DEADSOFTWARE

more code for tracing and other shit; NOTHING IS WORKING YET
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel, z_aabbtree, xprofiler;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 treeNode: Integer; // node in dyntree or -1
84 arrIdx: Integer; // in gMonsters
86 FDieTriggers: Array of Integer;
87 FSpawnTrigger: Integer;
89 procedure Turn();
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
93 function getMapAABB (): AABB2D; inline;
95 public
96 FNoRespawn: Boolean;
97 FFireTime: Integer;
98 trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
100 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
101 destructor Destroy(); override;
102 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
103 function Collide(Panel: TPanel): Boolean; overload;
104 function Collide(X, Y: Integer): Boolean; overload;
105 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
106 function Live(): Boolean;
107 procedure SetHealth(aH: Integer);
108 procedure Push(vx, vy: Integer);
109 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
110 function Heal(Value: Word): Boolean;
111 procedure BFGHit();
112 procedure Update();
113 procedure ClientUpdate();
114 procedure ClientAttack(wx, wy, atx, aty: Integer);
115 procedure SetDeadAnim;
116 procedure Draw();
117 procedure WakeUp();
118 procedure WakeUpSound();
119 procedure DieSound();
120 procedure PainSound();
121 procedure ActionSound();
122 procedure AddTrigger(t: Integer);
123 procedure ClearTriggers();
124 procedure Respawn();
125 procedure SaveState(var Mem: TBinMemoryWriter);
126 procedure LoadState(var Mem: TBinMemoryReader);
127 procedure SetState(State: Byte; ForceAnim: Byte = 255);
128 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
129 procedure MakeBloodSimple(Count: Word);
130 procedure RevertAnim(R: Boolean = True);
131 function AnimIsReverse: Boolean;
132 function shoot(o: PObj; immediately: Boolean): Boolean;
133 function kick(o: PObj): Boolean;
134 procedure CatchFire(Attacker: Word);
135 procedure OnFireFlame(Times: DWORD = 1);
137 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
139 property MonsterType: Byte read FMonsterType;
140 property MonsterHealth: Integer read FHealth write FHealth;
141 property MonsterAmmo: Integer read FAmmo write FAmmo;
142 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
143 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
144 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
145 property MonsterSleep: Integer read FSleep write FSleep;
146 property MonsterState: Byte read FState write FState;
147 property MonsterRemoved: Boolean read FRemoved write FRemoved;
148 property MonsterPain: Integer read FPain write FPain;
149 property MonsterAnim: Byte read FCurAnim write FCurAnim;
151 property Obj: TObj read FObj;
152 property UID: Word read FUID write FUID;
153 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
155 property GameX: Integer read FObj.X write FObj.X;
156 property GameY: Integer read FObj.Y write FObj.Y;
157 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
158 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
159 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
160 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
161 property GameDirection: TDirection read FDirection write FDirection;
163 property mapAABB: AABB2D read getMapAABB;
165 property StartID: Integer read FStartID;
166 end;
169 procedure g_Monsters_LoadData ();
170 procedure g_Monsters_FreeData ();
171 procedure g_Monsters_Init ();
172 procedure g_Monsters_Free ();
173 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
174 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
175 procedure g_Monsters_Update ();
176 procedure g_Monsters_Draw ();
177 procedure g_Monsters_DrawHealth ();
178 function g_Monsters_ByUID (UID: Word): TMonster;
179 procedure g_Monsters_killedp ();
180 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
181 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
182 function g_Monsters_GetIDByName (name: String): Integer;
183 function g_Monsters_GetNameByID (MonsterType: Byte): String;
184 function g_Monsters_GetKilledBy (MonsterType: Byte): String;
187 type
188 TEachMonsterCB = function (mon: TMonster): Boolean is nested; // return `true` to stop
190 // throws on invalid uid
191 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
193 // can return null
194 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
196 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
198 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
199 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
201 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
202 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
204 function g_Mons_getNewTrapFrameId (): DWord;
207 type
208 TMonsAlongLineCB = function (mon: TMonster; dist: Single): Boolean is nested;
210 function g_Mons_alongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB): TMonster;
213 var
214 gmon_debug_use_sqaccel: Boolean = true;
217 //HACK!
218 procedure g_Mons_ProfilersBegin ();
219 procedure g_Mons_ProfilersEnd ();
221 procedure g_Mons_LOS_Start (); inline;
222 procedure g_Mons_LOS_End (); inline;
224 var
225 profMonsLOS: TProfiler = nil; //WARNING: FOR DEBUGGING ONLY!
228 implementation
230 uses
231 e_log, g_main, g_sound, g_gfx, g_player, g_game,
232 g_weapons, g_triggers, MAPDEF, g_items, g_options,
233 g_console, g_map, Math, SysUtils, g_menu, wadreader,
234 g_language, g_netmsg;
237 // ////////////////////////////////////////////////////////////////////////// //
238 procedure g_Mons_ProfilersBegin ();
239 begin
240 if (profMonsLOS = nil) then profMonsLOS := TProfiler.Create('LOS CALC', g_profile_history_size);
241 profMonsLOS.mainBegin(g_profile_los);
242 if g_profile_los then
243 begin
244 profMonsLOS.sectionBegin('loscalc');
245 profMonsLOS.sectionEnd();
246 end;
247 end;
249 procedure g_Mons_ProfilersEnd ();
250 begin
251 if (profMonsLOS <> nil) and (g_profile_los) then profMapCollision.mainEnd();
252 end;
254 procedure g_Mons_LOS_Start (); inline;
255 begin
256 profMonsLOS.sectionBeginAccum('loscalc');
257 end;
259 procedure g_Mons_LOS_End (); inline;
260 begin
261 profMonsLOS.sectionEnd();
262 end;
265 // ////////////////////////////////////////////////////////////////////////// //
266 var
267 monCheckTrapLastFrameId: DWord;
270 function TMonster.getMapAABB (): AABB2D; inline;
271 begin
272 result := AABB2D.CreateWH(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
273 end;
276 // ////////////////////////////////////////////////////////////////////////// //
277 type
278 TDynAABBTreeMonsBase = specialize TDynAABBTreeBase<TMonster>;
280 TDynAABBTreeMons = class(TDynAABBTreeMonsBase)
281 function getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean; override;
282 end;
284 function TDynAABBTreeMons.getFleshAABB (out aabb: AABB2D; flesh: TMonster; tag: Integer): Boolean;
285 begin
286 result := false;
287 if (flesh = nil) then raise Exception.Create('DynTree: trying to get dimensions of inexistant monsters');
288 if (flesh.Obj.Rect.Width < 1) or (flesh.Obj.Rect.Height < 1) then raise Exception.Create('DynTree: monster without size, wtf?!');
289 //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);
290 aabb := flesh.getMapAABB();
291 if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
292 result := true;
293 end;
296 var
297 monsTree: TDynAABBTreeMons = nil;
300 function g_Mons_alongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB): TMonster;
302 function sqchecker (mon: TMonster; var ray: Ray2D): Single;
303 var
304 aabb: AABB2D;
305 tmin: Single;
306 begin
307 result := -666.0; // invalid
308 aabb := mon.mapAABB;
309 if not aabb.valid then exit;
310 if aabb.intersects(ray, @tmin) then
311 begin
312 if (tmin <= 0.0) then tmin := 0.0;
313 result := tmin;
314 if cb(mon, tmin) then result := 0.0; // instant stop
315 end;
316 end;
318 var
319 qr: TDynAABBTreeMons.TSegmentQueryResult;
320 begin
321 result := nil;
322 if not assigned(cb) then exit;
323 if monsTree.segmentQuery(qr, x0, y0, x1, y1, sqchecker) then
324 begin
325 if (qr.flesh <> nil) then result := qr.flesh;
326 end;
327 end;
330 //WARNING! call this after monster position was changed, or coldet will not work right!
331 procedure TMonster.positionChanged ();
332 var
333 x, y: Integer;
334 begin
335 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
336 //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);
337 {$ENDIF}
338 if (treeNode = -1) then
339 begin
340 treeNode := monsTree.insertObject(self, 0);
341 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
342 monsTree.getNodeXY(treeNode, x, y);
343 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
344 {$ENDIF}
345 end
346 else
347 begin
348 monsTree.getNodeXY(treeNode, x, y);
349 if (FObj.X+FObj.Rect.X = x) and (FObj.Y+FObj.Rect.Y = y) then exit; // nothing to do
350 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);{$ENDIF}
352 {$IFDEF TRUE}
353 monsTree.updateObject(treeNode);
354 {$ELSE}
355 monsTree.removeObject(treeNode);
356 treeNode := monsTree.insertObject(self);
357 {$ENDIF}
359 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
360 monsTree.getNodeXY(treeNode, x, y);
361 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, UID, treeNode, x, y]), MSG_NOTIFY);
362 {$ENDIF}
363 end;
364 end;
367 // ////////////////////////////////////////////////////////////////////////// //
368 const
369 ANIM_SLEEP = 0;
370 ANIM_GO = 1;
371 ANIM_DIE = 2;
372 ANIM_MESS = 3;
373 ANIM_ATTACK = 4;
374 ANIM_ATTACK2 = 5;
375 ANIM_PAIN = 6;
377 STATE_SLEEP = 0;
378 STATE_GO = 1;
379 STATE_RUN = 2;
380 STATE_CLIMB = 3;
381 STATE_DIE = 4;
382 STATE_DEAD = 5;
383 STATE_ATTACK = 6;
384 STATE_SHOOT = 7;
385 STATE_PAIN = 8;
386 STATE_WAIT = 9;
387 STATE_REVIVE = 10;
388 STATE_RUNOUT = 11;
390 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
392 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
393 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
394 record
395 name: String;
396 loop: Boolean;
397 end = ((name: 'SLEEP'; loop: True),
398 (name: 'GO'; loop: True),
399 (name: 'DIE'; loop: False),
400 (name: 'MESS'; loop: False),
401 (name: 'ATTACK'; loop: False),
402 (name: 'ATTACK2'; loop: False),
403 (name: 'PAIN'; loop: False));
405 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
406 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
407 record
408 Name: String;
409 Rect: TRectWH;
410 Health: Word;
411 RunVel: Byte;
412 MinPain: Byte;
413 Pain: Byte;
414 Jump: Byte;
415 end =
416 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
417 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
419 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
420 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
422 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
423 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
425 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
426 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
428 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
429 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
431 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
432 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
434 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
435 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
437 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
438 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
440 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
441 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
443 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
444 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
446 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
447 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
449 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
450 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
452 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
453 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
455 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
456 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
458 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
459 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
461 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
462 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
464 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
465 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
467 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
468 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
470 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
471 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
473 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
474 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
476 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
477 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
478 record
479 LeftAnim: Boolean;
480 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
481 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
482 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
483 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
484 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
485 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
486 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));
487 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))),
489 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
490 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));
491 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))),
493 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
494 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));
495 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))),
497 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
498 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));
499 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))),
501 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
502 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));
503 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))),
505 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
506 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));
507 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))),
509 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
510 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));
511 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))),
513 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
514 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));
515 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))),
517 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
518 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));
519 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))),
521 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
522 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));
523 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))),
525 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
526 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));
527 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))),
529 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
530 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));
531 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))),
533 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
534 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));
535 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))),
537 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
538 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));
539 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))),
541 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
542 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));
543 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))),
545 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
546 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));
547 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))),
549 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
550 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));
551 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 ))),
553 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
554 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));
555 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))),
557 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
558 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));
559 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))),
561 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
562 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));
563 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))) );
565 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
566 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
569 var
570 gMonsters: array of TMonster;
571 uidMap: array [0..65535] of TMonster; // monster knows it's index
574 procedure clearUidMap ();
575 var
576 idx: Integer;
577 begin
578 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
579 end;
582 function g_Mons_getNewTrapFrameId (): DWord;
583 var
584 f: Integer;
585 begin
586 Inc(monCheckTrapLastFrameId);
587 if monCheckTrapLastFrameId = 0 then
588 begin
589 // wraparound
590 monCheckTrapLastFrameId := 1;
591 for f := 0 to High(gMonsters) do
592 begin
593 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
594 end;
595 end;
596 result := monCheckTrapLastFrameId;
597 end;
600 var
601 pt_x: Integer = 0;
602 pt_xs: Integer = 1;
603 pt_y: Integer = 0;
604 pt_ys: Integer = 1;
605 soulcount: Integer = 0;
608 function allocMonster(): DWORD;
609 var
610 i, olen: Integer;
611 begin
612 for i := 0 to High(gMonsters) do
613 begin
614 if (gMonsters[i] = nil) then
615 begin
616 result := i;
617 exit;
618 end;
619 end;
621 olen := Length(gMonsters);
622 if (olen = 0) then
623 begin
624 SetLength(gMonsters, 64);
625 result := 0;
626 end
627 else
628 begin
629 result := olen;
630 SetLength(gMonsters, Length(gMonsters)+32);
631 end;
632 end;
635 function IsFriend(a, b: Byte): Boolean;
