DEADSOFTWARE

render monster drop after monsters, so monster corpses will not obscure ammo clips...
[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 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 {.$DEFINE D2F_DEBUG_MONS_MOVE}
19 unit g_monsters;
21 interface
23 uses
24 mempool,
25 g_basic, e_graphics, g_phys, g_textures, g_grid,
26 g_saveload, BinEditor, g_panel, xprofiler;
28 const
29 MONSTATE_SLEEP = 0;
30 MONSTATE_GO = 1;
31 MONSTATE_RUN = 2;
32 MONSTATE_CLIMB = 3;
33 MONSTATE_DIE = 4;
34 MONSTATE_DEAD = 5;
35 MONSTATE_ATTACK = 6;
36 MONSTATE_SHOOT = 7;
37 MONSTATE_PAIN = 8;
38 MONSTATE_WAIT = 9;
39 MONSTATE_REVIVE = 10;
40 MONSTATE_RUNOUT = 11;
42 { in mapdef now
43 BH_NORMAL = 0;
44 BH_KILLER = 1;
45 BH_MANIAC = 2;
46 BH_INSANE = 3;
47 BH_CANNIBAL = 4;
48 BH_GOOD = 5;
49 }
51 type
52 TMonster = class(TPoolObject)
53 private
54 FMonsterType: Byte;
55 FUID: Word;
56 FDirection: TDirection;
57 FStartDirection: TDirection;
58 FStartX, FStartY: Integer;
59 FRemoved: Boolean;
60 FHealth: Integer;
61 FMaxHealth: Integer;
62 FState: Byte;
63 FCurAnim: Byte;
64 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
65 FTargetUID: Word;
66 FTargetTime: Integer;
67 FBehaviour: Byte;
68 FAmmo: Integer;
69 FPain: Integer;
70 FSleep: Integer;
71 FPainSound: Boolean;
72 FPainTicks: Integer;
73 FWaitAttackAnim: Boolean;
74 FChainFire: Boolean;
75 tx, ty: Integer;
76 FStartID: Integer;
77 FObj: TObj;
78 FBloodRed: Byte;
79 FBloodGreen: Byte;
80 FBloodBlue: Byte;
81 FBloodKind: Byte;
82 FShellTimer: Integer;
83 FShellType: Byte;
84 FFirePainTime: Integer;
85 FFireAttacker: Word;
86 vilefire: TAnimation;
87 mProxyId: Integer; // node in dyntree or -1
88 mArrIdx: Integer; // in gMonsters
90 FDieTriggers: Array of Integer;
91 FSpawnTrigger: Integer;
93 mNeedSend: Boolean; // for network
95 mEDamageType: Integer;
97 procedure Turn();
98 function findNewPrey(): Boolean;
99 procedure ActivateTriggers();
101 procedure setGameX (v: Integer); inline;
102 procedure setGameY (v: Integer); inline;
104 procedure doDamage (v: Integer);
106 public
107 FNoRespawn: Boolean;
108 FFireTime: Integer;
109 trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()`
110 mplatCheckFrameId: LongWord;
112 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
113 destructor Destroy(); override;
114 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
115 function Collide(Panel: TPanel): Boolean; overload;
116 function Collide(X, Y: Integer): Boolean; overload;
117 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
118 function alive(): Boolean;
119 procedure SetHealth(aH: Integer);
120 procedure Push(vx, vy: Integer);
121 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
122 function Heal(Value: Word): Boolean;
123 procedure BFGHit();
124 procedure Update();
125 procedure ClientUpdate();
126 procedure ClientAttack(wx, wy, atx, aty: Integer);
127 procedure SetDeadAnim;
128 procedure Draw();
129 procedure WakeUp();
130 procedure WakeUpSound();
131 procedure DieSound();
132 procedure PainSound();
133 procedure ActionSound();
134 procedure AddTrigger(t: Integer);
135 procedure ClearTriggers();
136 procedure Respawn();
137 procedure SaveState(var Mem: TBinMemoryWriter);
138 procedure LoadState(var Mem: TBinMemoryReader);
139 procedure SetState(State: Byte; ForceAnim: Byte = 255);
140 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
141 procedure MakeBloodSimple(Count: Word);
142 procedure RevertAnim(R: Boolean = True);
143 function AnimIsReverse: Boolean;
144 function shoot(o: PObj; immediately: Boolean): Boolean;
145 function kick(o: PObj): Boolean;
146 procedure CatchFire(Attacker: Word);
147 procedure OnFireFlame(Times: DWORD = 1);
149 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
151 procedure setPosition (ax, ay: Integer; callPosChanged: Boolean=true); inline;
152 procedure moveBy (dx, dy: Integer); inline;
154 procedure getMapBox (out x, y, w, h: Integer); inline;
156 // get-and-clear
157 function gncNeedSend (): Boolean; inline;
158 procedure setDirty (); inline; // why `dirty`? 'cause i may introduce property `needSend` later
160 public
161 property Obj: TObj read FObj;
163 property proxyId: Integer read mProxyId;
164 property arrIdx: Integer read mArrIdx;
166 property MonsterType: Byte read FMonsterType;
167 property MonsterHealth: Integer read FHealth write FHealth;
168 property MonsterAmmo: Integer read FAmmo write FAmmo;
169 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
170 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
171 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
172 property MonsterSleep: Integer read FSleep write FSleep;
173 property MonsterState: Byte read FState write FState;
174 property MonsterRemoved: Boolean read FRemoved write FRemoved;
175 property MonsterPain: Integer read FPain write FPain;
176 property MonsterAnim: Byte read FCurAnim write FCurAnim;
178 property UID: Word read FUID write FUID;
179 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
181 property GameX: Integer read FObj.X write setGameX;
182 property GameY: Integer read FObj.Y write setGameY;
183 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
184 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
185 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
186 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
187 property GameDirection: TDirection read FDirection write FDirection;
189 property StartID: Integer read FStartID;
191 published
192 property eMonsterType: Byte read FMonsterType;
193 property eMonsterHealth: Integer read FHealth write FHealth;
194 property eMonsterAmmo: Integer read FAmmo write FAmmo;
195 property eMonsterTargetUID: Word read FTargetUID write FTargetUID;
196 property eMonsterTargetTime: Integer read FTargetTime write FTargetTime;
197 property eMonsterBehaviour: Byte read FBehaviour write FBehaviour;
198 property eMonsterSleep: Integer read FSleep write FSleep;
199 property eMonsterState: Byte read FState write FState;
200 property eMonsterRemoved: Boolean read FRemoved;
201 property eMonsterPain: Integer read FPain write FPain;
202 property eMonsterAnim: Byte read FCurAnim;
204 property eUID: Word read FUID;
205 property eSpawnTrigger: Integer read FSpawnTrigger;
207 property eGameX: Integer read FObj.X write setGameX;
208 property eGameY: Integer read FObj.Y write setGameY;
209 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
210 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
211 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
212 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
213 property eGameDirection: TDirection read FDirection write FDirection;
215 property eStartID: Integer read FStartID;
217 // set this before assigning something to `eDamage`
218 property eDamageType: Integer read mEDamageType write mEDamageType;
219 property eDamage: Integer write doDamage;
220 end;
223 // will be called from map loader
224 procedure g_Mons_InitTree (x, y, w, h: Integer);
226 procedure g_Monsters_LoadData ();
227 procedure g_Monsters_FreeData ();
228 procedure g_Monsters_Init ();
229 procedure g_Monsters_Free (clearGrid: Boolean=true);
230 function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection;
231 AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
232 procedure g_Monsters_Update ();
233 procedure g_Monsters_Draw ();
234 procedure g_Monsters_DrawHealth ();
235 function g_Monsters_ByUID (UID: Word): TMonster;
236 procedure g_Monsters_killedp ();
237 procedure g_Monsters_SaveState (var Mem: TBinMemoryWriter);
238 procedure g_Monsters_LoadState (var Mem: TBinMemoryReader);
240 function g_Mons_SpawnAt (monType: Integer; x, y: Integer; dir: TDirection=D_LEFT): TMonster; overload;
241 function g_Mons_SpawnAt (const typeName: AnsiString; x, y: Integer; dir: TDirection=D_LEFT): TMonster; overload;
243 function g_Mons_TypeLo (): Integer; inline;
244 function g_Mons_TypeHi (): Integer; inline;
246 function g_Mons_TypeIdByName (const name: AnsiString): Integer;
247 function g_Mons_NameByTypeId (monType: Integer): AnsiString;
248 function g_Mons_GetKilledByTypeId (monType: Integer): AnsiString;
251 type
252 TEachMonsterCB = function (mon: TMonster): Boolean is nested; // return `true` to stop
254 // throws on invalid uid
255 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
257 // can return null
258 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
260 function g_Mons_TotalCount (): Integer; inline;
262 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
264 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
265 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
267 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
268 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
270 function g_Mons_getNewTrapFrameId (): DWord; inline;
271 function g_Mons_getNewMPlatFrameId (): LongWord; inline;
274 type
275 TMonsAlongLineCB = function (mon: TMonster; tag: Integer): Boolean is nested;
277 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
280 var
281 gmon_debug_use_sqaccel: Boolean = true;
284 //HACK!
