
3942 case FBehaviour of
3943 BH_NORMAL, BH_KILLER:
3944 begin
3945 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3946 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3947 begin
3948 a := PlayersSee[Random(Length(PlayersSee))];
3949 FTargetUID := gPlayers[a].UID;
3950 end;
3951 // Çàòåì ïîáëèçîñòè
3952 if (FTargetUID = 0) and (PlayerNear > -1) then
3953 begin
3954 a := PlayerNear;
3955 FTargetUID := gPlayers[a].UID;
3956 end;
3957 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3958 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3959 begin
3960 a := MonstersSee[Random(Length(MonstersSee))];
3961 FTargetUID := gMonsters[a].UID;
3962 end;
3963 // Çàòåì ïîáëèçîñòè
3964 if (FTargetUID = 0) and (MonsterNear > -1) then
3965 begin
3966 a := MonsterNear;
3967 FTargetUID := gMonsters[a].UID;
3968 end;
3969 end;
3970 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3971 begin
3972 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3973 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3974 begin
3975 a := PlayersSee[Random(Length(PlayersSee))];
3976 FTargetUID := gPlayers[a].UID;
3977 end;
3978 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3979 begin
3980 a := MonstersSee[Random(Length(MonstersSee))];
3981 FTargetUID := gMonsters[a].UID;
3982 end;
3983 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3984 if (FTargetUID = 0) and (PlayerNear > -1) then
3985 begin
3986 a := PlayerNear;
3987 FTargetUID := gPlayers[a].UID;
3988 end;
3989 if (FTargetUID = 0) and (MonsterNear > -1) then
3990 begin
3991 a := MonsterNear;
3992 FTargetUID := gMonsters[a].UID;
3993 end;
3994 end;
3995 end;
3997 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3998 if FTargetUID = 0 then
3999 begin
4000 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4001 if FBehaviour = BH_INSANE then
4002 FTargetUID := FUID
4003 else
4004 FTargetTime := MAX_ATM;
4005 end
4006 else
4007 begin // Öåëü íàøëè
4008 FTargetTime := 0;
4009 Result := True;
4010 end;
4011 end;
4013 function TMonster.kick(o: PObj): Boolean;
4014 begin
4015 Result := False;
4017 case FMonsterType of
4018 MONSTER_FISH:
4019 begin
4020 SetState(STATE_ATTACK);
4021 Result := True;
4022 end;
4023 MONSTER_DEMON:
4024 begin
4025 SetState(STATE_ATTACK);
4026 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4027 Result := True;
4028 end;
4029 MONSTER_IMP:
4030 begin
4031 SetState(STATE_ATTACK);
4032 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4033 Result := True;
4034 end;
4035 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4036 begin
4037 SetState(STATE_ATTACK, ANIM_ATTACK2);
4038 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4039 Result := True;
4040 end;
4041 MONSTER_BARON, MONSTER_KNIGHT,
4042 MONSTER_CACO, MONSTER_MANCUB:
4043 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4044 if not g_Game_IsClient then Result := shoot(o, True);
4045 end;
4046 end;
4048 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4049 var
4050 xd, yd, m: Integer;
4051 begin
4052 Result := False;
4054 // Ñòðåëÿòü ðàíî:
4055 if FAmmo < 0 then
4056 Exit;
4058 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4059 if not immediately then
4060 case FMonsterType of
4061 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4062 Exit; // íå ñòðåëÿþò
4063 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4064 begin
4065 FAmmo := FAmmo + 1;
4066 // Âðåìÿ âûñòðåëà óïóùåíî:
4067 if FAmmo >= 50 then
4068 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4069 end;
4070 MONSTER_MAN: ;
4071 MONSTER_MANCUB:
4072 begin
4073 FAmmo := FAmmo + 1;
4074 // Âðåìÿ âûñòðåëà óïóùåíî:
4075 if FAmmo >= 5 then
4076 FAmmo := -50;
4077 end;
4078 MONSTER_SPIDER:
4079 begin
4080 FAmmo := FAmmo + 1;
4081 // Âðåìÿ âûñòðåëà óïóùåíî:
4082 if FAmmo >= 100 then
4083 FAmmo := -50;
4084 end;
4085 MONSTER_CYBER:
4086 begin
4087 // Ñòðåëÿåò íå âñåãäà:
4088 if Random(2) = 0 then
4089 Exit;
4090 FAmmo := FAmmo + 1;
4091 // Âðåìÿ âûñòðåëà óïóùåíî:
4092 if FAmmo >= 10 then
4093 FAmmo := -50;
4094 end;
4095 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4096 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4097 MONSTER_VILE: if Random(8) <> 0 then Exit;
