DEADSOFTWARE

alot of debugging code
[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 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures, g_grid,
23 g_saveload, BinEditor, g_panel, xprofiler;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 {$IF DEFINED(D2F_DEBUG)}
84 public
85 {$ENDIF}
86 proxyId: Integer; // node in dyntree or -1
87 arrIdx: Integer; // in gMonsters
88 {$IF DEFINED(D2F_DEBUG)}
89 private
90 {$ENDIF}
92 FDieTriggers: Array of Integer;
93 FSpawnTrigger: Integer;
95 procedure Turn();
96 function findNewPrey(): Boolean;
97 procedure ActivateTriggers();
99 public
100 FNoRespawn: Boolean;
101 FFireTime: Integer;
102 trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
104 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
105 destructor Destroy(); override;
106 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
107 function Collide(Panel: TPanel): Boolean; overload;
108 function Collide(X, Y: Integer): Boolean; overload;
109 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
110 function Live(): Boolean;
111 procedure SetHealth(aH: Integer);
112 procedure Push(vx, vy: Integer);
113 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
114 function Heal(Value: Word): Boolean;
115 procedure BFGHit();
116 procedure Update();
117 procedure ClientUpdate();
118 procedure ClientAttack(wx, wy, atx, aty: Integer);
119 procedure SetDeadAnim;
120 procedure Draw();
121 procedure WakeUp();
122 procedure WakeUpSound();
123 procedure DieSound();
124 procedure PainSound();
125 procedure ActionSound();
126 procedure AddTrigger(t: Integer);
127 procedure ClearTriggers();
128 procedure Respawn();
129 procedure SaveState(var Mem: TBinMemoryWriter);
130 procedure LoadState(var Mem: TBinMemoryReader);
131 procedure SetState(State: Byte; ForceAnim: Byte = 255);
132 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
133 procedure MakeBloodSimple(Count: Word);
134 procedure RevertAnim(R: Boolean = True);
135 function AnimIsReverse: Boolean;
136 function shoot(o: PObj; immediately: Boolean): Boolean;
137 function kick(o: PObj): Boolean;
138 procedure CatchFire(Attacker: Word);
139 procedure OnFireFlame(Times: DWORD = 1);
141 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
143 procedure getMapBox (out x, y, w, h: Integer); inline;
145 property MonsterType: Byte read FMonsterType;
146 property MonsterHealth: Integer read FHealth write FHealth;
147 property MonsterAmmo: Integer read FAmmo write FAmmo;
148 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
149 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
150 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
151 property MonsterSleep: Integer read FSleep write FSleep;
152 property MonsterState: Byte read FState write FState;
153 property MonsterRemoved: Boolean read FRemoved write FRemoved;
154 property MonsterPain: Integer read FPain write FPain;
155 property MonsterAnim: Byte read FCurAnim write FCurAnim;
157 property Obj: TObj read FObj;
158 property UID: Word read FUID write FUID;
159 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
161 property GameX: Integer read FObj.X write FObj.X;
162 property GameY: Integer read FObj.Y write FObj.Y;
163 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
164 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
165 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
166 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
167 property GameDirection: TDirection read FDirection write FDirection;
169 property StartID: Integer read FStartID;
170 end;
173 // will be called from map loader
174 procedure g_Mons_InitTree (x, y, w, h: Integer);
176 procedure g_Monsters_LoadData ();
177 procedure g_Monsters_FreeData ();
178 procedure g_Monsters_Init ();
179 procedure g_Monsters_Free ();
180 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
181 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
182 procedure g_Monsters_Update ();
183 procedure g_Monsters_Draw ();
184 procedure g_Monsters_DrawHealth ();
185 function g_Monsters_ByUID (UID: Word): TMonster;
186 procedure g_Monsters_killedp ();
187 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
188 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
189 function g_Monsters_GetIDByName (name: String): Integer;
190 function g_Monsters_GetNameByID (MonsterType: Byte): String;
191 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
194 type
195 TEachMonsterCB = function (mon: TMonster): Boolean is nested; // return `true` to stop
197 // throws on invalid uid
198 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
200 // can return null
201 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
203 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
205 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
206 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
208 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
209 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
211 function g_Mons_getNewTrapFrameId (): DWord;
214 type
215 TMonsAlongLineCB = function (mon: TMonster; tag: Integer): Boolean is nested;
217 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
220 var
221 gmon_debug_use_sqaccel: Boolean = true;
224 //HACK!
225 procedure g_Mons_ProfilersBegin ();
226 procedure g_Mons_ProfilersEnd ();
228 procedure g_Mons_LOS_Start (); inline;
229 procedure g_Mons_LOS_End (); inline;
231 var
232 profMonsLOS: TProfiler = nil; //WARNING: FOR DEBUGGING ONLY!
235 type
236 TMonsterGrid = specialize TBodyGridBase<TMonster>;
238 var
239 monsGrid: TMonsterGrid = nil;
242 var
243 gmon_debug_think: Boolean = true;
246 implementation
248 uses
249 e_log, g_main, g_sound, g_gfx, g_player, g_game,
250 g_weapons, g_triggers, MAPDEF, g_items, g_options,
251 g_console, g_map, Math, SysUtils, g_menu, wadreader,
252 g_language, g_netmsg;
255 // ////////////////////////////////////////////////////////////////////////// //
256 procedure g_Mons_ProfilersBegin ();
257 begin
258 if (profMonsLOS = nil) then profMonsLOS := TProfiler.Create('LOS CALC', g_profile_history_size);
259 profMonsLOS.mainBegin(g_profile_los);
260 if g_profile_los then
261 begin
262 profMonsLOS.sectionBegin('loscalc');
263 profMonsLOS.sectionEnd();
264 end;
265 end;
267 procedure g_Mons_ProfilersEnd ();
268 begin
269 if (profMonsLOS <> nil) and (g_profile_los) then profMapCollision.mainEnd();
270 end;
272 procedure g_Mons_LOS_Start (); inline;
273 begin
274 profMonsLOS.sectionBeginAccum('loscalc');
275 end;
277 procedure g_Mons_LOS_End (); inline;
278 begin
279 profMonsLOS.sectionEnd();
280 end;
283 // ////////////////////////////////////////////////////////////////////////// //
284 var
285 monCheckTrapLastFrameId: DWord;
288 procedure TMonster.getMapBox (out x, y, w, h: Integer); inline;
289 begin
290 x := FObj.X+FObj.Rect.X;
291 y := FObj.Y+FObj.Rect.Y;
292 w := FObj.Rect.Width;
293 h := FObj.Rect.Height;
294 end;
297 // ////////////////////////////////////////////////////////////////////////// //
298 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
299 begin
300 if not assigned(cb) then begin result := nil; exit; end;
301 result := monsGrid.forEachAlongLine(x0, y0, x1, y1, cb, -1, log);
302 end;
305 //WARNING! call this after monster position was changed, or coldet will not work right!
306 procedure TMonster.positionChanged ();
307 var
308 x, y: Integer;
309 begin
310 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
311 //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);
312 {$ENDIF}
313 if (proxyId = -1) then
314 begin
315 proxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
316 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
317 monsGrid.getBodyXY(proxyId, x, y);
318 e_WriteLog(Format('monster #%d(%u): inserted into the grid; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);
319 {$ENDIF}
320 end
321 else
322 begin
323 monsGrid.getBodyXY(proxyId, x, y);
324 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
325 {$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);{$ENDIF}
327 {$IF TRUE}
328 monsGrid.moveBody(proxyId, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y);
329 {$ELSE}
330 monsGrid.removeBody(proxyId);
331 proxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
332 {$ENDIF}
334 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
335 monsGrid.getBodyXY(proxyId, x, y);
336 e_WriteLog(Format('monster #%d(%u): updated tree; proxyid=%d; x=%d; y=%d', [arrIdx, UID, proxyId, x, y]), MSG_NOTIFY);
337 {$ENDIF}
338 end;
339 end;
342 // ////////////////////////////////////////////////////////////////////////// //
343 const
344 ANIM_SLEEP = 0;
345 ANIM_GO = 1;
346 ANIM_DIE = 2;
347 ANIM_MESS = 3;
348 ANIM_ATTACK = 4;
349 ANIM_ATTACK2 = 5;
350 ANIM_PAIN = 6;
352 STATE_SLEEP = 0;
353 STATE_GO = 1;
354 STATE_RUN = 2;
355 STATE_CLIMB = 3;
356 STATE_DIE = 4;
357 STATE_DEAD = 5;
358 STATE_ATTACK = 6;
359 STATE_SHOOT = 7;
360 STATE_PAIN = 8;
361 STATE_WAIT = 9;
362 STATE_REVIVE = 10;
363 STATE_RUNOUT = 11;
365 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
367 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
368 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
369 record
370 name: String;
371 loop: Boolean;
372 end = ((name: 'SLEEP'; loop: True),
373 (name: 'GO'; loop: True),
374 (name: 'DIE'; loop: False),
375 (name: 'MESS'; loop: False),
376 (name: 'ATTACK'; loop: False),
377 (name: 'ATTACK2'; loop: False),
378 (name: 'PAIN'; loop: False));
380 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
381 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
382 record
383 Name: String;
384 Rect: TRectWH;
385 Health: Word;
386 RunVel: Byte;
387 MinPain: Byte;
388 Pain: Byte;
389 Jump: Byte;
390 end =
391 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
392 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
394 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
395 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
397 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
398 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
400 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
401 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
403 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
404 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
406 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
407 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
409 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
410 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
412 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
413 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
415 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
416 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
418 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
419 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
421 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
422 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
424 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
425 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
427 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
428 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
430 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
431 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
433 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
434 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
436 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
437 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
439 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
440 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
442 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
443 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
445 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
446 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
448 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
449 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
451 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
452 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
453 record
454 LeftAnim: Boolean;
455 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
456 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
457 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
458 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
459 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
460 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
461 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));
462 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))),
464 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
465 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));
466 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))),
468 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
469 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));
470 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))),
472 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
473 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));
474 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))),
476 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
477 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));
478 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))),
480 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
481 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));
482 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))),
484 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
485 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));
486 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))),
488 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
489 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));
490 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))),
492 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
493 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));
494 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))),
496 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
497 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));
498 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))),
500 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
501 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));
502 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))),
504 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
505 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));
506 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))),
508 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
509 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));
510 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))),
512 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
513 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));
514 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))),
516 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
517 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));
518 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))),
520 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
521 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));
522 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))),
524 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
525 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));
526 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 ))),
528 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
529 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));
530 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))),
532 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
533 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));
534 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))),
536 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
537 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));
538 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))) );
540 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
541 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
544 var
545 gMonsters: array of TMonster;
546 uidMap: array [0..65535] of TMonster; // monster knows it's index
549 procedure clearUidMap ();
550 var
551 idx: Integer;
552 begin
553 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
554 end;
557 function g_Mons_getNewTrapFrameId (): DWord;
558 var
559 f: Integer;
560 begin
561 Inc(monCheckTrapLastFrameId);
562 if monCheckTrapLastFrameId = 0 then
563 begin
564 // wraparound
565 monCheckTrapLastFrameId := 1;
566 for f := 0 to High(gMonsters) do
567 begin
568 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
569 end;
570 end;
571 result := monCheckTrapLastFrameId;
572 end;
575 var
576 pt_x: Integer = 0;
577 pt_xs: Integer = 1;
578 pt_y: Integer = 0;
579 pt_ys: Integer = 1;
580 soulcount: Integer = 0;
583 function allocMonster(): DWORD;
584 var
585 i, olen: Integer;
586 begin
587 for i := 0 to High(gMonsters) do
588 begin
589 if (gMonsters[i] = nil) then
590 begin
591 result := i;
592 exit;
593 end;
594 end;
596 olen := Length(gMonsters);
597 if (olen = 0) then
598 begin
599 SetLength(gMonsters, 64);
600 result := 0;
601 end
602 else
603 begin
604 result := olen;
605 SetLength(gMonsters, Length(gMonsters)+32);
606 end;
607 end;
610 function IsFriend(a, b: Byte): Boolean;
611 begin
612 Result := True;
614 // Áî÷êà - âñåì äðóã:
615 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
616 Exit;
618 // Ìîíñòðû îäíîãî âèäà:
619 if a = b then
620 case a of
621 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
622 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
623 Exit; // Ýòè íå áüþò ñâîèõ
624 end;
626 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
627 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
628 Exit;
629 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
630 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
631 Exit;
633 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
634 Result := False;
635 end;
638 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
639 var
640 m: TMonster;
641 UIDType, MonsterType: Byte;
642 begin
643 Result := False;
644 MonsterType := 0;
646 UIDType := g_GetUIDType(SpawnerUID);
647 if UIDType = UID_MONSTER then
648 begin
649 m := g_Monsters_ByUID(SpawnerUID);
650 if m = nil then Exit;
651 MonsterType := m.FMonsterType;
652 end;
654 case BH of
655 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
656 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
658 BH_KILLER: Result := UIDType = UID_PLAYER;
659 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
660 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
662 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
663 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
664 end;
665 end;
668 function canShoot(m: Byte): Boolean;
669 begin
670 Result := False;
672 case m of
673 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
674 Exit;
675 else
676 Result := True;
677 end;
678 end;
681 function isCorpse (o: PObj; immediately: Boolean): Integer;
683 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
684 begin
685 atag := atag; // shut up, fpc!
