DEADSOFTWARE

faster `g_weapons.CheckTrap()`
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 treeNode: Integer; // node in dyntree or -1
84 arrIdx: Integer; // in gMonsters
86 FDieTriggers: Array of Integer;
87 FSpawnTrigger: Integer;
89 procedure Turn();
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
93 public
94 FNoRespawn: Boolean;
95 FFireTime: Integer;
96 trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
98 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
99 destructor Destroy(); override;
100 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
101 function Collide(Panel: TPanel): Boolean; overload;
102 function Collide(X, Y: Integer): Boolean; overload;
103 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
104 function Live(): Boolean;
105 procedure SetHealth(aH: Integer);
106 procedure Push(vx, vy: Integer);
107 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
108 function Heal(Value: Word): Boolean;
109 procedure BFGHit();
110 procedure Update();
111 procedure ClientUpdate();
112 procedure ClientAttack(wx, wy, atx, aty: Integer);
113 procedure SetDeadAnim;
114 procedure Draw();
115 procedure WakeUp();
116 procedure WakeUpSound();
117 procedure DieSound();
118 procedure PainSound();
119 procedure ActionSound();
120 procedure AddTrigger(t: Integer);
121 procedure ClearTriggers();
122 procedure Respawn();
123 procedure SaveState(var Mem: TBinMemoryWriter);
124 procedure LoadState(var Mem: TBinMemoryReader);
125 procedure SetState(State: Byte; ForceAnim: Byte = 255);
126 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
127 procedure MakeBloodSimple(Count: Word);
128 procedure RevertAnim(R: Boolean = True);
129 function AnimIsReverse: Boolean;
130 function shoot(o: PObj; immediately: Boolean): Boolean;
131 function kick(o: PObj): Boolean;
132 procedure CatchFire(Attacker: Word);
133 procedure OnFireFlame(Times: DWORD = 1);
135 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
137 property MonsterType: Byte read FMonsterType;
138 property MonsterHealth: Integer read FHealth write FHealth;
139 property MonsterAmmo: Integer read FAmmo write FAmmo;
140 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
141 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
142 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
143 property MonsterSleep: Integer read FSleep write FSleep;
144 property MonsterState: Byte read FState write FState;
145 property MonsterRemoved: Boolean read FRemoved write FRemoved;
146 property MonsterPain: Integer read FPain write FPain;
147 property MonsterAnim: Byte read FCurAnim write FCurAnim;
149 property Obj: TObj read FObj;
150 property UID: Word read FUID write FUID;
151 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
153 property GameX: Integer read FObj.X write FObj.X;
154 property GameY: Integer read FObj.Y write FObj.Y;
155 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
156 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
157 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
158 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
159 property GameDirection: TDirection read FDirection write FDirection;
161 property StartID: Integer read FStartID;
162 end;
165 procedure g_Monsters_LoadData ();
166 procedure g_Monsters_FreeData ();
167 procedure g_Monsters_Init ();
168 procedure g_Monsters_Free ();
169 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
170 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
171 procedure g_Monsters_Update ();
172 procedure g_Monsters_Draw ();
173 procedure g_Monsters_DrawHealth ();
174 function g_Monsters_ByUID (UID: Word): TMonster;
175 procedure g_Monsters_killedp ();
176 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
177 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
178 function g_Monsters_GetIDByName (name: String): Integer;
179 function g_Monsters_GetNameByID (MonsterType: Byte): String;
180 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
183 type
184 TEachMonsterCB = function (monidx: Integer; mon: TMonster): Boolean is nested; // return `true` to stop
186 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
188 // throws on invalid uid
189 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
191 // can return null
192 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
194 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
196 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
197 function g_Mons_ForEachAtAlive (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
199 function g_Mons_getNewTrapFrameId (): DWord;
202 var
203 gmon_debug_use_sqaccel: Boolean = true;
206 implementation
208 uses
209 e_log, g_main, g_sound, g_gfx, g_player, g_game,
210 g_weapons, g_triggers, MAPDEF, g_items, g_options,
211 g_console, g_map, Math, SysUtils, g_menu, wadreader,
212 g_language, g_netmsg, z_aabbtree;
215 // ////////////////////////////////////////////////////////////////////////// //
216 var
217 monCheckTrapLastFrameId: DWord;
220 // ////////////////////////////////////////////////////////////////////////// //
221 type
222 TDynAABBTreeMonsBase = specialize TDynAABBTreeBase<TMonster>;
224 TDynAABBTreeMons = class(TDynAABBTreeMonsBase)
225 function getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean; override;
226 end;
228 function TDynAABBTreeMons.getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean;
229 begin
230 result := false;
231 if (flesh = nil) then raise Exception.Create('DynTree: trying to get dimensions of inexistant monsters');
232 if (flesh.Obj.Rect.Width < 1) or (flesh.Obj.Rect.Height < 1) then raise Exception.Create('DynTree: monster without size, wtf?!');
233 aabb := AABB2D.CreateWH(flesh.Obj.X+flesh.Obj.Rect.X, flesh.Obj.Y+flesh.Obj.Rect.Y, flesh.Obj.Rect.Width, flesh.Obj.Rect.Height);
234 if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
235 result := true;
236 end;
239 var
240 monsTree: TDynAABBTreeMons = nil;
243 //WARNING! call this after monster position was changed, or coldet will not work right!
244 procedure TMonster.positionChanged ();
245 var
246 x, y: Integer;
247 begin
248 {$IF DEFINED(D2F_DEBUG)}
249 //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);
250 {$ENDIF}
251 if (treeNode = -1) then
252 begin
253 treeNode := monsTree.insertObject(self, 0);
254 {$IF DEFINED(D2F_DEBUG)}
255 monsTree.getNodeXY(treeNode, x, y);
256 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
257 {$ENDIF}
258 end
259 else
260 begin
261 monsTree.getNodeXY(treeNode, x, y);
262 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
263 {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);{$ENDIF}
265 {$IFDEF TRUE}
266 monsTree.updateObject(treeNode);
267 {$ELSE}
268 monsTree.removeObject(treeNode);
269 treeNode := monsTree.insertObject(self);
270 {$ENDIF}
272 {$IF DEFINED(D2F_DEBUG)}
273 monsTree.getNodeXY(treeNode, x, y);
274 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
275 {$ENDIF}
276 end;
277 end;
280 // ////////////////////////////////////////////////////////////////////////// //
281 const
282 ANIM_SLEEP = 0;
283 ANIM_GO = 1;
284 ANIM_DIE = 2;
285 ANIM_MESS = 3;
286 ANIM_ATTACK = 4;
287 ANIM_ATTACK2 = 5;
288 ANIM_PAIN = 6;
290 STATE_SLEEP = 0;
291 STATE_GO = 1;
292 STATE_RUN = 2;
293 STATE_CLIMB = 3;
294 STATE_DIE = 4;
295 STATE_DEAD = 5;
296 STATE_ATTACK = 6;
297 STATE_SHOOT = 7;
298 STATE_PAIN = 8;
299 STATE_WAIT = 9;
300 STATE_REVIVE = 10;
301 STATE_RUNOUT = 11;
303 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
305 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
306 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
307 record
308 name: String;
309 loop: Boolean;
310 end = ((name: 'SLEEP'; loop: True),
311 (name: 'GO'; loop: True),
312 (name: 'DIE'; loop: False),
313 (name: 'MESS'; loop: False),
314 (name: 'ATTACK'; loop: False),
315 (name: 'ATTACK2'; loop: False),
316 (name: 'PAIN'; loop: False));
318 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
319 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
320 record
321 Name: String;
322 Rect: TRectWH;
323 Health: Word;
324 RunVel: Byte;
325 MinPain: Byte;
326 Pain: Byte;
327 Jump: Byte;
328 end =
329 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
330 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
332 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
333 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
335 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
336 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
338 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
339 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
341 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
342 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
344 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
345 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
347 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
348 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
350 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
351 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
353 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
354 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
356 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
357 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
359 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
360 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
362 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
363 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
365 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
366 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
368 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
369 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
371 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
372 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
374 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
375 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
377 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
378 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
380 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
381 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
383 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
384 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
386 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
387 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
389 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
390 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
391 record
392 LeftAnim: Boolean;
393 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
394 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
395 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
396 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
397 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
398 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
399 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));
400 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))),
402 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
403 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));
404 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))),
406 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
407 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));
408 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))),
410 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
411 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));
412 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))),
414 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
415 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));
416 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))),
418 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
419 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));
420 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))),
422 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
423 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));
424 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))),
426 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
427 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));
428 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))),
430 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
431 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));
432 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))),
434 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
435 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));
436 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))),
438 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
439 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));
440 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))),
442 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
443 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));
444 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))),
446 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
447 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));
448 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))),
450 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
451 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));
452 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))),
454 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
455 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));
456 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))),
458 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
459 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));
460 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))),
462 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
463 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));
464 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 ))),
466 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
467 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));
468 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))),
470 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
471 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));
472 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))),
474 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
475 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));
476 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))) );
478 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
479 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
482 var
483 gMonsters: array of TMonster;
484 uidMap: array [0..65535] of TMonster; // monster knows it's index
487 procedure clearUidMap ();
488 var
489 idx: Integer;
490 begin
491 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
492 end;
495 function g_Mons_getNewTrapFrameId (): DWord;
496 var
497 f: Integer;
498 begin
499 Inc(monCheckTrapLastFrameId);
500 if monCheckTrapLastFrameId = 0 then
501 begin
502 // wraparound
503 monCheckTrapLastFrameId := 1;
504 for f := 0 to High(gMonsters) do
505 begin
506 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
507 end;
508 end;
509 result := monCheckTrapLastFrameId;
510 end;
513 var
514 pt_x: Integer = 0;
515 pt_xs: Integer = 1;
516 pt_y: Integer = 0;
517 pt_ys: Integer = 1;
518 soulcount: Integer = 0;
521 function allocMonster(): DWORD;
522 var
523 i, olen: Integer;
524 begin
525 for i := 0 to High(gMonsters) do
526 begin
527 if (gMonsters[i] = nil) then
528 begin
529 result := i;
530 exit;
531 end;
532 end;
534 olen := Length(gMonsters);
535 if (olen = 0) then
536 begin
537 SetLength(gMonsters, 64);
538 result := 0;
539 end
540 else
541 begin
542 result := olen;
543 SetLength(gMonsters, Length(gMonsters)+32);
544 end;
545 end;
548 function IsFriend(a, b: Byte): Boolean;
549 begin
550 Result := True;
552 // Áî÷êà - âñåì äðóã:
553 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
554 Exit;
556 // Ìîíñòðû îäíîãî âèäà:
557 if a = b then
558 case a of
559 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
560 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
561 Exit; // Ýòè íå áüþò ñâîèõ
562 end;
564 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
565 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
566 Exit;
567 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
568 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
569 Exit;
571 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
572 Result := False;
573 end;
575 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
576 var
577 m: TMonster;
578 UIDType, MonsterType: Byte;
579 begin
580 Result := False;
581 MonsterType := 0;
583 UIDType := g_GetUIDType(SpawnerUID);
584 if UIDType = UID_MONSTER then
585 begin
586 m := g_Monsters_ByUID(SpawnerUID);
587 if m = nil then Exit;
588 MonsterType := m.FMonsterType;
589 end;
591 case BH of
592 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
593 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
595 BH_KILLER: Result := UIDType = UID_PLAYER;
596 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
597 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
599 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
600 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
601 end;
602 end;
604 function canShoot(m: Byte): Boolean;
605 begin
606 Result := False;
608 case m of