285 procedure g_Mons_ProfilersBegin ();
286 procedure g_Mons_ProfilersEnd ();
288 procedure g_Mons_LOS_Start (); inline;
289 procedure g_Mons_LOS_End (); inline;
291 var
292 profMonsLOS: TProfiler = nil; //WARNING: FOR DEBUGGING ONLY!
295 type
296 TMonsterGrid = specialize TBodyGridBase<TMonster>;
298 var
299 monsGrid: TMonsterGrid = nil; // DO NOT USE! public for debugging only!
302 var
303 gmon_debug_think: Boolean = true;
304 gmon_debug_one_think_step: Boolean = false;
307 implementation
309 uses
310 e_log, e_texture, g_main, g_sound, g_gfx, g_player, g_game,
311 g_weapons, g_triggers, MAPDEF, g_items, g_options,
312 g_console, g_map, Math, SysUtils, g_menu, wadreader,
313 g_language, g_netmsg, idpool;
317 // ////////////////////////////////////////////////////////////////////////// //
318 procedure g_Mons_ProfilersBegin ();
319 begin
320 if (profMonsLOS = nil) then profMonsLOS := TProfiler.Create('LOS CALC', g_profile_history_size);
321 profMonsLOS.mainBegin(g_profile_los);
322 if g_profile_los then
323 begin
324 profMonsLOS.sectionBegin('loscalc');
325 profMonsLOS.sectionEnd();
326 end;
327 end;
329 procedure g_Mons_ProfilersEnd ();
330 begin
331 if (profMonsLOS <> nil) and (g_profile_los) then profMapCollision.mainEnd();
332 end;
334 procedure g_Mons_LOS_Start (); inline;
335 begin
336 profMonsLOS.sectionBeginAccum('loscalc');
337 end;
339 procedure g_Mons_LOS_End (); inline;
340 begin
341 profMonsLOS.sectionEnd();
342 end;
345 // ////////////////////////////////////////////////////////////////////////// //
346 var
347 monCheckTrapLastFrameId: DWord = 0;
348 monCheckMPlatLastFrameId: LongWord = 0;
351 procedure TMonster.getMapBox (out x, y, w, h: Integer); inline;
352 begin
353 x := FObj.X+FObj.Rect.X;
354 y := FObj.Y+FObj.Rect.Y;
355 w := FObj.Rect.Width;
356 h := FObj.Rect.Height;
357 end;
359 function TMonster.gncNeedSend (): Boolean; inline; begin result := mNeedSend; mNeedSend := false; end;
361 procedure TMonster.setDirty (); inline; begin mNeedSend := true; end;
364 // ////////////////////////////////////////////////////////////////////////// //
365 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
366 begin
367 if not assigned(cb) then begin result := nil; exit; end;
368 result := monsGrid.forEachAlongLine(x0, y0, x1, y1, cb, -1, log);
369 end;
372 //WARNING! call this after monster position was changed, or coldet will not work right!
373 procedure TMonster.positionChanged ();
374 var
375 x, y, w, h: Integer;
376 nx, ny, nw, nh: Integer;
377 begin
378 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
379 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [mArrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
380 {$ENDIF}
381 if (mProxyId = -1) then
382 begin
383 //mNeedSend := true;
384 mProxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
385 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
386 monsGrid.getBodyXY(mProxyId, x, y);
387 e_WriteLog(Format('monster #%d:(%u): inserted into the grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY);
388 {$ENDIF}
389 end
390 else
391 begin
392 monsGrid.getBodyDims(mProxyId, x, y, w, h);
393 getMapBox(nx, ny, nw, nh);
395 if (w <> nw) or (h <> nh) then
396 begin
397 //mNeedSend := true;
398 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
399 e_WriteLog(Format('monster #%d:(%u): resized; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY);
400 {$ENDIF}
401 monsGrid.moveResizeBody(mProxyId, nx, ny, nw, nh);
402 end
403 else if (x <> nx) or (y <> ny) then
404 begin
405 //mNeedSend := true;
406 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
407 e_WriteLog(Format('monster #%d:(%u): updating grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY);
408 {$ENDIF}
409 monsGrid.moveBody(mProxyId, nx, ny);
410 end
411 else
412 begin
413 exit; // nothing to do
414 end;
415 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
416 monsGrid.getBodyXY(mProxyId, x, y);
417 e_WriteLog(Format('monster #%d:(%u): updated grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY);
418 {$ENDIF}
419 end;
420 end;
423 // ////////////////////////////////////////////////////////////////////////// //
424 const
425 ANIM_SLEEP = 0;
426 ANIM_GO = 1;
427 ANIM_DIE = 2;
428 ANIM_MESS = 3;
429 ANIM_ATTACK = 4;
430 ANIM_ATTACK2 = 5;
431 ANIM_PAIN = 6;
433 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
435 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
436 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
437 record
438 name: String;
439 loop: Boolean;
440 end = ((name: 'SLEEP'; loop: True),
441 (name: 'GO'; loop: True),
442 (name: 'DIE'; loop: False),
443 (name: 'MESS'; loop: False),
444 (name: 'ATTACK'; loop: False),
445 (name: 'ATTACK2'; loop: False),
446 (name: 'PAIN'; loop: False));
448 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
449 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
450 record
451 Name: String;
452 Rect: TRectWH;
453 Health: Word;
454 RunVel: Byte;
455 MinPain: Byte;
456 Pain: Byte;
457 Jump: Byte;
458 end =
459 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
460 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
462 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
463 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
465 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
466 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
468 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
469 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
471 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
472 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
474 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
475 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
477 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
478 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
480 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
481 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
483 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
484 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
486 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
487 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
489 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
490 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
492 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
493 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
495 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
496 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
498 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
499 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
501 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
502 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
504 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
505 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
507 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
508 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
510 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
511 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
513 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
514 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
516 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
517 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
519 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
520 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
521 record
522 LeftAnim: Boolean;
523 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
524 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
525 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TDFPoint;
526 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TDFPoint;
527 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
528 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
529 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));
530 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))),
532 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
533 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));
534 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))),
536 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
537 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));
538 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))),
540 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
541 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));
542 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))),
544 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
545 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));
546 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))),
548 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
549 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));
550 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))),
552 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
553 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));
554 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))),
556 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
557 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));
558 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))),
560 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
561 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));
562 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))),
564 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
565 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));
566 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))),
568 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
569 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));
570 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))),
572 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
573 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));
574 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))),
576 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
577 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));
578 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))),
580 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
581 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));
582 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))),
584 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
585 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));
586 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))),
588 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
589 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));
590 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))),
592 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