686 result := false; // don't stop
687 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
688 begin
689 case mon.FMonsterType of // Íå âîñêðåñèòü:
690 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
691 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
692 end;
693 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
694 result := true;
695 end;
696 end;
698 var
699 a: Integer;
700 mon: TMonster;
701 begin
702 result := -1;
704 // Åñëè íóæíà âåðîÿòíîñòü
705 if not immediately and (Random(8) <> 0) then exit;
707 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
708 if gmon_debug_use_sqaccel then
709 begin
710 mon := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
711 if (mon <> nil) then result := mon.arrIdx;
712 end
713 else
714 begin
715 for a := 0 to High(gMonsters) do
716 begin
717 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
718 begin
719 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
720 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
721 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
722 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
723 begin
724 Result := a;
725 Exit;
726 end;
727 end;
728 end;
729 end;
730 end;
731 end;
733 procedure g_Monsters_LoadData();
734 begin
735 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
737 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
744 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
751 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
758 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
765 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
772 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
779 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
786 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
793 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
800 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
807 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
814 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
821 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
824 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
825 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
827 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
828 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
831 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
832 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
834 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
835 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
838 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
839 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
840 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
841 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
842 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
843 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
844 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
845 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
846 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
848 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
849 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
851 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
852 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
853 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
855 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
856 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
859 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
860 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
862 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
863 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
866 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
867 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
870 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
873 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
874 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
875 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
876 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
877 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
879 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
880 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
881 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
882 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
883 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
884 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
885 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
886 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
887 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
888 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
890 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
892 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
894 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
895 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
896 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
897 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
898 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
899 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
900 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
901 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
902 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
903 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
904 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
906 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
907 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
908 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
910 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
911 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
912 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
913 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
914 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
915 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
917 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
918 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
919 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
920 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
921 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
923 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
924 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
926 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
927 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
928 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
929 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
931 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
932 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
933 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
934 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
935 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
937 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
938 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
939 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
940 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
941 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
943 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
944 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
945 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
946 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
948 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
949 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
950 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
952 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
953 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
955 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
956 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
958 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
959 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
960 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
962 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
963 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
965 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
966 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
967 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
969 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
971 clearUidMap();
972 monCheckTrapLastFrameId := 0;
973 end;
975 procedure g_Monsters_FreeData();
976 begin
977 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
979 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
980 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
981 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
982 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
983 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
984 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
985 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
986 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
987 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
988 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
989 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
990 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
991 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
992 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
993 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
994 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
995 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
996 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
997 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
998 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
999 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1049 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1050 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1051 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1052 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1053 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1054 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1055 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1056 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1057 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1060 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1061 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1062 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1063 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1064 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1065 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1066 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1067 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1068 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1069 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1070 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1071 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1072 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1073 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1074 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1075 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1076 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1077 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1078 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1079 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1080 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1081 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1082 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1083 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1084 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1085 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1086 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1087 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1088 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1089 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1090 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1091 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1092 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1096 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1097 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1098 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1099 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1100 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1101 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1102 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1103 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1104 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1105 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1106 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1107 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1108 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1109 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1111 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1113 g_Sound_Delete('SOUND_MONSTER_PAIN');
1114 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1115 g_Sound_Delete('SOUND_MONSTER_ACTION');
1116 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1117 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1118 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1119 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1120 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1121 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1122 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1123 g_Sound_Delete('SOUND_MONSTER_SLOP');
1125 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1126 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1127 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1129 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1130 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1131 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1132 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1133 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1134 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1136 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1137 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1138 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1139 g_Sound_Delete('SOUND_MONSTER_HAHA');
1140 g_Sound_Delete('SOUND_MONSTER_TRUP');
1142 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1143 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1145 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1146 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1147 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1148 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1150 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1151 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1152 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1153 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1154 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1156 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1157 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1158 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1159 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1160 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1162 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1163 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1164 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1165 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1167 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1168 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1169 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1171 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1172 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1174 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1175 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1177 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1178 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1179 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1181 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1182 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1184 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1185 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1186 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1188 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1189 end;
1191 procedure g_Monsters_Init();
1192 begin
1193 soulcount := 0;
1194 end;
1196 procedure g_Monsters_Free();
1197 var
1198 a: Integer;
1199 begin
1200 monsGrid.Free();
1201 monsGrid := nil;
1202 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1203 gMonsters := nil;
1204 clearUidMap();
1205 monCheckTrapLastFrameId := 0;
1206 end;
1209 // will be called from map loader
1210 procedure g_Mons_InitTree (x, y, w, h: Integer);
1211 begin
1212 monsGrid.Free();
1213 monsGrid := TMonsterGrid.Create(x, y, w, h);
1214 end;
1217 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1218 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1219 var
1220 find_id: DWORD;
1221 mon: TMonster;
1222 begin
1223 result := nil;
1225 // Íåò òàêîãî ìîíñòðà
1226 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1228 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1229 if MonsterType = MONSTER_SOUL then
1230 begin
1231 if soulcount > MAX_SOUL then exit;
1232 soulcount := soulcount + 1;
1233 end;
1235 find_id := allocMonster();
1237 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1238 gMonsters[find_id] := mon;
1239 mon.arrIdx := find_id;