609 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
610 Exit;
611 else
612 Result := True;
613 end;
614 end;
616 function isCorpse(o: PObj; immediately: Boolean): Integer;
618 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
619 begin
620 result := false; // don't stop
621 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
622 begin
623 case mon.FMonsterType of // Íå âîñêðåñèòü:
624 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
625 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
626 end;
627 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
628 result := true;
629 end;
630 end;
632 var
633 a: Integer;
634 mon: TMonster;
635 begin
636 result := -1;
638 // Åñëè íóæíà âåðîÿòíîñòü
639 if not immediately and (Random(8) <> 0) then exit;
641 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
642 if gmon_debug_use_sqaccel then
643 begin
644 mon := monsTree.aabbQuery(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
645 if (mon <> nil) then result := mon.arrIdx;
646 end
647 else
648 begin
649 for a := 0 to High(gMonsters) do
650 begin
651 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
652 begin
653 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
654 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
655 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
656 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
657 begin
658 Result := a;
659 Exit;
660 end;
661 end;
662 end;
663 end;
664 end;
665 end;
667 procedure g_Monsters_LoadData();
668 begin
669 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
671 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
672 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
673 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
675 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
678 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
685 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
692 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
693 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
699 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
700 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
706 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
707 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
713 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
714 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
720 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
721 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
727 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
734 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
741 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
748 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
755 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
762 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
769 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
776 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
783 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
790 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
797 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
804 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
811 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
824 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
826 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
828 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
829 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
830 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
831 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
832 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
833 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
834 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
835 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
836 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
837 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
838 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
840 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
841 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
842 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
844 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
845 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
846 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
847 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
848 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
849 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
851 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
852 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
853 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
854 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
855 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
857 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
858 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
860 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
861 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
862 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
863 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
865 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
866 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
867 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
868 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
869 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
871 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
872 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
873 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
874 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
875 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
877 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
878 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
879 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
880 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
882 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
883 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
884 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
886 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
887 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
889 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
890 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
892 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
893 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
894 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
896 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
897 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
899 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
900 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
901 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
903 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
905 monsTree := TDynAABBTreeMons.Create();
906 clearUidMap();
907 monCheckTrapLastFrameId := 0;
908 end;
910 procedure g_Monsters_FreeData();
911 begin
912 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
914 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
915 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
916 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
917 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
918 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
919 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
920 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
921 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
922 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
923 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
924 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
925 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
926 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
927 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
928 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
929 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
930 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
931 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
932 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
933 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
934 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
935 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
936 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
937 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
938 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
939 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
940 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
941 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
942 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
943 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
944 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
945 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
946 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
947 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
948 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
949 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
950 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
951 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
952 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
953 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
954 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
955 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
956 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
957 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
958 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
959 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
960 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
961 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
962 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
963 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
964 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
965 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
966 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
967 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
968 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
969 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
970 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
972 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
973 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
974 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
975 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
976 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
977 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
978 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
979 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
980 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
981 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
982 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
983 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
984 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
985 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
986 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
987 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
988 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
989 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
990 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
991 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
992 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
993 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
994 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
995 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
996 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
997 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
998 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
999 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1046 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1048 g_Sound_Delete('SOUND_MONSTER_PAIN');
1049 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1050 g_Sound_Delete('SOUND_MONSTER_ACTION');
1051 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1052 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1053 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1054 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1055 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1056 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1057 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1058 g_Sound_Delete('SOUND_MONSTER_SLOP');
1060 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1061 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1062 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1064 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1065 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1066 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1067 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1068 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1069 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1071 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1072 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1073 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1074 g_Sound_Delete('SOUND_MONSTER_HAHA');
1075 g_Sound_Delete('SOUND_MONSTER_TRUP');
1077 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1078 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1080 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1081 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1082 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1083 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1085 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1086 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1087 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1088 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1089 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1091 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1092 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1093 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1094 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1095 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1097 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1098 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1099 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1100 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1102 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1103 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1104 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1106 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1107 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1109 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1110 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1112 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1113 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1114 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1116 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1117 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1119 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1120 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1121 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1123 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1125 monsTree.Free();
1126 end;
1128 procedure g_Monsters_Init();
1129 begin
1130 soulcount := 0;
1131 end;
1133 procedure g_Monsters_Free();
1134 var
1135 a: Integer;
1136 begin
1137 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1138 monsTree.reset();
1139 gMonsters := nil;
1140 clearUidMap();
1141 monCheckTrapLastFrameId := 0;
1142 end;
1144 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1145 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1146 var
1147 find_id: DWORD;
1148 mon: TMonster;
1149 begin
1150 result := nil;
1152 // Íåò òàêîãî ìîíñòðà
1153 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1155 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1156 if MonsterType = MONSTER_SOUL then
1157 begin
1158 if soulcount > MAX_SOUL then exit;
1159 soulcount := soulcount + 1;
1160 end;
1162 find_id := allocMonster();
1164 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1165 gMonsters[find_id] := mon;
1166 mon.arrIdx := find_id;
1167 mon.treeNode := -1;
1169 uidMap[mon.FUID] := mon;
1171 // Íàñòðàèâàåì ïîëîæåíèå
1172 with mon do
1173 begin
1174 if AdjCoord then
1175 begin
1176 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1177 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1178 end
1179 else
1180 begin
1181 FObj.X := X-FObj.Rect.X;
1182 FObj.Y := Y-FObj.Rect.Y;
1183 end;
1185 FDirection := Direction;
1186 FStartDirection := Direction;
1187 FStartX := GameX;
1188 FStartY := GameY;
1189 end;
1191 mon.positionChanged();
1193 result := mon;
1194 end;
1196 procedure g_Monsters_killedp();
1197 var
1198 a, h: Integer;
1199 begin
1200 if gMonsters = nil then
1201 Exit;
1203 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1204 h := High(gMonsters);
1205 for a := 0 to h do
1206 if (gMonsters[a] <> nil) then
1207 with gMonsters[a] do
1208 if (FMonsterType = MONSTER_MAN) and