593 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));
594 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 ))),
596 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
597 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));
598 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))),
600 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
601 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));
602 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))),
604 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
605 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));
606 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))) );
608 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
609 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
612 // ////////////////////////////////////////////////////////////////////////// //
613 var
614 gMonsters: array of TMonster;
615 uidMap: array [0..65535] of TMonster; // monster knows it's index
616 freeInds: TIdPool = nil;
619 procedure clearUidMap ();
620 var
621 idx: Integer;
622 begin
623 for idx := 0 to High(uidMap) do uidMap[idx] := nil;
624 freeInds.clear();
625 end;
628 function g_Mons_getNewTrapFrameId (): DWord; inline;
629 var
630 f: Integer;
631 begin
632 Inc(monCheckTrapLastFrameId);
633 if (monCheckTrapLastFrameId = 0) then
634 begin
635 // wraparound
636 monCheckTrapLastFrameId := 1;
637 for f := 0 to High(gMonsters) do
638 begin
639 if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0;
640 end;
641 end;
642 result := monCheckTrapLastFrameId;
643 end;
646 function g_Mons_getNewMPlatFrameId (): LongWord; inline;
647 var
648 f: Integer;
649 begin
650 Inc(monCheckMPlatLastFrameId);
651 if (monCheckMPlatLastFrameId = 0) then
652 begin
653 // wraparound
654 monCheckMPlatLastFrameId := 1;
655 for f := 0 to High(gMonsters) do
656 begin
657 if (gMonsters[f] <> nil) then gMonsters[f].mplatCheckFrameId := 0;
658 end;
659 end;
660 result := monCheckMPlatLastFrameId;
661 end;
664 var
665 pt_x: Integer = 0;
666 pt_xs: Integer = 1;
667 pt_y: Integer = 0;
668 pt_ys: Integer = 1;
669 soulcount: Integer = 0;
672 function allocMonster (): DWORD;
673 var
674 f, olen: Integer;
675 begin
676 result := freeInds.alloc();
677 if (result > High(gMonsters)) then
678 begin
679 olen := Length(gMonsters);
680 SetLength(gMonsters, result+64);
681 for f := olen to High(gMonsters) do gMonsters[f] := nil;
682 end;
683 end;
686 function IsFriend(a, b: Byte): Boolean;
687 begin
688 Result := True;
690 // Áî÷êà - âñåì äðóã:
691 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
692 Exit;
694 // Ìîíñòðû îäíîãî âèäà:
695 if a = b then
696 case a of
697 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
698 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
699 Exit; // Ýòè íå áüþò ñâîèõ
700 end;
702 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
703 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
704 Exit;
705 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
706 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
707 Exit;
709 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
710 Result := False;
711 end;
714 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
715 var
716 m: TMonster;
717 UIDType, MonsterType: Byte;
718 begin
719 Result := False;
720 MonsterType := 0;
722 UIDType := g_GetUIDType(SpawnerUID);
723 if UIDType = UID_MONSTER then
724 begin
725 m := g_Monsters_ByUID(SpawnerUID);
726 if m = nil then Exit;
727 MonsterType := m.FMonsterType;
728 end;
730 case BH of
731 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
732 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
734 BH_KILLER: Result := UIDType = UID_PLAYER;
735 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
736 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
738 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
739 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
740 end;
741 end;
744 function canShoot(m: Byte): Boolean;
745 begin
746 Result := False;
748 case m of
749 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
750 Exit;
751 else
752 Result := True;
753 end;
754 end;
757 function isCorpse (o: PObj; immediately: Boolean): Integer;
759 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
760 begin
761 atag := atag; // shut up, fpc!
762 result := false; // don't stop
763 if (mon.FState = MONSTATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
764 begin
765 case mon.FMonsterType of // Íå âîñêðåñèòü:
766 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
767 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
768 end;
769 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
770 result := true;
771 end;
772 end;
774 var
775 a: Integer;
776 mon: TMonster;
777 begin
778 result := -1;
780 // Åñëè íóæíà âåðîÿòíîñòü
781 if not immediately and (Random(8) <> 0) then exit;
783 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
784 if gmon_debug_use_sqaccel then
785 begin
786 mon := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
787 if (mon <> nil) then result := mon.mArrIdx;
788 end
789 else
790 begin
791 for a := 0 to High(gMonsters) do
792 begin
793 if (gMonsters[a] <> nil) and (gMonsters[a].FState = MONSTATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then
794 begin
795 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
796 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
797 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
798 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
799 begin
800 Result := a;
801 Exit;
802 end;
803 end;
804 end;
805 end;
806 end;
807 end;
809 procedure g_Monsters_LoadData();
810 begin
811 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
813 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
820 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
824 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
825 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
827 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
828 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
831 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
832 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
834 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
835 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
838 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
839 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
840 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
841 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
842 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
843 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
844 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
845 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
846 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
848 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
849 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
851 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
852 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
853 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
855 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
856 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
859 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
860 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
862 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
866 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
867 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
869 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
873 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
874 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
875 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
876 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
877 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
879 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
880 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
881 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
882 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
883 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
884 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
885 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
886 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
887 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
888 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
889 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
890 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
891 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
892 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
893 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
894 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
895 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
896 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
897 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
898 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
899 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
900 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
901 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
902 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
903 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
904 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
905 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
906 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
907 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
908 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
909 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
910 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
911 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
912 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
913 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
914 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
915 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
916 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
917 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
918 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
919 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
920 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
921 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
922 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
923 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
924 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
925 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
926 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
927 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
928 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