1240 mon.proxyId := -1;
1242 uidMap[mon.FUID] := mon;
1244 // Íàñòðàèâàåì ïîëîæåíèå
1245 with mon do
1246 begin
1247 if AdjCoord then
1248 begin
1249 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1250 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1251 end
1252 else
1253 begin
1254 FObj.X := X-FObj.Rect.X;
1255 FObj.Y := Y-FObj.Rect.Y;
1256 end;
1258 FDirection := Direction;
1259 FStartDirection := Direction;
1260 FStartX := GameX;
1261 FStartY := GameY;
1262 end;
1264 mon.positionChanged();
1266 result := mon;
1267 end;
1269 procedure g_Monsters_killedp();
1270 var
1271 a, h: Integer;
1272 begin
1273 if gMonsters = nil then
1274 Exit;
1276 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1277 h := High(gMonsters);
1278 for a := 0 to h do
1279 if (gMonsters[a] <> nil) then
1280 with gMonsters[a] do
1281 if (FMonsterType = MONSTER_MAN) and
1282 (FState <> STATE_DEAD) and
1283 (FState <> STATE_SLEEP) and
1284 (FState <> STATE_DIE) then
1285 begin
1286 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1287 Exit;
1288 end;
1289 end;
1291 procedure g_Monsters_Update();
1292 var
1293 a: Integer;
1294 begin
1295 // Öåëåóêàçàòåëü
1296 if gTime mod (GAME_TICK*2) = 0 then
1297 begin
1298 pt_x := pt_x+pt_xs;
1299 pt_y := pt_y+pt_ys;
1300 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1301 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1302 end;
1304 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1306 if (gmon_debug_think) then
1307 begin
1308 for a := 0 to High(gMonsters) do
1309 begin
1310 if (gMonsters[a] = nil) then continue;
1311 if not gMonsters[a].FRemoved then
1312 begin
1313 if g_Game_IsClient then
1314 gMonsters[a].ClientUpdate()
1315 else
1316 gMonsters[a].Update();
1317 end
1318 else
1319 begin
1320 gMonsters[a].Free();
1321 gMonsters[a] := nil;
1322 end;
1323 end;
1324 end;
1326 gMon := False;
1327 end;
1329 procedure g_Monsters_Draw();
1330 var
1331 a: Integer;
1332 begin
1333 if gMonsters <> nil then
1334 for a := 0 to High(gMonsters) do
1335 if gMonsters[a] <> nil then
1336 gMonsters[a].Draw();
1337 end;
1339 procedure g_Monsters_DrawHealth();
1340 var
1341 a: Integer;
1342 fW, fH: Byte;
1343 begin
1344 if gMonsters = nil then Exit;
1345 e_TextureFontGetSize(gStdFont, fW, fH);
1347 for a := 0 to High(gMonsters) do
1348 if gMonsters[a] <> nil then
1349 begin
1350 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1351 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1352 IntToStr(gMonsters[a].FHealth), gStdFont);
1353 end;
1354 end;
1356 function g_Monsters_ByUID (UID: Word): TMonster;
1357 //var a: Integer;
1358 begin
1359 result := uidMap[UID];
1361 Result := nil;
1362 if gMonsters <> nil then
1363 for a := 0 to High(gMonsters) do
1364 if (gMonsters[a] <> nil) and
1365 (gMonsters[a].FUID = UID) then
1366 begin
1367 Result := gMonsters[a];
1368 Break;
1369 end;
1371 end;
1373 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1374 var
1375 count, i: Integer;
1376 b: Byte;
1377 begin
1378 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1379 count := 0;
1380 if gMonsters <> nil then
1381 for i := 0 to High(gMonsters) do
1382 if gMonsters[i] <> nil then
1383 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1384 count := count + 1;
1386 Mem := TBinMemoryWriter.Create((count+1) * 350);
1388 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1389 Mem.WriteInt(pt_x);
1390 Mem.WriteInt(pt_xs);
1391 Mem.WriteInt(pt_y);
1392 Mem.WriteInt(pt_ys);
1394 // Êîëè÷åñòâî ìîíñòðîâ:
1395 Mem.WriteInt(count);
1397 if count = 0 then
1398 Exit;
1400 // Ñîõðàíÿåì ìîíñòðîâ:
1401 for i := 0 to High(gMonsters) do
1402 if gMonsters[i] <> nil then
1403 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1404 begin
1405 // Òèï ìîíñòðà:
1406 b := gMonsters[i].MonsterType;
1407 Mem.WriteByte(b);
1408 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1409 gMonsters[i].SaveState(Mem);
1410 end;
1411 end;
1413 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1414 var
1415 count, a: Integer;
1416 b: Byte;
1417 mon: TMonster;
1418 begin
1419 if Mem = nil then exit;
1421 g_Monsters_Free();
1423 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1424 Mem.ReadInt(pt_x);
1425 Mem.ReadInt(pt_xs);
1426 Mem.ReadInt(pt_y);
1427 Mem.ReadInt(pt_ys);
1429 // Êîëè÷åñòâî ìîíñòðîâ
1430 Mem.ReadInt(count);
1432 if count = 0 then exit;
1434 // Çàãðóæàåì ìîíñòðîâ
1435 for a := 0 to count-1 do
1436 begin
1437 // Òèï ìîíñòðà
1438 Mem.ReadByte(b);
1439 // Ñîçäàåì ìîíñòðà
1440 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1441 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1442 // Çàãðóæàåì äàííûå ìîíñòðà
1443 mon.LoadState(Mem);
1444 end;
1445 end;
1447 function g_Monsters_GetIDByName(name: String): Integer;
1448 var
1449 i: Integer;
1450 begin
1451 name := UpperCase(name);
1452 i := MONSTER_DEMON;
1453 while (i <= MONSTER_MAN) do
1454 begin
1455 if name = MONSTERTABLE[i].Name then
1456 begin
1457 Result := i;
1458 Exit;
1459 end;
1460 Inc(i);
1461 end;
1463 Result := -1;
1464 end;
1466 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1467 begin
1468 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1469 Result := MONSTERTABLE[MonsterType].Name
1470 else
1471 Result := '?';
1472 end;
1474 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1475 begin
1476 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1477 Result := KilledByMonster[MonsterType]
1478 else
1479 Result := '?';
1480 end;
1482 { T M o n s t e r : }
1484 procedure TMonster.ActionSound();
1485 begin
1486 case FMonsterType of
1487 MONSTER_IMP:
1488 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1489 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1490 MONSTER_MANCUB:
1491 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1492 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1493 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1494 MONSTER_SPIDER:
1495 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1496 MONSTER_BSP:
1497 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1498 MONSTER_VILE:
1499 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1500 MONSTER_SKEL:
1501 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1502 MONSTER_CYBER:
1504 MONSTER_MAN:
1505 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1506 end;
1507 end;
1509 procedure TMonster.PainSound();
1510 begin
1511 if FPainSound then
1512 Exit;
1514 FPainSound := True;
1515 FPainTicks := 20;
1517 case FMonsterType of
1518 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1519 MONSTER_SKEL, MONSTER_CGUN:
1520 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1521 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1522 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1523 MONSTER_BSP, MONSTER_CYBER:
1524 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1525 MONSTER_VILE:
1526 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1527 MONSTER_MANCUB:
1528 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1529 MONSTER_PAIN:
1530 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1531 MONSTER_MAN:
1532 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1533 end;
1534 end;
1536 procedure TMonster.DieSound();
1537 begin
1538 case FMonsterType of
1539 MONSTER_IMP:
1540 case Random(2) of
1541 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1542 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1543 end;
1544 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1545 case Random(3) of
1546 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1547 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1548 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1549 end;
1550 MONSTER_DEMON:
1551 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1552 MONSTER_BARREL:
1553 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1554 MONSTER_SOUL:
1555 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1556 MONSTER_BSP:
1557 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1558 MONSTER_VILE:
1559 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1560 MONSTER_BARON:
1561 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1562 MONSTER_CACO:
1563 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1564 MONSTER_CYBER:
1565 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1566 MONSTER_KNIGHT:
1567 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1568 MONSTER_MANCUB:
1569 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1570 MONSTER_PAIN:
1571 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1572 MONSTER_SKEL:
1573 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1574 MONSTER_SPIDER:
1575 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1576 MONSTER_MAN:
1577 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1578 end;
1579 end;
1581 procedure TMonster.WakeUpSound();
1582 begin
1583 case FMonsterType of
1584 MONSTER_IMP:
1585 case Random(2) of
1586 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1587 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1588 end;
1589 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1590 case Random(3) of
1591 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1592 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1593 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1594 end;
1595 MONSTER_MAN:
1596 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1597 MONSTER_BSP:
1598 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1599 MONSTER_VILE:
1600 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1601 MONSTER_BARON:
1602 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1603 MONSTER_CACO:
1604 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1605 MONSTER_CYBER:
1606 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1607 MONSTER_KNIGHT:
1608 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1609 MONSTER_MANCUB:
1610 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1611 MONSTER_PAIN:
1612 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1613 MONSTER_DEMON:
1614 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1615 MONSTER_SKEL:
1616 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1617 MONSTER_SPIDER:
1618 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1619 MONSTER_SOUL:
1621 end;
1622 end;
1624 procedure TMonster.BFGHit();
1625 begin
1626 if FMonsterType = MONSTER_FISH then
1627 Exit;
1629 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1630 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1631 {if g_Game_IsServer and g_Game_IsNet then
1632 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1633 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1634 0, NET_GFX_BFG);}
1635 end;
1637 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1638 begin
1639 Result := g_Collide(FObj.X+FObj.Rect.X,
1640 FObj.Y+FObj.Rect.Y,
1641 FObj.Rect.Width,
1642 FObj.Rect.Height,
1643 X, Y,
1644 Width, Height);
1645 end;
1647 function TMonster.Collide(Panel: TPanel): Boolean;
1648 begin
1649 Result := g_Collide(FObj.X+FObj.Rect.X,
1650 FObj.Y+FObj.Rect.Y,
1651 FObj.Rect.Width,
1652 FObj.Rect.Height,
1653 Panel.X, Panel.Y,
1654 Panel.Width, Panel.Height);
1655 end;
1657 function TMonster.Collide(X, Y: Integer): Boolean;
1658 begin
1659 X := X - FObj.X - FObj.Rect.X;
1660 Y := Y - FObj.Y - FObj.Rect.Y;
1661 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1662 (y >= 0) and (y <= FObj.Rect.Height);
1663 end;
1665 procedure TMonster.Respawn;
1666 begin
1667 FObj.Vel.X := 0;
1668 FObj.Vel.Y := 0;
1669 FObj.Accel.X := 0;
1670 FObj.Accel.Y := 0;
1671 FDirection := FStartDirection;
1672 GameX := FStartX;
1673 GameY := FStartY;
1674 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1675 FHealth := MONSTERTABLE[FMonsterType].Health;
1676 FAmmo := 0;
1677 FPain := 0;
1678 FTargetUID := 0;
1679 FTargetTime := 0;
1680 FDieTriggers := nil;
1681 FWaitAttackAnim := False;
1682 FChainFire := False;
1683 FShellTimer := -1;
1685 FState := STATE_SLEEP;
1686 FCurAnim := ANIM_SLEEP;
1688 positionChanged(); // this updates spatial accelerators
1690 if g_Game_IsNet and g_Game_IsServer then
1691 begin
1692 MH_SEND_MonsterPos(FUID);
1693 MH_SEND_MonsterState(FUID);
1694 end;
1695 end;
1697 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1698 var
1699 a: Integer;
1700 FramesID: DWORD = 0;
1701 s: String;
1702 res: Boolean;
1703 begin
1704 if ForcedUID < 0 then
1705 FUID := g_CreateUID(UID_MONSTER)
1706 else
1707 FUID := ForcedUID;
1709 FMonsterType := MonsterType;
1711 g_Obj_Init(@FObj);
1713 FState := STATE_SLEEP;
1714 FCurAnim := ANIM_SLEEP;
1715 FHealth := MONSTERTABLE[MonsterType].Health;
1716 FMaxHealth := FHealth;
1717 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1718 FDieTriggers := nil;
1719 FSpawnTrigger := -1;
1720 FWaitAttackAnim := False;
1721 FChainFire := False;
1722 FStartID := aID;
1723 FNoRespawn := False;
1724 FShellTimer := -1;
1725 FBehaviour := BH_NORMAL;
1726 FFireTime := 0;
1727 FFirePainTime := 0;
1728 FFireAttacker := 0;
1730 proxyId := -1;
1731 arrIdx := -1;
1732 trapCheckFrameId := 0;
1734 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1735 FBloodKind := BLOOD_SPARKS
1736 else
1737 FBloodKind := BLOOD_NORMAL;
1738 if FMonsterType = MONSTER_CACO then
1739 begin
1740 FBloodRed := 0;
1741 FBloodGreen := 0;
1742 FBloodBlue := 150;
1743 end
1744 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1745 begin
1746 FBloodRed := 0;
1747 FBloodGreen := 150;
1748 FBloodBlue := 0;
1749 end
1750 else
1751 begin
1752 FBloodRed := 150;
1753 FBloodGreen := 0;
1754 FBloodBlue := 0;
1755 end;
1757 SetLength(FAnim, Length(ANIMTABLE));
1759 for a := 0 to High(FAnim) do
1760 begin
1761 FAnim[a, D_LEFT] := nil;
1762 FAnim[a, D_RIGHT] := nil;
1763 end;
1765 for a := ANIM_SLEEP to ANIM_PAIN do
1766 if (ANIMTABLE[a].name <> '') and
1767 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1768 begin
1769 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1770 '_'+ANIMTABLE[a].name;
1772 res := g_Frames_Exists(s);
1774 if res then
1775 res := g_Frames_Get(FramesID, s);
1777 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1778 if (not res) then
1779 begin
1780 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1781 if a <> ANIM_MESS then
1782 Continue;
1784 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1785 '_'+ANIMTABLE[ANIM_DIE].name) then
1786 begin
1787 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1788 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1789 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1790 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1791 Continue;
1792 end;
1793 end;
1795 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1796 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1798 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1799 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1800 begin
1801 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1802 '_'+ANIMTABLE[a].name+'_L';
1803 if g_Frames_Exists(s) then
1804 g_Frames_Get(FramesID, s);
1805 end;
1807 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1808 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1809 end;
1811 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1812 if MonsterType = MONSTER_VILE then
1813 begin
1814 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1815 vilefire := TAnimation.Create(FramesID, True, 2);
1816 end
1817 else
1818 vilefire := nil;
1819 end;
1821 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1822 var
1823 c, it: Integer;
1824 p: TPlayer;
1825 begin
1826 Result := False;
1828 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1829 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1830 Exit;
1832 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1833 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1834 begin
1835 FSleep := 20;
1836 if Random(2) = 0 then
1837 FDirection := D_RIGHT
1838 else
1839 FDirection := D_LEFT;
1840 Result := True;
1841 SetState(STATE_RUN);
1842 Exit;
1843 end;
1845 // Ëîâóøêà óáèâàåò ñðàçó:
1846 if t = HIT_TRAP then
1847 FHealth := -100;
1849 // Ðîáîòó óðîíà íåò:
1850 if FMonsterType = MONSTER_ROBO then
1851 aDamage := 0;
1853 // Íàíîñèì óðîí:
1854 if g_Game_IsServer then Dec(FHealth, aDamage);
1856 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1857 if FPain = 0 then
1858 FPain := 3;
1859 FPain := FPain+aDamage;
1861 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1862 if FState <> STATE_PAIN then
1863 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1864 (FMonsterType <> MONSTER_BARREL) then
1865 SetState(STATE_PAIN);
1867 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1868 if (gBloodCount > 0) then
1869 begin
1870 c := Min(aDamage, 200);
1871 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1873 if (VelX = 0) and (VelY = 0) then
1874 MakeBloodSimple(c)
1875 else
1876 case t of
1877 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1878 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1879 end;
1880 end;
1882 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1883 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1884 begin
1885 FTargetUID := SpawnerUID;
1886 FTargetTime := 0;
1887 end;
1889 // Çäîðîâüå çàêîí÷èëîñü:
1890 if FHealth <= 0 then
1891 begin
1892 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1893 if (FMonsterType <> MONSTER_BARREL) then
1894 begin
1895 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1896 begin
1897 p := g_Player_Get(SpawnerUID);
1898 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1899 begin
1900 p.MonsterKills := p.MonsterKills+1;
1901 if gGameSettings.GameMode = GM_COOP then
1902 p.Frags := p.Frags + 1;
1903 // Uncomment this if you want to double-kill monsters
1904 //p.FragCombo();
1905 end;
1906 end;
1907 if gLMSRespawn = LMS_RESPAWN_NONE then