636 begin
637 Result := True;
639 // Áî÷êà - âñåì äðóã:
640 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
641 Exit;
643 // Ìîíñòðû îäíîãî âèäà:
644 if a = b then
645 case a of
646 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
647 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
648 Exit; // Ýòè íå áüþò ñâîèõ
649 end;
651 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
652 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
653 Exit;
654 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
655 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
656 Exit;
658 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
659 Result := False;
660 end;
663 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
664 var
665 m: TMonster;
666 UIDType, MonsterType: Byte;
667 begin
668 Result := False;
669 MonsterType := 0;
671 UIDType := g_GetUIDType(SpawnerUID);
672 if UIDType = UID_MONSTER then
673 begin
674 m := g_Monsters_ByUID(SpawnerUID);
675 if m = nil then Exit;
676 MonsterType := m.FMonsterType;
677 end;
679 case BH of
680 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
681 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
683 BH_KILLER: Result := UIDType = UID_PLAYER;
684 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
685 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
687 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
688 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
689 end;
690 end;
693 function canShoot(m: Byte): Boolean;
694 begin
695 Result := False;
697 case m of
698 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
699 Exit;
700 else
701 Result := True;
702 end;
703 end;
706 function isCorpse (o: PObj; immediately: Boolean): Integer;
708 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
709 begin
710 result := false; // don't stop
711 if (mon.FState = STATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
712 begin
713 case mon.FMonsterType of // Íå âîñêðåñèòü:
714 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
715 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
716 end;
717 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
718 result := true;
719 end;
720 end;
722 var
723 a: Integer;
724 mon: TMonster;
725 begin
726 result := -1;
728 // Åñëè íóæíà âåðîÿòíîñòü
729 if not immediately and (Random(8) <> 0) then exit;
731 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
732 if gmon_debug_use_sqaccel then
733 begin
734 mon := monsTree.aabbQuery(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
735 if (mon <> nil) then result := mon.arrIdx;
736 end
737 else
738 begin
739 for a := 0 to High(gMonsters) do
740 begin
741 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
742 begin
743 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
744 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
745 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
746 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
747 begin
748 Result := a;
749 Exit;
750 end;
751 end;
752 end;
753 end;
754 end;
755 end;
757 procedure g_Monsters_LoadData();
758 begin
759 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
761 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
768 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
775 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
782 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
789 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
796 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
803 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
810 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
817 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
824 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
825 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
827 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
828 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
831 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
832 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
834 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
835 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
838 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
839 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
840 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
841 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
842 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
843 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
844 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
845 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
846 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
848 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
849 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
851 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
852 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
853 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
855 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
856 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
859 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
860 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
862 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
866 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
867 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
873 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
874 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
875 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
876 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
877 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
879 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
880 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
881 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
882 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
883 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
884 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
885 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
886 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
887 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
888 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
889 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
890 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
891 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
892 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
893 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
894 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
895 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
896 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
897 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
898 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
899 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
900 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
901 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
902 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
903 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
904 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
905 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
906 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
907 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
908 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
909 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
910 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
911 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
912 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
914 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
916 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
918 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
919 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
920 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
921 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
922 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
923 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
924 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
925 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
926 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
927 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
928 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
930 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
931 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
932 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
934 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
935 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
936 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
937 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
938 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
939 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
941 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
942 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
943 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
944 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
945 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
947 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
948 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
950 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
951 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
952 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
953 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
955 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
956 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
957 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
958 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
959 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
961 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
962 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
963 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
964 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
965 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
967 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
968 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
969 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
970 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
972 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
973 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
974 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
976 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
977 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
979 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
980 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
982 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
983 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
984 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
986 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
987 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
989 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
990 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
991 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
993 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
995 monsTree := TDynAABBTreeMons.Create();
996 clearUidMap();
997 monCheckTrapLastFrameId := 0;
998 end;
1000 procedure g_Monsters_FreeData();
1001 begin
1002 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
1004 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1049 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1050 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1051 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1052 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1053 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1054 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1055 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1056 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1057 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1060 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1061 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1062 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1063 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1064 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1065 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1066 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1067 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1068 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1069 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1070 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1071 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1072 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1073 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1074 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1075 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1076 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1077 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1078 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1079 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1080 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1081 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1082 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1083 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1084 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1085 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1086 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1087 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1088 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1089 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1090 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1091 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1092 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1096 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1097 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1098 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1099 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1100 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1101 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1102 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1103 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1104 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1105 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1106 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1107 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1108 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1109 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1110 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1111 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1112 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1113 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1114 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1115 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1116 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1117 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1118 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1119 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1120 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1121 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1122 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1123 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1124 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1125 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1126 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1127 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1128 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1129 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1130 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1131 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1132 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1133 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1134 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1136 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1138 g_Sound_Delete('SOUND_MONSTER_PAIN');
1139 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1140 g_Sound_Delete('SOUND_MONSTER_ACTION');
1141 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1142 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1143 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1144 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1145 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1146 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1147 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1148 g_Sound_Delete('SOUND_MONSTER_SLOP');
1150 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1151 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1152 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1154 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1155 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1156 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1157 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1158 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1159 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1161 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1162 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1163 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1164 g_Sound_Delete('SOUND_MONSTER_HAHA');
1165 g_Sound_Delete('SOUND_MONSTER_TRUP');
