DEADSOFTWARE

raycast jumper (bad)
[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, xprofiler;
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 proxyId: 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 procedure getMapBox (out x, y, w, h: Integer); inline;
139 property MonsterType: Byte read FMonsterType;
140 property MonsterHealth: Integer read FHealth write FHealth;
141 property MonsterAmmo: Integer read FAmmo write FAmmo;
142 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
143 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
144 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
145 property MonsterSleep: Integer read FSleep write FSleep;
146 property MonsterState: Byte read FState write FState;
147 property MonsterRemoved: Boolean read FRemoved write FRemoved;
148 property MonsterPain: Integer read FPain write FPain;
149 property MonsterAnim: Byte read FCurAnim write FCurAnim;
151 property Obj: TObj read FObj;
152 property UID: Word read FUID write FUID;
153 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
155 property GameX: Integer read FObj.X write FObj.X;
156 property GameY: Integer read FObj.Y write FObj.Y;
157 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
158 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
159 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
160 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
161 property GameDirection: TDirection read FDirection write FDirection;
163 property StartID: Integer read FStartID;
164 end;
167 // will be called from map loader
168 procedure g_Mons_InitTree (x, y, w, h: Integer);
170 procedure g_Monsters_LoadData ();
171 procedure g_Monsters_FreeData ();
172 procedure g_Monsters_Init ();
173 procedure g_Monsters_Free ();
174 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
175 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
176 procedure g_Monsters_Update ();
177 procedure g_Monsters_Draw ();
178 procedure g_Monsters_DrawHealth ();
179 function g_Monsters_ByUID (UID: Word): TMonster;
180 procedure g_Monsters_killedp ();
181 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
182 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
183 function g_Monsters_GetIDByName (name: String): Integer;
184 function g_Monsters_GetNameByID (MonsterType: Byte): String;
185 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
188 type
189 TEachMonsterCB = function (mon: TMonster): Boolean is nested; // return `true` to stop
191 // throws on invalid uid
192 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
194 // can return null
195 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
197 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
199 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
200 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
202 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
203 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
205 function g_Mons_getNewTrapFrameId (): DWord;
208 type
209 TMonsAlongLineCB = function (mon: TMonster; tag: Integer): Boolean is nested;
211 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
214 var
215 gmon_debug_use_sqaccel: Boolean = true;
218 //HACK!
219 procedure g_Mons_ProfilersBegin ();
220 procedure g_Mons_ProfilersEnd ();
222 procedure g_Mons_LOS_Start (); inline;
223 procedure g_Mons_LOS_End (); inline;
225 var
226 profMonsLOS: TProfiler = nil; //WARNING: FOR DEBUGGING ONLY!
229 implementation
231 uses
232 e_log, g_main, g_sound, g_gfx, g_player, g_game,
233 g_weapons, g_triggers, MAPDEF, g_items, g_options,
234 g_console, g_map, Math, SysUtils, g_menu, wadreader,
235 g_language, g_netmsg, g_grid;
238 // ////////////////////////////////////////////////////////////////////////// //
239 procedure g_Mons_ProfilersBegin ();
240 begin
241 if (profMonsLOS = nil) then profMonsLOS := TProfiler.Create('LOS CALC', g_profile_history_size);
242 profMonsLOS.mainBegin(g_profile_los);
243 if g_profile_los then
244 begin
245 profMonsLOS.sectionBegin('loscalc');
246 profMonsLOS.sectionEnd();
247 end;
248 end;
250 procedure g_Mons_ProfilersEnd ();
251 begin
252 if (profMonsLOS <> nil) and (g_profile_los) then profMapCollision.mainEnd();
253 end;
255 procedure g_Mons_LOS_Start (); inline;
256 begin
257 profMonsLOS.sectionBeginAccum('loscalc');
258 end;
260 procedure g_Mons_LOS_End (); inline;
261 begin
262 profMonsLOS.sectionEnd();
263 end;
266 // ////////////////////////////////////////////////////////////////////////// //
267 var
268 monCheckTrapLastFrameId: DWord;
271 procedure TMonster.getMapBox (out x, y, w, h: Integer); inline;
272 begin
273 x := FObj.X+FObj.Rect.X;
274 y := FObj.Y+FObj.Rect.Y;
275 w := FObj.Rect.Width;
276 h := FObj.Rect.Height;
277 end;
280 // ////////////////////////////////////////////////////////////////////////// //
281 type
282 TMonsterGrid = specialize TBodyGridBase<TMonster>;
284 var
285 monsGrid: TMonsterGrid = nil;
288 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
289 begin
290 if not assigned(cb) then begin result := nil; exit; end;
291 result := monsGrid.forEachAlongLine(x0, y0, x1, y1, cb, -1, log);
292 end;
295 //WARNING! call this after monster position was changed, or coldet will not work right!
296 procedure TMonster.positionChanged ();
297 var
298 x, y: Integer;
299 begin
300 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
301 //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);
302 {$ENDIF}
303 if (proxyId = -1) then
304 begin
305 proxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
306 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
307 monsGrid.getBodyXY(proxyId, x, y);
308 e_WriteLog(Format('monster #%d(%u): inserted into the grid; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);
309 {$ENDIF}
310 end
311 else
312 begin
313 monsGrid.getBodyXY(proxyId, x, y);
314 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
315 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}e_WriteLog(Format('monster #%d(%u): updating tree; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);{$ENDIF}
317 {$IF TRUE}
318 monsGrid.moveBody(proxyId, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y);
319 {$ELSE}
320 monsGrid.removeBody(proxyId);
321 proxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
322 {$ENDIF}
324 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
325 monsGrid.getBodyXY(proxyId, x, y);
326 e_WriteLog(Format('monster #%d(%u): updated tree; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);
327 {$ENDIF}
328 end;
329 end;
332 // ////////////////////////////////////////////////////////////////////////// //
333 const
334 ANIM_SLEEP = 0;
335 ANIM_GO = 1;
336 ANIM_DIE = 2;
337 ANIM_MESS = 3;
338 ANIM_ATTACK = 4;
339 ANIM_ATTACK2 = 5;
340 ANIM_PAIN = 6;
342 STATE_SLEEP = 0;
343 STATE_GO = 1;
344 STATE_RUN = 2;
345 STATE_CLIMB = 3;
346 STATE_DIE = 4;
347 STATE_DEAD = 5;
348 STATE_ATTACK = 6;
349 STATE_SHOOT = 7;
350 STATE_PAIN = 8;
351 STATE_WAIT = 9;
352 STATE_REVIVE = 10;
353 STATE_RUNOUT = 11;
355 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
357 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
358 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
359 record
360 name: String;
361 loop: Boolean;
362 end = ((name: 'SLEEP'; loop: True),
363 (name: 'GO'; loop: True),
364 (name: 'DIE'; loop: False),
365 (name: 'MESS'; loop: False),
366 (name: 'ATTACK'; loop: False),
367 (name: 'ATTACK2'; loop: False),
368 (name: 'PAIN'; loop: False));
370 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
371 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
372 record
373 Name: String;
374 Rect: TRectWH;
375 Health: Word;
376 RunVel: Byte;
377 MinPain: Byte;
378 Pain: Byte;
379 Jump: Byte;
380 end =
381 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
382 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
384 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
385 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
387 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
388 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
390 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
391 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
393 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
394 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
396 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
397 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
399 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
400 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
402 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
403 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
405 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
406 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
408 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
409 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
411 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
412 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
414 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
415 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
417 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
418 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
420 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
421 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
423 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
424 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
426 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
427 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
429 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
430 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
432 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
433 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
435 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
436 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
438 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
439 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
441 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
442 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
443 record
444 LeftAnim: Boolean;
445 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
446 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
447 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
448 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
449 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
450 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
451 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));
452 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))),
454 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
455 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));
456 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))),
458 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
459 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));
460 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))),
462 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
463 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));
464 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))),
466 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
467 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));
468 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))),
470 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
471 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));
472 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))),
474 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
475 AnimDeltaRight: ((X: 4; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: 1; Y: 0), (X: 1; Y: 0), (X: -1; Y: 0));
476 AnimDeltaLeft: ((X: 0; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: -2; Y: 0), (X: -2; Y: 0), (X: 1; Y: 0))),
478 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
479 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));
480 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))),
482 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
483 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));
484 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))),
486 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
487 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));
488 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))),
490 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
491 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));
492 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))),
494 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
495 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));
496 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))),
498 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
499 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));
500 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))),
502 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
503 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));
504 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))),
506 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
507 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));
508 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))),
510 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
511 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));
512 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))),
514 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
515 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));
516 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 ))),
518 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
519 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));
520 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))),
522 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
523 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));
524 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))),
526 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
527 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));
528 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))) );
530 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
531 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
534 var
535 gMonsters: array of TMonster;
536 uidMap: array [0..65535] of TMonster; // monster knows it's index
539 procedure clearUidMap ();
540 var
541 idx: Integer;
542 begin
543 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
544 end;
547 function g_Mons_getNewTrapFrameId (): DWord;
548 var
549 f: Integer;
550 begin
551 Inc(monCheckTrapLastFrameId);
552 if monCheckTrapLastFrameId = 0 then
553 begin
554 // wraparound
555 monCheckTrapLastFrameId := 1;
556 for f := 0 to High(gMonsters) do
557 begin
558 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
559 end;
560 end;
561 result := monCheckTrapLastFrameId;
562 end;
565 var
566 pt_x: Integer = 0;
567 pt_xs: Integer = 1;
568 pt_y: Integer = 0;
569 pt_ys: Integer = 1;
570 soulcount: Integer = 0;
573 function allocMonster(): DWORD;
574 var
575 i, olen: Integer;
576 begin
577 for i := 0 to High(gMonsters) do
578 begin
579 if (gMonsters[i] = nil) then
580 begin
581 result := i;
582 exit;
583 end;
584 end;
586 olen := Length(gMonsters);
587 if (olen = 0) then
588 begin
589 SetLength(gMonsters, 64);
590 result := 0;
591 end
592 else
593 begin
594 result := olen;
595 SetLength(gMonsters, Length(gMonsters)+32);
596 end;
597 end;
600 function IsFriend(a, b: Byte): Boolean;
601 begin
602 Result := True;
604 // Áî÷êà - âñåì äðóã:
605 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
606 Exit;
608 // Ìîíñòðû îäíîãî âèäà:
609 if a = b then
610 case a of
611 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
612 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
613 Exit; // Ýòè íå áüþò ñâîèõ
614 end;
616 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
617 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
618 Exit;
619 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
620 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
621 Exit;
623 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
624 Result := False;
625 end;
628 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
629 var
630 m: TMonster;
631 UIDType, MonsterType: Byte;
632 begin
633 Result := False;
634 MonsterType := 0;
636 UIDType := g_GetUIDType(SpawnerUID);
637 if UIDType = UID_MONSTER then
638 begin
639 m := g_Monsters_ByUID(SpawnerUID);
640 if m = nil then Exit;
641 MonsterType := m.FMonsterType;
642 end;
644 case BH of
645 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
646 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
648 BH_KILLER: Result := UIDType = UID_PLAYER;
649 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
650 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
652 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
653 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
654 end;
655 end;
658 function canShoot(m: Byte): Boolean;
659 begin
660 Result := False;
662 case m of
663 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
664 Exit;
665 else
666 Result := True;
667 end;
668 end;
671 function isCorpse (o: PObj; immediately: Boolean): Integer;
673 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
674 begin
675 atag := atag; // shut up, fpc!