1209 (FState <> STATE_DEAD) and
1210 (FState <> STATE_SLEEP) and
1211 (FState <> STATE_DIE) then
1212 begin
1213 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1214 Exit;
1215 end;
1216 end;
1218 procedure g_Monsters_Update();
1219 var
1220 a: Integer;
1221 begin
1222 // Öåëåóêàçàòåëü
1223 if gTime mod (GAME_TICK*2) = 0 then
1224 begin
1225 pt_x := pt_x+pt_xs;
1226 pt_y := pt_y+pt_ys;
1227 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1228 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1229 end;
1231 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1233 for a := 0 to High(gMonsters) do
1234 begin
1235 if (gMonsters[a] = nil) then continue;
1236 if not gMonsters[a].FRemoved then
1237 begin
1238 if g_Game_IsClient then
1239 gMonsters[a].ClientUpdate()
1240 else
1241 gMonsters[a].Update();
1242 end
1243 else
1244 begin
1245 gMonsters[a].Free();
1246 gMonsters[a] := nil;
1247 end;
1248 end;
1250 gMon := False;
1251 end;
1253 procedure g_Monsters_Draw();
1254 var
1255 a: Integer;
1256 begin
1257 if gMonsters <> nil then
1258 for a := 0 to High(gMonsters) do
1259 if gMonsters[a] <> nil then
1260 gMonsters[a].Draw();
1261 end;
1263 procedure g_Monsters_DrawHealth();
1264 var
1265 a: Integer;
1266 fW, fH: Byte;
1267 begin
1268 if gMonsters = nil then Exit;
1269 e_TextureFontGetSize(gStdFont, fW, fH);
1271 for a := 0 to High(gMonsters) do
1272 if gMonsters[a] <> nil then
1273 begin
1274 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1275 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1276 IntToStr(gMonsters[a].FHealth), gStdFont);
1277 end;
1278 end;
1280 function g_Monsters_ByUID (UID: Word): TMonster;
1281 //var a: Integer;
1282 begin
1283 result := uidMap[UID];
1285 Result := nil;
1286 if gMonsters <> nil then
1287 for a := 0 to High(gMonsters) do
1288 if (gMonsters[a] <> nil) and
1289 (gMonsters[a].FUID = UID) then
1290 begin
1291 Result := gMonsters[a];
1292 Break;
1293 end;
1295 end;
1297 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1298 var
1299 count, i: Integer;
1300 b: Byte;
1301 begin
1302 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1303 count := 0;
1304 if gMonsters <> nil then
1305 for i := 0 to High(gMonsters) do
1306 if gMonsters[i] <> nil then
1307 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1308 count := count + 1;
1310 Mem := TBinMemoryWriter.Create((count+1) * 350);
1312 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1313 Mem.WriteInt(pt_x);
1314 Mem.WriteInt(pt_xs);
1315 Mem.WriteInt(pt_y);
1316 Mem.WriteInt(pt_ys);
1318 // Êîëè÷åñòâî ìîíñòðîâ:
1319 Mem.WriteInt(count);
1321 if count = 0 then
1322 Exit;
1324 // Ñîõðàíÿåì ìîíñòðîâ:
1325 for i := 0 to High(gMonsters) do
1326 if gMonsters[i] <> nil then
1327 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1328 begin
1329 // Òèï ìîíñòðà:
1330 b := gMonsters[i].MonsterType;
1331 Mem.WriteByte(b);
1332 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1333 gMonsters[i].SaveState(Mem);
1334 end;
1335 end;
1337 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1338 var
1339 count, a: Integer;
1340 b: Byte;
1341 mon: TMonster;
1342 begin
1343 if Mem = nil then exit;
1345 g_Monsters_Free();
1347 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1348 Mem.ReadInt(pt_x);
1349 Mem.ReadInt(pt_xs);
1350 Mem.ReadInt(pt_y);
1351 Mem.ReadInt(pt_ys);
1353 // Êîëè÷åñòâî ìîíñòðîâ
1354 Mem.ReadInt(count);
1356 if count = 0 then exit;
1358 // Çàãðóæàåì ìîíñòðîâ
1359 for a := 0 to count-1 do
1360 begin
1361 // Òèï ìîíñòðà
1362 Mem.ReadByte(b);
1363 // Ñîçäàåì ìîíñòðà
1364 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1365 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1366 // Çàãðóæàåì äàííûå ìîíñòðà
1367 mon.LoadState(Mem);
1368 end;
1369 end;
1371 function g_Monsters_GetIDByName(name: String): Integer;
1372 var
1373 i: Integer;
1374 begin
1375 name := UpperCase(name);
1376 i := MONSTER_DEMON;
1377 while (i <= MONSTER_MAN) do
1378 begin
1379 if name = MONSTERTABLE[i].Name then
1380 begin
1381 Result := i;
1382 Exit;
1383 end;
1384 Inc(i);
1385 end;
1387 Result := -1;
1388 end;
1390 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1391 begin
1392 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1393 Result := MONSTERTABLE[MonsterType].Name
1394 else
1395 Result := '?';
1396 end;
1398 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1399 begin
1400 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1401 Result := KilledByMonster[MonsterType]
1402 else
1403 Result := '?';
1404 end;
1406 { T M o n s t e r : }
1408 procedure TMonster.ActionSound();
1409 begin
1410 case FMonsterType of
1411 MONSTER_IMP:
1412 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1413 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1414 MONSTER_MANCUB:
1415 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1416 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1417 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1418 MONSTER_SPIDER:
1419 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1420 MONSTER_BSP:
1421 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1422 MONSTER_VILE:
1423 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1424 MONSTER_SKEL:
1425 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1426 MONSTER_CYBER:
1428 MONSTER_MAN:
1429 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1430 end;
1431 end;
1433 procedure TMonster.PainSound();
1434 begin
1435 if FPainSound then
1436 Exit;
1438 FPainSound := True;
1439 FPainTicks := 20;
1441 case FMonsterType of
1442 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1443 MONSTER_SKEL, MONSTER_CGUN:
1444 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1445 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1446 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1447 MONSTER_BSP, MONSTER_CYBER:
1448 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1449 MONSTER_VILE:
1450 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1451 MONSTER_MANCUB:
1452 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1453 MONSTER_PAIN:
1454 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1455 MONSTER_MAN:
1456 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1457 end;
1458 end;
1460 procedure TMonster.DieSound();
1461 begin
1462 case FMonsterType of
1463 MONSTER_IMP:
1464 case Random(2) of
1465 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1466 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1467 end;
1468 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1469 case Random(3) of
1470 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1471 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1472 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1473 end;
1474 MONSTER_DEMON:
1475 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1476 MONSTER_BARREL:
1477 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1478 MONSTER_SOUL:
1479 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1480 MONSTER_BSP:
1481 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1482 MONSTER_VILE:
1483 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1484 MONSTER_BARON:
1485 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1486 MONSTER_CACO:
1487 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1488 MONSTER_CYBER:
1489 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1490 MONSTER_KNIGHT:
1491 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1492 MONSTER_MANCUB:
1493 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1494 MONSTER_PAIN:
1495 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1496 MONSTER_SKEL:
1497 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1498 MONSTER_SPIDER:
1499 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1500 MONSTER_MAN:
1501 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1502 end;
1503 end;
1505 procedure TMonster.WakeUpSound();
1506 begin
1507 case FMonsterType of
1508 MONSTER_IMP:
1509 case Random(2) of
1510 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1511 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1512 end;
1513 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1514 case Random(3) of
1515 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1516 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1517 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1518 end;
1519 MONSTER_MAN:
1520 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1521 MONSTER_BSP:
1522 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1523 MONSTER_VILE:
1524 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1525 MONSTER_BARON:
1526 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1527 MONSTER_CACO:
1528 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1529 MONSTER_CYBER:
1530 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1531 MONSTER_KNIGHT:
1532 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1533 MONSTER_MANCUB:
1534 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1535 MONSTER_PAIN:
1536 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1537 MONSTER_DEMON:
1538 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1539 MONSTER_SKEL:
1540 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1541 MONSTER_SPIDER:
1542 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1543 MONSTER_SOUL:
1545 end;
1546 end;
1548 procedure TMonster.BFGHit();
1549 begin
1550 if FMonsterType = MONSTER_FISH then
1551 Exit;
1553 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1554 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1555 {if g_Game_IsServer and g_Game_IsNet then
1556 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1557 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1558 0, NET_GFX_BFG);}
1559 end;
1561 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1562 begin
1563 Result := g_Collide(FObj.X+FObj.Rect.X,
1564 FObj.Y+FObj.Rect.Y,
1565 FObj.Rect.Width,
1566 FObj.Rect.Height,
1567 X, Y,
1568 Width, Height);
1569 end;
1571 function TMonster.Collide(Panel: TPanel): Boolean;
1572 begin
1573 Result := g_Collide(FObj.X+FObj.Rect.X,
1574 FObj.Y+FObj.Rect.Y,
1575 FObj.Rect.Width,
1576 FObj.Rect.Height,
1577 Panel.X, Panel.Y,
1578 Panel.Width, Panel.Height);
1579 end;
1581 function TMonster.Collide(X, Y: Integer): Boolean;
1582 begin
1583 X := X - FObj.X - FObj.Rect.X;
1584 Y := Y - FObj.Y - FObj.Rect.Y;
1585 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1586 (y >= 0) and (y <= FObj.Rect.Height);
1587 end;
1589 procedure TMonster.Respawn;
1590 begin
1591 FObj.Vel.X := 0;
1592 FObj.Vel.Y := 0;
1593 FObj.Accel.X := 0;
1594 FObj.Accel.Y := 0;
1595 FDirection := FStartDirection;
1596 GameX := FStartX;
1597 GameY := FStartY;
1598 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1599 FHealth := MONSTERTABLE[FMonsterType].Health;
1600 FAmmo := 0;
1601 FPain := 0;
1602 FTargetUID := 0;
1603 FTargetTime := 0;
1604 FDieTriggers := nil;
1605 FWaitAttackAnim := False;
1606 FChainFire := False;
1607 FShellTimer := -1;
1609 FState := STATE_SLEEP;
1610 FCurAnim := ANIM_SLEEP;
1612 positionChanged(); // this updates spatial accelerators
1614 if g_Game_IsNet and g_Game_IsServer then
1615 begin
1616 MH_SEND_MonsterPos(FUID);
1617 MH_SEND_MonsterState(FUID);
1618 end;
1619 end;
1621 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1622 var
1623 a: Integer;
1624 FramesID: DWORD;
1625 s: String;
1626 res: Boolean;
1627 begin
1628 if ForcedUID < 0 then
1629 FUID := g_CreateUID(UID_MONSTER)
1630 else
1631 FUID := ForcedUID;
1633 FMonsterType := MonsterType;
1635 g_Obj_Init(@FObj);
1637 FState := STATE_SLEEP;
1638 FCurAnim := ANIM_SLEEP;
1639 FHealth := MONSTERTABLE[MonsterType].Health;
1640 FMaxHealth := FHealth;
1641 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1642 FDieTriggers := nil;
1643 FSpawnTrigger := -1;
1644 FWaitAttackAnim := False;
1645 FChainFire := False;
1646 FStartID := aID;
1647 FNoRespawn := False;
1648 FShellTimer := -1;
1649 FBehaviour := BH_NORMAL;
1650 FFireTime := 0;
1651 FFirePainTime := 0;
1652 FFireAttacker := 0;
1654 treeNode := -1;
1655 arrIdx := -1;
1656 trapCheckFrameId := 0;
1658 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1659 FBloodKind := BLOOD_SPARKS
1660 else
1661 FBloodKind := BLOOD_NORMAL;
1662 if FMonsterType = MONSTER_CACO then
1663 begin
1664 FBloodRed := 0;
1665 FBloodGreen := 0;
1666 FBloodBlue := 150;
1667 end
1668 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1669 begin
1670 FBloodRed := 0;
1671 FBloodGreen := 150;
1672 FBloodBlue := 0;
1673 end
1674 else
1675 begin
1676 FBloodRed := 150;
1677 FBloodGreen := 0;
1678 FBloodBlue := 0;
1679 end;
1681 SetLength(FAnim, Length(ANIMTABLE));
1683 for a := 0 to High(FAnim) do
1684 begin
1685 FAnim[a, D_LEFT] := nil;
1686 FAnim[a, D_RIGHT] := nil;
1687 end;
1689 for a := ANIM_SLEEP to ANIM_PAIN do
1690 if (ANIMTABLE[a].name <> '') and
1691 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1692 begin
1693 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1694 '_'+ANIMTABLE[a].name;
1696 res := g_Frames_Exists(s);
1698 if res then
1699 res := g_Frames_Get(FramesID, s);
1701 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1702 if (not res) then
1703 begin
1704 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1705 if a <> ANIM_MESS then
1706 Continue;
1708 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1709 '_'+ANIMTABLE[ANIM_DIE].name) then
1710 begin
1711 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1712 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1713 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1714 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1715 Continue;
1716 end;
1717 end;
1719 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1720 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1722 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1723 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1724 begin
1725 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1726 '_'+ANIMTABLE[a].name+'_L';
1727 if g_Frames_Exists(s) then
1728 g_Frames_Get(FramesID, s);
1729 end;
1731 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1732 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1733 end;
1735 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1736 if MonsterType = MONSTER_VILE then
1737 begin
1738 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1739 vilefire := TAnimation.Create(FramesID, True, 2);
1740 end
1741 else
1742 vilefire := nil;
1743 end;
1745 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1746 var
1747 c, it: Integer;
1748 p: TPlayer;
1749 begin
1750 Result := False;
1752 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1753 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1754 Exit;
1756 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1757 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1758 begin
1759 FSleep := 20;
1760 if Random(2) = 0 then
1761 FDirection := D_RIGHT
1762 else
1763 FDirection := D_LEFT;
1764 Result := True;
1765 SetState(STATE_RUN);
1766 Exit;
1767 end;
1769 // Ëîâóøêà óáèâàåò ñðàçó:
1770 if t = HIT_TRAP then
1771 FHealth := -100;
1773 // Ðîáîòó óðîíà íåò:
1774 if FMonsterType = MONSTER_ROBO then
1775 aDamage := 0;
1777 // Íàíîñèì óðîí:
1778 if g_Game_IsServer then Dec(FHealth, aDamage);
1780 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1781 if FPain = 0 then
1782 FPain := 3;
1783 FPain := FPain+aDamage;
1785 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1786 if FState <> STATE_PAIN then
1787 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1788 (FMonsterType <> MONSTER_BARREL) then
1789 SetState(STATE_PAIN);
1791 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1792 if (gBloodCount > 0) then
1793 begin
1794 c := Min(aDamage, 200);
1795 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1797 if (VelX = 0) and (VelY = 0) then
1798 MakeBloodSimple(c)
1799 else
1800 case t of
1801 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1802 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1803 end;
1804 end;
1806 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1807 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1808 begin
1809 FTargetUID := SpawnerUID;
1810 FTargetTime := 0;
1811 end;
1813 // Çäîðîâüå çàêîí÷èëîñü:
1814 if FHealth <= 0 then
1815 begin
1816 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1817 if (FMonsterType <> MONSTER_BARREL) then
1818 begin
1819 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1820 begin
1821 p := g_Player_Get(SpawnerUID);
1822 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1823 begin
1824 p.MonsterKills := p.MonsterKills+1;
1825 if gGameSettings.GameMode = GM_COOP then
1826 p.Frags := p.Frags + 1;
1827 // Uncomment this if you want to double-kill monsters
1828 //p.FragCombo();
1829 end;
1830 end;
1831 if gLMSRespawn = LMS_RESPAWN_NONE then
1832 begin
1833 Inc(gCoopMonstersKilled);
1834 if g_Game_IsNet then
1835 MH_SEND_GameStats;
1836 end;
1837 end;
1839 // Âûáèðàåì ëóò:
1840 case FMonsterType of
1841 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1842 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1843 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1844 MONSTER_MAN: c := ITEM_KEY_RED;
1845 else c := 0;
1846 end;
1848 // Áðîñàåì ëóò:
1849 if c <> 0 then
1850 begin
1851 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1852 FObj.Y + (FObj.Rect.Height div 2),
1853 c, True, False);
1854 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1855 (FObj.Vel.Y div 2)-Random(4));