1167 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1168 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1170 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1171 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1172 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1173 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1175 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1176 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1177 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1178 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1179 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1181 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1182 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1183 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1184 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1185 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1187 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1188 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1189 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1190 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1192 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1193 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1194 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1196 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1197 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1199 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1200 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1202 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1203 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1204 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1206 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1207 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1209 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1210 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1211 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1213 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1215 monsTree.Free();
1216 end;
1218 procedure g_Monsters_Init();
1219 begin
1220 soulcount := 0;
1221 end;
1223 procedure g_Monsters_Free();
1224 var
1225 a: Integer;
1226 begin
1227 monsTree.reset();
1228 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1229 gMonsters := nil;
1230 clearUidMap();
1231 monCheckTrapLastFrameId := 0;
1232 end;
1234 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1235 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1236 var
1237 find_id: DWORD;
1238 mon: TMonster;
1239 begin
1240 result := nil;
1242 // Íåò òàêîãî ìîíñòðà
1243 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1245 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1246 if MonsterType = MONSTER_SOUL then
1247 begin
1248 if soulcount > MAX_SOUL then exit;
1249 soulcount := soulcount + 1;
1250 end;
1252 find_id := allocMonster();
1254 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1255 gMonsters[find_id] := mon;
1256 mon.arrIdx := find_id;
1257 mon.treeNode := -1;
1259 uidMap[mon.FUID] := mon;
1261 // Íàñòðàèâàåì ïîëîæåíèå
1262 with mon do
1263 begin
1264 if AdjCoord then
1265 begin
1266 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1267 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1268 end
1269 else
1270 begin
1271 FObj.X := X-FObj.Rect.X;
1272 FObj.Y := Y-FObj.Rect.Y;
1273 end;
1275 FDirection := Direction;
1276 FStartDirection := Direction;
1277 FStartX := GameX;
1278 FStartY := GameY;
1279 end;
1281 mon.positionChanged();
1283 result := mon;
1284 end;
1286 procedure g_Monsters_killedp();
1287 var
1288 a, h: Integer;
1289 begin
1290 if gMonsters = nil then
1291 Exit;
1293 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1294 h := High(gMonsters);
1295 for a := 0 to h do
1296 if (gMonsters[a] <> nil) then
1297 with gMonsters[a] do
1298 if (FMonsterType = MONSTER_MAN) and
1299 (FState <> STATE_DEAD) and
1300 (FState <> STATE_SLEEP) and
1301 (FState <> STATE_DIE) then
1302 begin
1303 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1304 Exit;
1305 end;
1306 end;
1308 procedure g_Monsters_Update();
1309 var
1310 a: Integer;
1311 begin
1312 // Öåëåóêàçàòåëü
1313 if gTime mod (GAME_TICK*2) = 0 then
1314 begin
1315 pt_x := pt_x+pt_xs;
1316 pt_y := pt_y+pt_ys;
1317 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1318 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1319 end;
1321 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1323 for a := 0 to High(gMonsters) do
1324 begin
1325 if (gMonsters[a] = nil) then continue;
1326 if not gMonsters[a].FRemoved then
1327 begin
1328 if g_Game_IsClient then
1329 gMonsters[a].ClientUpdate()
1330 else
1331 gMonsters[a].Update();
1332 end
1333 else
1334 begin
1335 gMonsters[a].Free();
1336 gMonsters[a] := nil;
1337 end;
1338 end;
1340 gMon := False;
1341 end;
1343 procedure g_Monsters_Draw();
1344 var
1345 a: Integer;
1346 begin
1347 if gMonsters <> nil then
1348 for a := 0 to High(gMonsters) do
1349 if gMonsters[a] <> nil then
1350 gMonsters[a].Draw();
1351 end;
1353 procedure g_Monsters_DrawHealth();
1354 var
1355 a: Integer;
1356 fW, fH: Byte;
1357 begin
1358 if gMonsters = nil then Exit;
1359 e_TextureFontGetSize(gStdFont, fW, fH);
1361 for a := 0 to High(gMonsters) do
1362 if gMonsters[a] <> nil then
1363 begin
1364 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1365 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1366 IntToStr(gMonsters[a].FHealth), gStdFont);
1367 end;
1368 end;
1370 function g_Monsters_ByUID (UID: Word): TMonster;
1371 //var a: Integer;
1372 begin
1373 result := uidMap[UID];
1375 Result := nil;
1376 if gMonsters <> nil then
1377 for a := 0 to High(gMonsters) do
1378 if (gMonsters[a] <> nil) and
1379 (gMonsters[a].FUID = UID) then
1380 begin
1381 Result := gMonsters[a];
1382 Break;
1383 end;
1385 end;
1387 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1388 var
1389 count, i: Integer;
1390 b: Byte;
1391 begin
1392 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1393 count := 0;
1394 if gMonsters <> nil then
1395 for i := 0 to High(gMonsters) do
1396 if gMonsters[i] <> nil then
1397 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1398 count := count + 1;
1400 Mem := TBinMemoryWriter.Create((count+1) * 350);
1402 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1403 Mem.WriteInt(pt_x);
1404 Mem.WriteInt(pt_xs);
1405 Mem.WriteInt(pt_y);
1406 Mem.WriteInt(pt_ys);
1408 // Êîëè÷åñòâî ìîíñòðîâ:
1409 Mem.WriteInt(count);
1411 if count = 0 then
1412 Exit;
1414 // Ñîõðàíÿåì ìîíñòðîâ:
1415 for i := 0 to High(gMonsters) do
1416 if gMonsters[i] <> nil then
1417 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1418 begin
1419 // Òèï ìîíñòðà:
1420 b := gMonsters[i].MonsterType;
1421 Mem.WriteByte(b);
1422 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1423 gMonsters[i].SaveState(Mem);
1424 end;
1425 end;
1427 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1428 var
1429 count, a: Integer;
1430 b: Byte;
1431 mon: TMonster;
1432 begin
1433 if Mem = nil then exit;
1435 g_Monsters_Free();
1437 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1438 Mem.ReadInt(pt_x);
1439 Mem.ReadInt(pt_xs);
1440 Mem.ReadInt(pt_y);
1441 Mem.ReadInt(pt_ys);
1443 // Êîëè÷åñòâî ìîíñòðîâ
1444 Mem.ReadInt(count);
1446 if count = 0 then exit;
1448 // Çàãðóæàåì ìîíñòðîâ
1449 for a := 0 to count-1 do
1450 begin
1451 // Òèï ìîíñòðà
1452 Mem.ReadByte(b);
1453 // Ñîçäàåì ìîíñòðà
1454 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1455 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1456 // Çàãðóæàåì äàííûå ìîíñòðà
1457 mon.LoadState(Mem);
1458 end;
1459 end;
1461 function g_Monsters_GetIDByName(name: String): Integer;
1462 var
1463 i: Integer;
1464 begin
1465 name := UpperCase(name);
1466 i := MONSTER_DEMON;
1467 while (i <= MONSTER_MAN) do
1468 begin
1469 if name = MONSTERTABLE[i].Name then
1470 begin
1471 Result := i;
1472 Exit;
1473 end;
1474 Inc(i);
1475 end;
1477 Result := -1;
1478 end;
1480 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1481 begin
1482 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1483 Result := MONSTERTABLE[MonsterType].Name
1484 else
1485 Result := '?';
1486 end;
1488 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1489 begin
1490 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1491 Result := KilledByMonster[MonsterType]
1492 else
1493 Result := '?';
1494 end;
1496 { T M o n s t e r : }
1498 procedure TMonster.ActionSound();
1499 begin
1500 case FMonsterType of
1501 MONSTER_IMP:
1502 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1503 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1504 MONSTER_MANCUB:
1505 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1506 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1507 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1508 MONSTER_SPIDER:
1509 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1510 MONSTER_BSP:
1511 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1512 MONSTER_VILE:
1513 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1514 MONSTER_SKEL:
1515 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1516 MONSTER_CYBER:
1518 MONSTER_MAN:
1519 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1520 end;
1521 end;
1523 procedure TMonster.PainSound();
1524 begin
1525 if FPainSound then
1526 Exit;
1528 FPainSound := True;
1529 FPainTicks := 20;
1531 case FMonsterType of
1532 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1533 MONSTER_SKEL, MONSTER_CGUN:
1534 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1535 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1536 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1537 MONSTER_BSP, MONSTER_CYBER:
1538 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1539 MONSTER_VILE:
1540 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1541 MONSTER_MANCUB:
1542 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1543 MONSTER_PAIN:
1544 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1545 MONSTER_MAN:
1546 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1547 end;
1548 end;
1550 procedure TMonster.DieSound();
1551 begin
1552 case FMonsterType of
1553 MONSTER_IMP:
1554 case Random(2) of
1555 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1556 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1557 end;
1558 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1559 case Random(3) of
1560 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1561 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1562 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1563 end;
1564 MONSTER_DEMON:
1565 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1566 MONSTER_BARREL:
1567 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1568 MONSTER_SOUL:
1569 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1570 MONSTER_BSP:
1571 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1572 MONSTER_VILE:
1573 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1574 MONSTER_BARON:
1575 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1576 MONSTER_CACO:
1577 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1578 MONSTER_CYBER:
1579 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1580 MONSTER_KNIGHT:
1581 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1582 MONSTER_MANCUB:
1583 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1584 MONSTER_PAIN:
1585 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1586 MONSTER_SKEL:
1587 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1588 MONSTER_SPIDER:
1589 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1590 MONSTER_MAN:
1591 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1592 end;
1593 end;
1595 procedure TMonster.WakeUpSound();
1596 begin
1597 case FMonsterType of
1598 MONSTER_IMP:
1599 case Random(2) of
1600 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1601 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1602 end;
1603 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1604 case Random(3) of
1605 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1606 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1607 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1608 end;
1609 MONSTER_MAN:
1610 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1611 MONSTER_BSP:
1612 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1613 MONSTER_VILE:
1614 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1615 MONSTER_BARON:
1616 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1617 MONSTER_CACO:
1618 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1619 MONSTER_CYBER:
1620 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1621 MONSTER_KNIGHT:
1622 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1623 MONSTER_MANCUB:
1624 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1625 MONSTER_PAIN:
1626 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1627 MONSTER_DEMON:
1628 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1629 MONSTER_SKEL:
1630 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1631 MONSTER_SPIDER:
1632 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1633 MONSTER_SOUL:
1635 end;
1636 end;
1638 procedure TMonster.BFGHit();
1639 begin
1640 if FMonsterType = MONSTER_FISH then
1641 Exit;
1643 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1644 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1645 {if g_Game_IsServer and g_Game_IsNet then
1646 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1647 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1648 0, NET_GFX_BFG);}
1649 end;
1651 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1652 begin
1653 Result := g_Collide(FObj.X+FObj.Rect.X,
1654 FObj.Y+FObj.Rect.Y,
1655 FObj.Rect.Width,
1656 FObj.Rect.Height,
1657 X, Y,
1658 Width, Height);
1659 end;
1661 function TMonster.Collide(Panel: TPanel): Boolean;
1662 begin
1663 Result := g_Collide(FObj.X+FObj.Rect.X,
1664 FObj.Y+FObj.Rect.Y,
1665 FObj.Rect.Width,
1666 FObj.Rect.Height,
1667 Panel.X, Panel.Y,
1668 Panel.Width, Panel.Height);
1669 end;
1671 function TMonster.Collide(X, Y: Integer): Boolean;
1672 begin
1673 X := X - FObj.X - FObj.Rect.X;
1674 Y := Y - FObj.Y - FObj.Rect.Y;
1675 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1676 (y >= 0) and (y <= FObj.Rect.Height);
1677 end;
1679 procedure TMonster.Respawn;
1680 begin
1681 FObj.Vel.X := 0;
1682 FObj.Vel.Y := 0;
1683 FObj.Accel.X := 0;
1684 FObj.Accel.Y := 0;
1685 FDirection := FStartDirection;
1686 GameX := FStartX;
1687 GameY := FStartY;
1688 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1689 FHealth := MONSTERTABLE[FMonsterType].Health;
1690 FAmmo := 0;
1691 FPain := 0;
1692 FTargetUID := 0;
1693 FTargetTime := 0;
1694 FDieTriggers := nil;
1695 FWaitAttackAnim := False;
1696 FChainFire := False;
1697 FShellTimer := -1;
1699 FState := STATE_SLEEP;
1700 FCurAnim := ANIM_SLEEP;
1702 positionChanged(); // this updates spatial accelerators
1704 if g_Game_IsNet and g_Game_IsServer then
1705 begin
1706 MH_SEND_MonsterPos(FUID);
1707 MH_SEND_MonsterState(FUID);
1708 end;
1709 end;
1711 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1712 var
1713 a: Integer;
1714 FramesID: DWORD;
1715 s: String;
1716 res: Boolean;
1717 begin
1718 if ForcedUID < 0 then
1719 FUID := g_CreateUID(UID_MONSTER)
1720 else
1721 FUID := ForcedUID;
1723 FMonsterType := MonsterType;
1725 g_Obj_Init(@FObj);
1727 FState := STATE_SLEEP;
1728 FCurAnim := ANIM_SLEEP;
1729 FHealth := MONSTERTABLE[MonsterType].Health;
1730 FMaxHealth := FHealth;
1731 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1732 FDieTriggers := nil;
1733 FSpawnTrigger := -1;
1734 FWaitAttackAnim := False;
1735 FChainFire := False;
1736 FStartID := aID;
1737 FNoRespawn := False;
1738 FShellTimer := -1;
1739 FBehaviour := BH_NORMAL;
1740 FFireTime := 0;
1741 FFirePainTime := 0;
1742 FFireAttacker := 0;
1744 treeNode := -1;
1745 arrIdx := -1;
1746 trapCheckFrameId := 0;
1748 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1749 FBloodKind := BLOOD_SPARKS
1750 else
1751 FBloodKind := BLOOD_NORMAL;
1752 if FMonsterType = MONSTER_CACO then
1753 begin
1754 FBloodRed := 0;
1755 FBloodGreen := 0;
1756 FBloodBlue := 150;
1757 end
1758 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1759 begin
1760 FBloodRed := 0;
1761 FBloodGreen := 150;
1762 FBloodBlue := 0;
1763 end
1764 else
1765 begin
1766 FBloodRed := 150;
1767 FBloodGreen := 0;
1768 FBloodBlue := 0;
1769 end;
1771 SetLength(FAnim, Length(ANIMTABLE));
1773 for a := 0 to High(FAnim) do
1774 begin
1775 FAnim[a, D_LEFT] := nil;
1776 FAnim[a, D_RIGHT] := nil;
1777 end;
1779 for a := ANIM_SLEEP to ANIM_PAIN do
1780 if (ANIMTABLE[a].name <> '') and
1781 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1782 begin
1783 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1784 '_'+ANIMTABLE[a].name;
1786 res := g_Frames_Exists(s);
1788 if res then
1789 res := g_Frames_Get(FramesID, s);
1791 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1792 if (not res) then
1793 begin
1794 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1795 if a <> ANIM_MESS then
1796 Continue;
1798 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1799 '_'+ANIMTABLE[ANIM_DIE].name) then
1800 begin
1801 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1802 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1803 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1804 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1805 Continue;
1806 end;
1807 end;
1809 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1810 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1812 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1813 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1814 begin
1815 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1816 '_'+ANIMTABLE[a].name+'_L';
1817 if g_Frames_Exists(s) then
1818 g_Frames_Get(FramesID, s);
1819 end;
1821 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1822 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1823 end;
1825 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1826 if MonsterType = MONSTER_VILE then
1827 begin
1828 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1829 vilefire := TAnimation.Create(FramesID, True, 2);
1830 end
1831 else
1832 vilefire := nil;
1833 end;
1835 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1836 var
1837 c, it: Integer;
1838 p: TPlayer;
1839 begin
1840 Result := False;
1842 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1843 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1844 Exit;
1846 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1847 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1848 begin
1849 FSleep := 20;
1850 if Random(2) = 0 then
1851 FDirection := D_RIGHT
1852 else
1853 FDirection := D_LEFT;
1854 Result := True;
1855 SetState(STATE_RUN);