676 result := false; // don't stop
677 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
678 begin
679 case mon.FMonsterType of // Íå âîñêðåñèòü:
680 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
681 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
682 end;
683 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
684 result := true;
685 end;
686 end;
688 var
689 a: Integer;
690 mon: TMonster;
691 begin
692 result := -1;
694 // Åñëè íóæíà âåðîÿòíîñòü
695 if not immediately and (Random(8) <> 0) then exit;
697 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
698 if gmon_debug_use_sqaccel then
699 begin
700 mon := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
701 if (mon <> nil) then result := mon.arrIdx;
702 end
703 else
704 begin
705 for a := 0 to High(gMonsters) do
706 begin
707 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
708 begin
709 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
710 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
711 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
712 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
713 begin
714 Result := a;
715 Exit;
716 end;
717 end;
718 end;
719 end;
720 end;
721 end;
723 procedure g_Monsters_LoadData();
724 begin
725 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
727 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
734 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
741 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
748 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
755 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
762 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
769 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
776 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
783 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
790 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
797 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
804 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
811 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
818 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
824 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
825 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
827 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
828 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
831 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
832 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
834 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
835 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
838 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
839 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
840 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
841 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
842 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
843 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
844 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
845 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
846 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
848 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
849 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
851 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
852 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
853 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
855 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
856 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
859 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
860 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
862 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
866 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
867 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
873 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
874 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
875 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
876 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
877 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
880 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
882 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
884 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
885 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
886 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
887 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
888 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
889 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
890 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
891 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
892 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
893 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
894 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
896 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
897 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
898 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
900 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
901 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
902 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
903 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
904 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
905 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
907 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
908 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
909 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
910 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
911 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
913 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
914 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
916 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
917 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
918 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
919 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
921 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
922 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
923 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
924 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
925 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
927 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
928 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
929 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
930 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
931 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
933 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
934 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
935 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
936 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
938 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
939 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
940 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
942 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
943 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
945 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
946 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
948 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
949 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
950 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
952 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
953 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
955 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
956 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
957 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
959 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
961 clearUidMap();
962 monCheckTrapLastFrameId := 0;
963 end;
965 procedure g_Monsters_FreeData();
966 begin
967 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
969 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
970 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
971 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
972 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
973 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
974 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
975 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
976 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
977 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
978 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
979 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
980 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
981 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
982 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
983 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
984 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
985 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
986 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
987 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
988 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
989 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
990 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
991 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
992 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
993 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
994 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
995 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
996 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
997 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
998 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
999 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1049 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1050 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1051 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1052 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1053 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1054 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1055 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1056 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1057 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1060 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1061 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1062 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1063 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1064 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1065 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1066 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1067 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1068 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1069 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1070 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1071 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1072 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1073 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1074 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1075 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1076 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1077 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1078 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1079 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1080 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1081 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1082 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1083 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1084 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1085 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1086 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1087 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1088 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1089 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1090 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1091 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1092 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1096 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1097 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1098 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1099 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1101 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1103 g_Sound_Delete('SOUND_MONSTER_PAIN');
1104 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1105 g_Sound_Delete('SOUND_MONSTER_ACTION');
1106 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1107 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1108 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1109 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1110 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1111 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1112 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1113 g_Sound_Delete('SOUND_MONSTER_SLOP');
1115 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1116 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1117 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1119 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1120 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1121 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1122 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1123 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1124 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1126 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1127 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1128 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1129 g_Sound_Delete('SOUND_MONSTER_HAHA');
1130 g_Sound_Delete('SOUND_MONSTER_TRUP');
1132 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1133 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1135 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1136 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1137 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1138 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1140 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1141 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1142 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1143 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1144 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1146 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1147 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1148 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1149 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1150 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1152 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1153 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1154 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1155 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1157 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1158 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1159 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1161 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1162 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1164 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1165 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1167 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1168 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1169 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1171 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1172 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1174 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1175 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1176 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1178 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1179 end;
1181 procedure g_Monsters_Init();
1182 begin
1183 soulcount := 0;
1184 end;
1186 procedure g_Monsters_Free();
1187 var
1188 a: Integer;
1189 begin
1190 monsGrid.Free();
1191 monsGrid := nil;
1192 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1193 gMonsters := nil;
1194 clearUidMap();
1195 monCheckTrapLastFrameId := 0;
1196 end;
1199 // will be called from map loader
1200 procedure g_Mons_InitTree (x, y, w, h: Integer);
1201 begin
1202 monsGrid.Free();
1203 monsGrid := TMonsterGrid.Create(x, y, w, h);
1204 end;
1207 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1208 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1209 var
1210 find_id: DWORD;
1211 mon: TMonster;
1212 begin
1213 result := nil;
1215 // Íåò òàêîãî ìîíñòðà
1216 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1218 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1219 if MonsterType = MONSTER_SOUL then
1220 begin
1221 if soulcount > MAX_SOUL then exit;
1222 soulcount := soulcount + 1;
1223 end;
1225 find_id := allocMonster();
1227 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1228 gMonsters[find_id] := mon;
1229 mon.arrIdx := find_id;
1230 mon.proxyId := -1;
1232 uidMap[mon.FUID] := mon;
1234 // Íàñòðàèâàåì ïîëîæåíèå
1235 with mon do
1236 begin
1237 if AdjCoord then
1238 begin
1239 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1240 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1241 end
1242 else
1243 begin
1244 FObj.X := X-FObj.Rect.X;
1245 FObj.Y := Y-FObj.Rect.Y;
1246 end;
1248 FDirection := Direction;
1249 FStartDirection := Direction;
1250 FStartX := GameX;
1251 FStartY := GameY;
1252 end;
1254 mon.positionChanged();