1856 positionChanged(); // this updates spatial accelerators
1857 if g_Game_IsServer and g_Game_IsNet then
1858 MH_SEND_ItemSpawn(True, it);
1859 end;
1861 // Òðóï äàëüøå íå èäåò:
1862 FObj.Vel.X := 0;
1864 // Ó òðóïà ðàçìåðû ìåíüøå:
1865 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1866 begin
1867 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1868 FObj.Rect.Height := 12;
1869 end;
1871 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1872 if (FHealth <= -30) and
1873 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1874 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1875 (FMonsterType = MONSTER_MAN)) then
1876 begin
1877 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1878 SetState(STATE_DIE, ANIM_MESS);
1879 end
1880 else
1881 begin
1882 DieSound();
1883 SetState(STATE_DIE);
1884 end;
1886 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1887 if g_Game_IsServer then ActivateTriggers();
1889 FHealth := 0;
1890 end
1891 else
1892 if FState = STATE_SLEEP then
1893 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1894 FPain := MONSTERTABLE[FMonsterType].Pain;
1895 SetState(STATE_GO);
1896 end;
1898 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1899 Result := True;
1900 end;
1902 function TMonster.Heal(Value: Word): Boolean;
1903 begin
1904 Result := False;
1905 if g_Game_IsClient then
1906 Exit;
1907 if not Live then
1908 Exit;
1910 if FHealth < FMaxHealth then
1911 begin
1912 IncMax(FHealth, Value, FMaxHealth);
1913 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1914 Result := True;
1915 end;
1916 end;
1918 destructor TMonster.Destroy();
1919 var
1920 a: Integer;
1921 begin
1922 for a := 0 to High(FAnim) do
1923 begin
1924 FAnim[a, D_LEFT].Free();
1925 FAnim[a, D_RIGHT].Free();
1926 end;
1928 vilefire.Free();
1930 if (treeNode <> -1) then
1931 begin
1932 {$IF DEFINED(D2F_DEBUG)}
1933 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx, UID, treeNode]), MSG_NOTIFY);
1934 {$ENDIF}
1935 monsTree.removeObject(treeNode);
1936 end;
1938 if (arrIdx <> -1) then
1939 begin
1940 gMonsters[arrIdx] := nil;
1941 end;
1943 uidMap[FUID] := nil;
1945 inherited Destroy();
1946 end;
1948 procedure TMonster.Draw();
1949 var
1950 m: TMirrorType;
1951 dx, dy, c: Integer;
1952 o: TObj;
1953 begin
1954 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1955 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1957 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1958 if FMonsterType = MONSTER_VILE then
1959 if FState = STATE_SHOOT then
1960 if GetPos(FTargetUID, @o) then
1961 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1962 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1964 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1965 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1966 sX-128, sY-128, sWidth+256, sHeight+256) then
1967 Exit;
1969 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1970 if FState = STATE_DEAD then
1971 case FMonsterType of
1972 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1973 end;
1975 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1976 if FAnim[FCurAnim, FDirection] <> nil then
1977 begin
1978 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1979 if (FDirection = D_LEFT) and
1980 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1981 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1982 (FMonsterType <> MONSTER_BARREL) then
1983 m := M_HORIZONTAL
1984 else
1985 m := M_NONE;
1987 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1988 if (FDirection = D_LEFT) and
1989 (FMonsterType <> MONSTER_BARREL) then
1990 begin
1991 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1992 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1994 if m = M_HORIZONTAL then
1995 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1996 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1997 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1998 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1999 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2000 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2001 dx := -dx;
2002 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2003 end;
2004 end
2005 else // Ïðàâàÿ àíèìàöèÿ
2006 begin
2007 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2008 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2009 end;
2011 // Ðèñóåì:
2012 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2013 end;
2015 if g_debug_Frames then
2016 begin
2017 e_DrawQuad(FObj.X+FObj.Rect.X,
2018 FObj.Y+FObj.Rect.Y,
2019 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2020 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2021 0, 255, 0);
2022 end;
2023 end;
2025 procedure TMonster.MakeBloodSimple(Count: Word);
2026 begin
2027 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2028 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2029 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2030 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2031 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2032 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2033 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2034 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2035 end;
2037 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2038 begin
2039 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2040 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2041 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2042 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2043 end;
2045 procedure TMonster.Push(vx, vy: Integer);
2046 begin
2047 FObj.Accel.X := FObj.Accel.X + vx;
2048 FObj.Accel.Y := FObj.Accel.Y + vy;
2049 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2050 end;
2052 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2053 var
2054 Anim: Byte;
2055 begin
2056 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2057 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2058 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2059 soulcount := soulcount-1;
2061 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2062 case FState of
2063 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2064 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2065 (State <> STATE_GO) then
2066 Exit;
2067 end;
2069 // Ñìåíà ñîñòîÿíèÿ:
2070 FState := State;
2072 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2074 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2075 case FState of
2076 STATE_SLEEP: Anim := ANIM_SLEEP;
2077 STATE_PAIN: Anim := ANIM_PAIN;
2078 STATE_WAIT: Anim := ANIM_SLEEP;
2079 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2080 STATE_SHOOT: Anim := ANIM_ATTACK;
2081 STATE_ATTACK: Anim := ANIM_ATTACK;
2082 STATE_DIE: Anim := ANIM_DIE;
2083 STATE_REVIVE:
2084 begin // íà÷àëè âîñðåøàòüñÿ
2085 Anim := FCurAnim;
2086 FAnim[Anim, FDirection].Revert(True);
2088 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2089 FHealth := MONSTERTABLE[FMonsterType].Health;
2090 FAmmo := 0;
2091 FPain := 0;
2092 end;
2093 else Exit;
2094 end;
2096 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2097 if ForceAnim <> 255 then
2098 Anim := ForceAnim;
2100 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2101 if FCurAnim <> Anim then
2102 if FAnim[Anim, FDirection] <> nil then
2103 begin
2104 FAnim[Anim, FDirection].Reset();
2105 FCurAnim := Anim;
2106 end;
2107 end;
2109 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2110 var
2111 TA: TAnimation;
2112 FramesID: DWORD;
2113 begin
2114 Result := False;
2116 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2117 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2118 begin
2119 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2120 if g_Game_IsServer and g_Game_IsNet then
2121 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2122 Exit;
2123 end;
2125 TA := nil;
2127 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2128 if not silent then
2129 begin
2130 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2131 TA := TAnimation.Create(FramesID, False, 6);
2132 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2133 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2134 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2136 if g_Game_IsServer and g_Game_IsNet then
2137 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2138 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2139 NET_GFX_TELE);
2140 end;
2142 FObj.X := X - FObj.Rect.X;
2143 FObj.Y := Y - FObj.Rect.Y;
2144 positionChanged();
2146 if dir = 1 then
2147 FDirection := D_LEFT
2148 else
2149 if dir = 2 then
2150 FDirection := D_RIGHT
2151 else
2152 if dir = 3 then
2153 begin // îáðàòíîå
2154 if FDirection = D_RIGHT then
2155 FDirection := D_LEFT
2156 else
2157 FDirection := D_RIGHT;
2158 end;
2160 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2161 if not silent and (TA <> nil) then
2162 begin
2163 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2164 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2165 TA.Free();
2167 if g_Game_IsServer and g_Game_IsNet then
2168 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2169 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2170 NET_GFX_TELE);
2171 end;
2173 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2174 Result := True;
2175 end;
2177 procedure TMonster.Update();
2178 var
2179 a, b, sx, sy, wx, wy, oldvelx: Integer;
2180 st: Word;
2181 o, co: TObj;
2182 fall: Boolean;
2183 mon: TMonster;
2184 label
2185 _end;
2186 begin
2187 fall := True;
2189 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2190 if FMonsterType = MONSTER_FISH then
2191 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2192 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2193 fall := False;
2195 // Ëåòàþùèå ìîíòñðû:
2196 if ((FMonsterType = MONSTER_SOUL) or
2197 (FMonsterType = MONSTER_PAIN) or
2198 (FMonsterType = MONSTER_CACO)) and
2199 (FState <> STATE_DIE) and
2200 (FState <> STATE_DEAD) then
2201 fall := False;
2203 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2204 if gTime mod (GAME_TICK*2) <> 0 then
2205 begin
2206 g_Obj_Move(@FObj, fall, True, True);
2207 positionChanged(); // this updates spatial accelerators
2208 Exit;
2209 end;
2211 if FPainTicks > 0 then
2212 Dec(FPainTicks)
2213 else
2214 FPainSound := False;
2216 // Äâèãàåìñÿ:
2217 st := g_Obj_Move(@FObj, fall, True, True);
2218 positionChanged(); // this updates spatial accelerators
2220 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2221 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2222 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2223 begin
2224 FRemoved := True;
2225 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2226 begin
2227 Inc(gCoopMonstersKilled);
2228 if g_Game_IsNet then
2229 MH_SEND_GameStats;
2230 end;
2231 ActivateTriggers();
2232 Exit;
2233 end;
2235 oldvelx := FObj.Vel.X;
2237 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2238 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2239 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2241 if FFireTime > 0 then
2242 begin
2243 if WordBool(st and MOVE_INWATER) then
2244 FFireTime := 0
2245 else
2246 begin
2247 OnFireFlame(1);
2248 FFireTime := FFireTime - 1;
2249 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2250 if FFirePainTime = 0 then
2251 begin
2252 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2253 FFirePainTime := 18;
2254 end
2255 else
2256 FFirePainTime := FFirePainTime - 1;
2257 end;
2258 end;
2260 // Ìåðòâûé íè÷åãî íå äåëàåò:
2261 if (FState = STATE_DEAD) then
2262 goto _end;
2264 // AI ìîíñòðîâ âûêëþ÷åí:
2265 if g_debug_MonsterOff then
2266 begin
2267 FSleep := 1;
2268 if FState <> STATE_SLEEP then
2269 SetState(STATE_SLEEP);
2270 end;
2272 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2273 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2274 case FMonsterType of
2275 MONSTER_FISH:
2276 if Random(4) = 0 then
2277 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2278 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2279 MONSTER_ROBO, MONSTER_BARREL:
2280 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2281 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2282 else begin
2283 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2284 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2285 if Random(2) = 0 then
2286 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2287 else
2288 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2289 end;
2290 end;
2292 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2293 if FMonsterType = MONSTER_BARREL then
2294 begin
2295 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2296 (FAnim[FCurAnim, FDirection].Counter = 0) then
2297 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2298 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2299 60, FUID);
2300 end;
2302 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2303 if FMonsterType = MONSTER_SOUL then
2304 if WordBool(st and MOVE_HITAIR) then
2305 g_Obj_SetSpeed(@FObj, 16);
2307 if FAmmo < 0 then
2308 FAmmo := FAmmo + 1;
2310 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2311 if FObj.Vel.Y < 0 then
2312 if WordBool(st and MOVE_INWATER) then
2313 FObj.Vel.Y := -4;
2315 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2316 FTargetTime := FTargetTime + 1;
2318 // Ãèëüçû
2319 if FShellTimer > -1 then
2320 if FShellTimer = 0 then
2321 begin
2322 if FShellType = SHELL_SHELL then
2323 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2324 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2325 GameVelX, GameVelY-2, SHELL_SHELL)
2326 else if FShellType = SHELL_DBLSHELL then
2327 begin
2328 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2329 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2330 GameVelX-1, GameVelY-2, SHELL_SHELL);
2331 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2332 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2333 GameVelX+1, GameVelY-2, SHELL_SHELL);
2334 end;
2335 FShellTimer := -1;
2336 end else Dec(FShellTimer);
2338 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2339 if fall then
2340 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2341 STATE_ATTACK, STATE_SHOOT]) then
2342 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2343 FObj.Rect.Width, FObj.Rect.Height, 50) then
2344 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2345 (FObj.Accel.Y = 0) then
2346 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2348 case FState of
2349 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2350 begin
2351 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2352 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2353 begin
2354 FPain := MONSTERTABLE[FMonsterType].Pain;
2355 if gSoundEffectsDF then PainSound();
2356 end;
2357 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2358 PainSound();
2360 // Ñíèæàåì áîëü ñî âðåìåíåì:
2361 FPain := FPain - 5;
2363 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2364 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2365 begin
2366 FPain := 0;
2367 FAmmo := -9;
2368 SetState(STATE_GO);
2369 end;
2370 end;
2372 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2373 begin
2374 // Ñïèì:
2375 FSleep := FSleep + 1;
2377 // Ïðîñïàëè äîñòàòî÷íî:
2378 if FSleep >= 18 then
2379 FSleep := 0
2380 else // åùå ñïèì
2381 goto _end;
2383 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2384 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2385 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2386 if (gPlayers <> nil) then
2387 for a := 0 to High(gPlayers) do
2388 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2389 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2390 with gPlayers[a] do
2391 if g_Look(@FObj, @Obj, FDirection) then
2392 begin
2393 FTargetUID := gPlayers[a].UID;
2394 FTargetTime := 0;
2395 WakeUpSound();
2396 SetState(STATE_GO);
2397 Break;
2398 end;
2400 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2401 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2402 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2403 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2404 if gMonsters <> nil then
2405 for a := 0 to High(gMonsters) do
2406 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2407 (gMonsters[a].FUID <> FUID) then
2408 begin
2409 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2410 if (FBehaviour = BH_MANIAC) and
2411 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2412 Continue;
2413 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2414 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2415 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2416 Continue;
2417 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2418 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2419 Continue;
2420 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2421 begin
2422 FTargetUID := gMonsters[a].UID;
2423 FTargetTime := 0;
2424 WakeUpSound();
2425 SetState(STATE_GO);
2426 Break;
2427 end;
2428 end;
2429 end;
2431 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2432 begin
2433 // Æäåì:
2434 FSleep := FSleep - 1;
2436 // Âûæäàëè äîñòàòî÷íî - èäåì:
2437 if FSleep < 0 then
2438 SetState(STATE_GO);
2439 end;
2441 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2442 begin
2443 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2444 if WordBool(st and MOVE_BLOCK) then
2445 begin
2446 Turn();