1856 Exit;
1857 end;
1859 // Ëîâóøêà óáèâàåò ñðàçó:
1860 if t = HIT_TRAP then
1861 FHealth := -100;
1863 // Ðîáîòó óðîíà íåò:
1864 if FMonsterType = MONSTER_ROBO then
1865 aDamage := 0;
1867 // Íàíîñèì óðîí:
1868 if g_Game_IsServer then Dec(FHealth, aDamage);
1870 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1871 if FPain = 0 then
1872 FPain := 3;
1873 FPain := FPain+aDamage;
1875 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1876 if FState <> STATE_PAIN then
1877 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1878 (FMonsterType <> MONSTER_BARREL) then
1879 SetState(STATE_PAIN);
1881 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1882 if (gBloodCount > 0) then
1883 begin
1884 c := Min(aDamage, 200);
1885 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1887 if (VelX = 0) and (VelY = 0) then
1888 MakeBloodSimple(c)
1889 else
1890 case t of
1891 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1892 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1893 end;
1894 end;
1896 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1897 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1898 begin
1899 FTargetUID := SpawnerUID;
1900 FTargetTime := 0;
1901 end;
1903 // Çäîðîâüå çàêîí÷èëîñü:
1904 if FHealth <= 0 then
1905 begin
1906 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1907 if (FMonsterType <> MONSTER_BARREL) then
1908 begin
1909 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1910 begin
1911 p := g_Player_Get(SpawnerUID);
1912 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1913 begin
1914 p.MonsterKills := p.MonsterKills+1;
1915 if gGameSettings.GameMode = GM_COOP then
1916 p.Frags := p.Frags + 1;
1917 // Uncomment this if you want to double-kill monsters
1918 //p.FragCombo();
1919 end;
1920 end;
1921 if gLMSRespawn = LMS_RESPAWN_NONE then
1922 begin
1923 Inc(gCoopMonstersKilled);
1924 if g_Game_IsNet then
1925 MH_SEND_GameStats;
1926 end;
1927 end;
1929 // Âûáèðàåì ëóò:
1930 case FMonsterType of
1931 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1932 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1933 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1934 MONSTER_MAN: c := ITEM_KEY_RED;
1935 else c := 0;
1936 end;
1938 // Áðîñàåì ëóò:
1939 if c <> 0 then
1940 begin
1941 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1942 FObj.Y + (FObj.Rect.Height div 2),
1943 c, True, False);
1944 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1945 (FObj.Vel.Y div 2)-Random(4));
1946 positionChanged(); // this updates spatial accelerators
1947 if g_Game_IsServer and g_Game_IsNet then
1948 MH_SEND_ItemSpawn(True, it);
1949 end;
1951 // Òðóï äàëüøå íå èäåò:
1952 FObj.Vel.X := 0;
1954 // Ó òðóïà ðàçìåðû ìåíüøå:
1955 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1956 begin
1957 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1958 FObj.Rect.Height := 12;
1959 end;
1961 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1962 if (FHealth <= -30) and
1963 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1964 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1965 (FMonsterType = MONSTER_MAN)) then
1966 begin
1967 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1968 SetState(STATE_DIE, ANIM_MESS);
1969 end
1970 else
1971 begin
1972 DieSound();
1973 SetState(STATE_DIE);
1974 end;
1976 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1977 if g_Game_IsServer then ActivateTriggers();
1979 FHealth := 0;
1980 end
1981 else
1982 if FState = STATE_SLEEP then
1983 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1984 FPain := MONSTERTABLE[FMonsterType].Pain;
1985 SetState(STATE_GO);
1986 end;
1988 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1989 Result := True;
1990 end;
1992 function TMonster.Heal(Value: Word): Boolean;
1993 begin
1994 Result := False;
1995 if g_Game_IsClient then
1996 Exit;
1997 if not Live then
1998 Exit;
2000 if FHealth < FMaxHealth then
2001 begin
2002 IncMax(FHealth, Value, FMaxHealth);
2003 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
2004 Result := True;
2005 end;
2006 end;
2008 destructor TMonster.Destroy();
2009 var
2010 a: Integer;
2011 begin
2012 for a := 0 to High(FAnim) do
2013 begin
2014 FAnim[a, D_LEFT].Free();
2015 FAnim[a, D_RIGHT].Free();
2016 end;
2018 vilefire.Free();
2020 if (treeNode <> -1) then
2021 begin
2022 if monsTree.isValidId(treeNode) then
2023 begin
2024 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
2025 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx, UID, treeNode]), MSG_NOTIFY);
2026 {$ENDIF}
2027 monsTree.removeObject(treeNode);
2028 end;
2029 end;
2031 if (arrIdx <> -1) then
2032 begin
2033 gMonsters[arrIdx] := nil;
2034 end;
2036 uidMap[FUID] := nil;
2038 inherited Destroy();
2039 end;
2041 procedure TMonster.Draw();
2042 var
2043 m: TMirrorType;
2044 dx, dy, c: Integer;
2045 o: TObj;
2046 begin
2047 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
2048 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
2050 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
2051 if FMonsterType = MONSTER_VILE then
2052 if FState = STATE_SHOOT then
2053 if GetPos(FTargetUID, @o) then
2054 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
2055 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
2057 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
2058 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
2059 sX-128, sY-128, sWidth+256, sHeight+256) then
2060 Exit;
2062 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
2063 if FState = STATE_DEAD then
2064 case FMonsterType of
2065 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
2066 end;
2068 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
2069 if FAnim[FCurAnim, FDirection] <> nil then
2070 begin
2071 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
2072 if (FDirection = D_LEFT) and
2073 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
2074 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
2075 (FMonsterType <> MONSTER_BARREL) then
2076 m := M_HORIZONTAL
2077 else
2078 m := M_NONE;
2080 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2081 if (FDirection = D_LEFT) and
2082 (FMonsterType <> MONSTER_BARREL) then
2083 begin
2084 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
2085 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
2087 if m = M_HORIZONTAL then
2088 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2089 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2090 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
2091 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2092 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2093 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2094 dx := -dx;
2095 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2096 end;
2097 end
2098 else // Ïðàâàÿ àíèìàöèÿ
2099 begin
2100 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2101 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2102 end;
2104 // Ðèñóåì:
2105 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2106 end;
2108 if g_debug_Frames then
2109 begin
2110 e_DrawQuad(FObj.X+FObj.Rect.X,
2111 FObj.Y+FObj.Rect.Y,
2112 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2113 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2114 0, 255, 0);
2115 end;
2116 end;
2118 procedure TMonster.MakeBloodSimple(Count: Word);
2119 begin
2120 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2121 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2122 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2123 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2124 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2125 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2126 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2127 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2128 end;
2130 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2131 begin
2132 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2133 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2134 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2135 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2136 end;
2138 procedure TMonster.Push(vx, vy: Integer);
2139 begin
2140 FObj.Accel.X := FObj.Accel.X + vx;
2141 FObj.Accel.Y := FObj.Accel.Y + vy;
2142 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2143 end;
2145 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2146 var
2147 Anim: Byte;
2148 begin
2149 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2150 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2151 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
2152 soulcount := soulcount-1;
2154 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2155 case FState of
2156 STATE_DIE, STATE_DEAD, STATE_REVIVE:
2157 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
2158 (State <> STATE_GO) then
2159 Exit;
2160 end;
2162 // Ñìåíà ñîñòîÿíèÿ:
2163 FState := State;
2165 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2167 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2168 case FState of
2169 STATE_SLEEP: Anim := ANIM_SLEEP;
2170 STATE_PAIN: Anim := ANIM_PAIN;
2171 STATE_WAIT: Anim := ANIM_SLEEP;
2172 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
2173 STATE_SHOOT: Anim := ANIM_ATTACK;
2174 STATE_ATTACK: Anim := ANIM_ATTACK;
2175 STATE_DIE: Anim := ANIM_DIE;
2176 STATE_REVIVE:
2177 begin // íà÷àëè âîñðåøàòüñÿ
2178 Anim := FCurAnim;
2179 FAnim[Anim, FDirection].Revert(True);
2181 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2182 FHealth := MONSTERTABLE[FMonsterType].Health;
2183 FAmmo := 0;
2184 FPain := 0;
2185 end;
2186 else Exit;
2187 end;
2189 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2190 if ForceAnim <> 255 then
2191 Anim := ForceAnim;
2193 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2194 if FCurAnim <> Anim then
2195 if FAnim[Anim, FDirection] <> nil then
2196 begin
2197 FAnim[Anim, FDirection].Reset();
2198 FCurAnim := Anim;
2199 end;
2200 end;
2202 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2203 var
2204 TA: TAnimation;
2205 FramesID: DWORD;
2206 begin
2207 Result := False;
2209 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2210 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2211 begin
2212 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2213 if g_Game_IsServer and g_Game_IsNet then
2214 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2215 Exit;
2216 end;
2218 TA := nil;
2220 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2221 if not silent then
2222 begin
2223 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2224 TA := TAnimation.Create(FramesID, False, 6);
2225 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2226 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2227 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2229 if g_Game_IsServer and g_Game_IsNet then
2230 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2231 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2232 NET_GFX_TELE);
2233 end;
2235 FObj.X := X - FObj.Rect.X;
2236 FObj.Y := Y - FObj.Rect.Y;
2237 positionChanged();
2239 if dir = 1 then
2240 FDirection := D_LEFT
2241 else
2242 if dir = 2 then
2243 FDirection := D_RIGHT
2244 else
2245 if dir = 3 then
2246 begin // îáðàòíîå
2247 if FDirection = D_RIGHT then
2248 FDirection := D_LEFT
2249 else
2250 FDirection := D_RIGHT;
2251 end;
2253 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2254 if not silent and (TA <> nil) then
2255 begin
2256 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2257 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2258 TA.Free();
2260 if g_Game_IsServer and g_Game_IsNet then
2261 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2262 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2263 NET_GFX_TELE);
2264 end;
2266 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2267 Result := True;
2268 end;
2270 procedure TMonster.Update();
2271 var
2272 a, b, sx, sy, wx, wy, oldvelx: Integer;
2273 st: Word;
2274 o, co: TObj;
2275 fall: Boolean;
2276 mon: TMonster;
2277 label
2278 _end;
2279 begin
2280 fall := True;
2282 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2283 if FMonsterType = MONSTER_FISH then
2284 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2285 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2286 fall := False;
2288 // Ëåòàþùèå ìîíòñðû:
2289 if ((FMonsterType = MONSTER_SOUL) or
2290 (FMonsterType = MONSTER_PAIN) or
2291 (FMonsterType = MONSTER_CACO)) and
2292 (FState <> STATE_DIE) and
2293 (FState <> STATE_DEAD) then
2294 fall := False;
2296 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2297 if gTime mod (GAME_TICK*2) <> 0 then
2298 begin
2299 g_Obj_Move(@FObj, fall, True, True);
2300 positionChanged(); // this updates spatial accelerators
2301 Exit;
2302 end;
2304 if FPainTicks > 0 then
2305 Dec(FPainTicks)
2306 else
2307 FPainSound := False;
2309 // Äâèãàåìñÿ:
2310 st := g_Obj_Move(@FObj, fall, True, True);
2311 positionChanged(); // this updates spatial accelerators
2313 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2314 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2315 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2316 begin
2317 FRemoved := True;
2318 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2319 begin
2320 Inc(gCoopMonstersKilled);
2321 if g_Game_IsNet then
2322 MH_SEND_GameStats;
2323 end;
2324 ActivateTriggers();
2325 Exit;
2326 end;
2328 oldvelx := FObj.Vel.X;
2330 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2331 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2332 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2334 if FFireTime > 0 then
2335 begin
2336 if WordBool(st and MOVE_INWATER) then
2337 FFireTime := 0
2338 else
2339 begin
2340 OnFireFlame(1);
2341 FFireTime := FFireTime - 1;
2342 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2343 if FFirePainTime = 0 then
2344 begin
2345 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2346 FFirePainTime := 18;
2347 end
2348 else
2349 FFirePainTime := FFirePainTime - 1;
2350 end;
2351 end;
2353 // Ìåðòâûé íè÷åãî íå äåëàåò:
2354 if (FState = STATE_DEAD) then
2355 goto _end;
2357 // AI ìîíñòðîâ âûêëþ÷åí:
2358 if g_debug_MonsterOff then
2359 begin
2360 FSleep := 1;
2361 if FState <> STATE_SLEEP then
2362 SetState(STATE_SLEEP);
2363 end;
2365 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2366 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2367 case FMonsterType of
2368 MONSTER_FISH:
2369 if Random(4) = 0 then
2370 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2371 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2372 MONSTER_ROBO, MONSTER_BARREL:
2373 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2374 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2375 else begin
2376 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2377 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2378 if Random(2) = 0 then
2379 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2380 else
2381 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2382 end;
2383 end;
2385 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2386 if FMonsterType = MONSTER_BARREL then
2387 begin
2388 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2389 (FAnim[FCurAnim, FDirection].Counter = 0) then
2390 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2391 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2392 60, FUID);
2393 end;
2395 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2396 if FMonsterType = MONSTER_SOUL then
2397 if WordBool(st and MOVE_HITAIR) then
2398 g_Obj_SetSpeed(@FObj, 16);
2400 if FAmmo < 0 then
2401 FAmmo := FAmmo + 1;
2403 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2404 if FObj.Vel.Y < 0 then
2405 if WordBool(st and MOVE_INWATER) then
2406 FObj.Vel.Y := -4;
2408 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2409 FTargetTime := FTargetTime + 1;
2411 // Ãèëüçû
2412 if FShellTimer > -1 then
2413 if FShellTimer = 0 then
2414 begin
2415 if FShellType = SHELL_SHELL then
2416 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2417 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2418 GameVelX, GameVelY-2, SHELL_SHELL)
2419 else if FShellType = SHELL_DBLSHELL then
2420 begin
2421 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2422 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2423 GameVelX-1, GameVelY-2, SHELL_SHELL);
2424 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2425 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2426 GameVelX+1, GameVelY-2, SHELL_SHELL);
2427 end;
2428 FShellTimer := -1;
2429 end else Dec(FShellTimer);
2431 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2432 if fall then
2433 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2434 STATE_ATTACK, STATE_SHOOT]) then
2435 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2436 FObj.Rect.Width, FObj.Rect.Height, 50) then
2437 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2438 (FObj.Accel.Y = 0) then
2439 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2441 case FState of
2442 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2443 begin
2444 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2445 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2446 begin
2447 FPain := MONSTERTABLE[FMonsterType].Pain;
2448 if gSoundEffectsDF then PainSound();
2449 end;
2450 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2451 PainSound();
2453 // Ñíèæàåì áîëü ñî âðåìåíåì:
2454 FPain := FPain - 5;
2456 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2457 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2458 begin
2459 FPain := 0;
2460 FAmmo := -9;
2461 SetState(STATE_GO);
2462 end;
2463 end;
2465 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2466 begin
2467 // Ñïèì:
2468 FSleep := FSleep + 1;
2470 // Ïðîñïàëè äîñòàòî÷íî:
2471 if FSleep >= 18 then
2472 FSleep := 0
2473 else // åùå ñïèì
2474 goto _end;
2476 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2477 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2478 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2479 if (gPlayers <> nil) then
2480 for a := 0 to High(gPlayers) do
2481 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2482 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2483 with gPlayers[a] do