1256 result := mon;
1257 end;
1259 procedure g_Monsters_killedp();
1260 var
1261 a, h: Integer;
1262 begin
1263 if gMonsters = nil then
1264 Exit;
1266 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1267 h := High(gMonsters);
1268 for a := 0 to h do
1269 if (gMonsters[a] <> nil) then
1270 with gMonsters[a] do
1271 if (FMonsterType = MONSTER_MAN) and
1272 (FState <> STATE_DEAD) and
1273 (FState <> STATE_SLEEP) and
1274 (FState <> STATE_DIE) then
1275 begin
1276 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1277 Exit;
1278 end;
1279 end;
1281 procedure g_Monsters_Update();
1282 var
1283 a: Integer;
1284 begin
1285 // Öåëåóêàçàòåëü
1286 if gTime mod (GAME_TICK*2) = 0 then
1287 begin
1288 pt_x := pt_x+pt_xs;
1289 pt_y := pt_y+pt_ys;
1290 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1291 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1292 end;
1294 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1296 for a := 0 to High(gMonsters) do
1297 begin
1298 if (gMonsters[a] = nil) then continue;
1299 if not gMonsters[a].FRemoved then
1300 begin
1301 if g_Game_IsClient then
1302 gMonsters[a].ClientUpdate()
1303 else
1304 gMonsters[a].Update();
1305 end
1306 else
1307 begin
1308 gMonsters[a].Free();
1309 gMonsters[a] := nil;
1310 end;
1311 end;
1313 gMon := False;
1314 end;
1316 procedure g_Monsters_Draw();
1317 var
1318 a: Integer;
1319 begin
1320 if gMonsters <> nil then
1321 for a := 0 to High(gMonsters) do
1322 if gMonsters[a] <> nil then
1323 gMonsters[a].Draw();
1324 end;
1326 procedure g_Monsters_DrawHealth();
1327 var
1328 a: Integer;
1329 fW, fH: Byte;
1330 begin
1331 if gMonsters = nil then Exit;
1332 e_TextureFontGetSize(gStdFont, fW, fH);
1334 for a := 0 to High(gMonsters) do
1335 if gMonsters[a] <> nil then
1336 begin
1337 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1338 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1339 IntToStr(gMonsters[a].FHealth), gStdFont);
1340 end;
1341 end;
1343 function g_Monsters_ByUID (UID: Word): TMonster;
1344 //var a: Integer;
1345 begin
1346 result := uidMap[UID];
1348 Result := nil;
1349 if gMonsters <> nil then
1350 for a := 0 to High(gMonsters) do
1351 if (gMonsters[a] <> nil) and
1352 (gMonsters[a].FUID = UID) then
1353 begin
1354 Result := gMonsters[a];
1355 Break;
1356 end;
1358 end;
1360 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1361 var
1362 count, i: Integer;
1363 b: Byte;
1364 begin
1365 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1366 count := 0;
1367 if gMonsters <> nil then
1368 for i := 0 to High(gMonsters) do
1369 if gMonsters[i] <> nil then
1370 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1371 count := count + 1;
1373 Mem := TBinMemoryWriter.Create((count+1) * 350);
1375 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1376 Mem.WriteInt(pt_x);
1377 Mem.WriteInt(pt_xs);
1378 Mem.WriteInt(pt_y);
1379 Mem.WriteInt(pt_ys);
1381 // Êîëè÷åñòâî ìîíñòðîâ:
1382 Mem.WriteInt(count);
1384 if count = 0 then
1385 Exit;
1387 // Ñîõðàíÿåì ìîíñòðîâ:
1388 for i := 0 to High(gMonsters) do
1389 if gMonsters[i] <> nil then
1390 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1391 begin
1392 // Òèï ìîíñòðà:
1393 b := gMonsters[i].MonsterType;
1394 Mem.WriteByte(b);
1395 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1396 gMonsters[i].SaveState(Mem);
1397 end;
1398 end;
1400 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1401 var
1402 count, a: Integer;
1403 b: Byte;
1404 mon: TMonster;
1405 begin
1406 if Mem = nil then exit;
1408 g_Monsters_Free();
1410 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1411 Mem.ReadInt(pt_x);
1412 Mem.ReadInt(pt_xs);
1413 Mem.ReadInt(pt_y);
1414 Mem.ReadInt(pt_ys);
1416 // Êîëè÷åñòâî ìîíñòðîâ
1417 Mem.ReadInt(count);
1419 if count = 0 then exit;
1421 // Çàãðóæàåì ìîíñòðîâ
1422 for a := 0 to count-1 do
1423 begin
1424 // Òèï ìîíñòðà
1425 Mem.ReadByte(b);
1426 // Ñîçäàåì ìîíñòðà
1427 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1428 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1429 // Çàãðóæàåì äàííûå ìîíñòðà
1430 mon.LoadState(Mem);
1431 end;
1432 end;
1434 function g_Monsters_GetIDByName(name: String): Integer;
1435 var
1436 i: Integer;
1437 begin
1438 name := UpperCase(name);
1439 i := MONSTER_DEMON;
1440 while (i <= MONSTER_MAN) do
1441 begin
1442 if name = MONSTERTABLE[i].Name then
1443 begin
1444 Result := i;
1445 Exit;
1446 end;
1447 Inc(i);
1448 end;
1450 Result := -1;
1451 end;
1453 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1454 begin
1455 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1456 Result := MONSTERTABLE[MonsterType].Name
1457 else
1458 Result := '?';
1459 end;
1461 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1462 begin
1463 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1464 Result := KilledByMonster[MonsterType]
1465 else
1466 Result := '?';
1467 end;
1469 { T M o n s t e r : }
1471 procedure TMonster.ActionSound();
1472 begin
1473 case FMonsterType of
1474 MONSTER_IMP:
1475 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1476 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1477 MONSTER_MANCUB:
1478 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1479 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1480 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1481 MONSTER_SPIDER:
1482 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1483 MONSTER_BSP:
1484 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1485 MONSTER_VILE:
1486 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1487 MONSTER_SKEL:
1488 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1489 MONSTER_CYBER:
1491 MONSTER_MAN:
1492 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1493 end;
1494 end;
1496 procedure TMonster.PainSound();
1497 begin
1498 if FPainSound then
1499 Exit;
1501 FPainSound := True;
1502 FPainTicks := 20;
1504 case FMonsterType of
1505 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1506 MONSTER_SKEL, MONSTER_CGUN:
1507 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1508 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1509 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1510 MONSTER_BSP, MONSTER_CYBER:
1511 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1512 MONSTER_VILE:
1513 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1514 MONSTER_MANCUB:
1515 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1516 MONSTER_PAIN:
1517 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1518 MONSTER_MAN:
1519 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1520 end;
1521 end;
1523 procedure TMonster.DieSound();
1524 begin
1525 case FMonsterType of
1526 MONSTER_IMP:
1527 case Random(2) of
1528 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1529 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1530 end;
1531 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1532 case Random(3) of
1533 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1534 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1535 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1536 end;
1537 MONSTER_DEMON:
1538 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1539 MONSTER_BARREL:
1540 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1541 MONSTER_SOUL:
1542 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1543 MONSTER_BSP:
1544 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1545 MONSTER_VILE:
1546 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1547 MONSTER_BARON:
1548 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1549 MONSTER_CACO:
1550 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1551 MONSTER_CYBER:
1552 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1553 MONSTER_KNIGHT:
1554 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1555 MONSTER_MANCUB:
1556 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1557 MONSTER_PAIN:
1558 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1559 MONSTER_SKEL:
1560 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1561 MONSTER_SPIDER:
1562 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1563 MONSTER_MAN:
1564 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1565 end;
1566 end;
1568 procedure TMonster.WakeUpSound();
1569 begin
1570 case FMonsterType of
1571 MONSTER_IMP:
1572 case Random(2) of
1573 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1574 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1575 end;
1576 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1577 case Random(3) of
1578 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1579 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1580 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1581 end;
1582 MONSTER_MAN:
1583 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1584 MONSTER_BSP:
1585 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1586 MONSTER_VILE:
1587 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1588 MONSTER_BARON:
1589 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1590 MONSTER_CACO:
1591 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1592 MONSTER_CYBER:
1593 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1594 MONSTER_KNIGHT:
1595 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1596 MONSTER_MANCUB:
1597 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1598 MONSTER_PAIN:
1599 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1600 MONSTER_DEMON:
1601 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1602 MONSTER_SKEL:
1603 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1604 MONSTER_SPIDER:
1605 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1606 MONSTER_SOUL:
1608 end;
1609 end;
1611 procedure TMonster.BFGHit();
1612 begin
1613 if FMonsterType = MONSTER_FISH then
1614 Exit;
1616 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1617 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1618 {if g_Game_IsServer and g_Game_IsNet then
1619 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1620 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1621 0, NET_GFX_BFG);}
1622 end;
1624 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1625 begin
1626 Result := g_Collide(FObj.X+FObj.Rect.X,
1627 FObj.Y+FObj.Rect.Y,
1628 FObj.Rect.Width,
1629 FObj.Rect.Height,
1630 X, Y,
1631 Width, Height);
1632 end;
1634 function TMonster.Collide(Panel: TPanel): Boolean;
1635 begin
1636 Result := g_Collide(FObj.X+FObj.Rect.X,
1637 FObj.Y+FObj.Rect.Y,
1638 FObj.Rect.Width,
1639 FObj.Rect.Height,
1640 Panel.X, Panel.Y,
1641 Panel.Width, Panel.Height);
1642 end;
1644 function TMonster.Collide(X, Y: Integer): Boolean;
1645 begin
1646 X := X - FObj.X - FObj.Rect.X;
1647 Y := Y - FObj.Y - FObj.Rect.Y;
1648 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1649 (y >= 0) and (y <= FObj.Rect.Height);
1650 end;
1652 procedure TMonster.Respawn;
1653 begin
1654 FObj.Vel.X := 0;
1655 FObj.Vel.Y := 0;
1656 FObj.Accel.X := 0;
1657 FObj.Accel.Y := 0;
1658 FDirection := FStartDirection;
1659 GameX := FStartX;
1660 GameY := FStartY;
1661 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1662 FHealth := MONSTERTABLE[FMonsterType].Health;
1663 FAmmo := 0;
1664 FPain := 0;
1665 FTargetUID := 0;
1666 FTargetTime := 0;
1667 FDieTriggers := nil;
1668 FWaitAttackAnim := False;
1669 FChainFire := False;
1670 FShellTimer := -1;
1672 FState := STATE_SLEEP;
1673 FCurAnim := ANIM_SLEEP;
1675 positionChanged(); // this updates spatial accelerators
1677 if g_Game_IsNet and g_Game_IsServer then
1678 begin
1679 MH_SEND_MonsterPos(FUID);
1680 MH_SEND_MonsterState(FUID);
1681 end;
1682 end;
1684 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1685 var
1686 a: Integer;
1687 FramesID: DWORD = 0;
1688 s: String;
1689 res: Boolean;
1690 begin
1691 if ForcedUID < 0 then
1692 FUID := g_CreateUID(UID_MONSTER)
1693 else
1694 FUID := ForcedUID;
1696 FMonsterType := MonsterType;
1698 g_Obj_Init(@FObj);
1700 FState := STATE_SLEEP;
1701 FCurAnim := ANIM_SLEEP;
1702 FHealth := MONSTERTABLE[MonsterType].Health;
1703 FMaxHealth := FHealth;
1704 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1705 FDieTriggers := nil;
1706 FSpawnTrigger := -1;
1707 FWaitAttackAnim := False;
1708 FChainFire := False;
1709 FStartID := aID;
1710 FNoRespawn := False;
1711 FShellTimer := -1;
1712 FBehaviour := BH_NORMAL;
1713 FFireTime := 0;
1714 FFirePainTime := 0;
1715 FFireAttacker := 0;
1717 proxyId := -1;
1718 arrIdx := -1;
1719 trapCheckFrameId := 0;
1721 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1722 FBloodKind := BLOOD_SPARKS
1723 else
1724 FBloodKind := BLOOD_NORMAL;
1725 if FMonsterType = MONSTER_CACO then
1726 begin
1727 FBloodRed := 0;
1728 FBloodGreen := 0;
1729 FBloodBlue := 150;
1730 end
1731 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1732 begin
1733 FBloodRed := 0;
1734 FBloodGreen := 150;
1735 FBloodBlue := 0;
1736 end
1737 else
1738 begin
1739 FBloodRed := 150;
1740 FBloodGreen := 0;
1741 FBloodBlue := 0;
1742 end;
1744 SetLength(FAnim, Length(ANIMTABLE));
1746 for a := 0 to High(FAnim) do
1747 begin
1748 FAnim[a, D_LEFT] := nil;
1749 FAnim[a, D_RIGHT] := nil;
1750 end;
1752 for a := ANIM_SLEEP to ANIM_PAIN do
1753 if (ANIMTABLE[a].name <> '') and
1754 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1755 begin
1756 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1757 '_'+ANIMTABLE[a].name;
1759 res := g_Frames_Exists(s);
1761 if res then
1762 res := g_Frames_Get(FramesID, s);
1764 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1765 if (not res) then
1766 begin
1767 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1768 if a <> ANIM_MESS then
1769 Continue;
1771 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1772 '_'+ANIMTABLE[ANIM_DIE].name) then
1773 begin
1774 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1775 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1776 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1777 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1778 Continue;
1779 end;
1780 end;
1782 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1783 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1785 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1786 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1787 begin
1788 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1789 '_'+ANIMTABLE[a].name+'_L';
1790 if g_Frames_Exists(s) then
1791 g_Frames_Get(FramesID, s);
1792 end;
1794 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1795 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1796 end;
1798 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1799 if MonsterType = MONSTER_VILE then
1800 begin
1801 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1802 vilefire := TAnimation.Create(FramesID, True, 2);
1803 end
1804 else
1805 vilefire := nil;
1806 end;
1808 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1809 var
1810 c, it: Integer;
1811 p: TPlayer;
1812 begin
1813 Result := False;
1815 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1816 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1817 Exit;
1819 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1820 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1821 begin
1822 FSleep := 20;
1823 if Random(2) = 0 then
1824 FDirection := D_RIGHT
1825 else
1826 FDirection := D_LEFT;
1827 Result := True;
1828 SetState(STATE_RUN);
1829 Exit;
1830 end;
1832 // Ëîâóøêà óáèâàåò ñðàçó:
1833 if t = HIT_TRAP then
1834 FHealth := -100;
1836 // Ðîáîòó óðîíà íåò:
1837 if FMonsterType = MONSTER_ROBO then
1838 aDamage := 0;
1840 // Íàíîñèì óðîí:
1841 if g_Game_IsServer then Dec(FHealth, aDamage);
1843 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1844 if FPain = 0 then
1845 FPain := 3;
1846 FPain := FPain+aDamage;
1848 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1849 if FState <> STATE_PAIN then
1850 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1851 (FMonsterType <> MONSTER_BARREL) then
1852 SetState(STATE_PAIN);
1854 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1855 if (gBloodCount > 0) then
1856 begin
1857 c := Min(aDamage, 200);
1858 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1860 if (VelX = 0) and (VelY = 0) then
1861 MakeBloodSimple(c)
1862 else
1863 case t of
1864 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1865 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1866 end;
1867 end;
1869 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1870 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1871 begin
1872 FTargetUID := SpawnerUID;
1873 FTargetTime := 0;
1874 end;
1876 // Çäîðîâüå çàêîí÷èëîñü:
1877 if FHealth <= 0 then
1878 begin
1879 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1880 if (FMonsterType <> MONSTER_BARREL) then
1881 begin
1882 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1883 begin
1884 p := g_Player_Get(SpawnerUID);
1885 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1886 begin
1887 p.MonsterKills := p.MonsterKills+1;
1888 if gGameSettings.GameMode = GM_COOP then
1889 p.Frags := p.Frags + 1;
1890 // Uncomment this if you want to double-kill monsters
1891 //p.FragCombo();
1892 end;
1893 end;
1894 if gLMSRespawn = LMS_RESPAWN_NONE then
1895 begin
1896 Inc(gCoopMonstersKilled);
1897 if g_Game_IsNet then
1898 MH_SEND_GameStats;
1899 end;
1900 end;
1902 // Âûáèðàåì ëóò:
1903 case FMonsterType of
1904 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1905 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1906 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1907 MONSTER_MAN: c := ITEM_KEY_RED;
1908 else c := 0;
1909 end;