2447 FSleep := 40;
2448 SetState(STATE_RUNOUT);
2450 goto _end;
2451 end;
2453 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2454 if (FMonsterType = MONSTER_VILE) then
2455 if isCorpse(@FObj, False) <> -1 then
2456 begin
2457 FObj.Vel.X := 0;
2458 SetState(STATE_ATTACK, ANIM_ATTACK2);
2460 goto _end;
2461 end;
2463 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2464 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2465 if not findNewPrey() then
2466 begin // Íîâûõ öåëåé íåò
2467 FTargetUID := 0;
2468 o.X := FObj.X+pt_x;
2469 o.Y := FObj.Y+pt_y;
2470 o.Vel.X := 0;
2471 o.Vel.Y := 0;
2472 o.Accel.X := 0;
2473 o.Accel.Y := 0;
2474 o.Rect := _Rect(0, 0, 0, 1);
2475 end
2476 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2477 GetPos(FTargetUID, @o);
2479 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2480 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2481 begin
2482 FTargetTime := 0;
2483 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2484 begin
2485 if kick(@o) then
2486 goto _end;
2487 end;
2488 end;
2490 // Ðàññòîÿíèå äî öåëè:
2491 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2492 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2494 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2495 if sx > 0 then
2496 FDirection := D_RIGHT
2497 else
2498 FDirection := D_LEFT;
2500 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2501 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2502 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2503 if shoot(@o, False) then
2504 goto _end;
2506 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2507 if Abs(sx) < 40 then
2508 if FMonsterType <> MONSTER_FISH then
2509 begin
2510 FSleep := 15;
2511 SetState(STATE_RUN);
2512 if Random(2) = 0 then
2513 FDirection := D_LEFT
2514 else
2515 FDirection := D_RIGHT;
2517 goto _end;
2518 end;
2520 // Óïåðëèñü â ñòåíó:
2521 if WordBool(st and MOVE_HITWALL) then
2522 begin
2523 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2524 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2525 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2526 FSleep := 4;
2527 SetState(STATE_WAIT);
2529 goto _end;
2530 end;
2532 case FMonsterType of
2533 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2534 else // Íå ëåòàþò:
2535 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2536 (FObj.Accel.Y = 0) then
2537 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2538 // Ïðûæîê ÷åðåç ñòåíó:
2539 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2540 SetState(STATE_CLIMB);
2541 end;
2542 end;
2544 goto _end;
2545 end;
2547 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2548 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2549 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2550 begin
2551 if FMonsterType = MONSTER_FISH then
2552 begin // Ðûáà
2553 if not WordBool(st and MOVE_INWATER) then
2554 begin // Ðûáà âíå âîäû:
2555 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2556 begin // "Ñòîèò" òâåðäî
2557 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2558 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2559 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2560 end;
2562 // Ðûáå áîëüíî:
2563 SetState(STATE_PAIN);
2564 FPain := FPain + 50;
2565 end
2566 else // Ðûáà â âîäå
2567 begin
2568 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2569 if Abs(sy) > 8 then
2570 FObj.Vel.Y := g_basic.Sign(sy)*4
2571 else
2572 FObj.Vel.Y := 0;
2574 // Ðûáà ïëûâåò ââåðõ:
2575 if FObj.Vel.Y < 0 then
2576 if not g_Obj_CollideWater(@FObj, 0, -16) then
2577 begin
2578 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2579 FObj.Vel.Y := 0;
2580 // Ïëàâàåì òóäà-ñþäà:
2581 if Random(2) = 0 then
2582 FDirection := D_LEFT
2583 else
2584 FDirection := D_RIGHT;
2585 FSleep := 20;
2586 SetState(STATE_RUN);
2587 end;
2588 end;
2589 end
2590 else // Ëåòàþùèå ìîíñòðû
2591 begin
2592 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2593 if Abs(sy) > 8 then
2594 FObj.Vel.Y := g_basic.Sign(sy)*4
2595 else
2596 FObj.Vel.Y := 0;
2597 end;
2598 end
2599 else // "Íàçåìíûå" ìîíñòðû
2600 begin
2601 // Âîçìîæíî, ïèíàåì êóñêè:
2602 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2603 begin
2604 b := Abs(FObj.Vel.X);
2605 if b > 1 then b := b * (Random(8 div b) + 1);
2606 for a := 0 to High(gGibs) do
2607 begin
2608 if gGibs[a].Live and
2609 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2610 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2611 begin
2612 // Ïèíàåì êóñêè
2613 if FObj.Vel.X < 0 then
2614 begin
2615 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2616 end
2617 else
2618 begin
2619 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2620 end;
2621 end;
2622 end;
2623 end;
2624 // Áîññû ìîãóò ïèíàòü òðóïû:
2625 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2626 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2627 begin
2628 b := Abs(FObj.Vel.X);
2629 if b > 1 then b := b * (Random(8 div b) + 1);
2630 for a := 0 to High(gCorpses) do
2631 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2632 begin
2633 co := gCorpses[a].Obj;
2634 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2635 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2636 // Ïèíàåì òðóïû
2637 if FObj.Vel.X < 0 then
2638 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2639 else
2640 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2641 end;
2642 end;
2643 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2644 if sy < -40 then
2645 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2646 // ñòîèò òâåðäî
2647 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2648 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2649 end;
2651 FSleep := FSleep + 1;
2653 // Èíîãäà ðû÷èì:
2654 if FSleep >= 8 then
2655 begin
2656 FSleep := 0;
2657 if Random(8) = 0 then
2658 ActionSound();
2659 end;
2661 // Áåæèì â âûáðàííóþ ñòîðîíó:
2662 if FDirection = D_RIGHT then
2663 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2664 else
2665 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2667 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2668 if WordBool(st and MOVE_INWATER) then
2669 FObj.Vel.X := FObj.Vel.X div 2
2670 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2671 if FMonsterType = MONSTER_FISH then
2672 FObj.Vel.X := 0;
2673 end;
2675 STATE_RUN: // Ñîñòîÿíèå - Áåã
2676 begin
2677 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2678 if WordBool(st and MOVE_BLOCK) then
2679 begin
2680 Turn();
2681 FSleep := 40;
2682 SetState(STATE_RUNOUT);
2684 goto _end;
2685 end;
2687 FSleep := FSleep - 1;
2689 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2690 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2691 begin
2692 FSleep := 0;
2693 SetState(STATE_GO);
2694 // Ñòåíà - èäåì îáðàòíî:
2695 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2696 Turn();
2697 // Èíîãäà ðû÷èì:
2698 if Random(8) = 0 then
2699 ActionSound();
2700 end;
2702 // Áåæèì â âûáðàííóþ ñòîðîíó:
2703 if FDirection = D_RIGHT then
2704 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2705 else
2706 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2708 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2709 if WordBool(st and MOVE_INWATER) then
2710 FObj.Vel.X := FObj.Vel.X div 2
2711 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2712 if FMonsterType = MONSTER_FISH then
2713 FObj.Vel.X := 0;
2714 end;
2716 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2717 begin
2718 // Âûøëè èç ÁëîêÌîíà:
2719 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2720 FSleep := 0;
2722 FSleep := FSleep - 1;
2724 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2725 if FSleep <= -18 then
2726 begin
2727 FSleep := 0;
2728 SetState(STATE_GO);
2729 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2730 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2731 Turn();
2732 // Èíîãäà ðû÷èì:
2733 if Random(8) = 0 then
2734 ActionSound();
2735 end;
2737 // Áåæèì â âûáðàííóþ ñòîðîíó:
2738 if FDirection = D_RIGHT then
2739 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2740 else
2741 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2743 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2744 if WordBool(st and MOVE_INWATER) then
2745 FObj.Vel.X := FObj.Vel.X div 2
2746 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2747 if FMonsterType = MONSTER_FISH then
2748 FObj.Vel.X := 0;
2749 end;
2751 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2752 begin
2753 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2754 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2755 (not WordBool(st and MOVE_HITWALL)) then
2756 begin
2757 FSleep := 0;
2758 SetState(STATE_GO);
2760 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2761 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2762 begin
2763 Turn();
2764 FSleep := 15;
2765 SetState(STATE_RUN);
2766 end;
2767 end;
2769 // Áåæèì â âûáðàííóþ ñòîðîíó:
2770 if FDirection = D_RIGHT then
2771 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2772 else
2773 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2775 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2776 if WordBool(st and MOVE_INWATER) then
2777 FObj.Vel.X := FObj.Vel.X div 2
2778 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2779 if FMonsterType = MONSTER_FISH then
2780 FObj.Vel.X := 0;
2781 end;
2783 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2784 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2785 begin
2786 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2787 if FMonsterType = MONSTER_SOUL then
2788 begin
2789 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2790 SetState(STATE_GO);
2792 goto _end;
2793 end;
2795 // Çàìåäëÿåìñÿ ïðè àòàêå:
2796 if FMonsterType <> MONSTER_FISH then
2797 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2799 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2800 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2801 begin
2802 // Öåëü ïîãèáëà => èäåì äàëüøå:
2803 if not GetPos(FTargetUID, @o) then
2804 begin
2805 SetState(STATE_GO);
2807 goto _end;
2808 end;
2810 // Öåëü íå âèäíî => èäåì äàëüøå:
2811 if not g_Look(@FObj, @o, FDirection) then
2812 begin
2813 SetState(STATE_GO);
2815 goto _end;
2816 end;
2818 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2819 if g_Obj_CollideWater(@o, 0, 0) then
2820 begin
2821 SetState(STATE_GO);
2823 goto _end;
2824 end;
2826 // Æàðèì öåëü:
2827 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2828 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2829 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2830 end;
2831 end;
2832 end; // case FState of ...
2834 _end:
2836 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2837 if FState = STATE_REVIVE then
2838 if FAnim[FCurAnim, FDirection].Played then
2839 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2840 FAnim[FCurAnim, FDirection].Revert(False);
2841 SetState(STATE_GO);
2842 end;
2844 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2845 if vilefire <> nil then
2846 vilefire.Update();
2848 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2849 if (FState = STATE_DIE) and
2850 (FAnim[FCurAnim, FDirection] <> nil) and
2851 (FAnim[FCurAnim, FDirection].Played) then
2852 begin
2853 // Óìåð:
2854 SetState(STATE_DEAD);
2856 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2857 if (FMonsterType = MONSTER_PAIN) then
2858 begin
2859 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2860 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2861 if mon <> nil then
2862 begin
2863 mon.SetState(STATE_GO);
2864 mon.FNoRespawn := True;
2865 Inc(gTotalMonsters);
2866 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2867 end;
2869 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2870 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2871 if mon <> nil then
2872 begin
2873 mon.SetState(STATE_GO);
2874 mon.FNoRespawn := True;
2875 Inc(gTotalMonsters);
2876 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2877 end;
2879 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2880 FObj.Y+FObj.Rect.Y, D_RIGHT);
2881 if mon <> nil then
2882 begin
2883 mon.SetState(STATE_GO);
2884 mon.FNoRespawn := True;
2885 Inc(gTotalMonsters);
2886 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2887 end;
2888 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2889 end;
2891 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2892 if (FMonsterType = MONSTER_PAIN) or
2893 (FMonsterType = MONSTER_SOUL) or
2894 (FMonsterType = MONSTER_BARREL) then
2895 FRemoved := True;
2896 end;
2898 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2899 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2900 if (FAnim[FCurAnim, FDirection] <> nil) then
2901 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2902 if (FAnim[FCurAnim, FDirection].Played) then
2903 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2904 if FState = STATE_ATTACK then
2905 begin // Ñîñòîÿíèå - Àòàêà
2906 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2907 if FMonsterType <> MONSTER_SOUL then
2908 SetState(STATE_GO);
2909 end
2910 else // Ñîñòîÿíèå - Ñòðåëüáà
2911 begin
2912 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2913 if not FChainFire then
2914 SetState(STATE_GO)
2915 else
2916 begin // Íàäî ñòðåëÿòü åùå
2917 FChainFire := False;
2918 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2919 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2920 FAnim[FCurAnim, FDirection].Reset();
2921 end;
2922 end;
2924 FWaitAttackAnim := False;
2925 end
2927 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2928 if (FMonsterType = MONSTER_SOUL) or
2929 ( (not FWaitAttackAnim) and
2930 (FAnim[FCurAnim, FDirection].CurrentFrame =
2931 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2932 ) then
2933 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2934 if FState = STATE_ATTACK then
2935 begin // Ñîñòîÿíèå - Àòàêà
2936 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2937 if FMonsterType = MONSTER_SOUL then
2938 FAnim[FCurAnim, FDirection].Reset();
2940 case FMonsterType of
2941 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2942 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2943 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2944 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2945 if FMonsterType = MONSTER_SOUL then
2946 SetState(STATE_GO);
2948 MONSTER_FISH:
2949 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2950 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2951 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2953 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2954 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2955 if FCurAnim = ANIM_ATTACK2 then
2956 begin
2957 o := FObj;
2958 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2959 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2960 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2961 end;
2963 MONSTER_VILE:
2964 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2965 if FCurAnim = ANIM_ATTACK2 then
2966 begin
2967 sx := isCorpse(@FObj, True);
2968 if sx <> -1 then
2969 begin // Íàøëè, êîãî âîñêðåñèòü
2970 gMonsters[sx].SetState(STATE_REVIVE);
2971 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2972 // Âîñêðåøàòü - ñåáå âðåäèòü:
2973 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2974 end;
2975 end;
2976 end;
2977 end
2979 else // Ñîñòîÿíèå - Ñòðåëüáà
2980 begin
2981 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2982 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2984 if FDirection = D_LEFT then
2985 begin
2986 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2987 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2988 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2990 wx := FObj.X + wx;
2991 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2993 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2994 case FMonsterType of
2995 MONSTER_IMP:
2996 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2997 MONSTER_ZOMBY:
2998 begin
2999 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3000 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3001 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3002 end;
3003 MONSTER_SERG:
3004 begin
3005 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3006 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3007 FShellTimer := 10;
3008 FShellType := SHELL_SHELL;
3009 end;
3010 MONSTER_MAN:
3011 begin
3012 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3013 FShellTimer := 13;
3014 FShellType := SHELL_DBLSHELL;
3015 FAmmo := -36;
3016 end;
3017 MONSTER_CYBER:
3018 begin
3019 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3020 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3021 end;
3022 MONSTER_SKEL:
3023 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3024 MONSTER_CGUN:
3025 begin
3026 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3027 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3028 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3029 end;
3030 MONSTER_SPIDER:
3031 begin
3032 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3033 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3034 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3035 end;
3036 MONSTER_BSP:
3037 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3038 MONSTER_ROBO:
3039 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3040 MONSTER_MANCUB:
3041 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3042 MONSTER_BARON, MONSTER_KNIGHT:
3043 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3044 MONSTER_CACO:
3045 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3046 MONSTER_PAIN:
3047 begin // Ñîçäàåì Lost_Soul:
3048 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3049 FObj.Y+FObj.Rect.Y, FDirection);
3051 if mon <> nil then
3052 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3053 mon.FTargetUID := FTargetUID;
3054 GetPos(FTargetUID, @o);
3055 mon.FTargetTime := 0;
3056 mon.FNoRespawn := True;
3057 mon.SetState(STATE_GO);
3058 mon.shoot(@o, True);
3059 Inc(gTotalMonsters);
3061 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
3062 end;
3063 end;
3064 end;
3066 if FMonsterType <> MONSTER_PAIN then
3067 if g_Game_IsNet then
3068 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3070 // Ñêîðîñòðåëüíûå ìîíñòðû:
3071 if (FMonsterType = MONSTER_CGUN) or
3072 (FMonsterType = MONSTER_SPIDER) or
3073 (FMonsterType = MONSTER_BSP) or
3074 (FMonsterType = MONSTER_MANCUB) or
3075 (FMonsterType = MONSTER_ROBO) then
3076 if not GetPos(FTargetUID, @o) then
3077 // Öåëü ìåðòâà - èùåì íîâóþ:
3078 findNewPrey()
3079 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3080 if shoot(@o, False) then
3081 FChainFire := True;
3082 end;
3084 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3085 FWaitAttackAnim := True;
3086 end;
3088 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3089 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3090 case FState of
3091 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3092 // Çâóêè ïðè ïåðåäâèæåíèè:
3093 case FMonsterType of
3094 MONSTER_CYBER:
3095 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3096 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3097 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3098 MONSTER_SPIDER:
3099 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3100 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3101 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3102 MONSTER_BSP:
3103 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3104 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3105 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3106 MONSTER_ROBO:
3107 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3108 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3109 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3110 end;
3111 end;
3113 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3114 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3115 FObj.Vel.X := oldvelx;
3117 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3118 if FAnim[FCurAnim, FDirection] <> nil then
3119 FAnim[FCurAnim, FDirection].Update();
3120 end;
3122 procedure TMonster.SetDeadAnim;
3123 begin
3124 if FAnim <> nil then
3125 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3126 end;
3128 procedure TMonster.RevertAnim(R: Boolean = True);
3129 begin
3130 if FAnim <> nil then
3131 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3132 FAnim[FCurAnim, FDirection].Revert(R);
3133 end;
3135 function TMonster.AnimIsReverse: Boolean;
3136 begin
3137 if FAnim <> nil then
3138 Result := FAnim[FCurAnim, FDirection].IsReverse
3139 else
3140 Result := False;
3141 end;
3143 procedure TMonster.ClientUpdate();
3144 var
3145 a, b, sx, sy, oldvelx: Integer;
3146 st: Word;
3147 o, co: TObj;
3148 fall: Boolean;
3149 label
3150 _end;
3151 begin
3152 sx := 0; // SHUT UP COMPILER
3153 sy := 0;
3154 fall := True;
3155 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3156 if FMonsterType = MONSTER_FISH then
3157 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3158 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3159 fall := False;
3161 // Ëåòàþùèå ìîíòñðû:
3162 if ((FMonsterType = MONSTER_SOUL) or
3163 (FMonsterType = MONSTER_PAIN) or
3164 (FMonsterType = MONSTER_CACO)) and
3165 (FState <> STATE_DIE) and
3166 (FState <> STATE_DEAD) then
3167 fall := False;
3169 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3170 if gTime mod (GAME_TICK*2) <> 0 then
3171 begin
3172 g_Obj_Move(@FObj, fall, True, True);
3173 positionChanged(); // this updates spatial accelerators
3174 Exit;
3175 end;
3177 if FPainTicks > 0 then
3178 Dec(FPainTicks)
3179 else
3180 FPainSound := False;
3182 // Äâèãàåìñÿ:
3183 st := g_Obj_Move(@FObj, fall, True, True);
3184 positionChanged(); // this updates spatial accelerators
3186 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3187 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3188 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3189 begin
3190 FRemoved := True;
3191 Exit;
3192 end;
3194 oldvelx := FObj.Vel.X;
3196 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3197 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3198 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3200 if FFireTime > 0 then
3201 begin
3202 if WordBool(st and MOVE_INWATER) then
3203 FFireTime := 0
3204 else
3205 begin
3206 OnFireFlame(1);
3207 FFireTime := FFireTime - 1;
3208 end;
3209 end;
3211 // Ìåðòâûé íè÷åãî íå äåëàåò:
3212 if (FState = STATE_DEAD) then
3213 goto _end;
3215 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3216 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3217 case FMonsterType of
3218 MONSTER_FISH:
3219 if Random(4) = 0 then
3220 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3221 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3222 MONSTER_ROBO, MONSTER_BARREL:
3223 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3224 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3225 else begin
3226 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3227 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3228 if Random(2) = 0 then
3229 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3230 else
3231 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3232 end;
3233 end;
3235 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3236 if FMonsterType = MONSTER_BARREL then
3237 begin
3238 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3239 (FAnim[FCurAnim, FDirection].Counter = 0) then
3240 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3241 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3242 60, FUID);
3243 end;
3245 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3246 if FMonsterType = MONSTER_SOUL then
3247 if WordBool(st and MOVE_HITAIR) then
3248 g_Obj_SetSpeed(@FObj, 16);
3250 if FAmmo < 0 then
3251 FAmmo := FAmmo + 1;
3253 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3254 if FObj.Vel.Y < 0 then
3255 if WordBool(st and MOVE_INWATER) then
3256 FObj.Vel.Y := -4;
3258 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3259 FTargetTime := FTargetTime + 1;
3261 if FShellTimer > -1 then
3262 if FShellTimer = 0 then
3263 begin
3264 if FShellType = SHELL_SHELL then
3265 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3266 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3267 GameVelX, GameVelY-2, SHELL_SHELL)
3268 else if FShellType = SHELL_DBLSHELL then
3269 begin
3270 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3271 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3272 GameVelX-1, GameVelY-2, SHELL_SHELL);
3273 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3274 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3275 GameVelX+1, GameVelY-2, SHELL_SHELL);
3276 end;
3277 FShellTimer := -1;
3278 end else Dec(FShellTimer);
3280 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3281 if fall then
3282 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3283 STATE_ATTACK, STATE_SHOOT]) then
3284 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3285 FObj.Rect.Width, FObj.Rect.Height, 50) then
3286 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3287 (FObj.Accel.Y = 0) then
3288 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3290 case FState of
3291 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3292 begin
3293 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3294 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3295 begin
3296 FPain := MONSTERTABLE[FMonsterType].Pain;
3297 if gSoundEffectsDF then PainSound();
3298 end;
3299 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3300 PainSound();
3302 // Ñíèæàåì áîëü ñî âðåìåíåì:
3303 FPain := FPain - 5;
3305 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3306 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3307 begin
3308 SetState(STATE_GO);
3309 FPain := 0;
3310 end;
3311 end;
3313 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3314 begin
3315 // Ñïèì:
3316 FSleep := FSleep + 1;
3318 // Ïðîñïàëè äîñòàòî÷íî:
3319 if FSleep >= 18 then
3320 FSleep := 0
3321 else // åùå ñïèì
3322 goto _end;
3323 end;
3325 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3326 begin
3327 // Æäåì:
3328 FSleep := FSleep - 1;
3329 end;
3331 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3332 begin
3333 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3334 if WordBool(st and MOVE_BLOCK) then
3335 begin
3336 Turn();
3337 FSleep := 40;
3338 SetState(STATE_RUNOUT);
3340 goto _end;
3341 end;
3343 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3344 if (FMonsterType = MONSTER_VILE) then
3345 if isCorpse(@FObj, False) <> -1 then
3346 begin
3347 SetState(STATE_ATTACK, ANIM_ATTACK2);
3348 FObj.Vel.X := 0;
3350 goto _end;
3351 end;
3353 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3354 if Abs(sx) < 40 then
3355 if FMonsterType <> MONSTER_FISH then
3356 begin
3357 SetState(STATE_RUN);
3358 FSleep := 15;
3360 goto _end;
3361 end;
3363 // Óïåðëèñü â ñòåíó:
3364 if WordBool(st and MOVE_HITWALL) then
3365 begin
3366 case FMonsterType of
3367 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3368 else // Íå ëåòàþò:
3369 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3370 (FObj.Accel.Y = 0) then
3371 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3372 // Ïðûæîê ÷åðåç ñòåíó:
3373 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3374 SetState(STATE_CLIMB);
3375 end;
3376 end;
3378 goto _end;
3379 end;
3381 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3382 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3383 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3384 begin
3385 if FMonsterType = MONSTER_FISH then
3386 begin // Ðûáà
3387 if not WordBool(st and MOVE_INWATER) then
3388 begin // Ðûáà âíå âîäû:
3389 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3390 begin // "Ñòîèò" òâåðäî
3391 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3392 if FObj.Accel.Y = 0 then
3393 FObj.Vel.Y := -6;
3394 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3395 end;
3397 // Ðûáå áîëüíî:
3398 SetState(STATE_PAIN);
3399 FPain := FPain + 50;
3400 end
3401 else // Ðûáà â âîäå
3402 begin
3403 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3404 if Abs(sy) > 8 then
3405 FObj.Vel.Y := g_basic.Sign(sy)*4
3406 else
3407 FObj.Vel.Y := 0;
3409 // Ðûáà ïëûâåò ââåðõ:
3410 if FObj.Vel.Y < 0 then
3411 if not g_Obj_CollideWater(@FObj, 0, -16) then
3412 begin
3413 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3414 FObj.Vel.Y := 0;
3415 // Ïëàâàåì òóäà-ñþäà:
3416 SetState(STATE_RUN);
3417 FSleep := 20;
3418 end;
3419 end;
3420 end
3421 else // Ëåòàþùèå ìîíñòðû
3422 begin
3423 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3424 if Abs(sy) > 8 then
3425 FObj.Vel.Y := g_basic.Sign(sy)*4
3426 else
3427 FObj.Vel.Y := 0;
3428 end;
3429 end
3430 else // "Íàçåìíûå" ìîíñòðû
3431 begin
3432 // Âîçìîæíî, ïèíàåì êóñêè:
3433 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3434 begin
3435 b := Abs(FObj.Vel.X);
3436 if b > 1 then b := b * (Random(8 div b) + 1);
3437 for a := 0 to High(gGibs) do
3438 begin
3439 if gGibs[a].Live and
3440 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3441 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3442 begin
3443 // Ïèíàåì êóñêè
3444 if FObj.Vel.X < 0 then
3445 begin
3446 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3447 end
3448 else
3449 begin
3450 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3451 end;
3452 positionChanged(); // this updates spatial accelerators
3453 end;
3454 end;
3455 end;
3456 // Áîññû ìîãóò ïèíàòü òðóïû:
3457 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3458 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3459 begin
3460 b := Abs(FObj.Vel.X);
3461 if b > 1 then b := b * (Random(8 div b) + 1);
3462 for a := 0 to High(gCorpses) do
3463 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3464 begin
3465 co := gCorpses[a].Obj;
3466 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3467 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3468 // Ïèíàåì òðóïû
3469 if FObj.Vel.X < 0 then
3470 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3471 else
3472 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3473 end;
3474 end;
3475 end;
3477 FSleep := FSleep + 1;
3479 // Èíîãäà ðû÷èì:
3480 if FSleep >= 8 then
3481 begin
3482 FSleep := 0;
3483 if Random(8) = 0 then
3484 ActionSound();
3485 end;
3487 // Áåæèì â âûáðàííóþ ñòîðîíó:
3488 if FDirection = D_RIGHT then
3489 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3490 else
3491 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3493 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3494 if WordBool(st and MOVE_INWATER) then
3495 FObj.Vel.X := FObj.Vel.X div 2
3496 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3497 if FMonsterType = MONSTER_FISH then
3498 FObj.Vel.X := 0;
3499 end;
3501 STATE_RUN: // Ñîñòîÿíèå - Áåã
3502 begin
3503 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3504 if WordBool(st and MOVE_BLOCK) then
3505 begin
3506 SetState(STATE_RUNOUT);
3507 FSleep := 40;
3509 goto _end;
3510 end;
3512 FSleep := FSleep - 1;
3514 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3515 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3516 begin
3517 SetState(STATE_GO);
3518 FSleep := 0;
3520 // Èíîãäà ðû÷èì:
3521 if Random(8) = 0 then
3522 ActionSound();
3523 end;
3525 // Áåæèì â âûáðàííóþ ñòîðîíó:
3526 if FDirection = D_RIGHT then
3527 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3528 else
3529 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3531 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3532 if WordBool(st and MOVE_INWATER) then
3533 FObj.Vel.X := FObj.Vel.X div 2
3534 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3535 if FMonsterType = MONSTER_FISH then
3536 FObj.Vel.X := 0;
3537 end;
3539 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3540 begin
3541 // Âûøëè èç ÁëîêÌîíà:
3542 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3543 FSleep := 0;
3545 FSleep := FSleep - 1;
3547 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3548 if FSleep <= -18 then
3549 begin
3550 SetState(STATE_GO);
3551 FSleep := 0;
3553 // Èíîãäà ðû÷èì:
3554 if Random(8) = 0 then
3555 ActionSound();
3556 end;
3558 // Áåæèì â âûáðàííóþ ñòîðîíó:
3559 if FDirection = D_RIGHT then
3560 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3561 else
3562 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3564 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3565 if WordBool(st and MOVE_INWATER) then
3566 FObj.Vel.X := FObj.Vel.X div 2
3567 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3568 if FMonsterType = MONSTER_FISH then
3569 FObj.Vel.X := 0;
3570 end;
3572 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3573 begin
3574 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3575 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3576 (not WordBool(st and MOVE_HITWALL)) then
3577 begin
3578 SetState(STATE_GO);
3579 FSleep := 0;
3581 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3582 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3583 begin
3584 SetState(STATE_RUN);
3585 FSleep := 15;
3586 end;
3587 end;
3589 // Áåæèì â âûáðàííóþ ñòîðîíó:
3590 if FDirection = D_RIGHT then
3591 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3592 else
3593 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3595 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3596 if WordBool(st and MOVE_INWATER) then
3597 FObj.Vel.X := FObj.Vel.X div 2
3598 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3599 if FMonsterType = MONSTER_FISH then
3600 FObj.Vel.X := 0;
3601 end;
3603 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3604 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3605 begin
3606 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3607 if FMonsterType = MONSTER_SOUL then
3608 begin
3609 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3610 SetState(STATE_GO);
3612 goto _end;
3613 end;
3615 // Çàìåäëÿåìñÿ ïðè àòàêå:
3616 if FMonsterType <> MONSTER_FISH then
3617 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3619 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3620 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3621 begin
3622 // Öåëü ïîãèáëà => èäåì äàëüøå:
3623 if not GetPos(FTargetUID, @o) then
3624 begin
3625 SetState(STATE_GO);
3627 goto _end;
3628 end;
3630 // Öåëü íå âèäíî => èäåì äàëüøå:
3631 if not g_Look(@FObj, @o, FDirection) then
3632 begin
3633 SetState(STATE_GO);
3635 goto _end;
3636 end;
3638 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3639 if g_Obj_CollideWater(@o, 0, 0) then
3640 begin
3641 SetState(STATE_GO);
3643 goto _end;
3644 end;
3645 end;
3646 end;
3647 end; // case FState of ...