929 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
930 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
931 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
932 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
933 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
934 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
935 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
936 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
937 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
938 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
939 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
940 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
941 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
942 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
943 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
944 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
945 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
946 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
947 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
948 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
949 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
950 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
951 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
952 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
953 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
954 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
955 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
956 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
957 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
958 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
959 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
960 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
961 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
962 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
963 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
964 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
966 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
968 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
970 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
971 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
972 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
973 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
974 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
975 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
976 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
977 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
978 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
979 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
980 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
982 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
983 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
984 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
986 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
987 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
988 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
989 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
990 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
991 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
993 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
994 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
995 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
996 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
997 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
999 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
1000 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
1002 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
1003 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
1004 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
1005 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
1007 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
1008 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
1009 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
1010 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
1011 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
1013 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
1014 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
1015 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
1016 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
1017 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
1019 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
1020 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
1021 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
1022 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
1024 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
1025 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
1026 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
1028 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
1029 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
1031 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
1032 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
1034 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
1035 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
1036 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
1038 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
1039 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
1041 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
1042 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
1043 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
1045 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
1047 freeInds := TIdPool.Create();
1048 clearUidMap();
1049 monCheckTrapLastFrameId := 0;
1050 monCheckMPlatLastFrameId := 0;
1051 end;
1053 procedure g_Monsters_FreeData();
1054 begin
1055 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
1057 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
1060 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
1061 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
1062 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
1063 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
1064 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
1065 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
1066 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
1067 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
1068 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
1069 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
1070 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
1071 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
1072 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
1073 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
1074 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
1075 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
1076 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
1077 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
1078 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
1079 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
1080 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
1081 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
1082 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
1083 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
1084 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
1085 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
1086 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
1087 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1088 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1089 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1090 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1091 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1092 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1096 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1097 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1098 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1099 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1100 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1101 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1102 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1103 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1104 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1105 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1106 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1107 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1108 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1109 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1110 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1111 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1112 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1113 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1114 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1115 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1116 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1117 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1118 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1119 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1120 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1121 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1122 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1123 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1124 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1125 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1126 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1127 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1128 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1129 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1130 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1131 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1132 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1133 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1134 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1135 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1136 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1137 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1138 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1139 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1140 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1141 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1142 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1143 