1911 // Áðîñàåì ëóò:
1912 if c <> 0 then
1913 begin
1914 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1915 FObj.Y + (FObj.Rect.Height div 2),
1916 c, True, False);
1917 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1918 (FObj.Vel.Y div 2)-Random(4));
1919 positionChanged(); // this updates spatial accelerators
1920 if g_Game_IsServer and g_Game_IsNet then
1921 MH_SEND_ItemSpawn(True, it);
1922 end;
1924 // Òðóï äàëüøå íå èäåò:
1925 FObj.Vel.X := 0;
1927 // Ó òðóïà ðàçìåðû ìåíüøå:
1928 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1929 begin
1930 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1931 FObj.Rect.Height := 12;
1932 end;
1934 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1935 if (FHealth <= -30) and
1936 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1937 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1938 (FMonsterType = MONSTER_MAN)) then
1939 begin
1940 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1941 SetState(STATE_DIE, ANIM_MESS);
1942 end
1943 else
1944 begin
1945 DieSound();
1946 SetState(STATE_DIE);
1947 end;
1949 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1950 if g_Game_IsServer then ActivateTriggers();
1952 FHealth := 0;
1953 end
1954 else
1955 if FState = STATE_SLEEP then
1956 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1957 FPain := MONSTERTABLE[FMonsterType].Pain;
1958 SetState(STATE_GO);
1959 end;
1961 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1962 Result := True;
1963 end;
1965 function TMonster.Heal(Value: Word): Boolean;
1966 begin
1967 Result := False;
1968 if g_Game_IsClient then
1969 Exit;
1970 if not Live then
1971 Exit;
1973 if FHealth < FMaxHealth then
1974 begin
1975 IncMax(FHealth, Value, FMaxHealth);
1976 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1977 Result := True;
1978 end;
1979 end;
1981 destructor TMonster.Destroy();
1982 var
1983 a: Integer;
1984 begin
1985 for a := 0 to High(FAnim) do
1986 begin
1987 FAnim[a, D_LEFT].Free();
1988 FAnim[a, D_RIGHT].Free();
1989 end;
1991 vilefire.Free();
1993 if (proxyId <> -1) then
1994 begin
1995 if (monsGrid <> nil) then
1996 begin
1997 monsGrid.removeBody(proxyId);
1998 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
1999 e_WriteLog(Format('monster #%d(%u): removed from tree; proxyid=%d', [arrIdx, UID, proxyId]), MSG_NOTIFY);
2000 {$ENDIF}
2001 end;
2002 proxyId := -1;
2003 end;
2005 if (arrIdx <> -1) and (arrIdx < Length(gMonsters)) then gMonsters[arrIdx] := nil;
2006 arrIdx := -1;
2008 uidMap[FUID] := nil;
2010 inherited Destroy();
2011 end;
2013 procedure TMonster.Draw();
2014 var
2015 m: TMirrorType;
2016 dx, dy, c: Integer;
2017 o: TObj;
2018 begin
2019 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
2020 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
2022 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
2023 if FMonsterType = MONSTER_VILE then
2024 if FState = STATE_SHOOT then
2025 if GetPos(FTargetUID, @o) then
2026 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
2027 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
2029 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
2030 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
2031 sX-128, sY-128, sWidth+256, sHeight+256) then
2032 Exit;
2034 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
2035 if FState = STATE_DEAD then
2036 case FMonsterType of
2037 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
2038 end;
2040 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
2041 if FAnim[FCurAnim, FDirection] <> nil then
2042 begin
2043 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
2044 if (FDirection = D_LEFT) and
2045 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
2046 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
2047 (FMonsterType <> MONSTER_BARREL) then
2048 m := M_HORIZONTAL
2049 else
2050 m := M_NONE;
2052 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2053 if (FDirection = D_LEFT) and
2054 (FMonsterType <> MONSTER_BARREL) then
2055 begin
2056 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
2057 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
2059 if m = M_HORIZONTAL then
2060 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2061 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2062 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
2063 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2064 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2065 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2066 dx := -dx;
2067 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2068 end;
2069 end
2070 else // Ïðàâàÿ àíèìàöèÿ
2071 begin
2072 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2073 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2074 end;
2076 // Ðèñóåì:
2077 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2078 end;
2080 if g_debug_Frames then
2081 begin
2082 e_DrawQuad(FObj.X+FObj.Rect.X,
2083 FObj.Y+FObj.Rect.Y,
2084 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2085 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2086 0, 255, 0);
2087 end;
2088 end;
2090 procedure TMonster.MakeBloodSimple(Count: Word);
2091 begin
2092 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2093 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2094 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2095 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2096 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2097 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2098 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2099 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2100 end;
2102 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2103 begin
2104 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2105 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2106 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2107 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2108 end;
2110 procedure TMonster.Push(vx, vy: Integer);
2111 begin
2112 FObj.Accel.X := FObj.Accel.X + vx;
2113 FObj.Accel.Y := FObj.Accel.Y + vy;
2114 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2115 end;
2117 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2118 var
2119 Anim: Byte;
2120 begin
2121 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2122 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2123 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2124 soulcount := soulcount-1;
2126 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2127 case FState of
2128 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2129 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2130 (State <> STATE_GO) then
2131 Exit;
2132 end;
2134 // Ñìåíà ñîñòîÿíèÿ:
2135 FState := State;
2137 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2139 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2140 case FState of
2141 STATE_SLEEP: Anim := ANIM_SLEEP;
2142 STATE_PAIN: Anim := ANIM_PAIN;
2143 STATE_WAIT: Anim := ANIM_SLEEP;
2144 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2145 STATE_SHOOT: Anim := ANIM_ATTACK;
2146 STATE_ATTACK: Anim := ANIM_ATTACK;
2147 STATE_DIE: Anim := ANIM_DIE;
2148 STATE_REVIVE:
2149 begin // íà÷àëè âîñðåøàòüñÿ
2150 Anim := FCurAnim;
2151 FAnim[Anim, FDirection].Revert(True);
2153 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2154 FHealth := MONSTERTABLE[FMonsterType].Health;
2155 FAmmo := 0;
2156 FPain := 0;
2157 end;
2158 else Exit;
2159 end;
2161 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2162 if ForceAnim <> 255 then
2163 Anim := ForceAnim;
2165 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2166 if FCurAnim <> Anim then
2167 if FAnim[Anim, FDirection] <> nil then
2168 begin
2169 FAnim[Anim, FDirection].Reset();
2170 FCurAnim := Anim;
2171 end;
2172 end;
2174 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2175 var
2176 TA: TAnimation;
2177 FramesID: DWORD;
2178 begin
2179 Result := False;
2181 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2182 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2183 begin
2184 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2185 if g_Game_IsServer and g_Game_IsNet then
2186 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2187 Exit;
2188 end;
2190 TA := nil;
2192 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2193 if not silent then
2194 begin
2195 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2196 TA := TAnimation.Create(FramesID, False, 6);
2197 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2198 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2199 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2201 if g_Game_IsServer and g_Game_IsNet then
2202 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2203 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2204 NET_GFX_TELE);
2205 end;
2207 FObj.X := X - FObj.Rect.X;
2208 FObj.Y := Y - FObj.Rect.Y;
2209 positionChanged();
2211 if dir = 1 then
2212 FDirection := D_LEFT
2213 else
2214 if dir = 2 then
2215 FDirection := D_RIGHT
2216 else
2217 if dir = 3 then
2218 begin // îáðàòíîå
2219 if FDirection = D_RIGHT then
2220 FDirection := D_LEFT
2221 else
2222 FDirection := D_RIGHT;
2223 end;
2225 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2226 if not silent and (TA <> nil) then
2227 begin
2228 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2229 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2230 TA.Free();
2232 if g_Game_IsServer and g_Game_IsNet then
2233 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2234 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2235 NET_GFX_TELE);
2236 end;
2238 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2239 Result := True;
2240 end;
2242 procedure TMonster.Update();
2243 var
2244 a, b, sx, sy, wx, wy, oldvelx: Integer;
2245 st: Word;
2246 o, co: TObj;
2247 fall: Boolean;
2248 mon: TMonster;
2249 label
2250 _end;
2251 begin
2252 fall := True;
2254 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2255 if FMonsterType = MONSTER_FISH then
2256 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2257 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2258 fall := False;
2260 // Ëåòàþùèå ìîíòñðû:
2261 if ((FMonsterType = MONSTER_SOUL) or
2262 (FMonsterType = MONSTER_PAIN) or
2263 (FMonsterType = MONSTER_CACO)) and
2264 (FState <> STATE_DIE) and
2265 (FState <> STATE_DEAD) then
2266 fall := False;
2268 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2269 if gTime mod (GAME_TICK*2) <> 0 then
2270 begin
2271 g_Obj_Move(@FObj, fall, True, True);
2272 positionChanged(); // this updates spatial accelerators
2273 Exit;
2274 end;
2276 if FPainTicks > 0 then
2277 Dec(FPainTicks)
2278 else
2279 FPainSound := False;
2281 // Äâèãàåìñÿ:
2282 st := g_Obj_Move(@FObj, fall, True, True);
2283 positionChanged(); // this updates spatial accelerators
2285 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2286 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2287 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2288 begin
2289 FRemoved := True;
2290 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2291 begin
2292 Inc(gCoopMonstersKilled);
2293 if g_Game_IsNet then
2294 MH_SEND_GameStats;
2295 end;
2296 ActivateTriggers();
2297 Exit;
2298 end;
2300 oldvelx := FObj.Vel.X;
2302 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2303 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2304 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2306 if FFireTime > 0 then
2307 begin
2308 if WordBool(st and MOVE_INWATER) then
2309 FFireTime := 0
2310 else
2311 begin
2312 OnFireFlame(1);
2313 FFireTime := FFireTime - 1;
2314 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2315 if FFirePainTime = 0 then
2316 begin
2317 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2318 FFirePainTime := 18;
2319 end
2320 else
2321 FFirePainTime := FFirePainTime - 1;
2322 end;
2323 end;
2325 // Ìåðòâûé íè÷åãî íå äåëàåò:
2326 if (FState = STATE_DEAD) then
2327 goto _end;
2329 // AI ìîíñòðîâ âûêëþ÷åí:
2330 if g_debug_MonsterOff then
2331 begin
2332 FSleep := 1;
2333 if FState <> STATE_SLEEP then
2334 SetState(STATE_SLEEP);
2335 end;
2337 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2338 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2339 case FMonsterType of
2340 MONSTER_FISH:
2341 if Random(4) = 0 then
2342 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2343 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2344 MONSTER_ROBO, MONSTER_BARREL:
2345 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2346 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2347 else begin
2348 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2349 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2350 if Random(2) = 0 then
2351 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2352 else
2353 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2354 end;
2355 end;
2357 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2358 if FMonsterType = MONSTER_BARREL then
2359 begin
2360 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2361 (FAnim[FCurAnim, FDirection].Counter = 0) then
2362 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2363 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2364 60, FUID);
2365 end;
2367 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2368 if FMonsterType = MONSTER_SOUL then
2369 if WordBool(st and MOVE_HITAIR) then
2370 g_Obj_SetSpeed(@FObj, 16);
2372 if FAmmo < 0 then
2373 FAmmo := FAmmo + 1;
2375 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2376 if FObj.Vel.Y < 0 then
2377 if WordBool(st and MOVE_INWATER) then
2378 FObj.Vel.Y := -4;
2380 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2381 FTargetTime := FTargetTime + 1;
2383 // Ãèëüçû
2384 if FShellTimer > -1 then
2385 if FShellTimer = 0 then
2386 begin
2387 if FShellType = SHELL_SHELL then
2388 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2389 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2390 GameVelX, GameVelY-2, SHELL_SHELL)
2391 else if FShellType = SHELL_DBLSHELL then
2392 begin
2393 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2394 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2395 GameVelX-1, GameVelY-2, SHELL_SHELL);
2396 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2397 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2398 GameVelX+1, GameVelY-2, SHELL_SHELL);
2399 end;
2400 FShellTimer := -1;
2401 end else Dec(FShellTimer);
2403 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2404 if fall then
2405 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2406 STATE_ATTACK, STATE_SHOOT]) then
2407 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2408 FObj.Rect.Width, FObj.Rect.Height, 50) then
2409 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2410 (FObj.Accel.Y = 0) then
2411 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2413 case FState of
2414 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2415 begin
2416 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2417 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2418 begin
2419 FPain := MONSTERTABLE[FMonsterType].Pain;
2420 if gSoundEffectsDF then PainSound();
2421 end;
2422 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2423 PainSound();
2425 // Ñíèæàåì áîëü ñî âðåìåíåì:
2426 FPain := FPain - 5;
2428 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2429 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2430 begin
2431 FPain := 0;
2432 FAmmo := -9;
2433 SetState(STATE_GO);
2434 end;
2435 end;
2437 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2438 begin
2439 // Ñïèì:
2440 FSleep := FSleep + 1;
2442 // Ïðîñïàëè äîñòàòî÷íî:
2443 if FSleep >= 18 then
2444 FSleep := 0
2445 else // åùå ñïèì
2446 goto _end;
2448 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2449 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2450 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2451 if (gPlayers <> nil) then
2452 for a := 0 to High(gPlayers) do
2453 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2454 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2455 with gPlayers[a] do
2456 if g_Look(@FObj, @Obj, FDirection) then
2457 begin
2458 FTargetUID := gPlayers[a].UID;
2459 FTargetTime := 0;
2460 WakeUpSound();
2461 SetState(STATE_GO);
2462 Break;
2463 end;
2465 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2466 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2467 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2468 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2469 if gMonsters <> nil then
2470 for a := 0 to High(gMonsters) do
2471 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2472 (gMonsters[a].FUID <> FUID) then
2473 begin
2474 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2475 if (FBehaviour = BH_MANIAC) and
2476 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2477 Continue;
2478 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2479 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2480 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2481 Continue;
2482 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2483 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2484 Continue;
2485 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2486 begin
2487 FTargetUID := gMonsters[a].UID;
2488 FTargetTime := 0;
2489 WakeUpSound();
2490 SetState(STATE_GO);
2491 Break;
2492 end;
2493 end;
2494 end;
2496 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2497 begin
2498 // Æäåì:
2499 FSleep := FSleep - 1;