2484 if g_Look(@FObj, @Obj, FDirection) then
2485 begin
2486 FTargetUID := gPlayers[a].UID;
2487 FTargetTime := 0;
2488 WakeUpSound();
2489 SetState(STATE_GO);
2490 Break;
2491 end;
2493 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2494 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2495 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2496 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2497 if gMonsters <> nil then
2498 for a := 0 to High(gMonsters) do
2499 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2500 (gMonsters[a].FUID <> FUID) then
2501 begin
2502 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2503 if (FBehaviour = BH_MANIAC) and
2504 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2505 Continue;
2506 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2507 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2508 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2509 Continue;
2510 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2511 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2512 Continue;
2513 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2514 begin
2515 FTargetUID := gMonsters[a].UID;
2516 FTargetTime := 0;
2517 WakeUpSound();
2518 SetState(STATE_GO);
2519 Break;
2520 end;
2521 end;
2522 end;
2524 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2525 begin
2526 // Æäåì:
2527 FSleep := FSleep - 1;
2529 // Âûæäàëè äîñòàòî÷íî - èäåì:
2530 if FSleep < 0 then
2531 SetState(STATE_GO);
2532 end;
2534 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2535 begin
2536 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2537 if WordBool(st and MOVE_BLOCK) then
2538 begin
2539 Turn();
2540 FSleep := 40;
2541 SetState(STATE_RUNOUT);
2543 goto _end;
2544 end;
2546 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2547 if (FMonsterType = MONSTER_VILE) then
2548 if isCorpse(@FObj, False) <> -1 then
2549 begin
2550 FObj.Vel.X := 0;
2551 SetState(STATE_ATTACK, ANIM_ATTACK2);
2553 goto _end;
2554 end;
2556 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2557 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2558 if not findNewPrey() then
2559 begin // Íîâûõ öåëåé íåò
2560 FTargetUID := 0;
2561 o.X := FObj.X+pt_x;
2562 o.Y := FObj.Y+pt_y;
2563 o.Vel.X := 0;
2564 o.Vel.Y := 0;
2565 o.Accel.X := 0;
2566 o.Accel.Y := 0;
2567 o.Rect := _Rect(0, 0, 0, 1);
2568 end
2569 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2570 GetPos(FTargetUID, @o);
2572 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2573 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2574 begin
2575 FTargetTime := 0;
2576 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2577 begin
2578 if kick(@o) then
2579 goto _end;
2580 end;
2581 end;
2583 // Ðàññòîÿíèå äî öåëè:
2584 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2585 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2587 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2588 if sx > 0 then
2589 FDirection := D_RIGHT
2590 else
2591 FDirection := D_LEFT;
2593 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2594 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2595 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2596 if shoot(@o, False) then
2597 goto _end;
2599 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2600 if Abs(sx) < 40 then
2601 if FMonsterType <> MONSTER_FISH then
2602 begin
2603 FSleep := 15;
2604 SetState(STATE_RUN);
2605 if Random(2) = 0 then
2606 FDirection := D_LEFT
2607 else
2608 FDirection := D_RIGHT;
2610 goto _end;
2611 end;
2613 // Óïåðëèñü â ñòåíó:
2614 if WordBool(st and MOVE_HITWALL) then
2615 begin
2616 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2617 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2618 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2619 FSleep := 4;
2620 SetState(STATE_WAIT);
2622 goto _end;
2623 end;
2625 case FMonsterType of
2626 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2627 else // Íå ëåòàþò:
2628 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2629 (FObj.Accel.Y = 0) then
2630 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2631 // Ïðûæîê ÷åðåç ñòåíó:
2632 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2633 SetState(STATE_CLIMB);
2634 end;
2635 end;
2637 goto _end;
2638 end;
2640 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2641 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2642 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2643 begin
2644 if FMonsterType = MONSTER_FISH then
2645 begin // Ðûáà
2646 if not WordBool(st and MOVE_INWATER) then
2647 begin // Ðûáà âíå âîäû:
2648 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2649 begin // "Ñòîèò" òâåðäî
2650 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2651 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2652 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2653 end;
2655 // Ðûáå áîëüíî:
2656 SetState(STATE_PAIN);
2657 FPain := FPain + 50;
2658 end
2659 else // Ðûáà â âîäå
2660 begin
2661 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2662 if Abs(sy) > 8 then
2663 FObj.Vel.Y := g_basic.Sign(sy)*4
2664 else
2665 FObj.Vel.Y := 0;
2667 // Ðûáà ïëûâåò ââåðõ:
2668 if FObj.Vel.Y < 0 then
2669 if not g_Obj_CollideWater(@FObj, 0, -16) then
2670 begin
2671 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2672 FObj.Vel.Y := 0;
2673 // Ïëàâàåì òóäà-ñþäà:
2674 if Random(2) = 0 then
2675 FDirection := D_LEFT
2676 else
2677 FDirection := D_RIGHT;
2678 FSleep := 20;
2679 SetState(STATE_RUN);
2680 end;
2681 end;
2682 end
2683 else // Ëåòàþùèå ìîíñòðû
2684 begin
2685 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2686 if Abs(sy) > 8 then
2687 FObj.Vel.Y := g_basic.Sign(sy)*4
2688 else
2689 FObj.Vel.Y := 0;
2690 end;
2691 end
2692 else // "Íàçåìíûå" ìîíñòðû
2693 begin
2694 // Âîçìîæíî, ïèíàåì êóñêè:
2695 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2696 begin
2697 b := Abs(FObj.Vel.X);
2698 if b > 1 then b := b * (Random(8 div b) + 1);
2699 for a := 0 to High(gGibs) do
2700 begin
2701 if gGibs[a].Live and
2702 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2703 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2704 begin
2705 // Ïèíàåì êóñêè
2706 if FObj.Vel.X < 0 then
2707 begin
2708 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2709 end
2710 else
2711 begin
2712 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2713 end;
2714 end;
2715 end;
2716 end;
2717 // Áîññû ìîãóò ïèíàòü òðóïû:
2718 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2719 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2720 begin
2721 b := Abs(FObj.Vel.X);
2722 if b > 1 then b := b * (Random(8 div b) + 1);
2723 for a := 0 to High(gCorpses) do
2724 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2725 begin
2726 co := gCorpses[a].Obj;
2727 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2728 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2729 // Ïèíàåì òðóïû
2730 if FObj.Vel.X < 0 then
2731 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2732 else
2733 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2734 end;
2735 end;
2736 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2737 if sy < -40 then
2738 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2739 // ñòîèò òâåðäî
2740 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2741 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2742 end;
2744 FSleep := FSleep + 1;
2746 // Èíîãäà ðû÷èì:
2747 if FSleep >= 8 then
2748 begin
2749 FSleep := 0;
2750 if Random(8) = 0 then
2751 ActionSound();
2752 end;
2754 // Áåæèì â âûáðàííóþ ñòîðîíó:
2755 if FDirection = D_RIGHT then
2756 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2757 else
2758 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2760 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2761 if WordBool(st and MOVE_INWATER) then
2762 FObj.Vel.X := FObj.Vel.X div 2
2763 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2764 if FMonsterType = MONSTER_FISH then
2765 FObj.Vel.X := 0;
2766 end;
2768 STATE_RUN: // Ñîñòîÿíèå - Áåã
2769 begin
2770 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2771 if WordBool(st and MOVE_BLOCK) then
2772 begin
2773 Turn();
2774 FSleep := 40;
2775 SetState(STATE_RUNOUT);
2777 goto _end;
2778 end;
2780 FSleep := FSleep - 1;
2782 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2783 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2784 begin
2785 FSleep := 0;
2786 SetState(STATE_GO);
2787 // Ñòåíà - èäåì îáðàòíî:
2788 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2789 Turn();
2790 // Èíîãäà ðû÷èì:
2791 if Random(8) = 0 then
2792 ActionSound();
2793 end;
2795 // Áåæèì â âûáðàííóþ ñòîðîíó:
2796 if FDirection = D_RIGHT then
2797 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2798 else
2799 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2801 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2802 if WordBool(st and MOVE_INWATER) then
2803 FObj.Vel.X := FObj.Vel.X div 2
2804 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2805 if FMonsterType = MONSTER_FISH then
2806 FObj.Vel.X := 0;
2807 end;
2809 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2810 begin
2811 // Âûøëè èç ÁëîêÌîíà:
2812 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2813 FSleep := 0;
2815 FSleep := FSleep - 1;
2817 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2818 if FSleep <= -18 then
2819 begin
2820 FSleep := 0;
2821 SetState(STATE_GO);
2822 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2823 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2824 Turn();
2825 // Èíîãäà ðû÷èì:
2826 if Random(8) = 0 then
2827 ActionSound();
2828 end;
2830 // Áåæèì â âûáðàííóþ ñòîðîíó:
2831 if FDirection = D_RIGHT then
2832 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2833 else
2834 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2836 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2837 if WordBool(st and MOVE_INWATER) then
2838 FObj.Vel.X := FObj.Vel.X div 2
2839 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2840 if FMonsterType = MONSTER_FISH then
2841 FObj.Vel.X := 0;
2842 end;
2844 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2845 begin
2846 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2847 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2848 (not WordBool(st and MOVE_HITWALL)) then
2849 begin
2850 FSleep := 0;
2851 SetState(STATE_GO);
2853 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2854 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2855 begin
2856 Turn();
2857 FSleep := 15;
2858 SetState(STATE_RUN);
2859 end;
2860 end;
2862 // Áåæèì â âûáðàííóþ ñòîðîíó:
2863 if FDirection = D_RIGHT then
2864 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2865 else
2866 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2868 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2869 if WordBool(st and MOVE_INWATER) then
2870 FObj.Vel.X := FObj.Vel.X div 2
2871 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2872 if FMonsterType = MONSTER_FISH then
2873 FObj.Vel.X := 0;
2874 end;
2876 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2877 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2878 begin
2879 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2880 if FMonsterType = MONSTER_SOUL then
2881 begin
2882 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2883 SetState(STATE_GO);
2885 goto _end;
2886 end;
2888 // Çàìåäëÿåìñÿ ïðè àòàêå:
2889 if FMonsterType <> MONSTER_FISH then
2890 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2892 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2893 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2894 begin
2895 // Öåëü ïîãèáëà => èäåì äàëüøå:
2896 if not GetPos(FTargetUID, @o) then
2897 begin
2898 SetState(STATE_GO);
2900 goto _end;
2901 end;
2903 // Öåëü íå âèäíî => èäåì äàëüøå:
2904 if not g_Look(@FObj, @o, FDirection) then
2905 begin
2906 SetState(STATE_GO);
2908 goto _end;
2909 end;
2911 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2912 if g_Obj_CollideWater(@o, 0, 0) then
2913 begin
2914 SetState(STATE_GO);
2916 goto _end;
2917 end;
2919 // Æàðèì öåëü:
2920 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2921 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2922 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2923 end;
2924 end;
2925 end; // case FState of ...
2927 _end:
2929 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2930 if FState = STATE_REVIVE then
2931 if FAnim[FCurAnim, FDirection].Played then
2932 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2933 FAnim[FCurAnim, FDirection].Revert(False);
2934 SetState(STATE_GO);
2935 end;
2937 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2938 if vilefire <> nil then
2939 vilefire.Update();
2941 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2942 if (FState = STATE_DIE) and
2943 (FAnim[FCurAnim, FDirection] <> nil) and
2944 (FAnim[FCurAnim, FDirection].Played) then
2945 begin
2946 // Óìåð:
2947 SetState(STATE_DEAD);
2949 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2950 if (FMonsterType = MONSTER_PAIN) then
2951 begin
2952 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2953 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2954 if mon <> nil then
2955 begin
2956 mon.SetState(STATE_GO);
2957 mon.FNoRespawn := True;
2958 Inc(gTotalMonsters);
2959 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2960 end;
2962 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2963 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2964 if mon <> nil then
2965 begin
2966 mon.SetState(STATE_GO);
2967 mon.FNoRespawn := True;
2968 Inc(gTotalMonsters);
2969 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2970 end;
2972 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2973 FObj.Y+FObj.Rect.Y, D_RIGHT);
2974 if mon <> nil then
2975 begin
2976 mon.SetState(STATE_GO);
2977 mon.FNoRespawn := True;
2978 Inc(gTotalMonsters);
2979 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
2980 end;
2982 if g_Game_IsNet then MH_SEND_CoopStats();
2983 end;
2985 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2986 if (FMonsterType = MONSTER_PAIN) or
2987 (FMonsterType = MONSTER_SOUL) or
2988 (FMonsterType = MONSTER_BARREL) then
2989 FRemoved := True;
2990 end;
2992 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2993 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2994 if (FAnim[FCurAnim, FDirection] <> nil) then
2995 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2996 if (FAnim[FCurAnim, FDirection].Played) then
2997 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2998 if FState = STATE_ATTACK then
2999 begin // Ñîñòîÿíèå - Àòàêà
3000 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3001 if FMonsterType <> MONSTER_SOUL then
3002 SetState(STATE_GO);
3003 end
3004 else // Ñîñòîÿíèå - Ñòðåëüáà
3005 begin
3006 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3007 if not FChainFire then
3008 SetState(STATE_GO)
3009 else
3010 begin // Íàäî ñòðåëÿòü åùå
3011 FChainFire := False;
3012 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3013 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3014 FAnim[FCurAnim, FDirection].Reset();
3015 end;
3016 end;
3018 FWaitAttackAnim := False;
3019 end
3021 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3022 if (FMonsterType = MONSTER_SOUL) or
3023 ( (not FWaitAttackAnim) and
3024 (FAnim[FCurAnim, FDirection].CurrentFrame =
3025 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3026 ) then
3027 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3028 if FState = STATE_ATTACK then
3029 begin // Ñîñòîÿíèå - Àòàêà
3030 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3031 if FMonsterType = MONSTER_SOUL then
3032 FAnim[FCurAnim, FDirection].Reset();
3034 case FMonsterType of
3035 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3036 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3037 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3038 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3039 if FMonsterType = MONSTER_SOUL then
3040 SetState(STATE_GO);
3042 MONSTER_FISH:
3043 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
3044 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
3045 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
3047 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3048 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3049 if FCurAnim = ANIM_ATTACK2 then
3050 begin
3051 o := FObj;
3052 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3053 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
3054 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
3055 end;
3057 MONSTER_VILE:
3058 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3059 if FCurAnim = ANIM_ATTACK2 then
3060 begin
3061 sx := isCorpse(@FObj, True);
3062 if sx <> -1 then
3063 begin // Íàøëè, êîãî âîñêðåñèòü
3064 gMonsters[sx].SetState(STATE_REVIVE);
3065 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3066 // Âîñêðåøàòü - ñåáå âðåäèòü:
3067 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3068 end;
3069 end;
3070 end;
3071 end
3073 else // Ñîñòîÿíèå - Ñòðåëüáà
3074 begin
3075 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3076 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
3078 if FDirection = D_LEFT then
3079 begin
3080 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
3081 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
3082 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3084 wx := FObj.X + wx;
3085 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
3087 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3088 case FMonsterType of
3089 MONSTER_IMP:
3090 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3091 MONSTER_ZOMBY:
3092 begin
3093 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3094 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3095 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3096 end;
3097 MONSTER_SERG:
3098 begin
3099 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3100 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3101 FShellTimer := 10;
3102 FShellType := SHELL_SHELL;
3103 end;
3104 MONSTER_MAN:
3105 begin
3106 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3107 FShellTimer := 13;