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1144 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1145 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1146 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1147 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1148 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1149 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1150 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1151 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1152 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1153 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1154 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1155 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1156 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1157 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1158 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1159 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1160 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1161 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1162 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1163 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1164 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1165 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1166 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1167 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1168 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1169 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1170 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1171 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1172 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1173 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1174 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1175 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1176 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1177 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1178 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1179 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1180 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1181 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1182 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1183 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1184 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1185 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1186 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1187 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1189 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1191 g_Sound_Delete('SOUND_MONSTER_PAIN');
1192 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1193 g_Sound_Delete('SOUND_MONSTER_ACTION');
1194 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1195 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1196 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1197 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1198 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1199 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1200 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1201 g_Sound_Delete('SOUND_MONSTER_SLOP');
1203 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1204 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1205 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1207 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1208 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1209 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1210 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1211 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1212 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1214 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1215 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1216 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1217 g_Sound_Delete('SOUND_MONSTER_HAHA');
1218 g_Sound_Delete('SOUND_MONSTER_TRUP');
1220 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1221 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1223 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1224 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1225 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1226 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1228 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1229 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1230 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1231 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1232 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1234 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1235 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1236 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1237 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1238 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1240 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1241 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1242 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1243 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1245 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1246 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1247 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1249 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1250 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1252 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1253 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1255 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1256 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1257 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1259 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1260 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1262 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1263 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1264 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1266 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1268 freeInds.Free();
1269 freeInds := nil;
1270 end;
1272 procedure g_Monsters_Init();
1273 begin
1274 soulcount := 0;
1275 end;
1277 procedure g_Monsters_Free (clearGrid: Boolean=true);
1278 var
1279 a: Integer;
1280 begin
1281 e_LogWritefln('Cleared monster data (clearGrid=%s)', [clearGrid]);
1282 if (clearGrid) then
1283 begin
1284 monsGrid.Free();
1285 monsGrid := nil;
1286 end;
1287 for a := 0 to High(gMonsters) do gMonsters[a].Free();
1288 gMonsters := nil;
1289 clearUidMap();
1290 monCheckTrapLastFrameId := 0;
1291 monCheckMPlatLastFrameId := 0;
1292 end;
1295 // will be called from map loader
1296 procedure g_Mons_InitTree (x, y, w, h: Integer);
1297 begin
1298 monsGrid.Free();
1299 monsGrid := TMonsterGrid.Create(x, y, w, h);
1300 //clearUidMap(); // why not?
1301 e_LogWritefln('%s', ['Recreated monster tree']);
1302 end;
1305 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1306 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1307 var
1308 find_id: DWORD;
1309 mon: TMonster;
1310 begin
1311 result := nil;
1313 // Íåò òàêîãî ìîíñòðà
1314 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1316 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1317 if MonsterType = MONSTER_SOUL then
1318 begin
1319 if soulcount > MAX_SOUL then exit;
1320 soulcount := soulcount + 1;
1321 end;
1323 find_id := allocMonster();
1325 mon := TMonster.Create(MonsterType, find_id, ForcedUID);
1326 gMonsters[find_id] := mon;
1327 mon.mArrIdx := find_id;
1328 mon.mProxyId := -1;
1330 uidMap[mon.FUID] := mon;
1332 // Íàñòðàèâàåì ïîëîæåíèå
1333 with mon do
1334 begin
1335 if AdjCoord then
1336 begin
1337 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1338 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1339 end
1340 else
1341 begin
1342 FObj.X := X-FObj.Rect.X;
1343 FObj.Y := Y-FObj.Rect.Y;
1344 end;
1346 FDirection := Direction;
1347 FStartDirection := Direction;
1348 FStartX := GameX;
1349 FStartY := GameY;
1350 end;
1352 mon.positionChanged();
1354 result := mon;
1355 end;
1357 procedure g_Monsters_killedp();
1358 var
1359 a, h: Integer;
1360 begin
1361 if gMonsters = nil then
1362 Exit;
1364 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1365 h := High(gMonsters);
1366 for a := 0 to h do
1367 begin
1368 if (gMonsters[a] <> nil) then
1369 begin
1370 with gMonsters[a] do
1371 begin
1372 if (FMonsterType = MONSTER_MAN) and
1373 (FState <> MONSTATE_DEAD) and
1374 (FState <> MONSTATE_SLEEP) and
1375 (FState <> MONSTATE_DIE) then
1376 begin
1377 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1378 Exit;
1379 end;
1380 end;
1381 end;
1382 end;
1383 end;
1385 procedure g_Monsters_Update();
1386 var
1387 a: Integer;
1388 begin
1389 // Öåëåóêàçàòåëü
1390 if gTime mod (GAME_TICK*2) = 0 then
1391 begin
1392 pt_x := pt_x+pt_xs;
1393 pt_y := pt_y+pt_ys;
1394 if abs(pt_x) > 246 then pt_xs := -pt_xs;
1395 if abs(pt_y) > 100 then pt_ys := -pt_ys;
1396 end;
1398 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1400 if gmon_debug_think or gmon_debug_one_think_step then
1401 begin
1402 gmon_debug_one_think_step := false;
1403 for a := 0 to High(gMonsters) do
1404 begin
1405 if (gMonsters[a] = nil) then continue;
1406 if not gMonsters[a].FRemoved then
1407 begin
1408 if g_Game_IsClient then
1409 gMonsters[a].ClientUpdate()
1410 else
1411 gMonsters[a].Update();
1412 end
1413 else
1414 begin
1415 gMonsters[a].Free();
1416 gMonsters[a] := nil;
1417 end;
1418 end;
1419 end;
1421 gMon := False;
1422 end;
1424 procedure g_Monsters_Draw();
1425 var
1426 a: Integer;
1427 begin
1428 if gMonsters <> nil then
1429 begin
1430 for a := 0 to High(gMonsters) do
1431 begin
1432 if (gMonsters[a] <> nil) then gMonsters[a].Draw();
1433 end;
1434 end;
1435 end;
1437 procedure g_Monsters_DrawHealth();
1438 var
1439 a: Integer;
1440 fW, fH: Byte;
1441 begin
1442 if gMonsters = nil then Exit;
1443 e_TextureFontGetSize(gStdFont, fW, fH);
1445 for a := 0 to High(gMonsters) do
1446 begin
1447 if gMonsters[a] <> nil then
1448 begin
1449 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1450 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1451 IntToStr(gMonsters[a].FHealth), gStdFont);
1452 end;
1453 end;
1454 end;
1456 function g_Monsters_ByUID (UID: Word): TMonster;
1457 begin
1458 result := uidMap[UID];
1459 end;
1461 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1462 var
1463 count, i: Integer;
1464 b: Byte;
1465 begin
1466 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1467 count := 0;
1468 if (gMonsters <> nil) then
1469 begin
1470 for i := 0 to High(gMonsters) do
1471 begin
1472 if (gMonsters[i] <> nil) then
1473 begin