1908 begin
1909 Inc(gCoopMonstersKilled);
1910 if g_Game_IsNet then
1911 MH_SEND_GameStats;
1912 end;
1913 end;
1915 // Âûáèðàåì ëóò:
1916 case FMonsterType of
1917 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1918 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1919 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1920 MONSTER_MAN: c := ITEM_KEY_RED;
1921 else c := 0;
1922 end;
1924 // Áðîñàåì ëóò:
1925 if c <> 0 then
1926 begin
1927 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1928 FObj.Y + (FObj.Rect.Height div 2),
1929 c, True, False);
1930 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1931 (FObj.Vel.Y div 2)-Random(4));
1932 positionChanged(); // this updates spatial accelerators
1933 if g_Game_IsServer and g_Game_IsNet then
1934 MH_SEND_ItemSpawn(True, it);
1935 end;
1937 // Òðóï äàëüøå íå èäåò:
1938 FObj.Vel.X := 0;
1940 // Ó òðóïà ðàçìåðû ìåíüøå:
1941 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1942 begin
1943 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1944 FObj.Rect.Height := 12;
1945 end;
1947 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1948 if (FHealth <= -30) and
1949 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1950 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1951 (FMonsterType = MONSTER_MAN)) then
1952 begin
1953 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1954 SetState(STATE_DIE, ANIM_MESS);
1955 end
1956 else
1957 begin
1958 DieSound();
1959 SetState(STATE_DIE);
1960 end;
1962 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1963 if g_Game_IsServer then ActivateTriggers();
1965 FHealth := 0;
1966 end
1967 else
1968 if FState = STATE_SLEEP then
1969 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1970 FPain := MONSTERTABLE[FMonsterType].Pain;
1971 SetState(STATE_GO);
1972 end;
1974 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1975 Result := True;
1976 end;
1978 function TMonster.Heal(Value: Word): Boolean;
1979 begin
1980 Result := False;
1981 if g_Game_IsClient then
1982 Exit;
1983 if not Live then
1984 Exit;
1986 if FHealth < FMaxHealth then
1987 begin
1988 IncMax(FHealth, Value, FMaxHealth);
1989 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1990 Result := True;
1991 end;
1992 end;
1994 destructor TMonster.Destroy();
1995 var
1996 a: Integer;
1997 begin
1998 for a := 0 to High(FAnim) do
1999 begin
2000 FAnim[a, D_LEFT].Free();
2001 FAnim[a, D_RIGHT].Free();
2002 end;
2004 vilefire.Free();
2006 if (proxyId <> -1) then
2007 begin
2008 if (monsGrid <> nil) then
2009 begin
2010 monsGrid.removeBody(proxyId);
2011 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
2012 e_WriteLog(Format('monster #%d(%u): removed from tree; proxyid=%d', [arrIdx, UID, proxyId]), MSG_NOTIFY);
2013 {$ENDIF}
2014 end;
2015 proxyId := -1;
2016 end;
2018 if (arrIdx <> -1) and (arrIdx < Length(gMonsters)) then gMonsters[arrIdx] := nil;
2019 arrIdx := -1;
2021 uidMap[FUID] := nil;
2023 inherited Destroy();
2024 end;
2026 procedure TMonster.Draw();
2027 var
2028 m: TMirrorType;
2029 dx, dy, c: Integer;
2030 o: TObj;
2031 begin
2032 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
2033 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
2035 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
2036 if FMonsterType = MONSTER_VILE then
2037 if FState = STATE_SHOOT then
2038 if GetPos(FTargetUID, @o) then
2039 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
2040 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
2042 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
2043 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
2044 sX-128, sY-128, sWidth+256, sHeight+256) then
2045 Exit;
2047 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
2048 if FState = STATE_DEAD then
2049 case FMonsterType of
2050 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
2051 end;
2053 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
2054 if FAnim[FCurAnim, FDirection] <> nil then
2055 begin
2056 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
2057 if (FDirection = D_LEFT) and
2058 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
2059 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
2060 (FMonsterType <> MONSTER_BARREL) then
2061 m := M_HORIZONTAL
2062 else
2063 m := M_NONE;
2065 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2066 if (FDirection = D_LEFT) and
2067 (FMonsterType <> MONSTER_BARREL) then
2068 begin
2069 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
2070 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
2072 if m = M_HORIZONTAL then
2073 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2074 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2075 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
2076 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2077 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2078 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2079 dx := -dx;
2080 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2081 end;
2082 end
2083 else // Ïðàâàÿ àíèìàöèÿ
2084 begin
2085 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2086 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2087 end;
2089 // Ðèñóåì:
2090 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2091 end;
2093 if g_debug_Frames then
2094 begin
2095 e_DrawQuad(FObj.X+FObj.Rect.X,
2096 FObj.Y+FObj.Rect.Y,
2097 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2098 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2099 0, 255, 0);
2100 end;
2101 end;
2103 procedure TMonster.MakeBloodSimple(Count: Word);
2104 begin
2105 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2106 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2107 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2108 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2109 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2110 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2111 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2112 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2113 end;
2115 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2116 begin
2117 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2118 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2119 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2120 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2121 end;
2123 procedure TMonster.Push(vx, vy: Integer);
2124 begin
2125 FObj.Accel.X := FObj.Accel.X + vx;
2126 FObj.Accel.Y := FObj.Accel.Y + vy;
2127 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2128 end;
2130 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2131 var
2132 Anim: Byte;
2133 begin
2134 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2135 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2136 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2137 soulcount := soulcount-1;
2139 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2140 case FState of
2141 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2142 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2143 (State <> STATE_GO) then
2144 Exit;
2145 end;
2147 // Ñìåíà ñîñòîÿíèÿ:
2148 FState := State;
2150 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2152 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2153 case FState of
2154 STATE_SLEEP: Anim := ANIM_SLEEP;
2155 STATE_PAIN: Anim := ANIM_PAIN;
2156 STATE_WAIT: Anim := ANIM_SLEEP;
2157 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2158 STATE_SHOOT: Anim := ANIM_ATTACK;
2159 STATE_ATTACK: Anim := ANIM_ATTACK;
2160 STATE_DIE: Anim := ANIM_DIE;
2161 STATE_REVIVE:
2162 begin // íà÷àëè âîñðåøàòüñÿ
2163 Anim := FCurAnim;
2164 FAnim[Anim, FDirection].Revert(True);
2166 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2167 FHealth := MONSTERTABLE[FMonsterType].Health;
2168 FAmmo := 0;
2169 FPain := 0;
2170 end;
2171 else Exit;
2172 end;
2174 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2175 if ForceAnim <> 255 then
2176 Anim := ForceAnim;
2178 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2179 if FCurAnim <> Anim then
2180 if FAnim[Anim, FDirection] <> nil then
2181 begin
2182 FAnim[Anim, FDirection].Reset();
2183 FCurAnim := Anim;
2184 end;
2185 end;
2187 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2188 var
2189 TA: TAnimation;
2190 FramesID: DWORD;
2191 begin
2192 Result := False;
2194 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2195 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2196 begin
2197 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2198 if g_Game_IsServer and g_Game_IsNet then
2199 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2200 Exit;
2201 end;
2203 TA := nil;
2205 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2206 if not silent then
2207 begin
2208 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2209 TA := TAnimation.Create(FramesID, False, 6);
2210 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2211 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2212 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2214 if g_Game_IsServer and g_Game_IsNet then
2215 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2216 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2217 NET_GFX_TELE);
2218 end;
2220 FObj.X := X - FObj.Rect.X;
2221 FObj.Y := Y - FObj.Rect.Y;
2222 positionChanged();
2224 if dir = 1 then
2225 FDirection := D_LEFT
2226 else
2227 if dir = 2 then
2228 FDirection := D_RIGHT
2229 else
2230 if dir = 3 then
2231 begin // îáðàòíîå
2232 if FDirection = D_RIGHT then
2233 FDirection := D_LEFT
2234 else
2235 FDirection := D_RIGHT;
2236 end;
2238 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2239 if not silent and (TA <> nil) then
2240 begin
2241 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2242 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2243 TA.Free();
2245 if g_Game_IsServer and g_Game_IsNet then
2246 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2247 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2248 NET_GFX_TELE);
2249 end;
2251 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2252 Result := True;
2253 end;
2255 procedure TMonster.Update();
2256 var
2257 a, b, sx, sy, wx, wy, oldvelx: Integer;
2258 st: Word;
2259 o, co: TObj;
2260 fall: Boolean;
2261 mon: TMonster;
2262 label
2263 _end;
2264 begin
2265 fall := True;
2267 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2268 if FMonsterType = MONSTER_FISH then
2269 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2270 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2271 fall := False;
2273 // Ëåòàþùèå ìîíòñðû:
2274 if ((FMonsterType = MONSTER_SOUL) or
2275 (FMonsterType = MONSTER_PAIN) or
2276 (FMonsterType = MONSTER_CACO)) and
2277 (FState <> STATE_DIE) and
2278 (FState <> STATE_DEAD) then
2279 fall := False;
2281 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2282 if gTime mod (GAME_TICK*2) <> 0 then
2283 begin
2284 g_Obj_Move(@FObj, fall, True, True);
2285 positionChanged(); // this updates spatial accelerators
2286 Exit;
2287 end;
2289 if FPainTicks > 0 then
2290 Dec(FPainTicks)
2291 else
2292 FPainSound := False;
2294 // Äâèãàåìñÿ:
2295 st := g_Obj_Move(@FObj, fall, True, True);
2296 positionChanged(); // this updates spatial accelerators
2298 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2299 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2300 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2301 begin
2302 FRemoved := True;
2303 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2304 begin
2305 Inc(gCoopMonstersKilled);
2306 if g_Game_IsNet then
2307 MH_SEND_GameStats;
2308 end;
2309 ActivateTriggers();
2310 Exit;
2311 end;
2313 oldvelx := FObj.Vel.X;
2315 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2316 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2317 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2319 if FFireTime > 0 then
2320 begin
2321 if WordBool(st and MOVE_INWATER) then
2322 FFireTime := 0
2323 else
2324 begin
2325 OnFireFlame(1);
2326 FFireTime := FFireTime - 1;
2327 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2328 if FFirePainTime = 0 then
2329 begin
2330 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2331 FFirePainTime := 18;
2332 end
2333 else
2334 FFirePainTime := FFirePainTime - 1;
2335 end;
2336 end;
2338 // Ìåðòâûé íè÷åãî íå äåëàåò:
2339 if (FState = STATE_DEAD) then
2340 goto _end;
2342 // AI ìîíñòðîâ âûêëþ÷åí:
2343 if g_debug_MonsterOff then
2344 begin
2345 FSleep := 1;
2346 if FState <> STATE_SLEEP then
2347 SetState(STATE_SLEEP);
2348 end;
2350 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2351 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2352 case FMonsterType of
2353 MONSTER_FISH:
2354 if Random(4) = 0 then
2355 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2356 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2357 MONSTER_ROBO, MONSTER_BARREL:
2358 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2359 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2360 else begin
2361 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2362 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2363 if Random(2) = 0 then
2364 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2365 else
2366 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2367 end;
2368 end;
2370 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2371 if FMonsterType = MONSTER_BARREL then
2372 begin
2373 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2374 (FAnim[FCurAnim, FDirection].Counter = 0) then
2375 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2376 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2377 60, FUID);
2378 end;
2380 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2381 if FMonsterType = MONSTER_SOUL then
2382 if WordBool(st and MOVE_HITAIR) then
2383 g_Obj_SetSpeed(@FObj, 16);
2385 if FAmmo < 0 then
2386 FAmmo := FAmmo + 1;
2388 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2389 if FObj.Vel.Y < 0 then
2390 if WordBool(st and MOVE_INWATER) then
2391 FObj.Vel.Y := -4;
2393 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2394 FTargetTime := FTargetTime + 1;
2396 // Ãèëüçû
2397 if FShellTimer > -1 then
2398 if FShellTimer = 0 then
2399 begin
2400 if FShellType = SHELL_SHELL then
2401 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2402 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2403 GameVelX, GameVelY-2, SHELL_SHELL)
2404 else if FShellType = SHELL_DBLSHELL then
2405 begin
2406 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2407 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2408 GameVelX-1, GameVelY-2, SHELL_SHELL);
2409 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2410 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2411 GameVelX+1, GameVelY-2, SHELL_SHELL);
2412 end;
2413 FShellTimer := -1;
2414 end else Dec(FShellTimer);
2416 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2417 if fall then
2418 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2419 STATE_ATTACK, STATE_SHOOT]) then
2420 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2421 FObj.Rect.Width, FObj.Rect.Height, 50) then
2422 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2423 (FObj.Accel.Y = 0) then
2424 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2426 case FState of
2427 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2428 begin
2429 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2430 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2431 begin
2432 FPain := MONSTERTABLE[FMonsterType].Pain;
2433 if gSoundEffectsDF then PainSound();
2434 end;
2435 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2436 PainSound();
2438 // Ñíèæàåì áîëü ñî âðåìåíåì:
2439 FPain := FPain - 5;
2441 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2442 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2443 begin
2444 FPain := 0;
2445 FAmmo := -9;
2446 SetState(STATE_GO);
2447 end;
2448 end;
2450 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2451 begin
2452 // Ñïèì:
2453 FSleep := FSleep + 1;
2455 // Ïðîñïàëè äîñòàòî÷íî:
2456 if FSleep >= 18 then
2457 FSleep := 0
2458 else // åùå ñïèì
2459 goto _end;
2461 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2462 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2463 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2464 if (gPlayers <> nil) then
2465 for a := 0 to High(gPlayers) do
2466 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2467 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2468 with gPlayers[a] do
2469 if g_Look(@FObj, @Obj, FDirection) then
2470 begin
2471 FTargetUID := gPlayers[a].UID;
2472 FTargetTime := 0;
2473 WakeUpSound();
2474 SetState(STATE_GO);
2475 Break;
2476 end;
2478 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2479 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2480 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2481 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2482 if gMonsters <> nil then
2483 for a := 0 to High(gMonsters) do
2484 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2485 (gMonsters[a].FUID <> FUID) then
2486 begin
2487 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2488 if (FBehaviour = BH_MANIAC) and
2489 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2490 Continue;
2491 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2492 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2493 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2494 Continue;
2495 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2496 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2497 Continue;
2498 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2499 begin