2501 // Âûæäàëè äîñòàòî÷íî - èäåì:
2502 if FSleep < 0 then
2503 SetState(STATE_GO);
2504 end;
2506 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2507 begin
2508 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2509 if WordBool(st and MOVE_BLOCK) then
2510 begin
2511 Turn();
2512 FSleep := 40;
2513 SetState(STATE_RUNOUT);
2515 goto _end;
2516 end;
2518 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2519 if (FMonsterType = MONSTER_VILE) then
2520 if isCorpse(@FObj, False) <> -1 then
2521 begin
2522 FObj.Vel.X := 0;
2523 SetState(STATE_ATTACK, ANIM_ATTACK2);
2525 goto _end;
2526 end;
2528 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2529 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2530 if not findNewPrey() then
2531 begin // Íîâûõ öåëåé íåò
2532 FTargetUID := 0;
2533 o.X := FObj.X+pt_x;
2534 o.Y := FObj.Y+pt_y;
2535 o.Vel.X := 0;
2536 o.Vel.Y := 0;
2537 o.Accel.X := 0;
2538 o.Accel.Y := 0;
2539 o.Rect := _Rect(0, 0, 0, 1);
2540 end
2541 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2542 GetPos(FTargetUID, @o);
2544 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2545 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2546 begin
2547 FTargetTime := 0;
2548 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2549 begin
2550 if kick(@o) then
2551 goto _end;
2552 end;
2553 end;
2555 // Ðàññòîÿíèå äî öåëè:
2556 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2557 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2559 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2560 if sx > 0 then
2561 FDirection := D_RIGHT
2562 else
2563 FDirection := D_LEFT;
2565 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2566 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2567 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2568 if shoot(@o, False) then
2569 goto _end;
2571 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2572 if Abs(sx) < 40 then
2573 if FMonsterType <> MONSTER_FISH then
2574 begin
2575 FSleep := 15;
2576 SetState(STATE_RUN);
2577 if Random(2) = 0 then
2578 FDirection := D_LEFT
2579 else
2580 FDirection := D_RIGHT;
2582 goto _end;
2583 end;
2585 // Óïåðëèñü â ñòåíó:
2586 if WordBool(st and MOVE_HITWALL) then
2587 begin
2588 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2589 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2590 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2591 FSleep := 4;
2592 SetState(STATE_WAIT);
2594 goto _end;
2595 end;
2597 case FMonsterType of
2598 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2599 else // Íå ëåòàþò:
2600 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2601 (FObj.Accel.Y = 0) then
2602 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2603 // Ïðûæîê ÷åðåç ñòåíó:
2604 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2605 SetState(STATE_CLIMB);
2606 end;
2607 end;
2609 goto _end;
2610 end;
2612 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2613 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2614 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2615 begin
2616 if FMonsterType = MONSTER_FISH then
2617 begin // Ðûáà
2618 if not WordBool(st and MOVE_INWATER) then
2619 begin // Ðûáà âíå âîäû:
2620 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2621 begin // "Ñòîèò" òâåðäî
2622 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2623 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2624 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2625 end;
2627 // Ðûáå áîëüíî:
2628 SetState(STATE_PAIN);
2629 FPain := FPain + 50;
2630 end
2631 else // Ðûáà â âîäå
2632 begin
2633 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2634 if Abs(sy) > 8 then
2635 FObj.Vel.Y := g_basic.Sign(sy)*4
2636 else
2637 FObj.Vel.Y := 0;
2639 // Ðûáà ïëûâåò ââåðõ:
2640 if FObj.Vel.Y < 0 then
2641 if not g_Obj_CollideWater(@FObj, 0, -16) then
2642 begin
2643 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2644 FObj.Vel.Y := 0;
2645 // Ïëàâàåì òóäà-ñþäà:
2646 if Random(2) = 0 then
2647 FDirection := D_LEFT
2648 else
2649 FDirection := D_RIGHT;
2650 FSleep := 20;
2651 SetState(STATE_RUN);
2652 end;
2653 end;
2654 end
2655 else // Ëåòàþùèå ìîíñòðû
2656 begin
2657 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2658 if Abs(sy) > 8 then
2659 FObj.Vel.Y := g_basic.Sign(sy)*4
2660 else
2661 FObj.Vel.Y := 0;
2662 end;
2663 end
2664 else // "Íàçåìíûå" ìîíñòðû
2665 begin
2666 // Âîçìîæíî, ïèíàåì êóñêè:
2667 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2668 begin
2669 b := Abs(FObj.Vel.X);
2670 if b > 1 then b := b * (Random(8 div b) + 1);
2671 for a := 0 to High(gGibs) do
2672 begin
2673 if gGibs[a].Live and
2674 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2675 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2676 begin
2677 // Ïèíàåì êóñêè
2678 if FObj.Vel.X < 0 then
2679 begin
2680 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2681 end
2682 else
2683 begin
2684 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2685 end;
2686 end;
2687 end;
2688 end;
2689 // Áîññû ìîãóò ïèíàòü òðóïû:
2690 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2691 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2692 begin
2693 b := Abs(FObj.Vel.X);
2694 if b > 1 then b := b * (Random(8 div b) + 1);
2695 for a := 0 to High(gCorpses) do
2696 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2697 begin
2698 co := gCorpses[a].Obj;
2699 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2700 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2701 // Ïèíàåì òðóïû
2702 if FObj.Vel.X < 0 then
2703 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2704 else
2705 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2706 end;
2707 end;
2708 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2709 if sy < -40 then
2710 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2711 // ñòîèò òâåðäî
2712 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2713 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2714 end;
2716 FSleep := FSleep + 1;
2718 // Èíîãäà ðû÷èì:
2719 if FSleep >= 8 then
2720 begin
2721 FSleep := 0;
2722 if Random(8) = 0 then
2723 ActionSound();
2724 end;
2726 // Áåæèì â âûáðàííóþ ñòîðîíó:
2727 if FDirection = D_RIGHT then
2728 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2729 else
2730 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2732 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2733 if WordBool(st and MOVE_INWATER) then
2734 FObj.Vel.X := FObj.Vel.X div 2
2735 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2736 if FMonsterType = MONSTER_FISH then
2737 FObj.Vel.X := 0;
2738 end;
2740 STATE_RUN: // Ñîñòîÿíèå - Áåã
2741 begin
2742 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2743 if WordBool(st and MOVE_BLOCK) then
2744 begin
2745 Turn();
2746 FSleep := 40;
2747 SetState(STATE_RUNOUT);
2749 goto _end;
2750 end;
2752 FSleep := FSleep - 1;
2754 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2755 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2756 begin
2757 FSleep := 0;
2758 SetState(STATE_GO);
2759 // Ñòåíà - èäåì îáðàòíî:
2760 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2761 Turn();
2762 // Èíîãäà ðû÷èì:
2763 if Random(8) = 0 then
2764 ActionSound();
2765 end;
2767 // Áåæèì â âûáðàííóþ ñòîðîíó:
2768 if FDirection = D_RIGHT then
2769 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2770 else
2771 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2773 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2774 if WordBool(st and MOVE_INWATER) then
2775 FObj.Vel.X := FObj.Vel.X div 2
2776 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2777 if FMonsterType = MONSTER_FISH then
2778 FObj.Vel.X := 0;
2779 end;
2781 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2782 begin
2783 // Âûøëè èç ÁëîêÌîíà:
2784 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2785 FSleep := 0;
2787 FSleep := FSleep - 1;
2789 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2790 if FSleep <= -18 then
2791 begin
2792 FSleep := 0;
2793 SetState(STATE_GO);
2794 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2795 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2796 Turn();
2797 // Èíîãäà ðû÷èì:
2798 if Random(8) = 0 then
2799 ActionSound();
2800 end;
2802 // Áåæèì â âûáðàííóþ ñòîðîíó:
2803 if FDirection = D_RIGHT then
2804 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2805 else
2806 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2808 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2809 if WordBool(st and MOVE_INWATER) then
2810 FObj.Vel.X := FObj.Vel.X div 2
2811 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2812 if FMonsterType = MONSTER_FISH then
2813 FObj.Vel.X := 0;
2814 end;
2816 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2817 begin
2818 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2819 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2820 (not WordBool(st and MOVE_HITWALL)) then
2821 begin
2822 FSleep := 0;
2823 SetState(STATE_GO);
2825 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2826 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2827 begin
2828 Turn();
2829 FSleep := 15;
2830 SetState(STATE_RUN);
2831 end;
2832 end;
2834 // Áåæèì â âûáðàííóþ ñòîðîíó:
2835 if FDirection = D_RIGHT then
2836 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2837 else
2838 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2840 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2841 if WordBool(st and MOVE_INWATER) then
2842 FObj.Vel.X := FObj.Vel.X div 2
2843 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2844 if FMonsterType = MONSTER_FISH then
2845 FObj.Vel.X := 0;
2846 end;
2848 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2849 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2850 begin
2851 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2852 if FMonsterType = MONSTER_SOUL then
2853 begin
2854 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2855 SetState(STATE_GO);
2857 goto _end;
2858 end;
2860 // Çàìåäëÿåìñÿ ïðè àòàêå:
2861 if FMonsterType <> MONSTER_FISH then
2862 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2864 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2865 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2866 begin
2867 // Öåëü ïîãèáëà => èäåì äàëüøå:
2868 if not GetPos(FTargetUID, @o) then
2869 begin
2870 SetState(STATE_GO);
2872 goto _end;
2873 end;
2875 // Öåëü íå âèäíî => èäåì äàëüøå:
2876 if not g_Look(@FObj, @o, FDirection) then
2877 begin
2878 SetState(STATE_GO);
2880 goto _end;
2881 end;
2883 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2884 if g_Obj_CollideWater(@o, 0, 0) then
2885 begin
2886 SetState(STATE_GO);
2888 goto _end;
2889 end;
2891 // Æàðèì öåëü:
2892 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2893 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2894 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2895 end;
2896 end;
2897 end; // case FState of ...
2899 _end:
2901 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2902 if FState = STATE_REVIVE then
2903 if FAnim[FCurAnim, FDirection].Played then
2904 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2905 FAnim[FCurAnim, FDirection].Revert(False);
2906 SetState(STATE_GO);
2907 end;
2909 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2910 if vilefire <> nil then
2911 vilefire.Update();
2913 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2914 if (FState = STATE_DIE) and
2915 (FAnim[FCurAnim, FDirection] <> nil) and
2916 (FAnim[FCurAnim, FDirection].Played) then
2917 begin
2918 // Óìåð:
2919 SetState(STATE_DEAD);
2921 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2922 if (FMonsterType = MONSTER_PAIN) then
2923 begin
2924 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2925 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2926 if mon <> nil then
2927 begin
2928 mon.SetState(STATE_GO);
2929 mon.FNoRespawn := True;
2930 Inc(gTotalMonsters);
2931 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2932 end;
2934 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2935 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2936 if mon <> nil then
2937 begin
2938 mon.SetState(STATE_GO);
2939 mon.FNoRespawn := True;
2940 Inc(gTotalMonsters);
2941 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2942 end;
2944 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2945 FObj.Y+FObj.Rect.Y, D_RIGHT);
2946 if mon <> nil then
2947 begin
2948 mon.SetState(STATE_GO);
2949 mon.FNoRespawn := True;
2950 Inc(gTotalMonsters);
2951 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2952 end;
2954 if g_Game_IsNet then MH_SEND_CoopStats();
2955 end;
2957 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2958 if (FMonsterType = MONSTER_PAIN) or
2959 (FMonsterType = MONSTER_SOUL) or
2960 (FMonsterType = MONSTER_BARREL) then
2961 FRemoved := True;
2962 end;
2964 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2965 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2966 if (FAnim[FCurAnim, FDirection] <> nil) then
2967 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2968 if (FAnim[FCurAnim, FDirection].Played) then
2969 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2970 if FState = STATE_ATTACK then
2971 begin // Ñîñòîÿíèå - Àòàêà
2972 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2973 if FMonsterType <> MONSTER_SOUL then
2974 SetState(STATE_GO);
2975 end
2976 else // Ñîñòîÿíèå - Ñòðåëüáà
2977 begin
2978 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2979 if not FChainFire then
2980 SetState(STATE_GO)
2981 else
2982 begin // Íàäî ñòðåëÿòü åùå
2983 FChainFire := False;
2984 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2985 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2986 FAnim[FCurAnim, FDirection].Reset();
2987 end;
2988 end;
2990 FWaitAttackAnim := False;
2991 end
2993 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2994 if (FMonsterType = MONSTER_SOUL) or
2995 ( (not FWaitAttackAnim) and
2996 (FAnim[FCurAnim, FDirection].CurrentFrame =
2997 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2998 ) then
2999 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3000 if FState = STATE_ATTACK then
3001 begin // Ñîñòîÿíèå - Àòàêà
3002 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3003 if FMonsterType = MONSTER_SOUL then
3004 FAnim[FCurAnim, FDirection].Reset();
3006 case FMonsterType of
3007 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3008 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3009 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3010 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3011 if FMonsterType = MONSTER_SOUL then
3012 SetState(STATE_GO);
3014 MONSTER_FISH:
3015 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
3016 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
3017 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
3019 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3020 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3021 if FCurAnim = ANIM_ATTACK2 then
3022 begin
3023 o := FObj;
3024 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3025 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
3026 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
3027 end;
3029 MONSTER_VILE:
3030 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3031 if FCurAnim = ANIM_ATTACK2 then
3032 begin
3033 sx := isCorpse(@FObj, True);
3034 if sx <> -1 then
3035 begin // Íàøëè, êîãî âîñêðåñèòü
3036 gMonsters[sx].SetState(STATE_REVIVE);
3037 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3038 // Âîñêðåøàòü - ñåáå âðåäèòü:
3039 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3040 end;
3041 end;
3042 end;
3043 end
3045 else // Ñîñòîÿíèå - Ñòðåëüáà
3046 begin
3047 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3048 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
3050 if FDirection = D_LEFT then
3051 begin
3052 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
3053 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
3054 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3056 wx := FObj.X + wx;
3057 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
3059 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3060 case FMonsterType of
3061 MONSTER_IMP:
3062 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3063 MONSTER_ZOMBY:
3064 begin
3065 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3066 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3067 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3068 end;
3069 MONSTER_SERG:
3070 begin
3071 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3072 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3073 FShellTimer := 10;
3074 FShellType := SHELL_SHELL;
3075 end;
3076 MONSTER_MAN:
3077 begin
3078 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3079 FShellTimer := 13;
3080 FShellType := SHELL_DBLSHELL;
3081 FAmmo := -36;
3082 end;
3083 MONSTER_CYBER:
3084 begin
3085 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3086 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3087 end;
3088 MONSTER_SKEL:
3089 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3090 MONSTER_CGUN:
3091 begin
3092 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3093 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3094 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3095 end;
3096 MONSTER_SPIDER:
3097 begin
3098 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3099 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3100 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3101 end;