1474 if (gMonsters[i].FMonsterType <> MONSTER_NONE) then count += 1;
1475 end;
1476 end;
1477 end;
1479 Mem := TBinMemoryWriter.Create((count+1) * 350);
1481 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1482 Mem.WriteInt(pt_x);
1483 Mem.WriteInt(pt_xs);
1484 Mem.WriteInt(pt_y);
1485 Mem.WriteInt(pt_ys);
1487 // Êîëè÷åñòâî ìîíñòðîâ:
1488 Mem.WriteInt(count);
1490 if count = 0 then
1491 Exit;
1493 // Ñîõðàíÿåì ìîíñòðîâ:
1494 for i := 0 to High(gMonsters) do
1495 begin
1496 if (gMonsters[i] <> nil) then
1497 begin
1498 if (gMonsters[i].FMonsterType <> MONSTER_NONE) then
1499 begin
1500 // Òèï ìîíñòðà:
1501 b := gMonsters[i].MonsterType;
1502 Mem.WriteByte(b);
1503 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1504 gMonsters[i].SaveState(Mem);
1505 end;
1506 end;
1507 end;
1508 end;
1510 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1511 var
1512 count, a: Integer;
1513 b: Byte;
1514 mon: TMonster;
1515 begin
1516 if Mem = nil then exit;
1518 g_Monsters_Free(false);
1520 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1521 Mem.ReadInt(pt_x);
1522 Mem.ReadInt(pt_xs);
1523 Mem.ReadInt(pt_y);
1524 Mem.ReadInt(pt_ys);
1526 // Êîëè÷åñòâî ìîíñòðîâ
1527 Mem.ReadInt(count);
1529 if count = 0 then exit;
1531 // Çàãðóæàåì ìîíñòðîâ
1532 for a := 0 to count-1 do
1533 begin
1534 // Òèï ìîíñòðà
1535 Mem.ReadByte(b);
1536 // Ñîçäàåì ìîíñòðà
1537 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1538 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1539 // Çàãðóæàåì äàííûå ìîíñòðà
1540 mon.LoadState(Mem);
1541 end;
1542 end;
1545 // ////////////////////////////////////////////////////////////////////////// //
1546 function g_Mons_SpawnAt (monType: Integer; x, y: Integer; dir: TDirection=D_LEFT): TMonster; overload;
1547 begin
1548 result := nil;
1549 if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
1550 begin
1551 result := g_Monsters_Create(monType, x, y, dir);
1552 end;
1553 end;
1556 function g_Mons_SpawnAt (const typeName: AnsiString; x, y: Integer; dir: TDirection=D_LEFT): TMonster; overload;
1557 begin
1558 result := g_Mons_SpawnAt(g_Mons_TypeIdByName(typeName), x, y, dir);
1559 end;
1563 // ////////////////////////////////////////////////////////////////////////// //
1564 function g_Mons_TypeLo (): Integer; inline; begin result := Low(MONSTERTABLE); end;
1565 function g_Mons_TypeHi (): Integer; inline; begin result := High(MONSTERTABLE); end;
1568 function g_Mons_TypeIdByName (const name: String): Integer;
1569 var
1570 i: Integer;
1571 begin
1572 i := MONSTER_DEMON;
1573 while (i <= MONSTER_MAN) do
1574 begin
1575 if (CompareText(name, MONSTERTABLE[i].Name) = 0) then
1576 begin
1577 result := i;
1578 exit;
1579 end;
1580 Inc(i);
1581 end;
1582 result := -1;
1583 // HACK!
1584 if (CompareText(name, 'zombie') = 0) then result := MONSTER_ZOMBY;
1585 end;
1588 function g_Mons_NameByTypeId (monType: Integer): AnsiString;
1589 begin
1590 if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
1591 result := MONSTERTABLE[monType].Name
1592 else
1593 result := '?';
1594 end;
1597 function g_Mons_GetKilledByTypeId (monType: Integer): AnsiString;
1598 begin
1599 if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then
1600 Result := KilledByMonster[monType]
1601 else
1602 Result := '?';
1603 end;
1606 // ////////////////////////////////////////////////////////////////////////// //
1607 { T M o n s t e r : }
1609 procedure TMonster.setGameX (v: Integer); inline; begin FObj.X := v; positionChanged(); end;
1610 procedure TMonster.setGameY (v: Integer); inline; begin FObj.Y := v; positionChanged(); end;
1612 procedure TMonster.setPosition (ax, ay: Integer; callPosChanged: Boolean=true); inline; begin FObj.X := ax; FObj.Y := ay; if callPosChanged then positionChanged(); end;
1614 procedure TMonster.moveBy (dx, dy: Integer); inline;
1615 begin
1616 if (dx <> 0) or (dy <> 0) then
1617 begin
1618 FObj.X += dx;
1619 FObj.Y += dy;
1620 positionChanged();
1621 end;
1622 end;
1624 procedure TMonster.doDamage (v: Integer);
1625 begin
1626 if (v <= 0) then exit;
1627 if (v > 32767) then v := 32767;
1628 Damage(v, 0, 0, 0, mEDamageType);
1629 end;
1631 procedure TMonster.ActionSound();
1632 begin
1633 case FMonsterType of
1634 MONSTER_IMP:
1635 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1636 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1637 MONSTER_MANCUB:
1638 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1639 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1640 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1641 MONSTER_SPIDER:
1642 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1643 MONSTER_BSP:
1644 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1645 MONSTER_VILE:
1646 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1647 MONSTER_SKEL:
1648 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1649 MONSTER_CYBER:
1651 MONSTER_MAN:
1652 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1653 end;
1654 end;
1656 procedure TMonster.PainSound();
1657 begin
1658 if FPainSound then
1659 Exit;
1661 FPainSound := True;
1662 FPainTicks := 20;
1664 case FMonsterType of
1665 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1666 MONSTER_SKEL, MONSTER_CGUN:
1667 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1668 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1669 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1670 MONSTER_BSP, MONSTER_CYBER:
1671 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1672 MONSTER_VILE:
1673 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1674 MONSTER_MANCUB:
1675 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1676 MONSTER_PAIN:
1677 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1678 MONSTER_MAN:
1679 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1680 end;
1681 end;
1683 procedure TMonster.DieSound();
1684 begin
1685 case FMonsterType of
1686 MONSTER_IMP:
1687 case Random(2) of
1688 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1689 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1690 end;
1691 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1692 case Random(3) of
1693 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1694 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1695 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1696 end;
1697 MONSTER_DEMON:
1698 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1699 MONSTER_BARREL:
1700 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1701 MONSTER_SOUL:
1702 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1703 MONSTER_BSP:
1704 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1705 MONSTER_VILE:
1706 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1707 MONSTER_BARON:
1708 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1709 MONSTER_CACO:
1710 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1711 MONSTER_CYBER:
1712 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1713 MONSTER_KNIGHT:
1714 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1715 MONSTER_MANCUB:
1716 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1717 MONSTER_PAIN:
1718 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1719 MONSTER_SKEL:
1720 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1721 MONSTER_SPIDER:
1722 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1723 MONSTER_MAN:
1724 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1725 end;
1726 end;
1728 procedure TMonster.WakeUpSound();
1729 begin
1730 case FMonsterType of
1731 MONSTER_IMP:
1732 case Random(2) of
1733 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1734 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1735 end;
1736 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1737 case Random(3) of
1738 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1739 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1740 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1741 end;
1742 MONSTER_MAN:
1743 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1744 MONSTER_BSP:
1745 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1746 MONSTER_VILE:
1747 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1748 MONSTER_BARON:
1749 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1750 MONSTER_CACO:
1751 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1752 MONSTER_CYBER:
1753 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1754 MONSTER_KNIGHT:
1755 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1756 MONSTER_MANCUB:
1757 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1758 MONSTER_PAIN:
1759 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1760 MONSTER_DEMON:
1761 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1762 MONSTER_SKEL:
1763 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1764 MONSTER_SPIDER:
1765 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1766 MONSTER_SOUL:
1768 end;
1769 end;
1771 procedure TMonster.BFGHit();
1772 begin
1773 if FMonsterType = MONSTER_FISH then
1774 Exit;
1776 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1777 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1778 {if g_Game_IsServer and g_Game_IsNet then
1779 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1780 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1781 0, NET_GFX_BFG);}
1782 end;
1784 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1785 begin
1786 Result := g_Collide(FObj.X+FObj.Rect.X,
1787 FObj.Y+FObj.Rect.Y,
1788 FObj.Rect.Width,
1789 FObj.Rect.Height,
1790 X, Y,
1791 Width, Height);
1792 end;
1794 function TMonster.Collide(Panel: TPanel): Boolean;
1795 begin
1796 Result := g_Collide(FObj.X+FObj.Rect.X,
1797 FObj.Y+FObj.Rect.Y,
1798 FObj.Rect.Width,
1799 FObj.Rect.Height,
1800 Panel.X, Panel.Y,
1801 Panel.Width, Panel.Height);
1802 end;
1804 function TMonster.Collide(X, Y: Integer): Boolean;
1805 begin
1806 X := X - FObj.X - FObj.Rect.X;
1807 Y := Y - FObj.Y - FObj.Rect.Y;
1808 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1809 (y >= 0) and (y <= FObj.Rect.Height);
1810 end;
1812 procedure TMonster.Respawn;
1813 begin
1814 FObj.Vel.X := 0;
1815 FObj.Vel.Y := 0;
1816 FObj.Accel.X := 0;
1817 FObj.Accel.Y := 0;
1818 FDirection := FStartDirection;
1819 {GameX}FObj.X := FStartX;
1820 {GameY}FObj.Y := FStartY;
1821 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1822 FHealth := MONSTERTABLE[FMonsterType].Health;
1823 FAmmo := 0;
1824 FPain := 0;
1825 FTargetUID := 0;
1826 FTargetTime := 0;
1827 FDieTriggers := nil;
1828 FWaitAttackAnim := False;
1829 FChainFire := False;
1830 FShellTimer := -1;
1832 FState := MONSTATE_SLEEP;
1833 FCurAnim := ANIM_SLEEP;
1835 positionChanged(); // this updates spatial accelerators
1837 if g_Game_IsNet and g_Game_IsServer then
1838 begin
1839 MH_SEND_MonsterPos(FUID);
1840 MH_SEND_MonsterState(FUID);