3649 _end:
3651 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3652 if FState = STATE_REVIVE then
3653 if FAnim[FCurAnim, FDirection].Played then
3654 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3655 FAnim[FCurAnim, FDirection].Revert(False);
3656 SetState(STATE_GO);
3657 end;
3659 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3660 if vilefire <> nil then
3661 vilefire.Update();
3663 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3664 if (FState = STATE_DIE) and
3665 (FAnim[FCurAnim, FDirection] <> nil) and
3666 (FAnim[FCurAnim, FDirection].Played) then
3667 begin
3668 // Óìåð:
3669 SetState(STATE_DEAD);
3671 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3672 if (FMonsterType = MONSTER_PAIN) or
3673 (FMonsterType = MONSTER_SOUL) or
3674 (FMonsterType = MONSTER_BARREL) then
3675 FRemoved := True
3676 else
3677 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3678 end;
3680 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3681 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3682 if (FAnim[FCurAnim, FDirection] <> nil) then
3683 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3684 if (FAnim[FCurAnim, FDirection].Played) then
3685 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3686 if FState = STATE_ATTACK then
3687 begin // Ñîñòîÿíèå - Àòàêà
3688 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3689 if FMonsterType <> MONSTER_SOUL then
3690 SetState(STATE_GO);
3691 end
3692 else // Ñîñòîÿíèå - Ñòðåëüáà
3693 begin
3694 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3695 if not FChainFire then
3696 SetState(STATE_GO)
3697 else
3698 begin // Íàäî ñòðåëÿòü åùå
3699 FChainFire := False;
3700 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3701 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3702 FAnim[FCurAnim, FDirection].Reset();
3703 end;
3704 end;
3706 FWaitAttackAnim := False;
3707 end
3709 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3710 if (FMonsterType = MONSTER_SOUL) or
3711 ( (not FWaitAttackAnim) and
3712 (FAnim[FCurAnim, FDirection].CurrentFrame =
3713 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3714 ) then
3715 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3716 if FState = STATE_ATTACK then
3717 begin // Ñîñòîÿíèå - Àòàêà
3718 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3719 if FMonsterType = MONSTER_SOUL then
3720 FAnim[FCurAnim, FDirection].Reset();
3722 case FMonsterType of
3723 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3724 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3725 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3726 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3727 if FMonsterType = MONSTER_SOUL then
3728 SetState(STATE_GO);
3730 MONSTER_FISH:
3731 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3733 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3734 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3735 if FCurAnim = ANIM_ATTACK2 then
3736 begin
3737 o := FObj;
3738 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3739 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3740 end;
3742 MONSTER_VILE:
3743 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3744 if FCurAnim = ANIM_ATTACK2 then
3745 begin
3746 sx := isCorpse(@FObj, True);
3747 if sx <> -1 then
3748 begin // Íàøëè, êîãî âîñêðåñèòü
3749 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3750 // Âîñêðåøàòü - ñåáå âðåäèòü:
3751 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3752 end;
3753 end;
3754 end;
3755 end
3757 else // Ñîñòîÿíèå - Ñòðåëüáà
3758 begin
3759 // Ñêîðîñòðåëüíûå ìîíñòðû:
3760 if (FMonsterType = MONSTER_CGUN) or
3761 (FMonsterType = MONSTER_SPIDER) or
3762 (FMonsterType = MONSTER_BSP) or
3763 (FMonsterType = MONSTER_MANCUB) or
3764 (FMonsterType = MONSTER_ROBO) then
3765 if not GetPos(FTargetUID, @o) then
3766 // Öåëü ìåðòâà - èùåì íîâóþ:
3767 findNewPrey()
3768 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3769 if shoot(@o, False) then
3770 FChainFire := True;
3771 end;
3773 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3774 FWaitAttackAnim := True;
3775 end;
3777 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3778 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3779 case FState of
3780 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3781 // Çâóêè ïðè ïåðåäâèæåíèè:
3782 case FMonsterType of
3783 MONSTER_CYBER:
3784 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3785 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3786 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3787 MONSTER_SPIDER:
3788 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3789 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3790 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3791 MONSTER_BSP:
3792 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3793 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3794 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3795 MONSTER_ROBO:
3796 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3797 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3798 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3799 end;
3800 end;
3802 // Êîñòûëü äëÿ ïîòîêîâ
3803 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3804 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3805 FObj.Vel.X := oldvelx;
3807 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3808 if FAnim[FCurAnim, FDirection] <> nil then
3809 FAnim[FCurAnim, FDirection].Update();
3810 end;
3812 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3813 begin
3814 case FMonsterType of
3815 MONSTER_ZOMBY:
3816 begin
3817 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3818 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3819 end;
3820 MONSTER_SERG:
3821 begin
3822 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3823 FShellTimer := 10;
3824 FShellType := SHELL_SHELL;
3825 end;
3826 MONSTER_MAN:
3827 begin
3828 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3829 FShellTimer := 13;
3830 FShellType := SHELL_DBLSHELL;
3831 end;
3832 MONSTER_CGUN, MONSTER_SPIDER:
3833 begin
3834 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3835 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3836 end;
3837 MONSTER_IMP:
3838 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3839 MONSTER_CYBER:
3840 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3841 MONSTER_SKEL:
3842 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3843 MONSTER_BSP:
3844 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3845 MONSTER_ROBO:
3846 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3847 MONSTER_MANCUB:
3848 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3849 MONSTER_BARON, MONSTER_KNIGHT:
3850 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3851 MONSTER_CACO:
3852 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3853 end;
3854 end;
3856 procedure TMonster.Turn();
3857 begin
3858 // Ðàçâîðà÷èâàåìñÿ:
3859 if FDirection = D_LEFT then
3860 FDirection := D_RIGHT
3861 else
3862 FDirection := D_LEFT;
3864 // Áåæèì â âûáðàííóþ ñòîðîíó:
3865 if FDirection = D_RIGHT then
3866 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3867 else
3868 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3869 end;
3871 function TMonster.findNewPrey(): Boolean;
3872 var
3873 a: DWORD;
3874 l, l2: Integer;
3875 PlayersSee, MonstersSee: Array of DWORD;
3876 PlayerNear, MonsterNear: Integer;
3877 begin
3878 Result := False;
3879 SetLength(MonstersSee, 0);
3880 SetLength(PlayersSee, 0);
3882 FTargetUID := 0;
3883 l := 32000;
3884 PlayerNear := -1;
3885 MonsterNear := -1;
3887 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3888 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3889 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3890 for a := 0 to High(gPlayers) do
3891 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3892 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3893 begin
3894 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3895 begin
3896 SetLength(PlayersSee, Length(PlayersSee) + 1);
3897 PlayersSee[High(PlayersSee)] := a;
3898 end;
3899 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3900 Abs(gPlayers[a].GameY-FObj.Y);
3901 if l2 < l then
3902 begin
3903 l := l2;
3904 PlayerNear := Integer(a);
3905 end;
3906 end;
3908 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3909 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3910 for a := 0 to High(gMonsters) do
3911 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3912 (gMonsters[a].FUID <> FUID) then
3913 begin
3914 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3915 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3916 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3917 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3918 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3919 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3920 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3921 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3923 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3924 begin
3925 SetLength(MonstersSee, Length(MonstersSee) + 1);
3926 MonstersSee[High(MonstersSee)] := a;
3927 end;
3928 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3929 Abs(gMonsters[a].FObj.Y-FObj.Y);
3930 if l2 < l then
3931 begin
3932 l := l2;
3933 MonsterNear := Integer(a);
3934 end;
3935 end;
3937 case FBehaviour of
3938 BH_NORMAL, BH_KILLER:
3939 begin
3940 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3941 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3942 begin
3943 a := PlayersSee[Random(Length(PlayersSee))];
3944 FTargetUID := gPlayers[a].UID;
3945 end;
3946 // Çàòåì ïîáëèçîñòè
3947 if (FTargetUID = 0) and (PlayerNear > -1) then
3948 begin
3949 a := PlayerNear;
3950 FTargetUID := gPlayers[a].UID;
3951 end;
3952 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3953 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3954 begin
3955 a := MonstersSee[Random(Length(MonstersSee))];
3956 FTargetUID := gMonsters[a].UID;
3957 end;
3958 // Çàòåì ïîáëèçîñòè
3959 if (FTargetUID = 0) and (MonsterNear > -1) then
3960 begin
3961 a := MonsterNear;
3962 FTargetUID := gMonsters[a].UID;
3963 end;
3964 end;
3965 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3966 begin
3967 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3968 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3969 begin
3970 a := PlayersSee[Random(Length(PlayersSee))];
3971 FTargetUID := gPlayers[a].UID;
3972 end;
3973 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3974 begin
3975 a := MonstersSee[Random(Length(MonstersSee))];
3976 FTargetUID := gMonsters[a].UID;
3977 end;
3978 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3979 if (FTargetUID = 0) and (PlayerNear > -1) then
3980 begin
3981 a := PlayerNear;
3982 FTargetUID := gPlayers[a].UID;
3983 end;
3984 if (FTargetUID = 0) and (MonsterNear > -1) then
3985 begin
3986 a := MonsterNear;
3987 FTargetUID := gMonsters[a].UID;
3988 end;
3989 end;
3990 end;
3992 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3993 if FTargetUID = 0 then
3994 begin
3995 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3996 if FBehaviour = BH_INSANE then
3997 FTargetUID := FUID
3998 else
3999 FTargetTime := MAX_ATM;
4000 end
4001 else
4002 begin // Öåëü íàøëè
4003 FTargetTime := 0;
4004 Result := True;
4005 end;
4006 end;
4008 function TMonster.kick(o: PObj): Boolean;
4009 begin
4010 Result := False;
4012 case FMonsterType of
4013 MONSTER_FISH:
4014 begin
4015 SetState(STATE_ATTACK);
4016 Result := True;
4017 end;
4018 MONSTER_DEMON:
4019 begin
4020 SetState(STATE_ATTACK);
4021 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4022 Result := True;
4023 end;
4024 MONSTER_IMP:
4025 begin
4026 SetState(STATE_ATTACK);
4027 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4028 Result := True;
4029 end;
4030 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4031 begin
4032 SetState(STATE_ATTACK, ANIM_ATTACK2);
4033 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4034 Result := True;
4035 end;
4036 MONSTER_BARON, MONSTER_KNIGHT,
4037 MONSTER_CACO, MONSTER_MANCUB:
4038 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4039 if not g_Game_IsClient then Result := shoot(o, True);
4040 end;
4041 end;
4043 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4044 var
4045 xd, yd, m: Integer;
4046 begin
4047 Result := False;
4049 // Ñòðåëÿòü ðàíî:
4050 if FAmmo < 0 then
4051 Exit;
4053 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4054 if not immediately then
4055 case FMonsterType of
4056 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4057 Exit; // íå ñòðåëÿþò
4058 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4059 begin
4060 FAmmo := FAmmo + 1;
4061 // Âðåìÿ âûñòðåëà óïóùåíî:
4062 if FAmmo >= 50 then
4063 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4064 end;
4065 MONSTER_MAN: ;
4066 MONSTER_MANCUB:
4067 begin
4068 FAmmo := FAmmo + 1;
4069 // Âðåìÿ âûñòðåëà óïóùåíî:
4070 if FAmmo >= 5 then
4071 FAmmo := -50;
4072 end;
4073 MONSTER_SPIDER:
4074 begin
4075 FAmmo := FAmmo + 1;
4076 // Âðåìÿ âûñòðåëà óïóùåíî:
4077 if FAmmo >= 100 then
4078 FAmmo := -50;
4079 end;
4080 MONSTER_CYBER:
4081 begin
4082 // Ñòðåëÿåò íå âñåãäà:
4083 if Random(2) = 0 then
4084 Exit;
4085 FAmmo := FAmmo + 1;
4086 // Âðåìÿ âûñòðåëà óïóùåíî:
4087 if FAmmo >= 10 then
4088 FAmmo := -50;
4089 end;
4090 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4091 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4092 MONSTER_VILE: if Random(8) <> 0 then Exit;
4093 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4094 else if Random(16) <> 0 then Exit;
4095 end;
4097 // Öåëè íå âèäíî:
4098 if not g_Look(@FObj, o, FDirection) then
4099 Exit;
4101 FTargetTime := 0;
4103 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4104 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4106 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4107 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4108 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4109 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4110 Exit;
4112 case FMonsterType of
4113 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4114 begin
4115 SetState(STATE_SHOOT);
4116 {nn}
4117 end;
4118 MONSTER_SKEL:
4119 begin
4120 SetState(STATE_SHOOT);
4121 {nn}
4122 end;
4123 MONSTER_VILE:
4124 begin // Çàæèãàåì îãîíü
4125 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4126 ty := o^.Y+o^.Rect.Y;
4127 SetState(STATE_SHOOT);
4129 vilefire.Reset();
4131 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4132 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4133 end;
4134 MONSTER_SOUL:
4135 begin // Ëåòèò â ñòîðîíó öåëè:
4136 SetState(STATE_ATTACK);
4137 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4139 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4140 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4141 m := Max(Abs(xd), Abs(yd));
4142 if m = 0 then
4143 m := 1;
4145 FObj.Vel.X := (xd*16) div m;
4146 FObj.Vel.Y := (yd*16) div m;
4147 end;
4148 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4149 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4150 begin
4151 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4152 if FMonsterType = MONSTER_MANCUB then
4153 if FAmmo = 1 then
4154 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4156 SetState(STATE_SHOOT);
4157 end;
4158 else Exit;
4159 end;
4161 Result := True;
4162 end;
4164 function TMonster.Live(): Boolean;
4165 begin
4166 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4167 end;
4169 procedure TMonster.SetHealth(aH: Integer);
4170 begin
4171 if (aH > 0) and (aH < 1000000) then
4172 begin
4173 FHealth := aH;
4174 if FHealth > FMaxHealth then
4175 FMaxHealth := FHealth;
4176 end;
4177 end;
4179 procedure TMonster.WakeUp();
4180 begin
4181 if g_Game_IsClient then Exit;
4182 SetState(STATE_GO);
4183 FTargetTime := MAX_ATM;
4184 WakeUpSound();
4185 end;
4187 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4188 var
4189 i: Integer;
4190 sig: DWORD;
4191 b: Byte;
4192 anim: Boolean;
4193 begin
4194 if Mem = nil then
4195 Exit;
4197 // Ñèãíàòóðà ìîíñòðà:
4198 sig := MONSTER_SIGNATURE; // 'MONS'
4199 Mem.WriteDWORD(sig);
4200 // UID ìîíñòðà:
4201 Mem.WriteWord(FUID);
4202 // Íàïðàâëåíèå:
4203 if FDirection = D_LEFT then
4204 b := 1
4205 else // D_RIGHT
4206 b := 2;
4207 Mem.WriteByte(b);
4208 // Íàäî ëè óäàëèòü åãî:
4209 Mem.WriteBoolean(FRemoved);
4210 // Îñòàëîñü çäîðîâüÿ:
4211 Mem.WriteInt(FHealth);
4212 // Ñîñòîÿíèå:
4213 Mem.WriteByte(FState);
4214 // Òåêóùàÿ àíèìàöèÿ:
4215 Mem.WriteByte(FCurAnim);
4216 // UID öåëè:
4217 Mem.WriteWord(FTargetUID);
4218 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4219 Mem.WriteInt(FTargetTime);
4220 // Ïîâåäåíèå ìîíñòðà:
4221 Mem.WriteByte(FBehaviour);
4222 // Ãîòîâíîñòü ê âûñòðåëó:
4223 Mem.WriteInt(FAmmo);
4224 // Áîëü:
4225 Mem.WriteInt(FPain);
4226 // Âðåìÿ îæèäàíèÿ:
4227 Mem.WriteInt(FSleep);
4228 // Îçâó÷èâàòü ëè áîëü:
4229 Mem.WriteBoolean(FPainSound);
4230 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4231 Mem.WriteBoolean(FWaitAttackAnim);
4232 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4233 Mem.WriteBoolean(FChainFire);
4234 // Ïîäëåæèò ëè ðåñïàâíó:
4235 Mem.WriteBoolean(FNoRespawn);
4236 // Êîîðäèíàòû öåëè:
4237 Mem.WriteInt(tx);
4238 Mem.WriteInt(ty);
4239 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4240 Mem.WriteInt(FStartID);
4241 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4242 Mem.WriteInt(FSpawnTrigger);
4243 // Îáúåêò ìîíñòðà:
4244 Obj_SaveState(@FObj, Mem);
4245 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4246 anim := vilefire <> nil;
4247 Mem.WriteBoolean(anim);
4248 // Åñëè åñòü - ñîõðàíÿåì:
4249 if anim then
4250 vilefire.SaveState(Mem);
4251 // Àíèìàöèè:
4252 for i := ANIM_SLEEP to ANIM_PAIN do
4253 begin
4254 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4255 anim := FAnim[i, D_LEFT] <> nil;
4256 Mem.WriteBoolean(anim);
4257 // Åñëè åñòü - ñîõðàíÿåì:
4258 if anim then
4259 FAnim[i, D_LEFT].SaveState(Mem);
4260 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4261 anim := FAnim[i, D_RIGHT] <> nil;
4262 Mem.WriteBoolean(anim);
4263 // Åñëè åñòü - ñîõðàíÿåì:
4264 if anim then
4265 FAnim[i, D_RIGHT].SaveState(Mem);
4266 end;
4267 end;
4269 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4270 var
4271 i: Integer;
4272 sig: DWORD;
4273 b: Byte;
4274 anim: Boolean;
4275 begin
4276 if Mem = nil then
4277 Exit;
4279 // Ñèãíàòóðà ìîíñòðà:
4280 Mem.ReadDWORD(sig);
4281 if sig <> MONSTER_SIGNATURE then // 'MONS'
4282 begin
4283 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4284 end;
4285 // UID ìîíñòðà:
4286 Mem.ReadWord(FUID);
4287 // Íàïðàâëåíèå:
4288 Mem.ReadByte(b);
4289 if b = 1 then
4290 FDirection := D_LEFT
4291 else // b = 2
4292 FDirection := D_RIGHT;
4293 // Íàäî ëè óäàëèòü åãî:
4294 Mem.ReadBoolean(FRemoved);
4295 // Îñòàëîñü çäîðîâüÿ:
4296 Mem.ReadInt(FHealth);
4297 // Ñîñòîÿíèå:
4298 Mem.ReadByte(FState);
4299 // Òåêóùàÿ àíèìàöèÿ:
4300 Mem.ReadByte(FCurAnim);
4301 // UID öåëè:
4302 Mem.ReadWord(FTargetUID);
4303 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4304 Mem.ReadInt(FTargetTime);
4305 // Ïîâåäåíèå ìîíñòðà:
4306 Mem.ReadByte(FBehaviour);
4307 // Ãîòîâíîñòü ê âûñòðåëó:
4308 Mem.ReadInt(FAmmo);
4309 // Áîëü:
4310 Mem.ReadInt(FPain);
4311 // Âðåìÿ îæèäàíèÿ:
4312 Mem.ReadInt(FSleep);
4313 // Îçâó÷èâàòü ëè áîëü:
4314 Mem.ReadBoolean(FPainSound);
4315 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4316 Mem.ReadBoolean(FWaitAttackAnim);
4317 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4318 Mem.ReadBoolean(FChainFire);
4319 // Ïîäëåæèò ëè ðåñïàâíó
4320 Mem.ReadBoolean(FNoRespawn);
4321 // Êîîðäèíàòû öåëè:
4322 Mem.ReadInt(tx);
4323 Mem.ReadInt(ty);
4324 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4325 Mem.ReadInt(FStartID);
4326 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4327 Mem.ReadInt(FSpawnTrigger);
4328 // Îáúåêò ìîíñòðà:
4329 Obj_LoadState(@FObj, Mem);
4330 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4331 Mem.ReadBoolean(anim);
4332 // Åñëè åñòü - çàãðóæàåì:
4333 if anim then
4334 begin
4335 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4336 vilefire.LoadState(Mem);
4337 end;
4338 // Àíèìàöèè:
4339 for i := ANIM_SLEEP to ANIM_PAIN do
4340 begin
4341 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4342 Mem.ReadBoolean(anim);
4343 // Åñëè åñòü - çàãðóæàåì:
4344 if anim then
4345 begin
4346 Assert(FAnim[i, D_LEFT] <> nil,
4347 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4348 FAnim[i, D_LEFT].LoadState(Mem);
4349 end;
4350 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4351 Mem.ReadBoolean(anim);
4352 // Åñëè åñòü - çàãðóæàåì:
4353 if anim then
4354 begin
4355 Assert(FAnim[i, D_RIGHT] <> nil,
4356 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4357 FAnim[i, D_RIGHT].LoadState(Mem);
4358 end;
4359 end;
4360 end;
4362 procedure TMonster.ActivateTriggers();
4363 var
4364 a: Integer;
4365 begin
4366 if FDieTriggers <> nil then
4367 for a := 0 to High(FDieTriggers) do
4368 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4369 if FSpawnTrigger > -1 then
4370 begin
4371 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4372 FSpawnTrigger := -1;
4373 end;
4374 end;
4376 procedure TMonster.AddTrigger(t: Integer);
4377 begin
4378 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4379 FDieTriggers[High(FDieTriggers)] := t;
4380 end;
4382 procedure TMonster.ClearTriggers();
4383 begin
4384 SetLength(FDieTriggers, 0);
4385 end;
4387 procedure TMonster.CatchFire(Attacker: Word);
4388 begin
4389 FFireTime := 100;
4390 FFireAttacker := Attacker;
4391 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4392 end;
4394 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4395 var
4396 id, i: DWORD;
4397 Anim: TAnimation;
4398 begin
4399 if (Random(10) = 1) and (Times = 1) then
4400 Exit;
4402 if g_Frames_Get(id, 'FRAMES_FLAME') then
4403 begin
4404 for i := 1 to Times do
4405 begin
4406 Anim := TAnimation.Create(id, False, 3);
4407 Anim.Alpha := 0;
4408 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4409 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4410 Anim.Free();
4411 end;
4412 end;
4413 end;
4416 // ////////////////////////////////////////////////////////////////////////// //
4417 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4418 var
4419 idx: Integer;
4420 begin
4421 result := false;
4422 if (gMonsters = nil) or not assigned(cb) then exit;
4423 for idx := 0 to High(gMonsters) do
4424 begin
4425 if (gMonsters[idx] <> nil) then
4426 begin
4427 result := cb(idx, gMonsters[idx]);
4428 if result then exit;
4429 end;
4430 end;
4431 end;
4434 // throws on invalid uid
4435 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4436 begin
4437 result := g_Mons_ByIdx_NC(uid);
4438 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4439 end;
4442 // can return null
4443 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4444 begin
4445 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4446 result := gMonsters[uid];
4447 end;
4450 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4452 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4453 begin
4454 result := (mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj));
4455 end;
4457 var
4458 idx: Integer;
4459 begin
4460 result := false;
4461 if (width < 1) or (height < 1) then exit;
4463 if gmon_debug_use_sqaccel then
4464 begin
4465 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4466 end
4467 else
4468 begin
4469 for idx := 0 to High(gMonsters) do
4470 begin
4471 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4472 begin
4473 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4474 begin
4475 result := true;
4476 exit;
4477 end;
4478 end;
4479 end;
4480 end;
4481 end;
4484 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4486 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4487 begin
4488 result := false;
4489 if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon.arrIdx, mon);
4490 end;
4492 var
4493 idx: Integer;
4494 begin
4495 result := false;
4496 if (width < 1) or (height < 1) then exit;
4498 if gmon_debug_use_sqaccel then
4499 begin
4500 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4501 end
4502 else
4503 begin
4504 for idx := 0 to High(gMonsters) do
4505 begin
4506 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4507 begin
4508 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4509 begin
4510 result := cb(idx, gMonsters[idx]);
4511 if result then exit;
4512 end;
4513 end;
4514 end;
4515 end;
4516 end;
4519 function g_Mons_ForEachAtAlive (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4521 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4522 begin
4523 result := false;
4524 if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon.arrIdx, mon);
4525 end;
4527 var
4528 idx: Integer;
4529 begin
4530 result := false;
4531 if (width < 1) or (height < 1) then exit;
4533 if gmon_debug_use_sqaccel then
4534 begin
4535 if (width = 1) and (height = 1) then
4536 begin
4537 result := (monsTree.pointQuery(x, y, monsCollCheck) <> nil);
4538 end
4539 else
4540 begin
4541 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4542 end;
4543 end
4544 else
4545 begin
4546 for idx := 0 to High(gMonsters) do
4547 begin
4548 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4549 begin
4550 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4551 begin
4552 result := cb(idx, gMonsters[idx]);
4553 if result then exit;
4554 end;
4555 end;
4556 end;
4557 end;
4558 end;
4561 end.