3102 MONSTER_BSP:
3103 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3104 MONSTER_ROBO:
3105 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3106 MONSTER_MANCUB:
3107 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3108 MONSTER_BARON, MONSTER_KNIGHT:
3109 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3110 MONSTER_CACO:
3111 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3112 MONSTER_PAIN:
3113 begin // Ñîçäàåì Lost_Soul:
3114 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3115 FObj.Y+FObj.Rect.Y, FDirection);
3117 if mon <> nil then
3118 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3119 mon.FTargetUID := FTargetUID;
3120 GetPos(FTargetUID, @o);
3121 mon.FTargetTime := 0;
3122 mon.FNoRespawn := True;
3123 mon.SetState(STATE_GO);
3124 mon.shoot(@o, True);
3125 Inc(gTotalMonsters);
3127 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3128 end;
3129 end;
3130 end;
3132 if FMonsterType <> MONSTER_PAIN then
3133 if g_Game_IsNet then
3134 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3136 // Ñêîðîñòðåëüíûå ìîíñòðû:
3137 if (FMonsterType = MONSTER_CGUN) or
3138 (FMonsterType = MONSTER_SPIDER) or
3139 (FMonsterType = MONSTER_BSP) or
3140 (FMonsterType = MONSTER_MANCUB) or
3141 (FMonsterType = MONSTER_ROBO) then
3142 if not GetPos(FTargetUID, @o) then
3143 // Öåëü ìåðòâà - èùåì íîâóþ:
3144 findNewPrey()
3145 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3146 if shoot(@o, False) then
3147 FChainFire := True;
3148 end;
3150 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3151 FWaitAttackAnim := True;
3152 end;
3154 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3155 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3156 case FState of
3157 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3158 // Çâóêè ïðè ïåðåäâèæåíèè:
3159 case FMonsterType of
3160 MONSTER_CYBER:
3161 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3162 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3163 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3164 MONSTER_SPIDER:
3165 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3166 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3167 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3168 MONSTER_BSP:
3169 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3170 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3171 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3172 MONSTER_ROBO:
3173 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3174 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3175 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3176 end;
3177 end;
3179 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3180 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3181 FObj.Vel.X := oldvelx;
3183 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3184 if FAnim[FCurAnim, FDirection] <> nil then
3185 FAnim[FCurAnim, FDirection].Update();
3186 end;
3188 procedure TMonster.SetDeadAnim;
3189 begin
3190 if FAnim <> nil then
3191 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3192 end;
3194 procedure TMonster.RevertAnim(R: Boolean = True);
3195 begin
3196 if FAnim <> nil then
3197 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3198 FAnim[FCurAnim, FDirection].Revert(R);
3199 end;
3201 function TMonster.AnimIsReverse: Boolean;
3202 begin
3203 if FAnim <> nil then
3204 Result := FAnim[FCurAnim, FDirection].IsReverse
3205 else
3206 Result := False;
3207 end;
3209 procedure TMonster.ClientUpdate();
3210 var
3211 a, b, sx, sy, oldvelx: Integer;
3212 st: Word;
3213 o, co: TObj;
3214 fall: Boolean;
3215 label
3216 _end;
3217 begin
3218 sx := 0; // SHUT UP COMPILER
3219 sy := 0;
3220 fall := True;
3221 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3222 if FMonsterType = MONSTER_FISH then
3223 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3224 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3225 fall := False;
3227 // Ëåòàþùèå ìîíòñðû:
3228 if ((FMonsterType = MONSTER_SOUL) or
3229 (FMonsterType = MONSTER_PAIN) or
3230 (FMonsterType = MONSTER_CACO)) and
3231 (FState <> STATE_DIE) and
3232 (FState <> STATE_DEAD) then
3233 fall := False;
3235 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3236 if gTime mod (GAME_TICK*2) <> 0 then
3237 begin
3238 g_Obj_Move(@FObj, fall, True, True);
3239 positionChanged(); // this updates spatial accelerators
3240 Exit;
3241 end;
3243 if FPainTicks > 0 then
3244 Dec(FPainTicks)
3245 else
3246 FPainSound := False;
3248 // Äâèãàåìñÿ:
3249 st := g_Obj_Move(@FObj, fall, True, True);
3250 positionChanged(); // this updates spatial accelerators
3252 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3253 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3254 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3255 begin
3256 FRemoved := True;
3257 Exit;
3258 end;
3260 oldvelx := FObj.Vel.X;
3262 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3263 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3264 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3266 if FFireTime > 0 then
3267 begin
3268 if WordBool(st and MOVE_INWATER) then
3269 FFireTime := 0
3270 else
3271 begin
3272 OnFireFlame(1);
3273 FFireTime := FFireTime - 1;
3274 end;
3275 end;
3277 // Ìåðòâûé íè÷åãî íå äåëàåò:
3278 if (FState = STATE_DEAD) then
3279 goto _end;
3281 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3282 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3283 case FMonsterType of
3284 MONSTER_FISH:
3285 if Random(4) = 0 then
3286 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3287 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3288 MONSTER_ROBO, MONSTER_BARREL:
3289 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3290 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3291 else begin
3292 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3293 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3294 if Random(2) = 0 then
3295 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3296 else
3297 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3298 end;
3299 end;
3301 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3302 if FMonsterType = MONSTER_BARREL then
3303 begin
3304 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3305 (FAnim[FCurAnim, FDirection].Counter = 0) then
3306 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3307 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3308 60, FUID);
3309 end;
3311 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3312 if FMonsterType = MONSTER_SOUL then
3313 if WordBool(st and MOVE_HITAIR) then
3314 g_Obj_SetSpeed(@FObj, 16);
3316 if FAmmo < 0 then
3317 FAmmo := FAmmo + 1;
3319 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3320 if FObj.Vel.Y < 0 then
3321 if WordBool(st and MOVE_INWATER) then
3322 FObj.Vel.Y := -4;
3324 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3325 FTargetTime := FTargetTime + 1;
3327 if FShellTimer > -1 then
3328 if FShellTimer = 0 then
3329 begin
3330 if FShellType = SHELL_SHELL then
3331 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3332 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3333 GameVelX, GameVelY-2, SHELL_SHELL)
3334 else if FShellType = SHELL_DBLSHELL then
3335 begin
3336 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3337 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3338 GameVelX-1, GameVelY-2, SHELL_SHELL);
3339 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3340 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3341 GameVelX+1, GameVelY-2, SHELL_SHELL);
3342 end;
3343 FShellTimer := -1;
3344 end else Dec(FShellTimer);
3346 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3347 if fall then
3348 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3349 STATE_ATTACK, STATE_SHOOT]) then
3350 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3351 FObj.Rect.Width, FObj.Rect.Height, 50) then
3352 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3353 (FObj.Accel.Y = 0) then
3354 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3356 case FState of
3357 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3358 begin
3359 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3360 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3361 begin
3362 FPain := MONSTERTABLE[FMonsterType].Pain;
3363 if gSoundEffectsDF then PainSound();
3364 end;
3365 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3366 PainSound();
3368 // Ñíèæàåì áîëü ñî âðåìåíåì:
3369 FPain := FPain - 5;
3371 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3372 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3373 begin
3374 SetState(STATE_GO);
3375 FPain := 0;
3376 end;
3377 end;
3379 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3380 begin
3381 // Ñïèì:
3382 FSleep := FSleep + 1;
3384 // Ïðîñïàëè äîñòàòî÷íî:
3385 if FSleep >= 18 then
3386 FSleep := 0
3387 else // åùå ñïèì
3388 goto _end;
3389 end;
3391 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3392 begin
3393 // Æäåì:
3394 FSleep := FSleep - 1;
3395 end;
3397 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3398 begin
3399 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3400 if WordBool(st and MOVE_BLOCK) then
3401 begin
3402 Turn();
3403 FSleep := 40;
3404 SetState(STATE_RUNOUT);
3406 goto _end;
3407 end;
3409 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3410 if (FMonsterType = MONSTER_VILE) then
3411 if isCorpse(@FObj, False) <> -1 then
3412 begin
3413 SetState(STATE_ATTACK, ANIM_ATTACK2);
3414 FObj.Vel.X := 0;
3416 goto _end;
3417 end;
3419 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3420 if Abs(sx) < 40 then
3421 if FMonsterType <> MONSTER_FISH then
3422 begin
3423 SetState(STATE_RUN);
3424 FSleep := 15;
3426 goto _end;
3427 end;
3429 // Óïåðëèñü â ñòåíó:
3430 if WordBool(st and MOVE_HITWALL) then
3431 begin
3432 case FMonsterType of
3433 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3434 else // Íå ëåòàþò:
3435 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3436 (FObj.Accel.Y = 0) then
3437 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3438 // Ïðûæîê ÷åðåç ñòåíó:
3439 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3440 SetState(STATE_CLIMB);
3441 end;
3442 end;
3444 goto _end;
3445 end;
3447 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3448 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3449 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3450 begin
3451 if FMonsterType = MONSTER_FISH then
3452 begin // Ðûáà
3453 if not WordBool(st and MOVE_INWATER) then
3454 begin // Ðûáà âíå âîäû:
3455 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3456 begin // "Ñòîèò" òâåðäî
3457 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3458 if FObj.Accel.Y = 0 then
3459 FObj.Vel.Y := -6;
3460 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3461 end;
3463 // Ðûáå áîëüíî:
3464 SetState(STATE_PAIN);
3465 FPain := FPain + 50;
3466 end
3467 else // Ðûáà â âîäå
3468 begin
3469 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3470 if Abs(sy) > 8 then
3471 FObj.Vel.Y := g_basic.Sign(sy)*4
3472 else
3473 FObj.Vel.Y := 0;
3475 // Ðûáà ïëûâåò ââåðõ:
3476 if FObj.Vel.Y < 0 then
3477 if not g_Obj_CollideWater(@FObj, 0, -16) then
3478 begin
3479 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3480 FObj.Vel.Y := 0;
3481 // Ïëàâàåì òóäà-ñþäà:
3482 SetState(STATE_RUN);
3483 FSleep := 20;
3484 end;
3485 end;
3486 end
3487 else // Ëåòàþùèå ìîíñòðû
3488 begin
3489 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3490 if Abs(sy) > 8 then
3491 FObj.Vel.Y := g_basic.Sign(sy)*4
3492 else
3493 FObj.Vel.Y := 0;
3494 end;
3495 end
3496 else // "Íàçåìíûå" ìîíñòðû
3497 begin
3498 // Âîçìîæíî, ïèíàåì êóñêè:
3499 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3500 begin
3501 b := Abs(FObj.Vel.X);
3502 if b > 1 then b := b * (Random(8 div b) + 1);
3503 for a := 0 to High(gGibs) do
3504 begin
3505 if gGibs[a].Live and
3506 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3507 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3508 begin
3509 // Ïèíàåì êóñêè
3510 if FObj.Vel.X < 0 then
3511 begin
3512 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3513 end
3514 else
3515 begin
3516 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3517 end;
3518 positionChanged(); // this updates spatial accelerators
3519 end;
3520 end;
3521 end;
3522 // Áîññû ìîãóò ïèíàòü òðóïû:
3523 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3524 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3525 begin
3526 b := Abs(FObj.Vel.X);
3527 if b > 1 then b := b * (Random(8 div b) + 1);
3528 for a := 0 to High(gCorpses) do
3529 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3530 begin
3531 co := gCorpses[a].Obj;
3532 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3533 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3534 // Ïèíàåì òðóïû
3535 if FObj.Vel.X < 0 then
3536 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3537 else
3538 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3539 end;
3540 end;
3541 end;
3543 FSleep := FSleep + 1;
3545 // Èíîãäà ðû÷èì:
3546 if FSleep >= 8 then
3547 begin
3548 FSleep := 0;
3549 if Random(8) = 0 then
3550 ActionSound();
3551 end;
3553 // Áåæèì â âûáðàííóþ ñòîðîíó:
3554 if FDirection = D_RIGHT then
3555 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3556 else
3557 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3559 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3560 if WordBool(st and MOVE_INWATER) then
3561 FObj.Vel.X := FObj.Vel.X div 2
3562 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3563 if FMonsterType = MONSTER_FISH then
3564 FObj.Vel.X := 0;
3565 end;
3567 STATE_RUN: // Ñîñòîÿíèå - Áåã
3568 begin
3569 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3570 if WordBool(st and MOVE_BLOCK) then
3571 begin
3572 SetState(STATE_RUNOUT);
3573 FSleep := 40;
3575 goto _end;
3576 end;
3578 FSleep := FSleep - 1;
3580 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3581 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3582 begin
3583 SetState(STATE_GO);
3584 FSleep := 0;
3586 // Èíîãäà ðû÷èì:
3587 if Random(8) = 0 then
3588 ActionSound();
3589 end;
3591 // Áåæèì â âûáðàííóþ ñòîðîíó:
3592 if FDirection = D_RIGHT then
3593 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3594 else
3595 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3597 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3598 if WordBool(st and MOVE_INWATER) then
3599 FObj.Vel.X := FObj.Vel.X div 2
3600 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3601 if FMonsterType = MONSTER_FISH then
3602 FObj.Vel.X := 0;
3603 end;
3605 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3606 begin
3607 // Âûøëè èç ÁëîêÌîíà:
3608 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3609 FSleep := 0;
3611 FSleep := FSleep - 1;
3613 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3614 if FSleep <= -18 then
3615 begin
3616 SetState(STATE_GO);
3617 FSleep := 0;
3619 // Èíîãäà ðû÷èì:
3620 if Random(8) = 0 then
3621 ActionSound();
3622 end;
3624 // Áåæèì â âûáðàííóþ ñòîðîíó:
3625 if FDirection = D_RIGHT then
3626 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3627 else
3628 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3630 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3631 if WordBool(st and MOVE_INWATER) then
3632 FObj.Vel.X := FObj.Vel.X div 2
3633 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3634 if FMonsterType = MONSTER_FISH then
3635 FObj.Vel.X := 0;
3636 end;
3638 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3639 begin
3640 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3641 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3642 (not WordBool(st and MOVE_HITWALL)) then
3643 begin
3644 SetState(STATE_GO);
3645 FSleep := 0;
3647 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3648 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3649 begin
3650 SetState(STATE_RUN);
3651 FSleep := 15;
3652 end;
3653 end;
3655 // Áåæèì â âûáðàííóþ ñòîðîíó:
3656 if FDirection = D_RIGHT then
3657 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3658 else
3659 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3661 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3662 if WordBool(st and MOVE_INWATER) then
3663 FObj.Vel.X := FObj.Vel.X div 2
3664 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3665 if FMonsterType = MONSTER_FISH then
3666 FObj.Vel.X := 0;
3667 end;
3669 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3670 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3671 begin
3672 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3673 if FMonsterType = MONSTER_SOUL then
3674 begin
3675 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3676 SetState(STATE_GO);
3678 goto _end;
3679 end;
3681 // Çàìåäëÿåìñÿ ïðè àòàêå:
3682 if FMonsterType <> MONSTER_FISH then
3683 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3685 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3686 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3687 begin
3688 // Öåëü ïîãèáëà => èäåì äàëüøå:
3689 if not GetPos(FTargetUID, @o) then
3690 begin
3691 SetState(STATE_GO);
3693 goto _end;
3694 end;
3696 // Öåëü íå âèäíî => èäåì äàëüøå:
3697 if not g_Look(@FObj, @o, FDirection) then
3698 begin
3699 SetState(STATE_GO);
3701 goto _end;
3702 end;
3704 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3705 if g_Obj_CollideWater(@o, 0, 0) then
3706 begin
3707 SetState(STATE_GO);
3709 goto _end;
3710 end;
3711 end;
3712 end;
3713 end; // case FState of ...