2500 FTargetUID := gMonsters[a].UID;
2501 FTargetTime := 0;
2502 WakeUpSound();
2503 SetState(STATE_GO);
2504 Break;
2505 end;
2506 end;
2507 end;
2509 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2510 begin
2511 // Æäåì:
2512 FSleep := FSleep - 1;
2514 // Âûæäàëè äîñòàòî÷íî - èäåì:
2515 if FSleep < 0 then
2516 SetState(STATE_GO);
2517 end;
2519 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2520 begin
2521 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2522 if WordBool(st and MOVE_BLOCK) then
2523 begin
2524 Turn();
2525 FSleep := 40;
2526 SetState(STATE_RUNOUT);
2528 goto _end;
2529 end;
2531 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2532 if (FMonsterType = MONSTER_VILE) then
2533 if isCorpse(@FObj, False) <> -1 then
2534 begin
2535 FObj.Vel.X := 0;
2536 SetState(STATE_ATTACK, ANIM_ATTACK2);
2538 goto _end;
2539 end;
2541 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2542 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2543 if not findNewPrey() then
2544 begin // Íîâûõ öåëåé íåò
2545 FTargetUID := 0;
2546 o.X := FObj.X+pt_x;
2547 o.Y := FObj.Y+pt_y;
2548 o.Vel.X := 0;
2549 o.Vel.Y := 0;
2550 o.Accel.X := 0;
2551 o.Accel.Y := 0;
2552 o.Rect := _Rect(0, 0, 0, 1);
2553 end
2554 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2555 GetPos(FTargetUID, @o);
2557 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2558 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2559 begin
2560 FTargetTime := 0;
2561 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2562 begin
2563 if kick(@o) then
2564 goto _end;
2565 end;
2566 end;
2568 // Ðàññòîÿíèå äî öåëè:
2569 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2570 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2572 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2573 if sx > 0 then
2574 FDirection := D_RIGHT
2575 else
2576 FDirection := D_LEFT;
2578 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2579 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2580 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2581 if shoot(@o, False) then
2582 goto _end;
2584 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2585 if Abs(sx) < 40 then
2586 if FMonsterType <> MONSTER_FISH then
2587 begin
2588 FSleep := 15;
2589 SetState(STATE_RUN);
2590 if Random(2) = 0 then
2591 FDirection := D_LEFT
2592 else
2593 FDirection := D_RIGHT;
2595 goto _end;
2596 end;
2598 // Óïåðëèñü â ñòåíó:
2599 if WordBool(st and MOVE_HITWALL) then
2600 begin
2601 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2602 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2603 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2604 FSleep := 4;
2605 SetState(STATE_WAIT);
2607 goto _end;
2608 end;
2610 case FMonsterType of
2611 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2612 else // Íå ëåòàþò:
2613 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2614 (FObj.Accel.Y = 0) then
2615 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2616 // Ïðûæîê ÷åðåç ñòåíó:
2617 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2618 SetState(STATE_CLIMB);
2619 end;
2620 end;
2622 goto _end;
2623 end;
2625 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2626 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2627 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2628 begin
2629 if FMonsterType = MONSTER_FISH then
2630 begin // Ðûáà
2631 if not WordBool(st and MOVE_INWATER) then
2632 begin // Ðûáà âíå âîäû:
2633 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2634 begin // "Ñòîèò" òâåðäî
2635 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2636 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2637 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2638 end;
2640 // Ðûáå áîëüíî:
2641 SetState(STATE_PAIN);
2642 FPain := FPain + 50;
2643 end
2644 else // Ðûáà â âîäå
2645 begin
2646 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2647 if Abs(sy) > 8 then
2648 FObj.Vel.Y := g_basic.Sign(sy)*4
2649 else
2650 FObj.Vel.Y := 0;
2652 // Ðûáà ïëûâåò ââåðõ:
2653 if FObj.Vel.Y < 0 then
2654 if not g_Obj_CollideWater(@FObj, 0, -16) then
2655 begin
2656 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2657 FObj.Vel.Y := 0;
2658 // Ïëàâàåì òóäà-ñþäà:
2659 if Random(2) = 0 then
2660 FDirection := D_LEFT
2661 else
2662 FDirection := D_RIGHT;
2663 FSleep := 20;
2664 SetState(STATE_RUN);
2665 end;
2666 end;
2667 end
2668 else // Ëåòàþùèå ìîíñòðû
2669 begin
2670 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2671 if Abs(sy) > 8 then
2672 FObj.Vel.Y := g_basic.Sign(sy)*4
2673 else
2674 FObj.Vel.Y := 0;
2675 end;
2676 end
2677 else // "Íàçåìíûå" ìîíñòðû
2678 begin
2679 // Âîçìîæíî, ïèíàåì êóñêè:
2680 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2681 begin
2682 b := Abs(FObj.Vel.X);
2683 if b > 1 then b := b * (Random(8 div b) + 1);
2684 for a := 0 to High(gGibs) do
2685 begin
2686 if gGibs[a].Live and
2687 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2688 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2689 begin
2690 // Ïèíàåì êóñêè
2691 if FObj.Vel.X < 0 then
2692 begin
2693 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2694 end
2695 else
2696 begin
2697 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2698 end;
2699 end;
2700 end;
2701 end;
2702 // Áîññû ìîãóò ïèíàòü òðóïû:
2703 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2704 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2705 begin
2706 b := Abs(FObj.Vel.X);
2707 if b > 1 then b := b * (Random(8 div b) + 1);
2708 for a := 0 to High(gCorpses) do
2709 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2710 begin
2711 co := gCorpses[a].Obj;
2712 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2713 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2714 // Ïèíàåì òðóïû
2715 if FObj.Vel.X < 0 then
2716 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2717 else
2718 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2719 end;
2720 end;
2721 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2722 if sy < -40 then
2723 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2724 // ñòîèò òâåðäî
2725 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2726 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2727 end;
2729 FSleep := FSleep + 1;
2731 // Èíîãäà ðû÷èì:
2732 if FSleep >= 8 then
2733 begin
2734 FSleep := 0;
2735 if Random(8) = 0 then
2736 ActionSound();
2737 end;
2739 // Áåæèì â âûáðàííóþ ñòîðîíó:
2740 if FDirection = D_RIGHT then
2741 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2742 else
2743 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2745 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2746 if WordBool(st and MOVE_INWATER) then
2747 FObj.Vel.X := FObj.Vel.X div 2
2748 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2749 if FMonsterType = MONSTER_FISH then
2750 FObj.Vel.X := 0;
2751 end;
2753 STATE_RUN: // Ñîñòîÿíèå - Áåã
2754 begin
2755 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2756 if WordBool(st and MOVE_BLOCK) then
2757 begin
2758 Turn();
2759 FSleep := 40;
2760 SetState(STATE_RUNOUT);
2762 goto _end;
2763 end;
2765 FSleep := FSleep - 1;
2767 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2768 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2769 begin
2770 FSleep := 0;
2771 SetState(STATE_GO);
2772 // Ñòåíà - èäåì îáðàòíî:
2773 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2774 Turn();
2775 // Èíîãäà ðû÷èì:
2776 if Random(8) = 0 then
2777 ActionSound();
2778 end;
2780 // Áåæèì â âûáðàííóþ ñòîðîíó:
2781 if FDirection = D_RIGHT then
2782 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2783 else
2784 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2786 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2787 if WordBool(st and MOVE_INWATER) then
2788 FObj.Vel.X := FObj.Vel.X div 2
2789 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2790 if FMonsterType = MONSTER_FISH then
2791 FObj.Vel.X := 0;
2792 end;
2794 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2795 begin
2796 // Âûøëè èç ÁëîêÌîíà:
2797 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2798 FSleep := 0;
2800 FSleep := FSleep - 1;
2802 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2803 if FSleep <= -18 then
2804 begin
2805 FSleep := 0;
2806 SetState(STATE_GO);
2807 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2808 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2809 Turn();
2810 // Èíîãäà ðû÷èì:
2811 if Random(8) = 0 then
2812 ActionSound();
2813 end;
2815 // Áåæèì â âûáðàííóþ ñòîðîíó:
2816 if FDirection = D_RIGHT then
2817 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2818 else
2819 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2821 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2822 if WordBool(st and MOVE_INWATER) then
2823 FObj.Vel.X := FObj.Vel.X div 2
2824 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2825 if FMonsterType = MONSTER_FISH then
2826 FObj.Vel.X := 0;
2827 end;
2829 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2830 begin
2831 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2832 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2833 (not WordBool(st and MOVE_HITWALL)) then
2834 begin
2835 FSleep := 0;
2836 SetState(STATE_GO);
2838 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2839 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2840 begin
2841 Turn();
2842 FSleep := 15;
2843 SetState(STATE_RUN);
2844 end;
2845 end;
2847 // Áåæèì â âûáðàííóþ ñòîðîíó:
2848 if FDirection = D_RIGHT then
2849 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2850 else
2851 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2853 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2854 if WordBool(st and MOVE_INWATER) then
2855 FObj.Vel.X := FObj.Vel.X div 2
2856 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2857 if FMonsterType = MONSTER_FISH then
2858 FObj.Vel.X := 0;
2859 end;
2861 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2862 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2863 begin
2864 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2865 if FMonsterType = MONSTER_SOUL then
2866 begin
2867 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2868 SetState(STATE_GO);
2870 goto _end;
2871 end;
2873 // Çàìåäëÿåìñÿ ïðè àòàêå:
2874 if FMonsterType <> MONSTER_FISH then
2875 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2877 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2878 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2879 begin
2880 // Öåëü ïîãèáëà => èäåì äàëüøå:
2881 if not GetPos(FTargetUID, @o) then
2882 begin
2883 SetState(STATE_GO);
2885 goto _end;
2886 end;
2888 // Öåëü íå âèäíî => èäåì äàëüøå:
2889 if not g_Look(@FObj, @o, FDirection) then
2890 begin
2891 SetState(STATE_GO);
2893 goto _end;
2894 end;
2896 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2897 if g_Obj_CollideWater(@o, 0, 0) then
2898 begin
2899 SetState(STATE_GO);
2901 goto _end;
2902 end;
2904 // Æàðèì öåëü:
2905 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2906 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2907 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2908 end;
2909 end;
2910 end; // case FState of ...
2912 _end:
2914 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2915 if FState = STATE_REVIVE then
2916 if FAnim[FCurAnim, FDirection].Played then
2917 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2918 FAnim[FCurAnim, FDirection].Revert(False);
2919 SetState(STATE_GO);
2920 end;
2922 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2923 if vilefire <> nil then
2924 vilefire.Update();
2926 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2927 if (FState = STATE_DIE) and
2928 (FAnim[FCurAnim, FDirection] <> nil) and
2929 (FAnim[FCurAnim, FDirection].Played) then
2930 begin
2931 // Óìåð:
2932 SetState(STATE_DEAD);
2934 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2935 if (FMonsterType = MONSTER_PAIN) then
2936 begin
2937 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2938 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2939 if mon <> nil then
2940 begin
2941 mon.SetState(STATE_GO);
2942 mon.FNoRespawn := True;
2943 Inc(gTotalMonsters);
2944 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2945 end;
2947 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2948 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2949 if mon <> nil then
2950 begin
2951 mon.SetState(STATE_GO);
2952 mon.FNoRespawn := True;
2953 Inc(gTotalMonsters);
2954 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2955 end;
2957 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2958 FObj.Y+FObj.Rect.Y, D_RIGHT);
2959 if mon <> nil then
2960 begin
2961 mon.SetState(STATE_GO);
2962 mon.FNoRespawn := True;
2963 Inc(gTotalMonsters);
2964 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2965 end;
2967 if g_Game_IsNet then MH_SEND_CoopStats();
2968 end;
2970 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2971 if (FMonsterType = MONSTER_PAIN) or
2972 (FMonsterType = MONSTER_SOUL) or
2973 (FMonsterType = MONSTER_BARREL) then
2974 FRemoved := True;
2975 end;
2977 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2978 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2979 if (FAnim[FCurAnim, FDirection] <> nil) then
2980 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2981 if (FAnim[FCurAnim, FDirection].Played) then
2982 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2983 if FState = STATE_ATTACK then
2984 begin // Ñîñòîÿíèå - Àòàêà
2985 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2986 if FMonsterType <> MONSTER_SOUL then
2987 SetState(STATE_GO);
2988 end
2989 else // Ñîñòîÿíèå - Ñòðåëüáà
2990 begin
2991 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2992 if not FChainFire then
2993 SetState(STATE_GO)
2994 else
2995 begin // Íàäî ñòðåëÿòü åùå
2996 FChainFire := False;
2997 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2998 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2999 FAnim[FCurAnim, FDirection].Reset();
3000 end;
3001 end;
3003 FWaitAttackAnim := False;
3004 end
3006 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3007 if (FMonsterType = MONSTER_SOUL) or
3008 ( (not FWaitAttackAnim) and
3009 (FAnim[FCurAnim, FDirection].CurrentFrame =
3010 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3011 ) then
3012 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3013 if FState = STATE_ATTACK then
3014 begin // Ñîñòîÿíèå - Àòàêà
3015 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3016 if FMonsterType = MONSTER_SOUL then
3017 FAnim[FCurAnim, FDirection].Reset();
3019 case FMonsterType of
3020 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3021 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3022 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3023 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3024 if FMonsterType = MONSTER_SOUL then
3025 SetState(STATE_GO);
3027 MONSTER_FISH:
3028 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
3029 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
3030 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
3032 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3033 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3034 if FCurAnim = ANIM_ATTACK2 then
3035 begin
3036 o := FObj;
3037 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3038 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
3039 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
3040 end;
3042 MONSTER_VILE:
3043 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3044 if FCurAnim = ANIM_ATTACK2 then
3045 begin
3046 sx := isCorpse(@FObj, True);
3047 if sx <> -1 then
3048 begin // Íàøëè, êîãî âîñêðåñèòü
3049 gMonsters[sx].SetState(STATE_REVIVE);
3050 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3051 // Âîñêðåøàòü - ñåáå âðåäèòü:
3052 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3053 end;
3054 end;
3055 end;
3056 end
3058 else // Ñîñòîÿíèå - Ñòðåëüáà
3059 begin
3060 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3061 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
3063 if FDirection = D_LEFT then
3064 begin
3065 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
3066 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
3067 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3069 wx := FObj.X + wx;
3070 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
3072 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3073 case FMonsterType of
3074 MONSTER_IMP:
3075 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3076 MONSTER_ZOMBY:
3077 begin
3078 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3079 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3080 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3081 end;
3082 MONSTER_SERG:
3083 begin
3084 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3085 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3086 FShellTimer := 10;
3087 FShellType := SHELL_SHELL;
3088 end;
3089 MONSTER_MAN:
3090 begin
3091 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3092 FShellTimer := 13;
3093 FShellType := SHELL_DBLSHELL;
3094 FAmmo := -36;
3095 end;
3096 MONSTER_CYBER:
3097 begin
3098 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3099 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3100 end;
3101 MONSTER_SKEL:
3102 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3103 MONSTER_CGUN:
3104 begin
3105 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3106 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3107 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3108 end;
3109 MONSTER_SPIDER:
3110 begin