4098 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4099 else if Random(16) <> 0 then Exit;
4100 end;
4102 // Öåëè íå âèäíî:
4103 if not g_Look(@FObj, o, FDirection) then
4104 Exit;
4106 FTargetTime := 0;
4108 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4109 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4111 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4112 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4113 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4114 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4115 Exit;
4117 case FMonsterType of
4118 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4119 begin
4120 SetState(STATE_SHOOT);
4121 {nn}
4122 end;
4123 MONSTER_SKEL:
4124 begin
4125 SetState(STATE_SHOOT);
4126 {nn}
4127 end;
4128 MONSTER_VILE:
4129 begin // Çàæèãàåì îãîíü
4130 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4131 ty := o^.Y+o^.Rect.Y;
4132 SetState(STATE_SHOOT);
4134 vilefire.Reset();
4136 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4137 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4138 end;
4139 MONSTER_SOUL:
4140 begin // Ëåòèò â ñòîðîíó öåëè:
4141 SetState(STATE_ATTACK);
4142 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4144 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4145 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4146 m := Max(Abs(xd), Abs(yd));
4147 if m = 0 then
4148 m := 1;
4150 FObj.Vel.X := (xd*16) div m;
4151 FObj.Vel.Y := (yd*16) div m;
4152 end;
4153 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4154 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4155 begin
4156 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4157 if FMonsterType = MONSTER_MANCUB then
4158 if FAmmo = 1 then
4159 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4161 SetState(STATE_SHOOT);
4162 end;
4163 else Exit;
4164 end;
4166 Result := True;
4167 end;
4169 function TMonster.Live(): Boolean;
4170 begin
4171 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4172 end;
4174 procedure TMonster.SetHealth(aH: Integer);
4175 begin
4176 if (aH > 0) and (aH < 1000000) then
4177 begin
4178 FHealth := aH;
4179 if FHealth > FMaxHealth then
4180 FMaxHealth := FHealth;
4181 end;
4182 end;
4184 procedure TMonster.WakeUp();
4185 begin
4186 if g_Game_IsClient then Exit;
4187 SetState(STATE_GO);
4188 FTargetTime := MAX_ATM;
4189 WakeUpSound();
4190 end;
4192 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4193 var
4194 i: Integer;
4195 sig: DWORD;
4196 b: Byte;
4197 anim: Boolean;
4198 begin
4199 if Mem = nil then
4200 Exit;
4202 // Ñèãíàòóðà ìîíñòðà:
4203 sig := MONSTER_SIGNATURE; // 'MONS'
4204 Mem.WriteDWORD(sig);
4205 // UID ìîíñòðà:
4206 Mem.WriteWord(FUID);
4207 // Íàïðàâëåíèå:
4208 if FDirection = D_LEFT then
4209 b := 1
4210 else // D_RIGHT
4211 b := 2;
4212 Mem.WriteByte(b);
4213 // Íàäî ëè óäàëèòü åãî:
4214 Mem.WriteBoolean(FRemoved);
4215 // Îñòàëîñü çäîðîâüÿ:
4216 Mem.WriteInt(FHealth);
4217 // Ñîñòîÿíèå:
4218 Mem.WriteByte(FState);
4219 // Òåêóùàÿ àíèìàöèÿ:
4220 Mem.WriteByte(FCurAnim);
4221 // UID öåëè:
4222 Mem.WriteWord(FTargetUID);
4223 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4224 Mem.WriteInt(FTargetTime);
4225 // Ïîâåäåíèå ìîíñòðà:
4226 Mem.WriteByte(FBehaviour);
4227 // Ãîòîâíîñòü ê âûñòðåëó:
4228 Mem.WriteInt(FAmmo);
4229 // Áîëü:
4230 Mem.WriteInt(FPain);
4231 // Âðåìÿ îæèäàíèÿ:
4232 Mem.WriteInt(FSleep);
4233 // Îçâó÷èâàòü ëè áîëü:
4234 Mem.WriteBoolean(FPainSound);
4235 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4236 Mem.WriteBoolean(FWaitAttackAnim);
4237 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4238 Mem.WriteBoolean(FChainFire);
4239 // Ïîäëåæèò ëè ðåñïàâíó:
4240 Mem.WriteBoolean(FNoRespawn);
4241 // Êîîðäèíàòû öåëè:
4242 Mem.WriteInt(tx);
4243 Mem.WriteInt(ty);
4244 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4245 Mem.WriteInt(FStartID);
4246 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4247 Mem.WriteInt(FSpawnTrigger);
4248 // Îáúåêò ìîíñòðà:
4249 Obj_SaveState(@FObj, Mem);
4250 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4251 anim := vilefire <> nil;
4252 Mem.WriteBoolean(anim);
4253 // Åñëè åñòü - ñîõðàíÿåì:
4254 if anim then
4255 vilefire.SaveState(Mem);
4256 // Àíèìàöèè:
4257 for i := ANIM_SLEEP to ANIM_PAIN do
4258 begin
4259 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4260 anim := FAnim[i, D_LEFT] <> nil;
4261 Mem.WriteBoolean(anim);
4262 // Åñëè åñòü - ñîõðàíÿåì:
4263 if anim then
4264 FAnim[i, D_LEFT].SaveState(Mem);
4265 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4266 anim := FAnim[i, D_RIGHT] <> nil;
4267 Mem.WriteBoolean(anim);
4268 // Åñëè åñòü - ñîõðàíÿåì:
4269 if anim then
4270 FAnim[i, D_RIGHT].SaveState(Mem);
4271 end;
4272 end;
4274 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4275 var
4276 i: Integer;
4277 sig: DWORD;
4278 b: Byte;
4279 anim: Boolean;
4280 begin
4281 if Mem = nil then
4282 Exit;
4284 // Ñèãíàòóðà ìîíñòðà:
4285 Mem.ReadDWORD(sig);
4286 if sig <> MONSTER_SIGNATURE then // 'MONS'
4287 begin
4288 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4289 end;
4290 // UID ìîíñòðà:
4291 Mem.ReadWord(FUID);
4292 // Íàïðàâëåíèå:
4293 Mem.ReadByte(b);
4294 if b = 1 then
4295 FDirection := D_LEFT
4296 else // b = 2
4297 FDirection := D_RIGHT;
4298 // Íàäî ëè óäàëèòü åãî:
4299 Mem.ReadBoolean(FRemoved);
4300 // Îñòàëîñü çäîðîâüÿ:
4301 Mem.ReadInt(FHealth);
4302 // Ñîñòîÿíèå:
4303 Mem.ReadByte(FState);
4304 // Òåêóùàÿ àíèìàöèÿ:
4305 Mem.ReadByte(FCurAnim);
4306 // UID öåëè:
4307 Mem.ReadWord(FTargetUID);
4308 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4309 Mem.ReadInt(FTargetTime);
4310 // Ïîâåäåíèå ìîíñòðà:
4311 Mem.ReadByte(FBehaviour);
4312 // Ãîòîâíîñòü ê âûñòðåëó:
4313 Mem.ReadInt(FAmmo);
4314 // Áîëü:
4315 Mem.ReadInt(FPain);
4316 // Âðåìÿ îæèäàíèÿ:
4317 Mem.ReadInt(FSleep);
4318 // Îçâó÷èâàòü ëè áîëü:
4319 Mem.ReadBoolean(FPainSound);
4320 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4321 Mem.ReadBoolean(FWaitAttackAnim);
4322 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4323 Mem.ReadBoolean(FChainFire);
4324 // Ïîäëåæèò ëè ðåñïàâíó
4325 Mem.ReadBoolean(FNoRespawn);
4326 // Êîîðäèíàòû öåëè:
4327 Mem.ReadInt(tx);
4328 Mem.ReadInt(ty);
4329 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4330 Mem.ReadInt(FStartID);
4331 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4332 Mem.ReadInt(FSpawnTrigger);
4333 // Îáúåêò ìîíñòðà:
4334 Obj_LoadState(@FObj, Mem);
4335 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4336 Mem.ReadBoolean(anim);
4337 // Åñëè åñòü - çàãðóæàåì:
4338 if anim then
4339 begin
4340 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4341 vilefire.LoadState(Mem);
4342 end;
4343 // Àíèìàöèè:
4344 for i := ANIM_SLEEP to ANIM_PAIN do
4345 begin
4346 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4347 Mem.ReadBoolean(anim);
4348 // Åñëè åñòü - çàãðóæàåì:
4349 if anim then
4350 begin
4351 Assert(FAnim[i, D_LEFT] <> nil,
4352 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4353 FAnim[i, D_LEFT].LoadState(Mem);
4354 end;
4355 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4356 Mem.ReadBoolean(anim);
4357 // Åñëè åñòü - çàãðóæàåì:
4358 if anim then
4359 begin
4360 Assert(FAnim[i, D_RIGHT] <> nil,
4361 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4362 FAnim[i, D_RIGHT].LoadState(Mem);
4363 end;
4364 end;
4365 end;
4367 procedure TMonster.ActivateTriggers();
4368 var
4369 a: Integer;
4370 begin
4371 if FDieTriggers <> nil then
4372 for a := 0 to High(FDieTriggers) do
4373 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4374 if FSpawnTrigger > -1 then
4375 begin
4376 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4377 FSpawnTrigger := -1;
4378 end;
4379 end;
4381 procedure TMonster.AddTrigger(t: Integer);
4382 begin
4383 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4384 FDieTriggers[High(FDieTriggers)] := t;
4385 end;
4387 procedure TMonster.ClearTriggers();
4388 begin
4389 SetLength(FDieTriggers, 0);
4390 end;
4392 procedure TMonster.CatchFire(Attacker: Word);
4393 begin
4394 FFireTime := 100;
4395 FFireAttacker := Attacker;
4396 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4397 end;
4399 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4400 var
4401 id, i: DWORD;
4402 Anim: TAnimation;
4403 begin
4404 if (Random(10) = 1) and (Times = 1) then