1841 end;
1842 end;
1844 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1845 var
1846 a: Integer;
1847 FramesID: DWORD = 0;
1848 s: String;
1849 res: Boolean;
1850 begin
1851 if ForcedUID < 0 then
1852 FUID := g_CreateUID(UID_MONSTER)
1853 else
1854 FUID := ForcedUID;
1856 FMonsterType := MonsterType;
1858 g_Obj_Init(@FObj);
1860 FState := MONSTATE_SLEEP;
1861 FCurAnim := ANIM_SLEEP;
1862 FHealth := MONSTERTABLE[MonsterType].Health;
1863 FMaxHealth := FHealth;
1864 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1865 FDieTriggers := nil;
1866 FSpawnTrigger := -1;
1867 FWaitAttackAnim := False;
1868 FChainFire := False;
1869 FStartID := aID;
1870 FNoRespawn := False;
1871 FShellTimer := -1;
1872 FBehaviour := BH_NORMAL;
1873 FFireTime := 0;
1874 FFirePainTime := 0;
1875 FFireAttacker := 0;
1876 mEDamageType := HIT_SOME;
1878 mProxyId := -1;
1879 mArrIdx := -1;
1880 trapCheckFrameId := 0;
1881 mplatCheckFrameId := 0;
1882 mNeedSend := false;
1884 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1885 FBloodKind := BLOOD_SPARKS
1886 else
1887 FBloodKind := BLOOD_NORMAL;
1888 if FMonsterType = MONSTER_CACO then
1889 begin
1890 FBloodRed := 0;
1891 FBloodGreen := 0;
1892 FBloodBlue := 150;
1893 end
1894 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1895 begin
1896 FBloodRed := 0;
1897 FBloodGreen := 150;
1898 FBloodBlue := 0;
1899 end
1900 else
1901 begin
1902 FBloodRed := 150;
1903 FBloodGreen := 0;
1904 FBloodBlue := 0;
1905 end;
1907 SetLength(FAnim, Length(ANIMTABLE));
1909 for a := 0 to High(FAnim) do
1910 begin
1911 FAnim[a, D_LEFT] := nil;
1912 FAnim[a, D_RIGHT] := nil;
1913 end;
1915 for a := ANIM_SLEEP to ANIM_PAIN do
1916 if (ANIMTABLE[a].name <> '') and
1917 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1918 begin
1919 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1920 '_'+ANIMTABLE[a].name;
1922 res := g_Frames_Exists(s);
1924 if res then
1925 res := g_Frames_Get(FramesID, s);
1927 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1928 if (not res) then
1929 begin
1930 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1931 if a <> ANIM_MESS then
1932 Continue;
1934 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1935 '_'+ANIMTABLE[ANIM_DIE].name) then
1936 begin
1937 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1938 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1939 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1940 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1941 Continue;
1942 end;
1943 end;
1945 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1946 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1948 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1949 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1950 begin
1951 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1952 '_'+ANIMTABLE[a].name+'_L';
1953 if g_Frames_Exists(s) then
1954 g_Frames_Get(FramesID, s);
1955 end;
1957 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1958 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1959 end;
1961 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1962 if MonsterType = MONSTER_VILE then
1963 begin
1964 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1965 vilefire := TAnimation.Create(FramesID, True, 2);
1966 end
1967 else
1968 vilefire := nil;
1969 end;
1971 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1972 var
1973 c, it: Integer;
1974 p: TPlayer;
1975 begin
1976 Result := False;
1978 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1979 if (FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE) or (FState = MONSTATE_REVIVE) then
1980 Exit;
1982 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1983 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1984 begin
1985 FSleep := 20;
1986 if Random(2) = 0 then
1987 FDirection := D_RIGHT
1988 else
1989 FDirection := D_LEFT;
1990 Result := True;
1991 SetState(MONSTATE_RUN);
1992 Exit;
1993 end;
1995 // Ëîâóøêà óáèâàåò ñðàçó:
1996 if t = HIT_TRAP then
1997 FHealth := -100;
1999 // Ðîáîòó óðîíà íåò:
2000 if FMonsterType = MONSTER_ROBO then
2001 aDamage := 0;
2003 // Íàíîñèì óðîí:
2004 if g_Game_IsServer then Dec(FHealth, aDamage);
2006 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
2007 if FPain = 0 then
2008 FPain := 3;
2009 FPain := FPain+aDamage;
2011 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
2012 if FState <> MONSTATE_PAIN then
2013 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
2014 (FMonsterType <> MONSTER_BARREL) then
2015 SetState(MONSTATE_PAIN);
2017 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
2018 if (gBloodCount > 0) then
2019 begin
2020 c := Min(aDamage, 200);
2021 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
2023 if (VelX = 0) and (VelY = 0) then
2024 MakeBloodSimple(c)
2025 else
2026 case t of
2027 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
2028 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
2029 end;
2030 end;
2032 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
2033 if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
2034 begin
2035 FTargetUID := SpawnerUID;
2036 FTargetTime := 0;
2037 end;
2039 // Çäîðîâüå çàêîí÷èëîñü:
2040 if FHealth <= 0 then
2041 begin
2042 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
2043 if (FMonsterType <> MONSTER_BARREL) then
2044 begin
2045 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
2046 begin
2047 p := g_Player_Get(SpawnerUID);
2048 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
2049 begin
2050 p.MonsterKills := p.MonsterKills+1;
2051 if gGameSettings.GameMode = GM_COOP then
2052 p.Frags := p.Frags + 1;
2053 // Uncomment this if you want to double-kill monsters
2054 //p.FragCombo();
2055 end;
2056 end;
2057 if gLMSRespawn = LMS_RESPAWN_NONE then
2058 begin
2059 Inc(gCoopMonstersKilled);
2060 if g_Game_IsNet then
2061 MH_SEND_GameStats;
2062 end;
2063 end;
2065 // Âûáèðàåì ëóò:
2066 case FMonsterType of
2067 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
2068 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
2069 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
2070 MONSTER_MAN: c := ITEM_KEY_RED;
2071 else c := 0;
2072 end;
2074 // Áðîñàåì ëóò:
2075 if c <> 0 then
2076 begin
2077 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
2078 FObj.Y + (FObj.Rect.Height div 2),
2079 c, True, False);
2080 g_Items_SetDrop(it); // mark it as monster drop
2081 g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
2082 (FObj.Vel.Y div 2)-Random(4));
2083 //positionChanged(); // this updates spatial accelerators
2084 if g_Game_IsServer and g_Game_IsNet then
2085 MH_SEND_ItemSpawn(True, it);
2086 end;
2088 // Òðóï äàëüøå íå èäåò:
2089 FObj.Vel.X := 0;
2091 // Ó òðóïà ðàçìåðû ìåíüøå:
2092 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
2093 begin
2094 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
2095 FObj.Rect.Height := 12;
2096 positionChanged();
2097 end;
2099 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
2100 if (FHealth <= -30) and
2101 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
2102 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
2103 (FMonsterType = MONSTER_MAN)) then
2104 begin
2105 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2106 SetState(MONSTATE_DIE, ANIM_MESS);
2107 end
2108 else
2109 begin
2110 DieSound();
2111 SetState(MONSTATE_DIE);
2112 end;
2114 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
2115 if g_Game_IsServer then ActivateTriggers();
2117 FHealth := 0;
2118 end
2119 else
2120 if FState = MONSTATE_SLEEP then
2121 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
2122 FPain := MONSTERTABLE[FMonsterType].Pain;
2123 SetState(MONSTATE_GO);
2124 end;
2126 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
2127 Result := True;
2128 end;
2130 function TMonster.Heal(Value: Word): Boolean;
2131 begin
2132 Result := False;
2133 if g_Game_IsClient then
2134 Exit;
2135 if not alive then
2136 Exit;
2138 if FHealth < FMaxHealth then
2139 begin
2140 IncMax(FHealth, Value, FMaxHealth);
2141 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
2142 Result := True;
2143 end;
2144 end;
2146 destructor TMonster.Destroy();
2147 var
2148 a: Integer;
2149 begin
2150 for a := 0 to High(FAnim) do
2151 begin
2152 FAnim[a, D_LEFT].Free();
2153 FAnim[a, D_RIGHT].Free();
2154 end;
2156 vilefire.Free();
2158 if (mProxyId <> -1) then
2159 begin
2160 if (monsGrid <> nil) then
2161 begin
2162 monsGrid.removeBody(mProxyId);
2163 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
2164 e_WriteLog(Format('monster #%d:(%u): removed from grid; mProxyid=%d', [mArrIdx, UID, mProxyId]), MSG_NOTIFY);
2165 {$ENDIF}
2166 end;
2167 mProxyId := -1;
2168 end;
2170 if (mArrIdx <> -1) and (mArrIdx < Length(gMonsters)) then
2171 begin
2172 freeInds.release(mArrIdx);
2173 gMonsters[mArrIdx] := nil;
2174 end;
2175 mArrIdx := -1;
2177 uidMap[FUID] := nil;
2179 inherited Destroy();
2180 end;
2182 procedure TMonster.Draw();
2183 var
2184 m: TMirrorType;
2185 dx, dy, c: Integer;
2186 o: TObj;
2187 begin
2188 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
2189 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
2191 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
2192 if FMonsterType = MONSTER_VILE then
2193 if FState = MONSTATE_SHOOT then
2194 if GetPos(FTargetUID, @o) then
2195 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
2196 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
2198 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
2199 //FIXME!
2200 if (g_dbg_scale = 1.0) then
2201 begin
2202 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
2203 sX-128, sY-128, sWidth+256, sHeight+256) then
2204 Exit;
2205 end;
2207 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
2208 if FState = MONSTATE_DEAD then
2209 case FMonsterType of
2210 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
2211 end;
2213 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
2214 if FAnim[FCurAnim, FDirection] <> nil then
2215 begin
2216 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
2217 if (FDirection = D_LEFT) and
2218 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
2219 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
2220 (FMonsterType <> MONSTER_BARREL) then
2221 m := M_HORIZONTAL
2222 else
2223 m := M_NONE;
2225 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2226 if (FDirection = D_LEFT) and
2227 (FMonsterType <> MONSTER_BARREL) then
2228 begin
2229 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
2230 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
2232 if m = M_HORIZONTAL then
2233 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2234 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2235 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