3715 _end:
3717 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3718 if FState = STATE_REVIVE then
3719 if FAnim[FCurAnim, FDirection].Played then
3720 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3721 FAnim[FCurAnim, FDirection].Revert(False);
3722 SetState(STATE_GO);
3723 end;
3725 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3726 if vilefire <> nil then
3727 vilefire.Update();
3729 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3730 if (FState = STATE_DIE) and
3731 (FAnim[FCurAnim, FDirection] <> nil) and
3732 (FAnim[FCurAnim, FDirection].Played) then
3733 begin
3734 // Óìåð:
3735 SetState(STATE_DEAD);
3737 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3738 if (FMonsterType = MONSTER_PAIN) or
3739 (FMonsterType = MONSTER_SOUL) or
3740 (FMonsterType = MONSTER_BARREL) then
3741 FRemoved := True
3742 else
3743 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3744 end;
3746 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3747 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3748 if (FAnim[FCurAnim, FDirection] <> nil) then
3749 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3750 if (FAnim[FCurAnim, FDirection].Played) then
3751 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3752 if FState = STATE_ATTACK then
3753 begin // Ñîñòîÿíèå - Àòàêà
3754 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3755 if FMonsterType <> MONSTER_SOUL then
3756 SetState(STATE_GO);
3757 end
3758 else // Ñîñòîÿíèå - Ñòðåëüáà
3759 begin
3760 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3761 if not FChainFire then
3762 SetState(STATE_GO)
3763 else
3764 begin // Íàäî ñòðåëÿòü åùå
3765 FChainFire := False;
3766 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3767 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3768 FAnim[FCurAnim, FDirection].Reset();
3769 end;
3770 end;
3772 FWaitAttackAnim := False;
3773 end
3775 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3776 if (FMonsterType = MONSTER_SOUL) or
3777 ( (not FWaitAttackAnim) and
3778 (FAnim[FCurAnim, FDirection].CurrentFrame =
3779 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3780 ) then
3781 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3782 if FState = STATE_ATTACK then
3783 begin // Ñîñòîÿíèå - Àòàêà
3784 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3785 if FMonsterType = MONSTER_SOUL then
3786 FAnim[FCurAnim, FDirection].Reset();
3788 case FMonsterType of
3789 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3790 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3791 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3792 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3793 if FMonsterType = MONSTER_SOUL then
3794 SetState(STATE_GO);
3796 MONSTER_FISH:
3797 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3799 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3800 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3801 if FCurAnim = ANIM_ATTACK2 then
3802 begin
3803 o := FObj;
3804 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3805 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3806 end;
3808 MONSTER_VILE:
3809 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3810 if FCurAnim = ANIM_ATTACK2 then
3811 begin
3812 sx := isCorpse(@FObj, True);
3813 if sx <> -1 then
3814 begin // Íàøëè, êîãî âîñêðåñèòü
3815 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3816 // Âîñêðåøàòü - ñåáå âðåäèòü:
3817 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3818 end;
3819 end;
3820 end;
3821 end
3823 else // Ñîñòîÿíèå - Ñòðåëüáà
3824 begin
3825 // Ñêîðîñòðåëüíûå ìîíñòðû:
3826 if (FMonsterType = MONSTER_CGUN) or
3827 (FMonsterType = MONSTER_SPIDER) or
3828 (FMonsterType = MONSTER_BSP) or
3829 (FMonsterType = MONSTER_MANCUB) or
3830 (FMonsterType = MONSTER_ROBO) then
3831 if not GetPos(FTargetUID, @o) then
3832 // Öåëü ìåðòâà - èùåì íîâóþ:
3833 findNewPrey()
3834 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3835 if shoot(@o, False) then
3836 FChainFire := True;
3837 end;
3839 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3840 FWaitAttackAnim := True;
3841 end;
3843 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3844 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3845 case FState of
3846 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3847 // Çâóêè ïðè ïåðåäâèæåíèè:
3848 case FMonsterType of
3849 MONSTER_CYBER:
3850 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3851 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3852 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3853 MONSTER_SPIDER:
3854 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3855 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3856 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3857 MONSTER_BSP:
3858 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3859 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3860 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3861 MONSTER_ROBO:
3862 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3863 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3864 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3865 end;
3866 end;
3868 // Êîñòûëü äëÿ ïîòîêîâ
3869 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3870 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3871 FObj.Vel.X := oldvelx;
3873 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3874 if FAnim[FCurAnim, FDirection] <> nil then
3875 FAnim[FCurAnim, FDirection].Update();
3876 end;
3878 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3879 begin
3880 case FMonsterType of
3881 MONSTER_ZOMBY:
3882 begin
3883 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3884 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3885 end;
3886 MONSTER_SERG:
3887 begin
3888 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3889 FShellTimer := 10;
3890 FShellType := SHELL_SHELL;
3891 end;
3892 MONSTER_MAN:
3893 begin
3894 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3895 FShellTimer := 13;
3896 FShellType := SHELL_DBLSHELL;
3897 end;
3898 MONSTER_CGUN, MONSTER_SPIDER:
3899 begin
3900 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3901 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3902 end;
3903 MONSTER_IMP:
3904 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3905 MONSTER_CYBER:
3906 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3907 MONSTER_SKEL:
3908 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3909 MONSTER_BSP:
3910 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3911 MONSTER_ROBO:
3912 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3913 MONSTER_MANCUB:
3914 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3915 MONSTER_BARON, MONSTER_KNIGHT:
3916 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3917 MONSTER_CACO:
3918 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3919 end;
3920 end;
3922 procedure TMonster.Turn();
3923 begin
3924 // Ðàçâîðà÷èâàåìñÿ:
3925 if FDirection = D_LEFT then
3926 FDirection := D_RIGHT
3927 else
3928 FDirection := D_LEFT;
3930 // Áåæèì â âûáðàííóþ ñòîðîíó:
3931 if FDirection = D_RIGHT then
3932 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3933 else
3934 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3935 end;
3937 function TMonster.findNewPrey(): Boolean;
3938 var
3939 a: DWORD;
3940 l, l2: Integer;
3941 PlayersSee, MonstersSee: Array of DWORD;
3942 PlayerNear, MonsterNear: Integer;
3943 begin
3944 Result := False;
3945 SetLength(MonstersSee, 0);
3946 SetLength(PlayersSee, 0);
3948 FTargetUID := 0;
3949 l := 32000;
3950 PlayerNear := -1;
3951 MonsterNear := -1;
3953 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3954 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3955 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3956 for a := 0 to High(gPlayers) do
3957 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3958 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3959 begin
3960 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3961 begin
3962 SetLength(PlayersSee, Length(PlayersSee) + 1);
3963 PlayersSee[High(PlayersSee)] := a;
3964 end;
3965 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3966 Abs(gPlayers[a].GameY-FObj.Y);
3967 if l2 < l then
3968 begin
3969 l := l2;
3970 PlayerNear := Integer(a);
3971 end;
3972 end;
3974 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3975 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3976 for a := 0 to High(gMonsters) do
3977 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3978 (gMonsters[a].FUID <> FUID) then
3979 begin
3980 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3981 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3982 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3983 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3984 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3985 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3986 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3987 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3989 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3990 begin
3991 SetLength(MonstersSee, Length(MonstersSee) + 1);
3992 MonstersSee[High(MonstersSee)] := a;
3993 end;
3994 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3995 Abs(gMonsters[a].FObj.Y-FObj.Y);
3996 if l2 < l then
3997 begin
3998 l := l2;
3999 MonsterNear := Integer(a);
4000 end;
4001 end;
4003 case FBehaviour of
4004 BH_NORMAL, BH_KILLER:
4005 begin
4006 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
4007 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4008 begin
4009 a := PlayersSee[Random(Length(PlayersSee))];
4010 FTargetUID := gPlayers[a].UID;
4011 end;
4012 // Çàòåì ïîáëèçîñòè
4013 if (FTargetUID = 0) and (PlayerNear > -1) then
4014 begin
4015 a := PlayerNear;
4016 FTargetUID := gPlayers[a].UID;
4017 end;
4018 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
4019 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4020 begin
4021 a := MonstersSee[Random(Length(MonstersSee))];
4022 FTargetUID := gMonsters[a].UID;
4023 end;
4024 // Çàòåì ïîáëèçîñòè
4025 if (FTargetUID = 0) and (MonsterNear > -1) then
4026 begin
4027 a := MonsterNear;
4028 FTargetUID := gMonsters[a].UID;
4029 end;
4030 end;
4031 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
4032 begin
4033 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
4034 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4035 begin
4036 a := PlayersSee[Random(Length(PlayersSee))];
4037 FTargetUID := gPlayers[a].UID;
4038 end;
4039 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4040 begin
4041 a := MonstersSee[Random(Length(MonstersSee))];
4042 FTargetUID := gMonsters[a].UID;
4043 end;
4044 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
4045 if (FTargetUID = 0) and (PlayerNear > -1) then
4046 begin
4047 a := PlayerNear;
4048 FTargetUID := gPlayers[a].UID;
4049 end;
4050 if (FTargetUID = 0) and (MonsterNear > -1) then
4051 begin
4052 a := MonsterNear;
4053 FTargetUID := gMonsters[a].UID;
4054 end;
4055 end;
4056 end;
4058 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4059 if FTargetUID = 0 then
4060 begin
4061 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4062 if FBehaviour = BH_INSANE then
4063 FTargetUID := FUID
4064 else
4065 FTargetTime := MAX_ATM;
4066 end
4067 else
4068 begin // Öåëü íàøëè
4069 FTargetTime := 0;
4070 Result := True;
4071 end;
4072 end;
4074 function TMonster.kick(o: PObj): Boolean;
4075 begin
4076 Result := False;
4078 case FMonsterType of
4079 MONSTER_FISH:
4080 begin
4081 SetState(STATE_ATTACK);
4082 Result := True;
4083 end;
4084 MONSTER_DEMON:
4085 begin
4086 SetState(STATE_ATTACK);
4087 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4088 Result := True;
4089 end;
4090 MONSTER_IMP:
4091 begin
4092 SetState(STATE_ATTACK);
4093 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4094 Result := True;
4095 end;
4096 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4097 begin
4098 SetState(STATE_ATTACK, ANIM_ATTACK2);
4099 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4100 Result := True;
4101 end;
4102 MONSTER_BARON, MONSTER_KNIGHT,
4103 MONSTER_CACO, MONSTER_MANCUB:
4104 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4105 if not g_Game_IsClient then Result := shoot(o, True);
4106 end;
4107 end;
4109 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4110 var
4111 xd, yd, m: Integer;
4112 begin
4113 Result := False;
4115 // Ñòðåëÿòü ðàíî:
4116 if FAmmo < 0 then
4117 Exit;
4119 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4120 if not immediately then
4121 case FMonsterType of
4122 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4123 Exit; // íå ñòðåëÿþò
4124 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4125 begin
4126 FAmmo := FAmmo + 1;
4127 // Âðåìÿ âûñòðåëà óïóùåíî:
4128 if FAmmo >= 50 then
4129 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4130 end;
4131 MONSTER_MAN: ;
4132 MONSTER_MANCUB:
4133 begin
4134 FAmmo := FAmmo + 1;
4135 // Âðåìÿ âûñòðåëà óïóùåíî:
4136 if FAmmo >= 5 then
4137 FAmmo := -50;
4138 end;
4139 MONSTER_SPIDER:
4140 begin
4141 FAmmo := FAmmo + 1;
4142 // Âðåìÿ âûñòðåëà óïóùåíî:
4143 if FAmmo >= 100 then
4144 FAmmo := -50;
4145 end;
4146 MONSTER_CYBER:
4147 begin
4148 // Ñòðåëÿåò íå âñåãäà:
4149 if Random(2) = 0 then
4150 Exit;
4151 FAmmo := FAmmo + 1;
4152 // Âðåìÿ âûñòðåëà óïóùåíî:
4153 if FAmmo >= 10 then
4154 FAmmo := -50;
4155 end;
4156 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4157 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4158 MONSTER_VILE: if Random(8) <> 0 then Exit;
4159 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4160 else if Random(16) <> 0 then Exit;
4161 end;
4163 // Öåëè íå âèäíî:
4164 if not g_Look(@FObj, o, FDirection) then
4165 Exit;
4167 FTargetTime := 0;
4169 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4170 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4172 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4173 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4174 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4175 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4176 Exit;
4178 case FMonsterType of
4179 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4180 begin
4181 SetState(STATE_SHOOT);
4182 {nn}
4183 end;
4184 MONSTER_SKEL:
4185 begin
4186 SetState(STATE_SHOOT);
4187 {nn}
4188 end;
4189 MONSTER_VILE:
4190 begin // Çàæèãàåì îãîíü
4191 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4192 ty := o^.Y+o^.Rect.Y;
4193 SetState(STATE_SHOOT);
4195 vilefire.Reset();
4197 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4198 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4199 end;
4200 MONSTER_SOUL:
4201 begin // Ëåòèò â ñòîðîíó öåëè:
4202 SetState(STATE_ATTACK);
4203 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4205 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4206 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4207 m := Max(Abs(xd), Abs(yd));
4208 if m = 0 then
4209 m := 1;
4211 FObj.Vel.X := (xd*16) div m;
4212 FObj.Vel.Y := (yd*16) div m;
4213 end;
4214 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4215 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4216 begin
4217 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4218 if FMonsterType = MONSTER_MANCUB then
4219 if FAmmo = 1 then
4220 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4222 SetState(STATE_SHOOT);
4223 end;
4224 else Exit;
4225 end;
4227 Result := True;
4228 end;
4230 function TMonster.Live(): Boolean;
4231 begin
4232 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4233 end;
4235 procedure TMonster.SetHealth(aH: Integer);
4236 begin
4237 if (aH > 0) and (aH < 1000000) then
4238 begin
4239 FHealth := aH;
4240 if FHealth > FMaxHealth then
4241 FMaxHealth := FHealth;
4242 end;
4243 end;
4245 procedure TMonster.WakeUp();
4246 begin
4247 if g_Game_IsClient then Exit;
4248 SetState(STATE_GO);
4249 FTargetTime := MAX_ATM;
4250 WakeUpSound();
4251 end;
4253 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4254 var
4255 i: Integer;
4256 sig: DWORD;
4257 b: Byte;
4258 anim: Boolean;
4259 begin
4260 if Mem = nil then
4261 Exit;
4263 // Ñèãíàòóðà ìîíñòðà:
4264 sig := MONSTER_SIGNATURE; // 'MONS'
4265 Mem.WriteDWORD(sig);
4266 // UID ìîíñòðà:
4267 Mem.WriteWord(FUID);
4268 // Íàïðàâëåíèå:
4269 if FDirection = D_LEFT then
4270 b := 1
4271 else // D_RIGHT
4272 b := 2;
4273 Mem.WriteByte(b);
4274 // Íàäî ëè óäàëèòü åãî:
4275 Mem.WriteBoolean(FRemoved);
4276 // Îñòàëîñü çäîðîâüÿ:
4277 Mem.WriteInt(FHealth);
4278 // Ñîñòîÿíèå:
4279 Mem.WriteByte(FState);
4280 // Òåêóùàÿ àíèìàöèÿ:
4281 Mem.WriteByte(FCurAnim);
4282 // UID öåëè:
4283 Mem.WriteWord(FTargetUID);
4284 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4285 Mem.WriteInt(FTargetTime);
4286 // Ïîâåäåíèå ìîíñòðà:
4287 Mem.WriteByte(FBehaviour);
4288 // Ãîòîâíîñòü ê âûñòðåëó:
4289 Mem.WriteInt(FAmmo);
4290 // Áîëü:
4291 Mem.WriteInt(FPain);
4292 // Âðåìÿ îæèäàíèÿ:
4293 Mem.WriteInt(FSleep);
4294 // Îçâó÷èâàòü ëè áîëü:
4295 Mem.WriteBoolean(FPainSound);
4296 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4297 Mem.WriteBoolean(FWaitAttackAnim);
4298 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4299 Mem.WriteBoolean(FChainFire);
4300 // Ïîäëåæèò ëè ðåñïàâíó:
4301 Mem.WriteBoolean(FNoRespawn);
4302 // Êîîðäèíàòû öåëè:
4303 Mem.WriteInt(tx);
4304 Mem.WriteInt(ty);
4305 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4306 Mem.WriteInt(FStartID);
4307 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4308 Mem.WriteInt(FSpawnTrigger);
4309 // Îáúåêò ìîíñòðà:
4310 Obj_SaveState(@FObj, Mem);
4311 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4312 anim := vilefire <> nil;
4313 Mem.WriteBoolean(anim);
4314 // Åñëè åñòü - ñîõðàíÿåì:
4315 if anim then
4316 vilefire.SaveState(Mem);
4317 // Àíèìàöèè:
4318 for i := ANIM_SLEEP to ANIM_PAIN do
4319 begin
4320 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4321 anim := FAnim[i, D_LEFT] <> nil;
4322 Mem.WriteBoolean(anim);
4323 // Åñëè åñòü - ñîõðàíÿåì:
4324 if anim then
4325 FAnim[i, D_LEFT].SaveState(Mem);
4326 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4327 anim := FAnim[i, D_RIGHT] <> nil;
4328 Mem.WriteBoolean(anim);
4329 // Åñëè åñòü - ñîõðàíÿåì:
4330 if anim then
4331 FAnim[i, D_RIGHT].SaveState(Mem);
4332 end;
4333 end;
4335 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4336 var
4337 i: Integer;
4338 sig: DWORD;
4339 b: Byte;
4340 anim: Boolean;
4341 begin
4342 if Mem = nil then
4343 Exit;
4345 // Ñèãíàòóðà ìîíñòðà:
4346 Mem.ReadDWORD(sig);
4347 if sig <> MONSTER_SIGNATURE then // 'MONS'
4348 begin
4349 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4350 end;
4351 // UID ìîíñòðà:
4352 Mem.ReadWord(FUID);
4353 // Íàïðàâëåíèå:
4354 Mem.ReadByte(b);
4355 if b = 1 then
4356 FDirection := D_LEFT
4357 else // b = 2
4358 FDirection := D_RIGHT;
4359 // Íàäî ëè óäàëèòü åãî:
4360 Mem.ReadBoolean(FRemoved);
4361 // Îñòàëîñü çäîðîâüÿ:
4362 Mem.ReadInt(FHealth);
4363 // Ñîñòîÿíèå:
4364 Mem.ReadByte(FState);
4365 // Òåêóùàÿ àíèìàöèÿ:
4366 Mem.ReadByte(FCurAnim);
4367 // UID öåëè:
4368 Mem.ReadWord(FTargetUID);
4369 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4370 Mem.ReadInt(FTargetTime);
4371 // Ïîâåäåíèå ìîíñòðà:
4372 Mem.ReadByte(FBehaviour);
4373 // Ãîòîâíîñòü ê âûñòðåëó:
4374 Mem.ReadInt(FAmmo);
4375 // Áîëü:
4376 Mem.ReadInt(FPain);
4377 // Âðåìÿ îæèäàíèÿ:
4378 Mem.ReadInt(FSleep);
4379 // Îçâó÷èâàòü ëè áîëü:
4380 Mem.ReadBoolean(FPainSound);
4381 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4382 Mem.ReadBoolean(FWaitAttackAnim);
4383 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4384 Mem.ReadBoolean(FChainFire);
4385 // Ïîäëåæèò ëè ðåñïàâíó
4386 Mem.ReadBoolean(FNoRespawn);
4387 // Êîîðäèíàòû öåëè:
4388 Mem.ReadInt(tx);
4389 Mem.ReadInt(ty);
4390 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4391 Mem.ReadInt(FStartID);
4392 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4393 Mem.ReadInt(FSpawnTrigger);
4394 // Îáúåêò ìîíñòðà:
4395 Obj_LoadState(@FObj, Mem);
4396 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4397 Mem.ReadBoolean(anim);
4398 // Åñëè åñòü - çàãðóæàåì:
4399 if anim then
4400 begin
4401 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4402 vilefire.LoadState(Mem);
4403 end;
4404 // Àíèìàöèè:
4405 for i := ANIM_SLEEP to ANIM_PAIN do
4406 begin
4407 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4408 Mem.ReadBoolean(anim);
4409 // Åñëè åñòü - çàãðóæàåì:
4410 if anim then
4411 begin
4412 Assert(FAnim[i, D_LEFT] <> nil,
4413 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4414 FAnim[i, D_LEFT].LoadState(Mem);
4415 end;
4416 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4417 Mem.ReadBoolean(anim);
4418 // Åñëè åñòü - çàãðóæàåì:
4419 if anim then
4420 begin
4421 Assert(FAnim[i, D_RIGHT] <> nil,
4422 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4423 FAnim[i, D_RIGHT].LoadState(Mem);
4424 end;
4425 end;
4426 end;
4428 procedure TMonster.ActivateTriggers();
4429 var
4430 a: Integer;
4431 begin
4432 if FDieTriggers <> nil then
4433 for a := 0 to High(FDieTriggers) do
4434 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4435 if FSpawnTrigger > -1 then
4436 begin
4437 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4438 FSpawnTrigger := -1;
4439 end;
4440 end;
4442 procedure TMonster.AddTrigger(t: Integer);
4443 begin
4444 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4445 FDieTriggers[High(FDieTriggers)] := t;
4446 end;
4448 procedure TMonster.ClearTriggers();
4449 begin
4450 SetLength(FDieTriggers, 0);
4451 end;
4453 procedure TMonster.CatchFire(Attacker: Word);
4454 begin
4455 FFireTime := 100;
4456 FFireAttacker := Attacker;
4457 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4458 end;
4460 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4461 var
4462 id, i: DWORD;
4463 Anim: TAnimation;
4464 begin
4465 if (Random(10) = 1) and (Times = 1) then
4466 Exit;
4468 if g_Frames_Get(id, 'FRAMES_FLAME') then
4469 begin
4470 for i := 1 to Times do
4471 begin
4472 Anim := TAnimation.Create(id, False, 3);
4473 Anim.Alpha := 0;
4474 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4475 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4476 Anim.Free();
4477 end;
4478 end;
4479 end;
4482 // ////////////////////////////////////////////////////////////////////////// //
4483 // throws on invalid uid
4484 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4485 begin
4486 result := g_Mons_ByIdx_NC(uid);
4487 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4488 end;
4491 // can return null
4492 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4493 begin
4494 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4495 result := gMonsters[uid];
4496 end;
4499 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4500 var
4501 idx: Integer;
4502 mon: TMonster;
4503 begin
4504 result := false;
4505 if (gMonsters = nil) or not assigned(cb) then exit;
4506 for idx := 0 to High(gMonsters) do
4507 begin
4508 mon := gMonsters[idx];
4509 if (mon <> nil) then
4510 begin
4511 result := cb(mon);
4512 if result then exit;
4513 end;
4514 end;
4515 end;
4518 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
4519 var
4520 idx: Integer;
4521 mon: TMonster;
4522 begin
4523 result := false;
4524 if (gMonsters = nil) or not assigned(cb) then exit;
4525 for idx := 0 to High(gMonsters) do
4526 begin
4527 mon := gMonsters[idx];
4528 if (mon <> nil) and mon.Live then
4529 begin
4530 result := cb(mon);
4531 if result then exit;
4532 end;
4533 end;
4534 end;
4537 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4539 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4540 begin
4541 result := mon.Live;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
4542 end;
4544 var
4545 idx: Integer;
4546 mon: TMonster;
4547 begin
4548 result := false;
4549 if (width < 1) or (height < 1) then exit;
4550 if gmon_debug_use_sqaccel then
4551 begin
4552 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4553 end
4554 else
4555 begin
4556 for idx := 0 to High(gMonsters) do
4557 begin
4558 mon := gMonsters[idx];
4559 if (mon <> nil) and mon.Live then
4560 begin
4561 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4562 begin
4563 result := true;
4564 exit;
4565 end;
4566 end;
4567 end;
4568 end;
4569 end;
4572 ///!!!FIXME!!!
4573 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4575 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4576 begin
4577 //result := false;
4578 //if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4579 result := cb(mon);
4580 end;
4582 var
4583 idx: Integer;
4584 mon: TMonster;
4585 begin
4586 result := false;
4587 if (width < 1) or (height < 1) then exit;
4588 if gmon_debug_use_sqaccel then
4589 begin
4590 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4591 end
4592 else
4593 begin
4594 for idx := 0 to High(gMonsters) do
4595 begin
4596 mon := gMonsters[idx];
4597 if (mon <> nil) and mon.Live then
4598 begin
4599 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4600 begin
4601 result := cb(mon);
4602 if result then exit;
4603 end;
4604 end;
4605 end;
4606 end;
4607 end;
4610 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4612 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4613 begin
4614 //result := false;
4615 //if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4616 if mon.Live then result := cb(mon) else result := false;
4617 end;
4619 var
4620 idx: Integer;
4621 mon: TMonster;
4622 begin
4623 result := false;
4624 if (width < 1) or (height < 1) then exit;
4625 if gmon_debug_use_sqaccel then
4626 begin
4627 if (width = 1) and (height = 1) then
4628 begin
4629 result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil);
4630 end
4631 else
4632 begin
4633 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4634 end;
4635 end
4636 else
4637 begin
4638 for idx := 0 to High(gMonsters) do
4639 begin
4640 mon := gMonsters[idx];
4641 if (mon <> nil) and mon.Live then
4642 begin
4643 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4644 begin
4645 result := cb(mon);
4646 if result then exit;
4647 end;
4648 end;
4649 end;
4650 end;
4651 end;
4654 end.