4405 Exit;
4407 if g_Frames_Get(id, 'FRAMES_FLAME') then
4408 begin
4409 for i := 1 to Times do
4410 begin
4411 Anim := TAnimation.Create(id, False, 3);
4412 Anim.Alpha := 0;
4413 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4414 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4415 Anim.Free();
4416 end;
4417 end;
4418 end;
4421 // ////////////////////////////////////////////////////////////////////////// //
4422 // throws on invalid uid
4423 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4424 begin
4425 result := g_Mons_ByIdx_NC(uid);
4426 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4427 end;
4430 // can return null
4431 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4432 begin
4433 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4434 result := gMonsters[uid];
4435 end;
4438 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4439 var
4440 idx: Integer;
4441 mon: TMonster;
4442 begin
4443 result := false;
4444 if (gMonsters = nil) or not assigned(cb) then exit;
4445 for idx := 0 to High(gMonsters) do
4446 begin
4447 mon := gMonsters[idx];
4448 if (mon <> nil) then
4449 begin
4450 result := cb(idx, gMonsters[idx]);
4451 if result then exit;
4452 end;
4453 end;
4454 end;
4457 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
4458 var
4459 idx: Integer;
4460 mon: TMonster;
4461 begin
4462 result := false;
4463 if (gMonsters = nil) or not assigned(cb) then exit;
4464 for idx := 0 to High(gMonsters) do
4465 begin
4466 mon := gMonsters[idx];
4467 if (mon <> nil) and mon.Live then
4468 begin
4469 result := cb(idx, gMonsters[idx]);
4470 if result then exit;
4471 end;
4472 end;
4473 end;
4476 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4478 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4479 begin
4480 result := (mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj));
4481 end;
4483 var
4484 idx: Integer;
4485 mon: TMonster;
4486 begin
4487 result := false;
4488 if (width < 1) or (height < 1) then exit;
4489 if gmon_debug_use_sqaccel then
4490 begin
4491 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4492 end
4493 else
4494 begin
4495 for idx := 0 to High(gMonsters) do
4496 begin
4497 mon := gMonsters[idx];
4498 if (mon <> nil) and mon.Live then
4499 begin
4500 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4501 begin
4502 result := true;
4503 exit;
4504 end;
4505 end;
4506 end;
4507 end;
4508 end;
4511 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4513 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4514 begin
4515 result := false;
4516 if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon.arrIdx, mon);
4517 end;
4519 var
4520 idx: Integer;
4521 mon: TMonster;
4522 begin
4523 result := false;
4524 if (width < 1) or (height < 1) then exit;
4525 if gmon_debug_use_sqaccel then
4526 begin
4527 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4528 end
4529 else
4530 begin
4531 for idx := 0 to High(gMonsters) do
4532 begin
4533 mon := gMonsters[idx];
4534 if (mon <> nil) and mon.Live then
4535 begin
4536 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4537 begin
4538 result := cb(idx, mon);
4539 if result then exit;
4540 end;
4541 end;
4542 end;
4543 end;
4544 end;
4547 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4549 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4550 begin
4551 result := false;
4552 if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon.arrIdx, mon);
4553 end;
4555 var
4556 idx: Integer;
4557 mon: TMonster;
4558 begin
4559 result := false;
4560 if (width < 1) or (height < 1) then exit;
4561 if gmon_debug_use_sqaccel then
4562 begin
4563 if (width = 1) and (height = 1) then
4564 begin
4565 result := (monsTree.pointQuery(x, y, monsCollCheck) <> nil);
4566 end
4567 else
4568 begin
4569 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4570 end;
4571 end
4572 else
4573 begin
4574 for idx := 0 to High(gMonsters) do
4575 begin
4576 mon := gMonsters[idx];
4577 if (mon <> nil) and mon.Live then
4578 begin
4579 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4580 begin
4581 result := cb(idx, mon);
4582 if result then exit;
4583 end;
4584 end;
4585 end;
4586 end;
4587 end;
4590 end.