3108 FShellType := SHELL_DBLSHELL;
3109 FAmmo := -36;
3110 end;
3111 MONSTER_CYBER:
3112 begin
3113 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3114 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3115 end;
3116 MONSTER_SKEL:
3117 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3118 MONSTER_CGUN:
3119 begin
3120 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3121 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3122 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3123 end;
3124 MONSTER_SPIDER:
3125 begin
3126 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3127 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3128 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3129 end;
3130 MONSTER_BSP:
3131 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3132 MONSTER_ROBO:
3133 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3134 MONSTER_MANCUB:
3135 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3136 MONSTER_BARON, MONSTER_KNIGHT:
3137 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3138 MONSTER_CACO:
3139 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3140 MONSTER_PAIN:
3141 begin // Ñîçäàåì Lost_Soul:
3142 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3143 FObj.Y+FObj.Rect.Y, FDirection);
3145 if mon <> nil then
3146 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3147 mon.FTargetUID := FTargetUID;
3148 GetPos(FTargetUID, @o);
3149 mon.FTargetTime := 0;
3150 mon.FNoRespawn := True;
3151 mon.SetState(STATE_GO);
3152 mon.shoot(@o, True);
3153 Inc(gTotalMonsters);
3155 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3156 end;
3157 end;
3158 end;
3160 if FMonsterType <> MONSTER_PAIN then
3161 if g_Game_IsNet then
3162 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3164 // Ñêîðîñòðåëüíûå ìîíñòðû:
3165 if (FMonsterType = MONSTER_CGUN) or
3166 (FMonsterType = MONSTER_SPIDER) or
3167 (FMonsterType = MONSTER_BSP) or
3168 (FMonsterType = MONSTER_MANCUB) or
3169 (FMonsterType = MONSTER_ROBO) then
3170 if not GetPos(FTargetUID, @o) then
3171 // Öåëü ìåðòâà - èùåì íîâóþ:
3172 findNewPrey()
3173 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3174 if shoot(@o, False) then
3175 FChainFire := True;
3176 end;
3178 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3179 FWaitAttackAnim := True;
3180 end;
3182 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3183 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3184 case FState of
3185 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3186 // Çâóêè ïðè ïåðåäâèæåíèè:
3187 case FMonsterType of
3188 MONSTER_CYBER:
3189 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3190 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3191 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3192 MONSTER_SPIDER:
3193 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3194 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3195 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3196 MONSTER_BSP:
3197 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3198 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3199 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3200 MONSTER_ROBO:
3201 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3202 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3203 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3204 end;
3205 end;
3207 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3208 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3209 FObj.Vel.X := oldvelx;
3211 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3212 if FAnim[FCurAnim, FDirection] <> nil then
3213 FAnim[FCurAnim, FDirection].Update();
3214 end;
3216 procedure TMonster.SetDeadAnim;
3217 begin
3218 if FAnim <> nil then
3219 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3220 end;
3222 procedure TMonster.RevertAnim(R: Boolean = True);
3223 begin
3224 if FAnim <> nil then
3225 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3226 FAnim[FCurAnim, FDirection].Revert(R);
3227 end;
3229 function TMonster.AnimIsReverse: Boolean;
3230 begin
3231 if FAnim <> nil then
3232 Result := FAnim[FCurAnim, FDirection].IsReverse
3233 else
3234 Result := False;
3235 end;
3237 procedure TMonster.ClientUpdate();
3238 var
3239 a, b, sx, sy, oldvelx: Integer;
3240 st: Word;
3241 o, co: TObj;
3242 fall: Boolean;
3243 label
3244 _end;
3245 begin
3246 sx := 0; // SHUT UP COMPILER
3247 sy := 0;
3248 fall := True;
3249 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3250 if FMonsterType = MONSTER_FISH then
3251 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3252 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
3253 fall := False;
3255 // Ëåòàþùèå ìîíòñðû:
3256 if ((FMonsterType = MONSTER_SOUL) or
3257 (FMonsterType = MONSTER_PAIN) or
3258 (FMonsterType = MONSTER_CACO)) and
3259 (FState <> STATE_DIE) and
3260 (FState <> STATE_DEAD) then
3261 fall := False;
3263 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3264 if gTime mod (GAME_TICK*2) <> 0 then
3265 begin
3266 g_Obj_Move(@FObj, fall, True, True);
3267 positionChanged(); // this updates spatial accelerators
3268 Exit;
3269 end;
3271 if FPainTicks > 0 then
3272 Dec(FPainTicks)
3273 else
3274 FPainSound := False;
3276 // Äâèãàåìñÿ:
3277 st := g_Obj_Move(@FObj, fall, True, True);
3278 positionChanged(); // this updates spatial accelerators
3280 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3281 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3282 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3283 begin
3284 FRemoved := True;
3285 Exit;
3286 end;
3288 oldvelx := FObj.Vel.X;
3290 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3291 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3292 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3294 if FFireTime > 0 then
3295 begin
3296 if WordBool(st and MOVE_INWATER) then
3297 FFireTime := 0
3298 else
3299 begin
3300 OnFireFlame(1);
3301 FFireTime := FFireTime - 1;
3302 end;
3303 end;
3305 // Ìåðòâûé íè÷åãî íå äåëàåò:
3306 if (FState = STATE_DEAD) then
3307 goto _end;
3309 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3310 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3311 case FMonsterType of
3312 MONSTER_FISH:
3313 if Random(4) = 0 then
3314 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3315 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3316 MONSTER_ROBO, MONSTER_BARREL:
3317 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3318 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3319 else begin
3320 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3321 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3322 if Random(2) = 0 then
3323 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3324 else
3325 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3326 end;
3327 end;
3329 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3330 if FMonsterType = MONSTER_BARREL then
3331 begin
3332 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3333 (FAnim[FCurAnim, FDirection].Counter = 0) then
3334 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3335 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3336 60, FUID);
3337 end;
3339 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3340 if FMonsterType = MONSTER_SOUL then
3341 if WordBool(st and MOVE_HITAIR) then
3342 g_Obj_SetSpeed(@FObj, 16);
3344 if FAmmo < 0 then
3345 FAmmo := FAmmo + 1;
3347 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3348 if FObj.Vel.Y < 0 then
3349 if WordBool(st and MOVE_INWATER) then
3350 FObj.Vel.Y := -4;
3352 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3353 FTargetTime := FTargetTime + 1;
3355 if FShellTimer > -1 then
3356 if FShellTimer = 0 then
3357 begin
3358 if FShellType = SHELL_SHELL then
3359 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3360 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3361 GameVelX, GameVelY-2, SHELL_SHELL)
3362 else if FShellType = SHELL_DBLSHELL then
3363 begin
3364 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3365 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3366 GameVelX-1, GameVelY-2, SHELL_SHELL);
3367 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3368 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3369 GameVelX+1, GameVelY-2, SHELL_SHELL);
3370 end;
3371 FShellTimer := -1;
3372 end else Dec(FShellTimer);
3374 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3375 if fall then
3376 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3377 STATE_ATTACK, STATE_SHOOT]) then
3378 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3379 FObj.Rect.Width, FObj.Rect.Height, 50) then
3380 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3381 (FObj.Accel.Y = 0) then
3382 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3384 case FState of
3385 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3386 begin
3387 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3388 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3389 begin
3390 FPain := MONSTERTABLE[FMonsterType].Pain;
3391 if gSoundEffectsDF then PainSound();
3392 end;
3393 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3394 PainSound();
3396 // Ñíèæàåì áîëü ñî âðåìåíåì:
3397 FPain := FPain - 5;
3399 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3400 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3401 begin
3402 SetState(STATE_GO);
3403 FPain := 0;
3404 end;
3405 end;
3407 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3408 begin
3409 // Ñïèì:
3410 FSleep := FSleep + 1;
3412 // Ïðîñïàëè äîñòàòî÷íî:
3413 if FSleep >= 18 then
3414 FSleep := 0
3415 else // åùå ñïèì
3416 goto _end;
3417 end;
3419 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3420 begin
3421 // Æäåì:
3422 FSleep := FSleep - 1;
3423 end;
3425 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3426 begin
3427 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3428 if WordBool(st and MOVE_BLOCK) then
3429 begin
3430 Turn();
3431 FSleep := 40;
3432 SetState(STATE_RUNOUT);
3434 goto _end;
3435 end;
3437 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3438 if (FMonsterType = MONSTER_VILE) then
3439 if isCorpse(@FObj, False) <> -1 then
3440 begin
3441 SetState(STATE_ATTACK, ANIM_ATTACK2);
3442 FObj.Vel.X := 0;
3444 goto _end;
3445 end;
3447 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3448 if Abs(sx) < 40 then
3449 if FMonsterType <> MONSTER_FISH then
3450 begin
3451 SetState(STATE_RUN);
3452 FSleep := 15;
3454 goto _end;
3455 end;
3457 // Óïåðëèñü â ñòåíó:
3458 if WordBool(st and MOVE_HITWALL) then
3459 begin
3460 case FMonsterType of
3461 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3462 else // Íå ëåòàþò:
3463 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3464 (FObj.Accel.Y = 0) then
3465 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3466 // Ïðûæîê ÷åðåç ñòåíó:
3467 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3468 SetState(STATE_CLIMB);
3469 end;
3470 end;
3472 goto _end;
3473 end;
3475 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3476 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3477 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3478 begin
3479 if FMonsterType = MONSTER_FISH then
3480 begin // Ðûáà
3481 if not WordBool(st and MOVE_INWATER) then
3482 begin // Ðûáà âíå âîäû:
3483 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3484 begin // "Ñòîèò" òâåðäî
3485 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3486 if FObj.Accel.Y = 0 then
3487 FObj.Vel.Y := -6;
3488 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3489 end;
3491 // Ðûáå áîëüíî:
3492 SetState(STATE_PAIN);
3493 FPain := FPain + 50;
3494 end
3495 else // Ðûáà â âîäå
3496 begin
3497 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3498 if Abs(sy) > 8 then
3499 FObj.Vel.Y := g_basic.Sign(sy)*4
3500 else
3501 FObj.Vel.Y := 0;
3503 // Ðûáà ïëûâåò ââåðõ:
3504 if FObj.Vel.Y < 0 then
3505 if not g_Obj_CollideWater(@FObj, 0, -16) then
3506 begin
3507 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3508 FObj.Vel.Y := 0;
3509 // Ïëàâàåì òóäà-ñþäà:
3510 SetState(STATE_RUN);
3511 FSleep := 20;
3512 end;
3513 end;
3514 end
3515 else // Ëåòàþùèå ìîíñòðû
3516 begin
3517 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3518 if Abs(sy) > 8 then
3519 FObj.Vel.Y := g_basic.Sign(sy)*4
3520 else
3521 FObj.Vel.Y := 0;
3522 end;
3523 end
3524 else // "Íàçåìíûå" ìîíñòðû
3525 begin
3526 // Âîçìîæíî, ïèíàåì êóñêè:
3527 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3528 begin
3529 b := Abs(FObj.Vel.X);
3530 if b > 1 then b := b * (Random(8 div b) + 1);
3531 for a := 0 to High(gGibs) do
3532 begin
3533 if gGibs[a].Live and
3534 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3535 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3536 begin
3537 // Ïèíàåì êóñêè
3538 if FObj.Vel.X < 0 then
3539 begin
3540 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3541 end
3542 else
3543 begin
3544 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3545 end;
3546 positionChanged(); // this updates spatial accelerators
3547 end;
3548 end;
3549 end;
3550 // Áîññû ìîãóò ïèíàòü òðóïû:
3551 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3552 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3553 begin
3554 b := Abs(FObj.Vel.X);
3555 if b > 1 then b := b * (Random(8 div b) + 1);
3556 for a := 0 to High(gCorpses) do
3557 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3558 begin
3559 co := gCorpses[a].Obj;
3560 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3561 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3562 // Ïèíàåì òðóïû
3563 if FObj.Vel.X < 0 then
3564 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3565 else
3566 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3567 end;
3568 end;
3569 end;
3571 FSleep := FSleep + 1;
3573 // Èíîãäà ðû÷èì:
3574 if FSleep >= 8 then
3575 begin
3576 FSleep := 0;
3577 if Random(8) = 0 then
3578 ActionSound();
3579 end;
3581 // Áåæèì â âûáðàííóþ ñòîðîíó:
3582 if FDirection = D_RIGHT then
3583 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3584 else
3585 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3587 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3588 if WordBool(st and MOVE_INWATER) then
3589 FObj.Vel.X := FObj.Vel.X div 2
3590 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3591 if FMonsterType = MONSTER_FISH then
3592 FObj.Vel.X := 0;
3593 end;
3595 STATE_RUN: // Ñîñòîÿíèå - Áåã
3596 begin
3597 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3598 if WordBool(st and MOVE_BLOCK) then
3599 begin
3600 SetState(STATE_RUNOUT);
3601 FSleep := 40;
3603 goto _end;
3604 end;
3606 FSleep := FSleep - 1;
3608 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3609 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3610 begin
3611 SetState(STATE_GO);
3612 FSleep := 0;
3614 // Èíîãäà ðû÷èì:
3615 if Random(8) = 0 then
3616 ActionSound();
3617 end;
3619 // Áåæèì â âûáðàííóþ ñòîðîíó:
3620 if FDirection = D_RIGHT then
3621 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3622 else
3623 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3625 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3626 if WordBool(st and MOVE_INWATER) then
3627 FObj.Vel.X := FObj.Vel.X div 2
3628 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3629 if FMonsterType = MONSTER_FISH then
3630 FObj.Vel.X := 0;
3631 end;
3633 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3634 begin
3635 // Âûøëè èç ÁëîêÌîíà:
3636 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3637 FSleep := 0;
3639 FSleep := FSleep - 1;
3641 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3642 if FSleep <= -18 then
3643 begin
3644 SetState(STATE_GO);
3645 FSleep := 0;
3647 // Èíîãäà ðû÷èì:
3648 if Random(8) = 0 then
3649 ActionSound();
3650 end;
3652 // Áåæèì â âûáðàííóþ ñòîðîíó:
3653 if FDirection = D_RIGHT then
3654 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3655 else
3656 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3658 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3659 if WordBool(st and MOVE_INWATER) then
3660 FObj.Vel.X := FObj.Vel.X div 2
3661 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3662 if FMonsterType = MONSTER_FISH then
3663 FObj.Vel.X := 0;
3664 end;
3666 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3667 begin
3668 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3669 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3670 (not WordBool(st and MOVE_HITWALL)) then
3671 begin
3672 SetState(STATE_GO);
3673 FSleep := 0;
3675 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3676 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3677 begin
3678 SetState(STATE_RUN);
3679 FSleep := 15;
3680 end;
3681 end;
3683 // Áåæèì â âûáðàííóþ ñòîðîíó:
3684 if FDirection = D_RIGHT then
3685 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3686 else
3687 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3689 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3690 if WordBool(st and MOVE_INWATER) then
3691 FObj.Vel.X := FObj.Vel.X div 2
3692 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3693 if FMonsterType = MONSTER_FISH then
3694 FObj.Vel.X := 0;
3695 end;
3697 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3698 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3699 begin
3700 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3701 if FMonsterType = MONSTER_SOUL then
3702 begin
3703 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3704 SetState(STATE_GO);
3706 goto _end;
3707 end;
3709 // Çàìåäëÿåìñÿ ïðè àòàêå:
3710 if FMonsterType <> MONSTER_FISH then
3711 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3713 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3714 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3715 begin
3716 // Öåëü ïîãèáëà => èäåì äàëüøå:
3717 if not GetPos(FTargetUID, @o) then
3718 begin
3719 SetState(STATE_GO);
3721 goto _end;
3722 end;
3724 // Öåëü íå âèäíî => èäåì äàëüøå:
3725 if not g_Look(@FObj, @o, FDirection) then
3726 begin
3727 SetState(STATE_GO);
3729 goto _end;
3730 end;
3732 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3733 if g_Obj_CollideWater(@o, 0, 0) then
3734 begin
3735 SetState(STATE_GO);
3737 goto _end;
3738 end;
3739 end;
3740 end;
3741 end; // case FState of ...