3111 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3112 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3113 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3114 end;
3115 MONSTER_BSP:
3116 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3117 MONSTER_ROBO:
3118 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3119 MONSTER_MANCUB:
3120 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3121 MONSTER_BARON, MONSTER_KNIGHT:
3122 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3123 MONSTER_CACO:
3124 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3125 MONSTER_PAIN:
3126 begin // Ñîçäàåì Lost_Soul:
3127 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3128 FObj.Y+FObj.Rect.Y, FDirection);
3130 if mon <> nil then
3131 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3132 mon.FTargetUID := FTargetUID;
3133 GetPos(FTargetUID, @o);
3134 mon.FTargetTime := 0;
3135 mon.FNoRespawn := True;
3136 mon.SetState(STATE_GO);
3137 mon.shoot(@o, True);
3138 Inc(gTotalMonsters);
3140 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3141 end;
3142 end;
3143 end;
3145 if FMonsterType <> MONSTER_PAIN then
3146 if g_Game_IsNet then
3147 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3149 // Ñêîðîñòðåëüíûå ìîíñòðû:
3150 if (FMonsterType = MONSTER_CGUN) or
3151 (FMonsterType = MONSTER_SPIDER) or
3152 (FMonsterType = MONSTER_BSP) or
3153 (FMonsterType = MONSTER_MANCUB) or
3154 (FMonsterType = MONSTER_ROBO) then
3155 if not GetPos(FTargetUID, @o) then
3156 // Öåëü ìåðòâà - èùåì íîâóþ:
3157 findNewPrey()
3158 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3159 if shoot(@o, False) then
3160 FChainFire := True;
3161 end;
3163 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3164 FWaitAttackAnim := True;
3165 end;
3167 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3168 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3169 case FState of
3170 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3171 // Çâóêè ïðè ïåðåäâèæåíèè:
3172 case FMonsterType of
3173 MONSTER_CYBER:
3174 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3175 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3176 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3177 MONSTER_SPIDER:
3178 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3179 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3180 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3181 MONSTER_BSP:
3182 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3183 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3184 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3185 MONSTER_ROBO:
3186 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3187 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3188 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3189 end;
3190 end;
3192 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3193 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3194 FObj.Vel.X := oldvelx;
3196 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3197 if FAnim[FCurAnim, FDirection] <> nil then
3198 FAnim[FCurAnim, FDirection].Update();
3199 end;
3201 procedure TMonster.SetDeadAnim;
3202 begin
3203 if FAnim <> nil then
3204 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3205 end;
3207 procedure TMonster.RevertAnim(R: Boolean = True);
3208 begin
3209 if FAnim <> nil then
3210 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3211 FAnim[FCurAnim, FDirection].Revert(R);
3212 end;
3214 function TMonster.AnimIsReverse: Boolean;
3215 begin
3216 if FAnim <> nil then
3217 Result := FAnim[FCurAnim, FDirection].IsReverse
3218 else
3219 Result := False;
3220 end;
3222 procedure TMonster.ClientUpdate();
3223 var
3224 a, b, sx, sy, oldvelx: Integer;
3225 st: Word;
3226 o, co: TObj;
3227 fall: Boolean;
3228 label
3229 _end;
3230 begin
3231 sx := 0; // SHUT UP COMPILER
3232 sy := 0;
3233 fall := True;
3234 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3235 if FMonsterType = MONSTER_FISH then
3236 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3237 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3238 fall := False;
3240 // Ëåòàþùèå ìîíòñðû:
3241 if ((FMonsterType = MONSTER_SOUL) or
3242 (FMonsterType = MONSTER_PAIN) or
3243 (FMonsterType = MONSTER_CACO)) and
3244 (FState <> STATE_DIE) and
3245 (FState <> STATE_DEAD) then
3246 fall := False;
3248 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3249 if gTime mod (GAME_TICK*2) <> 0 then
3250 begin
3251 g_Obj_Move(@FObj, fall, True, True);
3252 positionChanged(); // this updates spatial accelerators
3253 Exit;
3254 end;
3256 if FPainTicks > 0 then
3257 Dec(FPainTicks)
3258 else
3259 FPainSound := False;
3261 // Äâèãàåìñÿ:
3262 st := g_Obj_Move(@FObj, fall, True, True);
3263 positionChanged(); // this updates spatial accelerators
3265 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3266 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3267 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3268 begin
3269 FRemoved := True;
3270 Exit;
3271 end;
3273 oldvelx := FObj.Vel.X;
3275 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3276 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3277 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3279 if FFireTime > 0 then
3280 begin
3281 if WordBool(st and MOVE_INWATER) then
3282 FFireTime := 0
3283 else
3284 begin
3285 OnFireFlame(1);
3286 FFireTime := FFireTime - 1;
3287 end;
3288 end;
3290 // Ìåðòâûé íè÷åãî íå äåëàåò:
3291 if (FState = STATE_DEAD) then
3292 goto _end;
3294 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3295 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3296 case FMonsterType of
3297 MONSTER_FISH:
3298 if Random(4) = 0 then
3299 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3300 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3301 MONSTER_ROBO, MONSTER_BARREL:
3302 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3303 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3304 else begin
3305 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3306 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3307 if Random(2) = 0 then
3308 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3309 else
3310 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3311 end;
3312 end;
3314 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3315 if FMonsterType = MONSTER_BARREL then
3316 begin
3317 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3318 (FAnim[FCurAnim, FDirection].Counter = 0) then
3319 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3320 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3321 60, FUID);
3322 end;
3324 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3325 if FMonsterType = MONSTER_SOUL then
3326 if WordBool(st and MOVE_HITAIR) then
3327 g_Obj_SetSpeed(@FObj, 16);
3329 if FAmmo < 0 then
3330 FAmmo := FAmmo + 1;
3332 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3333 if FObj.Vel.Y < 0 then
3334 if WordBool(st and MOVE_INWATER) then
3335 FObj.Vel.Y := -4;
3337 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3338 FTargetTime := FTargetTime + 1;
3340 if FShellTimer > -1 then
3341 if FShellTimer = 0 then
3342 begin
3343 if FShellType = SHELL_SHELL then
3344 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3345 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3346 GameVelX, GameVelY-2, SHELL_SHELL)
3347 else if FShellType = SHELL_DBLSHELL then
3348 begin
3349 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3350 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3351 GameVelX-1, GameVelY-2, SHELL_SHELL);
3352 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3353 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3354 GameVelX+1, GameVelY-2, SHELL_SHELL);
3355 end;
3356 FShellTimer := -1;
3357 end else Dec(FShellTimer);
3359 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3360 if fall then
3361 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3362 STATE_ATTACK, STATE_SHOOT]) then
3363 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3364 FObj.Rect.Width, FObj.Rect.Height, 50) then
3365 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3366 (FObj.Accel.Y = 0) then
3367 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3369 case FState of
3370 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3371 begin
3372 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3373 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3374 begin
3375 FPain := MONSTERTABLE[FMonsterType].Pain;
3376 if gSoundEffectsDF then PainSound();
3377 end;
3378 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3379 PainSound();
3381 // Ñíèæàåì áîëü ñî âðåìåíåì:
3382 FPain := FPain - 5;
3384 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3385 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3386 begin
3387 SetState(STATE_GO);
3388 FPain := 0;
3389 end;
3390 end;
3392 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3393 begin
3394 // Ñïèì:
3395 FSleep := FSleep + 1;
3397 // Ïðîñïàëè äîñòàòî÷íî:
3398 if FSleep >= 18 then
3399 FSleep := 0
3400 else // åùå ñïèì
3401 goto _end;
3402 end;
3404 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3405 begin
3406 // Æäåì:
3407 FSleep := FSleep - 1;
3408 end;
3410 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3411 begin
3412 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3413 if WordBool(st and MOVE_BLOCK) then
3414 begin
3415 Turn();
3416 FSleep := 40;
3417 SetState(STATE_RUNOUT);
3419 goto _end;
3420 end;
3422 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3423 if (FMonsterType = MONSTER_VILE) then
3424 if isCorpse(@FObj, False) <> -1 then
3425 begin
3426 SetState(STATE_ATTACK, ANIM_ATTACK2);
3427 FObj.Vel.X := 0;
3429 goto _end;
3430 end;
3432 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3433 if Abs(sx) < 40 then
3434 if FMonsterType <> MONSTER_FISH then
3435 begin
3436 SetState(STATE_RUN);
3437 FSleep := 15;
3439 goto _end;
3440 end;
3442 // Óïåðëèñü â ñòåíó:
3443 if WordBool(st and MOVE_HITWALL) then
3444 begin
3445 case FMonsterType of
3446 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3447 else // Íå ëåòàþò:
3448 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3449 (FObj.Accel.Y = 0) then
3450 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3451 // Ïðûæîê ÷åðåç ñòåíó:
3452 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3453 SetState(STATE_CLIMB);
3454 end;
3455 end;
3457 goto _end;
3458 end;
3460 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3461 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3462 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3463 begin
3464 if FMonsterType = MONSTER_FISH then
3465 begin // Ðûáà
3466 if not WordBool(st and MOVE_INWATER) then
3467 begin // Ðûáà âíå âîäû:
3468 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3469 begin // "Ñòîèò" òâåðäî
3470 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3471 if FObj.Accel.Y = 0 then
3472 FObj.Vel.Y := -6;
3473 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3474 end;
3476 // Ðûáå áîëüíî:
3477 SetState(STATE_PAIN);
3478 FPain := FPain + 50;
3479 end
3480 else // Ðûáà â âîäå
3481 begin
3482 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3483 if Abs(sy) > 8 then
3484 FObj.Vel.Y := g_basic.Sign(sy)*4
3485 else
3486 FObj.Vel.Y := 0;
3488 // Ðûáà ïëûâåò ââåðõ:
3489 if FObj.Vel.Y < 0 then
3490 if not g_Obj_CollideWater(@FObj, 0, -16) then
3491 begin
3492 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3493 FObj.Vel.Y := 0;
3494 // Ïëàâàåì òóäà-ñþäà:
3495 SetState(STATE_RUN);
3496 FSleep := 20;
3497 end;
3498 end;
3499 end
3500 else // Ëåòàþùèå ìîíñòðû
3501 begin
3502 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3503 if Abs(sy) > 8 then
3504 FObj.Vel.Y := g_basic.Sign(sy)*4
3505 else
3506 FObj.Vel.Y := 0;
3507 end;
3508 end
3509 else // "Íàçåìíûå" ìîíñòðû
3510 begin
3511 // Âîçìîæíî, ïèíàåì êóñêè:
3512 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3513 begin
3514 b := Abs(FObj.Vel.X);
3515 if b > 1 then b := b * (Random(8 div b) + 1);
3516 for a := 0 to High(gGibs) do
3517 begin
3518 if gGibs[a].Live and
3519 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3520 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3521 begin
3522 // Ïèíàåì êóñêè
3523 if FObj.Vel.X < 0 then
3524 begin
3525 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3526 end
3527 else
3528 begin
3529 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3530 end;
3531 positionChanged(); // this updates spatial accelerators
3532 end;
3533 end;
3534 end;
3535 // Áîññû ìîãóò ïèíàòü òðóïû:
3536 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3537 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3538 begin
3539 b := Abs(FObj.Vel.X);
3540 if b > 1 then b := b * (Random(8 div b) + 1);
3541 for a := 0 to High(gCorpses) do
3542 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3543 begin
3544 co := gCorpses[a].Obj;
3545 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3546 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3547 // Ïèíàåì òðóïû
3548 if FObj.Vel.X < 0 then
3549 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3550 else
3551 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3552 end;
3553 end;
3554 end;
3556 FSleep := FSleep + 1;
3558 // Èíîãäà ðû÷èì:
3559 if FSleep >= 8 then
3560 begin
3561 FSleep := 0;
3562 if Random(8) = 0 then
3563 ActionSound();
3564 end;
3566 // Áåæèì â âûáðàííóþ ñòîðîíó:
3567 if FDirection = D_RIGHT then
3568 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3569 else
3570 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3572 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3573 if WordBool(st and MOVE_INWATER) then
3574 FObj.Vel.X := FObj.Vel.X div 2
3575 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3576 if FMonsterType = MONSTER_FISH then
3577 FObj.Vel.X := 0;
3578 end;
3580 STATE_RUN: // Ñîñòîÿíèå - Áåã
3581 begin
3582 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3583 if WordBool(st and MOVE_BLOCK) then
3584 begin
3585 SetState(STATE_RUNOUT);
3586 FSleep := 40;
3588 goto _end;
3589 end;
3591 FSleep := FSleep - 1;
3593 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3594 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3595 begin
3596 SetState(STATE_GO);
3597 FSleep := 0;
3599 // Èíîãäà ðû÷èì:
3600 if Random(8) = 0 then
3601 ActionSound();
3602 end;
3604 // Áåæèì â âûáðàííóþ ñòîðîíó:
3605 if FDirection = D_RIGHT then
3606 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3607 else
3608 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3610 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3611 if WordBool(st and MOVE_INWATER) then
3612 FObj.Vel.X := FObj.Vel.X div 2
3613 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3614 if FMonsterType = MONSTER_FISH then
3615 FObj.Vel.X := 0;
3616 end;
3618 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3619 begin
3620 // Âûøëè èç ÁëîêÌîíà:
3621 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3622 FSleep := 0;
3624 FSleep := FSleep - 1;
3626 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3627 if FSleep <= -18 then
3628 begin
3629 SetState(STATE_GO);
3630 FSleep := 0;
3632 // Èíîãäà ðû÷èì:
3633 if Random(8) = 0 then
3634 ActionSound();
3635 end;
3637 // Áåæèì â âûáðàííóþ ñòîðîíó:
3638 if FDirection = D_RIGHT then
3639 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3640 else
3641 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3643 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3644 if WordBool(st and MOVE_INWATER) then
3645 FObj.Vel.X := FObj.Vel.X div 2
3646 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3647 if FMonsterType = MONSTER_FISH then
3648 FObj.Vel.X := 0;
3649 end;
3651 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3652 begin
3653 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3654 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3655 (not WordBool(st and MOVE_HITWALL)) then
3656 begin
3657 SetState(STATE_GO);
3658 FSleep := 0;
3660 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3661 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3662 begin
3663 SetState(STATE_RUN);
3664 FSleep := 15;
3665 end;
3666 end;
3668 // Áåæèì â âûáðàííóþ ñòîðîíó:
3669 if FDirection = D_RIGHT then
3670 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3671 else
3672 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3674 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3675 if WordBool(st and MOVE_INWATER) then
3676 FObj.Vel.X := FObj.Vel.X div 2
3677 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3678 if FMonsterType = MONSTER_FISH then
3679 FObj.Vel.X := 0;
3680 end;
3682 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3683 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3684 begin
3685 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3686 if FMonsterType = MONSTER_SOUL then
3687 begin
3688 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3689 SetState(STATE_GO);
3691 goto _end;
3692 end;
3694 // Çàìåäëÿåìñÿ ïðè àòàêå:
3695 if FMonsterType <> MONSTER_FISH then
3696 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3698 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3699 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3700 begin
3701 // Öåëü ïîãèáëà => èäåì äàëüøå:
3702 if not GetPos(FTargetUID, @o) then
3703 begin
3704 SetState(STATE_GO);
3706 goto _end;
3707 end;
3709 // Öåëü íå âèäíî => èäåì äàëüøå:
3710 if not g_Look(@FObj, @o, FDirection) then
3711 begin
3712 SetState(STATE_GO);
3714 goto _end;
3715 end;
3717 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3718 if g_Obj_CollideWater(@o, 0, 0) then
3719 begin
3720 SetState(STATE_GO);
3722 goto _end;
3723 end;
3724 end;
3725 end;
3726 end; // case FState of ...
3728 _end:
3730 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3731 if FState = STATE_REVIVE then
3732 if FAnim[FCurAnim, FDirection].Played then
3733 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3734 FAnim[FCurAnim, FDirection].Revert(False);
3735 SetState(STATE_GO);
3736 end;
3738 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3739 if vilefire <> nil then
3740 vilefire.Update();
3742 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3743 if (FState = STATE_DIE) and
3744 (FAnim[FCurAnim, FDirection] <> nil) and
3745 (FAnim[FCurAnim, FDirection].Played) then
3746 begin
3747 // Óìåð:
3748 SetState(STATE_DEAD);
3750 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3751 if (FMonsterType = MONSTER_PAIN) or
3752 (FMonsterType = MONSTER_SOUL) or
3753 (FMonsterType = MONSTER_BARREL) then
3754 FRemoved := True
3755 else
3756 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3757 end;
3759 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3760 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3761 if (FAnim[FCurAnim, FDirection] <> nil) then
3762 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3763 if (FAnim[FCurAnim, FDirection].Played) then
3764 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3765 if FState = STATE_ATTACK then
3766 begin // Ñîñòîÿíèå - Àòàêà
3767 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3768 if FMonsterType <> MONSTER_SOUL then
3769 SetState(STATE_GO);
3770 end
3771 else // Ñîñòîÿíèå - Ñòðåëüáà
3772 begin
3773 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3774 if not FChainFire then
3775 SetState(STATE_GO)
3776 else
3777 begin // Íàäî ñòðåëÿòü åùå
3778 FChainFire := False;
3779 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3780 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3781 FAnim[FCurAnim, FDirection].Reset();
3782 end;
3783 end;
3785 FWaitAttackAnim := False;
3786 end
3788 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3789 if (FMonsterType = MONSTER_SOUL) or
3790 ( (not FWaitAttackAnim) and
3791 (FAnim[FCurAnim, FDirection].CurrentFrame =
3792 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3793 ) then
3794 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3795 if FState = STATE_ATTACK then
3796 begin // Ñîñòîÿíèå - Àòàêà
3797 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3798 if FMonsterType = MONSTER_SOUL then
3799 FAnim[FCurAnim, FDirection].Reset();
3801 case FMonsterType of
3802 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3803 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3804 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3805 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3806 if FMonsterType = MONSTER_SOUL then
3807 SetState(STATE_GO);
3809 MONSTER_FISH:
3810 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3812 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3813 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3814 if FCurAnim = ANIM_ATTACK2 then
3815 begin
3816 o := FObj;
3817 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3818 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3819 end;
3821 MONSTER_VILE:
3822 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3823 if FCurAnim = ANIM_ATTACK2 then
3824 begin
3825 sx := isCorpse(@FObj, True);
3826 if sx <> -1 then
3827 begin // Íàøëè, êîãî âîñêðåñèòü
3828 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3829 // Âîñêðåøàòü - ñåáå âðåäèòü:
3830 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3831 end;
3832 end;
3833 end;
3834 end
3836 else // Ñîñòîÿíèå - Ñòðåëüáà
3837 begin
3838 // Ñêîðîñòðåëüíûå ìîíñòðû:
3839 if (FMonsterType = MONSTER_CGUN) or
3840 (FMonsterType = MONSTER_SPIDER) or
3841 (FMonsterType = MONSTER_BSP) or
3842 (FMonsterType = MONSTER_MANCUB) or
3843 (FMonsterType = MONSTER_ROBO) then
3844 if not GetPos(FTargetUID, @o) then
3845 // Öåëü ìåðòâà - èùåì íîâóþ:
3846 findNewPrey()
3847 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3848 if shoot(@o, False) then
3849 FChainFire := True;
3850 end;
3852 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3853 FWaitAttackAnim := True;
3854 end;
3856 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3857 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3858 case FState of
3859 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3860 // Çâóêè ïðè ïåðåäâèæåíèè:
3861 case FMonsterType of
3862 MONSTER_CYBER:
3863 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3864 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3865 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3866 MONSTER_SPIDER:
3867 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3868 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3869 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3870 MONSTER_BSP:
3871 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3872 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3873 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3874 MONSTER_ROBO:
3875 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3876 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3877 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3878 end;
3879 end;
3881 // Êîñòûëü äëÿ ïîòîêîâ
3882 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3883 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3884 FObj.Vel.X := oldvelx;
3886 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3887 if FAnim[FCurAnim, FDirection] <> nil then
3888 FAnim[FCurAnim, FDirection].Update();
3889 end;
3891 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3892 begin
3893 case FMonsterType of
3894 MONSTER_ZOMBY:
3895 begin
3896 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3897 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3898 end;
3899 MONSTER_SERG:
3900 begin
3901 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3902 FShellTimer := 10;
3903 FShellType := SHELL_SHELL;
3904 end;
3905 MONSTER_MAN:
3906 begin
3907 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3908 FShellTimer := 13;
3909 FShellType := SHELL_DBLSHELL;
3910 end;
3911 MONSTER_CGUN, MONSTER_SPIDER:
3912 begin
3913 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3914 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3915 end;
3916 MONSTER_IMP:
3917 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3918 MONSTER_CYBER:
3919 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3920 MONSTER_SKEL:
3921 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3922 MONSTER_BSP:
3923 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3924 MONSTER_ROBO:
3925 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3926 MONSTER_MANCUB:
3927 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3928 MONSTER_BARON, MONSTER_KNIGHT:
3929 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3930 MONSTER_CACO:
3931 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3932 end;
3933 end;
3935 procedure TMonster.Turn();
3936 begin
3937 // Ðàçâîðà÷èâàåìñÿ:
3938 if FDirection = D_LEFT then
3939 FDirection := D_RIGHT
3940 else
3941 FDirection := D_LEFT;
3943 // Áåæèì â âûáðàííóþ ñòîðîíó:
3944 if FDirection = D_RIGHT then
3945 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3946 else
3947 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3948 end;
3950 function TMonster.findNewPrey(): Boolean;
3951 var
3952 a: DWORD;
3953 l, l2: Integer;
3954 PlayersSee, MonstersSee: Array of DWORD;
3955 PlayerNear, MonsterNear: Integer;
3956 begin
3957 Result := False;
3958 SetLength(MonstersSee, 0);
3959 SetLength(PlayersSee, 0);
3961 FTargetUID := 0;
3962 l := 32000;
3963 PlayerNear := -1;
3964 MonsterNear := -1;
3966 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3967 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3968 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3969 for a := 0 to High(gPlayers) do
3970 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3971 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3972 begin
3973 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3974 begin
3975 SetLength(PlayersSee, Length(PlayersSee) + 1);
3976 PlayersSee[High(PlayersSee)] := a;
3977 end;
3978 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3979 Abs(gPlayers[a].GameY-FObj.Y);
3980 if l2 < l then
3981 begin
3982 l := l2;
3983 PlayerNear := Integer(a);
3984 end;
3985 end;
3987 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3988 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3989 for a := 0 to High(gMonsters) do
3990 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3991 (gMonsters[a].FUID <> FUID) then
3992 begin
3993 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3994 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3995 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3996 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3997 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3998 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3999 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
4000 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
4002 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
4003 begin
4004 SetLength(MonstersSee, Length(MonstersSee) + 1);
4005 MonstersSee[High(MonstersSee)] := a;
4006 end;
4007 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
4008 Abs(gMonsters[a].FObj.Y-FObj.Y);
4009 if l2 < l then
4010 begin
4011 l := l2;
4012 MonsterNear := Integer(a);
4013 end;
4014 end;
4016 case FBehaviour of
4017 BH_NORMAL, BH_KILLER:
4018 begin
4019 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
4020 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4021 begin
4022 a := PlayersSee[Random(Length(PlayersSee))];
4023 FTargetUID := gPlayers[a].UID;
4024 end;
4025 // Çàòåì ïîáëèçîñòè
4026 if (FTargetUID = 0) and (PlayerNear > -1) then
4027 begin
4028 a := PlayerNear;
4029 FTargetUID := gPlayers[a].UID;
4030 end;
4031 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
4032 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4033 begin
4034 a := MonstersSee[Random(Length(MonstersSee))];
4035 FTargetUID := gMonsters[a].UID;
4036 end;
4037 // Çàòåì ïîáëèçîñòè
4038 if (FTargetUID = 0) and (MonsterNear > -1) then
4039 begin
4040 a := MonsterNear;
4041 FTargetUID := gMonsters[a].UID;
4042 end;
4043 end;
4044 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
4045 begin
4046 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
4047 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4048 begin
4049 a := PlayersSee[Random(Length(PlayersSee))];
4050 FTargetUID := gPlayers[a].UID;
4051 end;
4052 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4053 begin
4054 a := MonstersSee[Random(Length(MonstersSee))];
4055 FTargetUID := gMonsters[a].UID;
4056 end;
4057 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
4058 if (FTargetUID = 0) and (PlayerNear > -1) then
4059 begin
4060 a := PlayerNear;
4061 FTargetUID := gPlayers[a].UID;
4062 end;
4063 if (FTargetUID = 0) and (MonsterNear > -1) then
4064 begin
4065 a := MonsterNear;
4066 FTargetUID := gMonsters[a].UID;
4067 end;
4068 end;
4069 end;
4071 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4072 if FTargetUID = 0 then
4073 begin
4074 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4075 if FBehaviour = BH_INSANE then
4076 FTargetUID := FUID
4077 else
4078 FTargetTime := MAX_ATM;
4079 end
4080 else
4081 begin // Öåëü íàøëè
4082 FTargetTime := 0;
4083 Result := True;
4084 end;
4085 end;
4087 function TMonster.kick(o: PObj): Boolean;
4088 begin
4089 Result := False;
4091 case FMonsterType of
4092 MONSTER_FISH:
4093 begin
4094 SetState(STATE_ATTACK);
4095 Result := True;
4096 end;
4097 MONSTER_DEMON:
4098 begin
4099 SetState(STATE_ATTACK);
4100 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4101 Result := True;
4102 end;
4103 MONSTER_IMP:
4104 begin
4105 SetState(STATE_ATTACK);
4106 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4107 Result := True;
4108 end;
4109 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4110 begin
4111 SetState(STATE_ATTACK, ANIM_ATTACK2);
4112 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4113 Result := True;
4114 end;
4115 MONSTER_BARON, MONSTER_KNIGHT,
4116 MONSTER_CACO, MONSTER_MANCUB:
4117 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4118 if not g_Game_IsClient then Result := shoot(o, True);
4119 end;
4120 end;
4122 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4123 var
4124 xd, yd, m: Integer;
4125 begin
4126 Result := False;
4128 // Ñòðåëÿòü ðàíî:
4129 if FAmmo < 0 then
4130 Exit;
4132 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4133 if not immediately then
4134 case FMonsterType of
4135 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4136 Exit; // íå ñòðåëÿþò
4137 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4138 begin
4139 FAmmo := FAmmo + 1;
4140 // Âðåìÿ âûñòðåëà óïóùåíî:
4141 if FAmmo >= 50 then
4142 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4143 end;
4144 MONSTER_MAN: ;
4145 MONSTER_MANCUB:
4146 begin
4147 FAmmo := FAmmo + 1;
4148 // Âðåìÿ âûñòðåëà óïóùåíî:
4149 if FAmmo >= 5 then
4150 FAmmo := -50;
4151 end;
4152 MONSTER_SPIDER:
4153 begin
4154 FAmmo := FAmmo + 1;
4155 // Âðåìÿ âûñòðåëà óïóùåíî:
4156 if FAmmo >= 100 then
4157 FAmmo := -50;
4158 end;
4159 MONSTER_CYBER:
4160 begin
4161 // Ñòðåëÿåò íå âñåãäà:
4162 if Random(2) = 0 then
4163 Exit;
4164 FAmmo := FAmmo + 1;
4165 // Âðåìÿ âûñòðåëà óïóùåíî:
4166 if FAmmo >= 10 then
4167 FAmmo := -50;
4168 end;
4169 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4170 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4171 MONSTER_VILE: if Random(8) <> 0 then Exit;
4172 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4173 else if Random(16) <> 0 then Exit;
4174 end;
4176 // Öåëè íå âèäíî:
4177 if not g_Look(@FObj, o, FDirection) then
4178 Exit;
4180 FTargetTime := 0;
4182 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4183 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4185 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4186 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4187 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4188 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4189 Exit;
4191 case FMonsterType of
4192 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4193 begin
4194 SetState(STATE_SHOOT);
4195 {nn}
4196 end;
4197 MONSTER_SKEL:
4198 begin
4199 SetState(STATE_SHOOT);
4200 {nn}
4201 end;
4202 MONSTER_VILE:
4203 begin // Çàæèãàåì îãîíü
4204 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4205 ty := o^.Y+o^.Rect.Y;
4206 SetState(STATE_SHOOT);
4208 vilefire.Reset();
4210 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4211 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4212 end;
4213 MONSTER_SOUL:
4214 begin // Ëåòèò â ñòîðîíó öåëè:
4215 SetState(STATE_ATTACK);
4216 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4218 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4219 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4220 m := Max(Abs(xd), Abs(yd));
4221 if m = 0 then
4222 m := 1;
4224 FObj.Vel.X := (xd*16) div m;
4225 FObj.Vel.Y := (yd*16) div m;
4226 end;
4227 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4228 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4229 begin
4230 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4231 if FMonsterType = MONSTER_MANCUB then
4232 if FAmmo = 1 then
4233 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4235 SetState(STATE_SHOOT);
4236 end;
4237 else Exit;
4238 end;
4240 Result := True;
4241 end;
4243 function TMonster.Live(): Boolean;
4244 begin
4245 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4246 end;
4248 procedure TMonster.SetHealth(aH: Integer);
4249 begin
4250 if (aH > 0) and (aH < 1000000) then
4251 begin
4252 FHealth := aH;
4253 if FHealth > FMaxHealth then
4254 FMaxHealth := FHealth;
4255 end;
4256 end;
4258 procedure TMonster.WakeUp();
4259 begin
4260 if g_Game_IsClient then Exit;
4261 SetState(STATE_GO);
4262 FTargetTime := MAX_ATM;
4263 WakeUpSound();
4264 end;
4266 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4267 var
4268 i: Integer;
4269 sig: DWORD;
4270 b: Byte;
4271 anim: Boolean;
4272 begin
4273 if Mem = nil then
4274 Exit;
4276 // Ñèãíàòóðà ìîíñòðà:
4277 sig := MONSTER_SIGNATURE; // 'MONS'
4278 Mem.WriteDWORD(sig);
4279 // UID ìîíñòðà:
4280 Mem.WriteWord(FUID);
4281 // Íàïðàâëåíèå:
4282 if FDirection = D_LEFT then
4283 b := 1
4284 else // D_RIGHT
4285 b := 2;
4286 Mem.WriteByte(b);
4287 // Íàäî ëè óäàëèòü åãî:
4288 Mem.WriteBoolean(FRemoved);
4289 // Îñòàëîñü çäîðîâüÿ:
4290 Mem.WriteInt(FHealth);
4291 // Ñîñòîÿíèå:
4292 Mem.WriteByte(FState);
4293 // Òåêóùàÿ àíèìàöèÿ:
4294 Mem.WriteByte(FCurAnim);
4295 // UID öåëè:
4296 Mem.WriteWord(FTargetUID);
4297 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4298 Mem.WriteInt(FTargetTime);
4299 // Ïîâåäåíèå ìîíñòðà:
4300 Mem.WriteByte(FBehaviour);
4301 // Ãîòîâíîñòü ê âûñòðåëó:
4302 Mem.WriteInt(FAmmo);
4303 // Áîëü:
4304 Mem.WriteInt(FPain);
4305 // Âðåìÿ îæèäàíèÿ:
4306 Mem.WriteInt(FSleep);
4307 // Îçâó÷èâàòü ëè áîëü:
4308 Mem.WriteBoolean(FPainSound);
4309 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4310 Mem.WriteBoolean(FWaitAttackAnim);
4311 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4312 Mem.WriteBoolean(FChainFire);
4313 // Ïîäëåæèò ëè ðåñïàâíó:
4314 Mem.WriteBoolean(FNoRespawn);
4315 // Êîîðäèíàòû öåëè:
4316 Mem.WriteInt(tx);
4317 Mem.WriteInt(ty);
4318 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4319 Mem.WriteInt(FStartID);
4320 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4321 Mem.WriteInt(FSpawnTrigger);
4322 // Îáúåêò ìîíñòðà:
4323 Obj_SaveState(@FObj, Mem);
4324 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4325 anim := vilefire <> nil;
4326 Mem.WriteBoolean(anim);
4327 // Åñëè åñòü - ñîõðàíÿåì:
4328 if anim then
4329 vilefire.SaveState(Mem);
4330 // Àíèìàöèè:
4331 for i := ANIM_SLEEP to ANIM_PAIN do
4332 begin
4333 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4334 anim := FAnim[i, D_LEFT] <> nil;
4335 Mem.WriteBoolean(anim);
4336 // Åñëè åñòü - ñîõðàíÿåì:
4337 if anim then
4338 FAnim[i, D_LEFT].SaveState(Mem);
4339 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4340 anim := FAnim[i, D_RIGHT] <> nil;
4341 Mem.WriteBoolean(anim);
4342 // Åñëè åñòü - ñîõðàíÿåì:
4343 if anim then
4344 FAnim[i, D_RIGHT].SaveState(Mem);
4345 end;
4346 end;
4348 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4349 var
4350 i: Integer;
4351 sig: DWORD;
4352 b: Byte;
4353 anim: Boolean;
4354 begin
4355 if Mem = nil then
4356 Exit;
4358 // Ñèãíàòóðà ìîíñòðà:
4359 Mem.ReadDWORD(sig);
4360 if sig <> MONSTER_SIGNATURE then // 'MONS'
4361 begin
4362 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4363 end;
4364 // UID ìîíñòðà:
4365 Mem.ReadWord(FUID);
4366 // Íàïðàâëåíèå:
4367 Mem.ReadByte(b);
4368 if b = 1 then
4369 FDirection := D_LEFT
4370 else // b = 2
4371 FDirection := D_RIGHT;
4372 // Íàäî ëè óäàëèòü åãî:
4373 Mem.ReadBoolean(FRemoved);
4374 // Îñòàëîñü çäîðîâüÿ:
4375 Mem.ReadInt(FHealth);
4376 // Ñîñòîÿíèå:
4377 Mem.ReadByte(FState);
4378 // Òåêóùàÿ àíèìàöèÿ:
4379 Mem.ReadByte(FCurAnim);
4380 // UID öåëè:
4381 Mem.ReadWord(FTargetUID);
4382 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4383 Mem.ReadInt(FTargetTime);
4384 // Ïîâåäåíèå ìîíñòðà:
4385 Mem.ReadByte(FBehaviour);
4386 // Ãîòîâíîñòü ê âûñòðåëó:
4387 Mem.ReadInt(FAmmo);
4388 // Áîëü:
4389 Mem.ReadInt(FPain);
4390 // Âðåìÿ îæèäàíèÿ:
4391 Mem.ReadInt(FSleep);
4392 // Îçâó÷èâàòü ëè áîëü:
4393 Mem.ReadBoolean(FPainSound);
4394 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4395 Mem.ReadBoolean(FWaitAttackAnim);
4396 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4397 Mem.ReadBoolean(FChainFire);
4398 // Ïîäëåæèò ëè ðåñïàâíó
4399 Mem.ReadBoolean(FNoRespawn);
4400 // Êîîðäèíàòû öåëè:
4401 Mem.ReadInt(tx);
4402 Mem.ReadInt(ty);
4403 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4404 Mem.ReadInt(FStartID);
4405 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4406 Mem.ReadInt(FSpawnTrigger);
4407 // Îáúåêò ìîíñòðà:
4408 Obj_LoadState(@FObj, Mem);
4409 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4410 Mem.ReadBoolean(anim);
4411 // Åñëè åñòü - çàãðóæàåì:
4412 if anim then
4413 begin
4414 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4415 vilefire.LoadState(Mem);
4416 end;
4417 // Àíèìàöèè:
4418 for i := ANIM_SLEEP to ANIM_PAIN do
4419 begin
4420 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4421 Mem.ReadBoolean(anim);
4422 // Åñëè åñòü - çàãðóæàåì:
4423 if anim then
4424 begin
4425 Assert(FAnim[i, D_LEFT] <> nil,
4426 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4427 FAnim[i, D_LEFT].LoadState(Mem);
4428 end;
4429 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4430 Mem.ReadBoolean(anim);
4431 // Åñëè åñòü - çàãðóæàåì:
4432 if anim then
4433 begin
4434 Assert(FAnim[i, D_RIGHT] <> nil,
4435 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4436 FAnim[i, D_RIGHT].LoadState(Mem);
4437 end;
4438 end;
4439 end;
4441 procedure TMonster.ActivateTriggers();
4442 var
4443 a: Integer;
4444 begin
4445 if FDieTriggers <> nil then
4446 for a := 0 to High(FDieTriggers) do
4447 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4448 if FSpawnTrigger > -1 then
4449 begin
4450 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4451 FSpawnTrigger := -1;
4452 end;
4453 end;
4455 procedure TMonster.AddTrigger(t: Integer);
4456 begin
4457 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4458 FDieTriggers[High(FDieTriggers)] := t;
4459 end;
4461 procedure TMonster.ClearTriggers();
4462 begin
4463 SetLength(FDieTriggers, 0);
4464 end;
4466 procedure TMonster.CatchFire(Attacker: Word);
4467 begin
4468 FFireTime := 100;
4469 FFireAttacker := Attacker;
4470 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4471 end;
4473 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4474 var
4475 id, i: DWORD;
4476 Anim: TAnimation;
4477 begin
4478 if (Random(10) = 1) and (Times = 1) then
4479 Exit;
4481 if g_Frames_Get(id, 'FRAMES_FLAME') then
4482 begin
4483 for i := 1 to Times do
4484 begin
4485 Anim := TAnimation.Create(id, False, 3);
4486 Anim.Alpha := 0;
4487 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4488 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4489 Anim.Free();
4490 end;
4491 end;
4492 end;
4495 // ////////////////////////////////////////////////////////////////////////// //
4496 // throws on invalid uid
4497 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4498 begin
4499 result := g_Mons_ByIdx_NC(uid);
4500 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4501 end;
4504 // can return null
4505 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4506 begin
4507 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4508 result := gMonsters[uid];
4509 end;
4512 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4513 var
4514 idx: Integer;
4515 mon: TMonster;
4516 begin
4517 result := false;
4518 if (gMonsters = nil) or not assigned(cb) then exit;
4519 for idx := 0 to High(gMonsters) do
4520 begin
4521 mon := gMonsters[idx];
4522 if (mon <> nil) then
4523 begin
4524 result := cb(mon);
4525 if result then exit;
4526 end;
4527 end;
4528 end;
4531 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
4532 var
4533 idx: Integer;
4534 mon: TMonster;
4535 begin
4536 result := false;
4537 if (gMonsters = nil) or not assigned(cb) then exit;
4538 for idx := 0 to High(gMonsters) do
4539 begin
4540 mon := gMonsters[idx];
4541 if (mon <> nil) and mon.Live then
4542 begin
4543 result := cb(mon);
4544 if result then exit;
4545 end;
4546 end;
4547 end;
4550 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4552 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4553 begin
4554 result := mon.Live;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
4555 end;
4557 var
4558 idx: Integer;
4559 mon: TMonster;
4560 begin
4561 result := false;
4562 if (width < 1) or (height < 1) then exit;
4563 if gmon_debug_use_sqaccel then
4564 begin
4565 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4566 end
4567 else
4568 begin
4569 for idx := 0 to High(gMonsters) do
4570 begin
4571 mon := gMonsters[idx];
4572 if (mon <> nil) and mon.Live then
4573 begin
4574 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4575 begin
4576 result := true;
4577 exit;
4578 end;
4579 end;
4580 end;
4581 end;
4582 end;
4585 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4587 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4588 begin
4589 result := cb(mon);
4590 end;
4592 var
4593 idx: Integer;
4594 mon: TMonster;
4595 begin
4596 result := false;
4597 if (width < 1) or (height < 1) then exit;
4598 if gmon_debug_use_sqaccel then
4599 begin
4600 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4601 end
4602 else
4603 begin
4604 for idx := 0 to High(gMonsters) do
4605 begin
4606 mon := gMonsters[idx];
4607 if (mon <> nil) and mon.Live then
4608 begin
4609 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4610 begin
4611 result := cb(mon);
4612 if result then exit;
4613 end;
4614 end;
4615 end;
4616 end;
4617 end;
4620 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4622 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4623 begin
4624 //result := false;
4625 //if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4626 if mon.Live then result := cb(mon) else result := false;
4627 end;
4629 var
4630 idx: Integer;
4631 mon: TMonster;
4632 begin
4633 result := false;
4634 if (width < 1) or (height < 1) then exit;
4635 if gmon_debug_use_sqaccel then
4636 begin
4637 if (width = 1) and (height = 1) then
4638 begin
4639 result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil);
4640 end
4641 else
4642 begin
4643 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4644 end;
4645 end
4646 else
4647 begin
4648 for idx := 0 to High(gMonsters) do
4649 begin
4650 mon := gMonsters[idx];
4651 if (mon <> nil) and mon.Live then
4652 begin
4653 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4654 begin
4655 result := cb(mon);
4656 if result then exit;
4657 end;
4658 end;
4659 end;
4660 end;
4661 end;
4664 end.