3743 _end:
3745 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3746 if FState = STATE_REVIVE then
3747 if FAnim[FCurAnim, FDirection].Played then
3748 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3749 FAnim[FCurAnim, FDirection].Revert(False);
3750 SetState(STATE_GO);
3751 end;
3753 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3754 if vilefire <> nil then
3755 vilefire.Update();
3757 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3758 if (FState = STATE_DIE) and
3759 (FAnim[FCurAnim, FDirection] <> nil) and
3760 (FAnim[FCurAnim, FDirection].Played) then
3761 begin
3762 // Óìåð:
3763 SetState(STATE_DEAD);
3765 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3766 if (FMonsterType = MONSTER_PAIN) or
3767 (FMonsterType = MONSTER_SOUL) or
3768 (FMonsterType = MONSTER_BARREL) then
3769 FRemoved := True
3770 else
3771 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3772 end;
3774 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3775 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3776 if (FAnim[FCurAnim, FDirection] <> nil) then
3777 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3778 if (FAnim[FCurAnim, FDirection].Played) then
3779 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3780 if FState = STATE_ATTACK then
3781 begin // Ñîñòîÿíèå - Àòàêà
3782 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3783 if FMonsterType <> MONSTER_SOUL then
3784 SetState(STATE_GO);
3785 end
3786 else // Ñîñòîÿíèå - Ñòðåëüáà
3787 begin
3788 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3789 if not FChainFire then
3790 SetState(STATE_GO)
3791 else
3792 begin // Íàäî ñòðåëÿòü åùå
3793 FChainFire := False;
3794 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3795 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3796 FAnim[FCurAnim, FDirection].Reset();
3797 end;
3798 end;
3800 FWaitAttackAnim := False;
3801 end
3803 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3804 if (FMonsterType = MONSTER_SOUL) or
3805 ( (not FWaitAttackAnim) and
3806 (FAnim[FCurAnim, FDirection].CurrentFrame =
3807 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3808 ) then
3809 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3810 if FState = STATE_ATTACK then
3811 begin // Ñîñòîÿíèå - Àòàêà
3812 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3813 if FMonsterType = MONSTER_SOUL then
3814 FAnim[FCurAnim, FDirection].Reset();
3816 case FMonsterType of
3817 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3818 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3819 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3820 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3821 if FMonsterType = MONSTER_SOUL then
3822 SetState(STATE_GO);
3824 MONSTER_FISH:
3825 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3827 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3828 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3829 if FCurAnim = ANIM_ATTACK2 then
3830 begin
3831 o := FObj;
3832 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3833 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3834 end;
3836 MONSTER_VILE:
3837 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3838 if FCurAnim = ANIM_ATTACK2 then
3839 begin
3840 sx := isCorpse(@FObj, True);
3841 if sx <> -1 then
3842 begin // Íàøëè, êîãî âîñêðåñèòü
3843 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3844 // Âîñêðåøàòü - ñåáå âðåäèòü:
3845 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3846 end;
3847 end;
3848 end;
3849 end
3851 else // Ñîñòîÿíèå - Ñòðåëüáà
3852 begin
3853 // Ñêîðîñòðåëüíûå ìîíñòðû:
3854 if (FMonsterType = MONSTER_CGUN) or
3855 (FMonsterType = MONSTER_SPIDER) or
3856 (FMonsterType = MONSTER_BSP) or
3857 (FMonsterType = MONSTER_MANCUB) or
3858 (FMonsterType = MONSTER_ROBO) then
3859 if not GetPos(FTargetUID, @o) then
3860 // Öåëü ìåðòâà - èùåì íîâóþ:
3861 findNewPrey()
3862 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3863 if shoot(@o, False) then
3864 FChainFire := True;
3865 end;
3867 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3868 FWaitAttackAnim := True;
3869 end;
3871 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3872 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3873 case FState of
3874 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3875 // Çâóêè ïðè ïåðåäâèæåíèè:
3876 case FMonsterType of
3877 MONSTER_CYBER:
3878 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3879 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3880 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3881 MONSTER_SPIDER:
3882 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3883 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3884 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3885 MONSTER_BSP:
3886 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3887 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3888 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3889 MONSTER_ROBO:
3890 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3891 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3892 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3893 end;
3894 end;
3896 // Êîñòûëü äëÿ ïîòîêîâ
3897 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3898 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3899 FObj.Vel.X := oldvelx;
3901 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3902 if FAnim[FCurAnim, FDirection] <> nil then
3903 FAnim[FCurAnim, FDirection].Update();
3904 end;
3906 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3907 begin
3908 case FMonsterType of
3909 MONSTER_ZOMBY:
3910 begin
3911 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3912 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3913 end;
3914 MONSTER_SERG:
3915 begin
3916 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3917 FShellTimer := 10;
3918 FShellType := SHELL_SHELL;
3919 end;
3920 MONSTER_MAN:
3921 begin
3922 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3923 FShellTimer := 13;
3924 FShellType := SHELL_DBLSHELL;
3925 end;
3926 MONSTER_CGUN, MONSTER_SPIDER:
3927 begin
3928 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3929 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3930 end;
3931 MONSTER_IMP:
3932 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3933 MONSTER_CYBER:
3934 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3935 MONSTER_SKEL:
3936 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3937 MONSTER_BSP:
3938 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3939 MONSTER_ROBO:
3940 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3941 MONSTER_MANCUB:
3942 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3943 MONSTER_BARON, MONSTER_KNIGHT:
3944 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3945 MONSTER_CACO:
3946 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3947 end;
3948 end;
3950 procedure TMonster.Turn();
3951 begin
3952 // Ðàçâîðà÷èâàåìñÿ:
3953 if FDirection = D_LEFT then
3954 FDirection := D_RIGHT
3955 else
3956 FDirection := D_LEFT;
3958 // Áåæèì â âûáðàííóþ ñòîðîíó:
3959 if FDirection = D_RIGHT then
3960 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3961 else
3962 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3963 end;
3965 function TMonster.findNewPrey(): Boolean;
3966 var
3967 a: DWORD;
3968 l, l2: Integer;
3969 PlayersSee, MonstersSee: Array of DWORD;
3970 PlayerNear, MonsterNear: Integer;
3971 begin
3972 Result := False;
3973 SetLength(MonstersSee, 0);
3974 SetLength(PlayersSee, 0);
3976 FTargetUID := 0;
3977 l := 32000;
3978 PlayerNear := -1;
3979 MonsterNear := -1;
3981 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3982 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3983 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3984 for a := 0 to High(gPlayers) do
3985 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3986 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3987 begin
3988 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3989 begin
3990 SetLength(PlayersSee, Length(PlayersSee) + 1);
3991 PlayersSee[High(PlayersSee)] := a;
3992 end;
3993 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3994 Abs(gPlayers[a].GameY-FObj.Y);
3995 if l2 < l then
3996 begin
3997 l := l2;
3998 PlayerNear := Integer(a);
3999 end;
4000 end;
4002 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
4003 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
4004 for a := 0 to High(gMonsters) do
4005 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
4006 (gMonsters[a].FUID <> FUID) then
4007 begin
4008 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
4009 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
4010 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
4011 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
4012 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
4013 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
4014 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
4015 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
4017 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
4018 begin
4019 SetLength(MonstersSee, Length(MonstersSee) + 1);
4020 MonstersSee[High(MonstersSee)] := a;
4021 end;
4022 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
4023 Abs(gMonsters[a].FObj.Y-FObj.Y);
4024 if l2 < l then
4025 begin
4026 l := l2;
4027 MonsterNear := Integer(a);
4028 end;
4029 end;
4031 case FBehaviour of
4032 BH_NORMAL, BH_KILLER:
4033 begin
4034 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
4035 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4036 begin
4037 a := PlayersSee[Random(Length(PlayersSee))];
4038 FTargetUID := gPlayers[a].UID;
4039 end;
4040 // Çàòåì ïîáëèçîñòè
4041 if (FTargetUID = 0) and (PlayerNear > -1) then
4042 begin
4043 a := PlayerNear;
4044 FTargetUID := gPlayers[a].UID;
4045 end;
4046 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
4047 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4048 begin
4049 a := MonstersSee[Random(Length(MonstersSee))];
4050 FTargetUID := gMonsters[a].UID;
4051 end;
4052 // Çàòåì ïîáëèçîñòè
4053 if (FTargetUID = 0) and (MonsterNear > -1) then
4054 begin
4055 a := MonsterNear;
4056 FTargetUID := gMonsters[a].UID;
4057 end;
4058 end;
4059 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
4060 begin
4061 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
4062 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4063 begin
4064 a := PlayersSee[Random(Length(PlayersSee))];
4065 FTargetUID := gPlayers[a].UID;
4066 end;
4067 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4068 begin
4069 a := MonstersSee[Random(Length(MonstersSee))];
4070 FTargetUID := gMonsters[a].UID;
4071 end;
4072 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
4073 if (FTargetUID = 0) and (PlayerNear > -1) then
4074 begin
4075 a := PlayerNear;
4076 FTargetUID := gPlayers[a].UID;
4077 end;
4078 if (FTargetUID = 0) and (MonsterNear > -1) then
4079 begin
4080 a := MonsterNear;
4081 FTargetUID := gMonsters[a].UID;
4082 end;
4083 end;
4084 end;
4086 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4087 if FTargetUID = 0 then
4088 begin
4089 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4090 if FBehaviour = BH_INSANE then
4091 FTargetUID := FUID
4092 else
4093 FTargetTime := MAX_ATM;
4094 end
4095 else
4096 begin // Öåëü íàøëè
4097 FTargetTime := 0;
4098 Result := True;
4099 end;
4100 end;
4102 function TMonster.kick(o: PObj): Boolean;
4103 begin
4104 Result := False;
4106 case FMonsterType of
4107 MONSTER_FISH:
4108 begin
4109 SetState(STATE_ATTACK);
4110 Result := True;
4111 end;
4112 MONSTER_DEMON:
4113 begin
4114 SetState(STATE_ATTACK);
4115 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4116 Result := True;
4117 end;
4118 MONSTER_IMP:
4119 begin
4120 SetState(STATE_ATTACK);
4121 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4122 Result := True;
4123 end;
4124 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4125 begin
4126 SetState(STATE_ATTACK, ANIM_ATTACK2);
4127 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4128 Result := True;
4129 end;
4130 MONSTER_BARON, MONSTER_KNIGHT,
4131 MONSTER_CACO, MONSTER_MANCUB:
4132 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4133 if not g_Game_IsClient then Result := shoot(o, True);
4134 end;
4135 end;
4137 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4138 var
4139 xd, yd, m: Integer;
4140 begin
4141 Result := False;
4143 // Ñòðåëÿòü ðàíî:
4144 if FAmmo < 0 then
4145 Exit;
4147 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4148 if not immediately then
4149 case FMonsterType of
4150 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4151 Exit; // íå ñòðåëÿþò
4152 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4153 begin
4154 FAmmo := FAmmo + 1;
4155 // Âðåìÿ âûñòðåëà óïóùåíî:
4156 if FAmmo >= 50 then
4157 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4158 end;
4159 MONSTER_MAN: ;
4160 MONSTER_MANCUB:
4161 begin
4162 FAmmo := FAmmo + 1;
4163 // Âðåìÿ âûñòðåëà óïóùåíî:
4164 if FAmmo >= 5 then
4165 FAmmo := -50;
4166 end;
4167 MONSTER_SPIDER:
4168 begin
4169 FAmmo := FAmmo + 1;
4170 // Âðåìÿ âûñòðåëà óïóùåíî:
4171 if FAmmo >= 100 then
4172 FAmmo := -50;
4173 end;
4174 MONSTER_CYBER:
4175 begin
4176 // Ñòðåëÿåò íå âñåãäà:
4177 if Random(2) = 0 then
4178 Exit;
4179 FAmmo := FAmmo + 1;
4180 // Âðåìÿ âûñòðåëà óïóùåíî:
4181 if FAmmo >= 10 then
4182 FAmmo := -50;
4183 end;
4184 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4185 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4186 MONSTER_VILE: if Random(8) <> 0 then Exit;
4187 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4188 else if Random(16) <> 0 then Exit;
4189 end;
4191 // Öåëè íå âèäíî:
4192 if not g_Look(@FObj, o, FDirection) then
4193 Exit;
4195 FTargetTime := 0;
4197 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4198 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4200 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4201 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4202 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4203 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4204 Exit;
4206 case FMonsterType of
4207 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4208 begin
4209 SetState(STATE_SHOOT);
4210 {nn}
4211 end;
4212 MONSTER_SKEL:
4213 begin
4214 SetState(STATE_SHOOT);
4215 {nn}
4216 end;
4217 MONSTER_VILE:
4218 begin // Çàæèãàåì îãîíü
4219 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4220 ty := o^.Y+o^.Rect.Y;
4221 SetState(STATE_SHOOT);
4223 vilefire.Reset();
4225 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4226 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4227 end;
4228 MONSTER_SOUL:
4229 begin // Ëåòèò â ñòîðîíó öåëè:
4230 SetState(STATE_ATTACK);
4231 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4233 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4234 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4235 m := Max(Abs(xd), Abs(yd));
4236 if m = 0 then
4237 m := 1;
4239 FObj.Vel.X := (xd*16) div m;
4240 FObj.Vel.Y := (yd*16) div m;
4241 end;
4242 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4243 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4244 begin
4245 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4246 if FMonsterType = MONSTER_MANCUB then
4247 if FAmmo = 1 then
4248 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4250 SetState(STATE_SHOOT);
4251 end;
4252 else Exit;
4253 end;
4255 Result := True;
4256 end;
4258 function TMonster.Live(): Boolean;
4259 begin
4260 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4261 end;
4263 procedure TMonster.SetHealth(aH: Integer);
4264 begin
4265 if (aH > 0) and (aH < 1000000) then
4266 begin
4267 FHealth := aH;
4268 if FHealth > FMaxHealth then
4269 FMaxHealth := FHealth;
4270 end;
4271 end;
4273 procedure TMonster.WakeUp();
4274 begin
4275 if g_Game_IsClient then Exit;
4276 SetState(STATE_GO);
4277 FTargetTime := MAX_ATM;
4278 WakeUpSound();
4279 end;
4281 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4282 var
4283 i: Integer;
4284 sig: DWORD;
4285 b: Byte;
4286 anim: Boolean;
4287 begin
4288 if Mem = nil then
4289 Exit;
4291 // Ñèãíàòóðà ìîíñòðà:
4292 sig := MONSTER_SIGNATURE; // 'MONS'
4293 Mem.WriteDWORD(sig);
4294 // UID ìîíñòðà:
4295 Mem.WriteWord(FUID);
4296 // Íàïðàâëåíèå:
4297 if FDirection = D_LEFT then
4298 b := 1
4299 else // D_RIGHT
4300 b := 2;
4301 Mem.WriteByte(b);
4302 // Íàäî ëè óäàëèòü åãî:
4303 Mem.WriteBoolean(FRemoved);
4304 // Îñòàëîñü çäîðîâüÿ:
4305 Mem.WriteInt(FHealth);
4306 // Ñîñòîÿíèå:
4307 Mem.WriteByte(FState);
4308 // Òåêóùàÿ àíèìàöèÿ:
4309 Mem.WriteByte(FCurAnim);
4310 // UID öåëè:
4311 Mem.WriteWord(FTargetUID);
4312 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4313 Mem.WriteInt(FTargetTime);
4314 // Ïîâåäåíèå ìîíñòðà:
4315 Mem.WriteByte(FBehaviour);
4316 // Ãîòîâíîñòü ê âûñòðåëó:
4317 Mem.WriteInt(FAmmo);
4318 // Áîëü:
4319 Mem.WriteInt(FPain);
4320 // Âðåìÿ îæèäàíèÿ:
4321 Mem.WriteInt(FSleep);
4322 // Îçâó÷èâàòü ëè áîëü:
4323 Mem.WriteBoolean(FPainSound);
4324 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4325 Mem.WriteBoolean(FWaitAttackAnim);
4326 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4327 Mem.WriteBoolean(FChainFire);
4328 // Ïîäëåæèò ëè ðåñïàâíó:
4329 Mem.WriteBoolean(FNoRespawn);
4330 // Êîîðäèíàòû öåëè:
4331 Mem.WriteInt(tx);
4332 Mem.WriteInt(ty);
4333 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4334 Mem.WriteInt(FStartID);
4335 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4336 Mem.WriteInt(FSpawnTrigger);
4337 // Îáúåêò ìîíñòðà:
4338 Obj_SaveState(@FObj, Mem);
4339 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4340 anim := vilefire <> nil;
4341 Mem.WriteBoolean(anim);
4342 // Åñëè åñòü - ñîõðàíÿåì:
4343 if anim then
4344 vilefire.SaveState(Mem);
4345 // Àíèìàöèè:
4346 for i := ANIM_SLEEP to ANIM_PAIN do
4347 begin
4348 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4349 anim := FAnim[i, D_LEFT] <> nil;
4350 Mem.WriteBoolean(anim);
4351 // Åñëè åñòü - ñîõðàíÿåì:
4352 if anim then
4353 FAnim[i, D_LEFT].SaveState(Mem);
4354 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4355 anim := FAnim[i, D_RIGHT] <> nil;
4356 Mem.WriteBoolean(anim);
4357 // Åñëè åñòü - ñîõðàíÿåì:
4358 if anim then
4359 FAnim[i, D_RIGHT].SaveState(Mem);
4360 end;
4361 end;
4363 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4364 var
4365 i: Integer;
4366 sig: DWORD;
4367 b: Byte;
4368 anim: Boolean;
4369 begin
4370 if Mem = nil then
4371 Exit;
4373 // Ñèãíàòóðà ìîíñòðà:
4374 Mem.ReadDWORD(sig);
4375 if sig <> MONSTER_SIGNATURE then // 'MONS'
4376 begin
4377 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4378 end;
4379 // UID ìîíñòðà:
4380 Mem.ReadWord(FUID);
4381 // Íàïðàâëåíèå:
4382 Mem.ReadByte(b);
4383 if b = 1 then
4384 FDirection := D_LEFT
4385 else // b = 2
4386 FDirection := D_RIGHT;
4387 // Íàäî ëè óäàëèòü åãî:
4388 Mem.ReadBoolean(FRemoved);
4389 // Îñòàëîñü çäîðîâüÿ:
4390 Mem.ReadInt(FHealth);
4391 // Ñîñòîÿíèå:
4392 Mem.ReadByte(FState);
4393 // Òåêóùàÿ àíèìàöèÿ:
4394 Mem.ReadByte(FCurAnim);
4395 // UID öåëè:
4396 Mem.ReadWord(FTargetUID);
4397 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4398 Mem.ReadInt(FTargetTime);
4399 // Ïîâåäåíèå ìîíñòðà:
4400 Mem.ReadByte(FBehaviour);
4401 // Ãîòîâíîñòü ê âûñòðåëó:
4402 Mem.ReadInt(FAmmo);
4403 // Áîëü:
4404 Mem.ReadInt(FPain);
4405 // Âðåìÿ îæèäàíèÿ:
4406 Mem.ReadInt(FSleep);
4407 // Îçâó÷èâàòü ëè áîëü:
4408 Mem.ReadBoolean(FPainSound);
4409 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4410 Mem.ReadBoolean(FWaitAttackAnim);
4411 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4412 Mem.ReadBoolean(FChainFire);
4413 // Ïîäëåæèò ëè ðåñïàâíó
4414 Mem.ReadBoolean(FNoRespawn);
4415 // Êîîðäèíàòû öåëè:
4416 Mem.ReadInt(tx);
4417 Mem.ReadInt(ty);
4418 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4419 Mem.ReadInt(FStartID);
4420 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4421 Mem.ReadInt(FSpawnTrigger);
4422 // Îáúåêò ìîíñòðà:
4423 Obj_LoadState(@FObj, Mem);
4424 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4425 Mem.ReadBoolean(anim);
4426 // Åñëè åñòü - çàãðóæàåì:
4427 if anim then
4428 begin
4429 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4430 vilefire.LoadState(Mem);
4431 end;
4432 // Àíèìàöèè:
4433 for i := ANIM_SLEEP to ANIM_PAIN do
4434 begin
4435 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4436 Mem.ReadBoolean(anim);
4437 // Åñëè åñòü - çàãðóæàåì:
4438 if anim then
4439 begin
4440 Assert(FAnim[i, D_LEFT] <> nil,
4441 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4442 FAnim[i, D_LEFT].LoadState(Mem);
4443 end;
4444 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4445 Mem.ReadBoolean(anim);
4446 // Åñëè åñòü - çàãðóæàåì:
4447 if anim then
4448 begin
4449 Assert(FAnim[i, D_RIGHT] <> nil,
4450 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4451 FAnim[i, D_RIGHT].LoadState(Mem);
4452 end;
4453 end;
4454 end;
4456 procedure TMonster.ActivateTriggers();
4457 var
4458 a: Integer;
4459 begin
4460 if FDieTriggers <> nil then
4461 for a := 0 to High(FDieTriggers) do
4462 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4463 if FSpawnTrigger > -1 then
4464 begin
4465 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4466 FSpawnTrigger := -1;
4467 end;
4468 end;
4470 procedure TMonster.AddTrigger(t: Integer);
4471 begin
4472 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4473 FDieTriggers[High(FDieTriggers)] := t;
4474 end;
4476 procedure TMonster.ClearTriggers();
4477 begin
4478 SetLength(FDieTriggers, 0);
4479 end;
4481 procedure TMonster.CatchFire(Attacker: Word);
4482 begin
4483 FFireTime := 100;
4484 FFireAttacker := Attacker;
4485 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4486 end;
4488 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4489 var
4490 id, i: DWORD;
4491 Anim: TAnimation;
4492 begin
4493 if (Random(10) = 1) and (Times = 1) then
4494 Exit;
4496 if g_Frames_Get(id, 'FRAMES_FLAME') then
4497 begin
4498 for i := 1 to Times do
4499 begin
4500 Anim := TAnimation.Create(id, False, 3);
4501 Anim.Alpha := 0;
4502 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4503 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4504 Anim.Free();
4505 end;
4506 end;
4507 end;
4510 // ////////////////////////////////////////////////////////////////////////// //
4511 // throws on invalid uid
4512 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4513 begin
4514 result := g_Mons_ByIdx_NC(uid);
4515 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4516 end;
4519 // can return null
4520 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4521 begin
4522 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4523 result := gMonsters[uid];
4524 end;
4527 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4528 var
4529 idx: Integer;
4530 mon: TMonster;
4531 begin
4532 result := false;
4533 if (gMonsters = nil) or not assigned(cb) then exit;
4534 for idx := 0 to High(gMonsters) do
4535 begin
4536 mon := gMonsters[idx];
4537 if (mon <> nil) then
4538 begin
4539 result := cb(mon);
4540 if result then exit;
4541 end;
4542 end;
4543 end;
4546 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
4547 var
4548 idx: Integer;
4549 mon: TMonster;
4550 begin
4551 result := false;
4552 if (gMonsters = nil) or not assigned(cb) then exit;
4553 for idx := 0 to High(gMonsters) do
4554 begin
4555 mon := gMonsters[idx];
4556 if (mon <> nil) and mon.Live then
4557 begin
4558 result := cb(mon);
4559 if result then exit;
4560 end;
4561 end;
4562 end;
4565 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4567 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4568 begin
4569 result := (mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj));
4570 end;
4572 var
4573 idx: Integer;
4574 mon: TMonster;
4575 begin
4576 result := false;
4577 if (width < 1) or (height < 1) then exit;
4578 if gmon_debug_use_sqaccel then
4579 begin
4580 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4581 end
4582 else
4583 begin
4584 for idx := 0 to High(gMonsters) do
4585 begin
4586 mon := gMonsters[idx];
4587 if (mon <> nil) and mon.Live then
4588 begin
4589 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4590 begin
4591 result := true;
4592 exit;
4593 end;
4594 end;
4595 end;
4596 end;
4597 end;
4600 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4602 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4603 begin
4604 result := false;
4605 if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4606 end;
4608 var
4609 idx: Integer;
4610 mon: TMonster;
4611 begin
4612 result := false;
4613 if (width < 1) or (height < 1) then exit;
4614 if gmon_debug_use_sqaccel then
4615 begin
4616 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4617 end
4618 else
4619 begin
4620 for idx := 0 to High(gMonsters) do
4621 begin
4622 mon := gMonsters[idx];
4623 if (mon <> nil) and mon.Live then
4624 begin
4625 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4626 begin
4627 result := cb(mon);
4628 if result then exit;
4629 end;
4630 end;
4631 end;
4632 end;
4633 end;
4636 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4638 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4639 begin
4640 result := false;
4641 if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4642 end;
4644 var
4645 idx: Integer;
4646 mon: TMonster;
4647 begin
4648 result := false;
4649 if (width < 1) or (height < 1) then exit;
4650 if gmon_debug_use_sqaccel then
4651 begin
4652 if (width = 1) and (height = 1) then
4653 begin
4654 result := (monsTree.pointQuery(x, y, monsCollCheck) <> nil);
4655 end
4656 else
4657 begin
4658 result := (monsTree.aabbQuery(x, y, width, height, monsCollCheck) <> nil);
4659 end;
4660 end
4661 else
4662 begin
4663 for idx := 0 to High(gMonsters) do
4664 begin
4665 mon := gMonsters[idx];
4666 if (mon <> nil) and mon.Live then
4667 begin
4668 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4669 begin
4670 result := cb(mon);
4671 if result then exit;
4672 end;
4673 end;
4674 end;
4675 end;
4676 end;
4679 end.