2236 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2237 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
2238 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2239 dx := -dx;
2240 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2241 end;
2242 end
2243 else // Ïðàâàÿ àíèìàöèÿ
2244 begin
2245 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
2246 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
2247 end;
2249 // Ðèñóåì:
2250 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
2251 end;
2253 if g_debug_Frames then
2254 begin
2255 e_DrawQuad(FObj.X+FObj.Rect.X,
2256 FObj.Y+FObj.Rect.Y,
2257 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2258 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2259 0, 255, 0);
2260 end;
2261 end;
2263 procedure TMonster.MakeBloodSimple(Count: Word);
2264 begin
2265 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
2266 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2267 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
2268 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2269 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
2270 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2271 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
2272 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2273 end;
2275 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
2276 begin
2277 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2278 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2279 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
2280 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
2281 end;
2283 procedure TMonster.Push(vx, vy: Integer);
2284 begin
2285 FObj.Accel.X := FObj.Accel.X + vx;
2286 FObj.Accel.Y := FObj.Accel.Y + vy;
2287 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2288 end;
2290 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
2291 var
2292 Anim: Byte;
2293 begin
2294 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2295 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2296 if (State = MONSTATE_DIE) and (MonsterType = MONSTER_SOUL) then
2297 soulcount := soulcount-1;
2299 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2300 case FState of
2301 MONSTATE_DIE, MONSTATE_DEAD, MONSTATE_REVIVE:
2302 if (State <> MONSTATE_DEAD) and (State <> MONSTATE_REVIVE) and
2303 (State <> MONSTATE_GO) then
2304 Exit;
2305 end;
2307 // Ñìåíà ñîñòîÿíèÿ:
2308 FState := State;
2310 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
2312 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2313 case FState of
2314 MONSTATE_SLEEP: Anim := ANIM_SLEEP;
2315 MONSTATE_PAIN: Anim := ANIM_PAIN;
2316 MONSTATE_WAIT: Anim := ANIM_SLEEP;
2317 MONSTATE_CLIMB, MONSTATE_RUN, MONSTATE_RUNOUT, MONSTATE_GO: Anim := ANIM_GO;
2318 MONSTATE_SHOOT: Anim := ANIM_ATTACK;
2319 MONSTATE_ATTACK: Anim := ANIM_ATTACK;
2320 MONSTATE_DIE: Anim := ANIM_DIE;
2321 MONSTATE_REVIVE:
2322 begin // íà÷àëè âîñðåøàòüñÿ
2323 Anim := FCurAnim;
2324 FAnim[Anim, FDirection].Revert(True);
2326 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
2327 FHealth := MONSTERTABLE[FMonsterType].Health;
2328 FAmmo := 0;
2329 FPain := 0;
2330 end;
2331 else Exit;
2332 end;
2334 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2335 if ForceAnim <> 255 then
2336 Anim := ForceAnim;
2338 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2339 if FCurAnim <> Anim then
2340 if FAnim[Anim, FDirection] <> nil then
2341 begin
2342 FAnim[Anim, FDirection].Reset();
2343 FCurAnim := Anim;
2344 end;
2345 end;
2347 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
2348 var
2349 TA: TAnimation;
2350 FramesID: DWORD;
2351 begin
2352 Result := False;
2354 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2355 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
2356 begin
2357 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
2358 if g_Game_IsServer and g_Game_IsNet then
2359 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
2360 Exit;
2361 end;
2363 TA := nil;
2365 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2366 if not silent then
2367 begin
2368 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
2369 TA := TAnimation.Create(FramesID, False, 6);
2370 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
2371 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2372 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2374 if g_Game_IsServer and g_Game_IsNet then
2375 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2376 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
2377 NET_GFX_TELE);
2378 end;
2380 FObj.X := X - FObj.Rect.X;
2381 FObj.Y := Y - FObj.Rect.Y;
2382 positionChanged();
2384 if dir = 1 then
2385 FDirection := D_LEFT
2386 else
2387 if dir = 2 then
2388 FDirection := D_RIGHT
2389 else
2390 if dir = 3 then
2391 begin // îáðàòíîå
2392 if FDirection = D_RIGHT then
2393 FDirection := D_LEFT
2394 else
2395 FDirection := D_RIGHT;
2396 end;
2398 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2399 if not silent and (TA <> nil) then
2400 begin
2401 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2402 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
2403 TA.Free();
2405 if g_Game_IsServer and g_Game_IsNet then
2406 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2407 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2408 NET_GFX_TELE);
2409 end;
2411 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID);
2412 Result := True;
2413 end;
2415 procedure TMonster.Update();
2416 var
2417 a, b, sx, sy, wx, wy, oldvelx: Integer;
2418 st: Word;
2419 o, co: TObj;
2420 fall: Boolean;
2421 mon: TMonster;
2422 label
2423 _end;
2424 begin
2425 fall := True;
2427 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2428 if FMonsterType = MONSTER_FISH then
2429 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2430 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
2431 fall := False;
2433 // Ëåòàþùèå ìîíòñðû:
2434 if ((FMonsterType = MONSTER_SOUL) or
2435 (FMonsterType = MONSTER_PAIN) or
2436 (FMonsterType = MONSTER_CACO)) and
2437 (FState <> MONSTATE_DIE) and
2438 (FState <> MONSTATE_DEAD) then
2439 fall := False;
2441 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2442 if gTime mod (GAME_TICK*2) <> 0 then
2443 begin
2444 g_Obj_Move(@FObj, fall, True, True);
2445 positionChanged(); // this updates spatial accelerators
2446 Exit;
2447 end;
2449 if FPainTicks > 0 then
2450 Dec(FPainTicks)
2451 else
2452 FPainSound := False;
2454 // Äâèãàåìñÿ:
2455 st := g_Obj_Move(@FObj, fall, True, True);
2456 positionChanged(); // this updates spatial accelerators
2458 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2459 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2460 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2461 begin
2462 FRemoved := True;
2463 if alive and (gLMSRespawn = LMS_RESPAWN_NONE) then
2464 begin
2465 Inc(gCoopMonstersKilled);
2466 if g_Game_IsNet then
2467 MH_SEND_GameStats;
2468 end;
2469 ActivateTriggers();
2470 Exit;
2471 end;
2473 oldvelx := FObj.Vel.X;
2475 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2476 if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then
2477 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2479 if FFireTime > 0 then
2480 begin
2481 if WordBool(st and MOVE_INWATER) then
2482 FFireTime := 0
2483 else
2484 begin
2485 OnFireFlame(1);
2486 FFireTime := FFireTime - 1;
2487 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
2488 if FFirePainTime = 0 then
2489 begin
2490 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2491 FFirePainTime := 18;
2492 end
2493 else
2494 FFirePainTime := FFirePainTime - 1;
2495 end;
2496 end;
2498 // Ìåðòâûé íè÷åãî íå äåëàåò:
2499 if (FState = MONSTATE_DEAD) then
2500 goto _end;
2502 // AI ìîíñòðîâ âûêëþ÷åí:
2503 if g_debug_MonsterOff then
2504 begin
2505 FSleep := 1;
2506 if FState <> MONSTATE_SLEEP then
2507 SetState(MONSTATE_SLEEP);
2508 end;
2510 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2511 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2512 case FMonsterType of
2513 MONSTER_FISH:
2514 if Random(4) = 0 then
2515 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2516 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2517 MONSTER_ROBO, MONSTER_BARREL:
2518 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2519 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2520 else begin
2521 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2522 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2523 if Random(2) = 0 then
2524 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2525 else
2526 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2527 end;
2528 end;
2530 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2531 if FMonsterType = MONSTER_BARREL then
2532 begin
2533 if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2534 (FAnim[FCurAnim, FDirection].Counter = 0) then
2535 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2536 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2537 60, FUID);
2538 end;
2540 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2541 if FMonsterType = MONSTER_SOUL then
2542 if WordBool(st and MOVE_HITAIR) then
2543 g_Obj_SetSpeed(@FObj, 16);
2545 if FAmmo < 0 then
2546 FAmmo := FAmmo + 1;
2548 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2549 if FObj.Vel.Y < 0 then
2550 if WordBool(st and MOVE_INWATER) then
2551 FObj.Vel.Y := -4;
2553 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2554 FTargetTime := FTargetTime + 1;
2556 // Ãèëüçû
2557 if FShellTimer > -1 then
2558 if FShellTimer = 0 then
2559 begin
2560 if FShellType = SHELL_SHELL then
2561 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2562 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2563 GameVelX, GameVelY-2, SHELL_SHELL)
2564 else if FShellType = SHELL_DBLSHELL then
2565 begin
2566 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2567 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2568 GameVelX-1, GameVelY-2, SHELL_SHELL);
2569 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2570 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2571 GameVelX+1, GameVelY-2, SHELL_SHELL);
2572 end;
2573 FShellTimer := -1;
2574 end else Dec(FShellTimer);
2576 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2577 if fall then
2578 if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT,
2579 MONSTATE_ATTACK, MONSTATE_SHOOT]) then
2580 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2581 FObj.Rect.Width, FObj.Rect.Height, 50) then
2582 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2583 (FObj.Accel.Y = 0) then
2584 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2586 case FState of
2587 MONSTATE_PAIN: // Ñîñòîÿíèå - Áîëü
2588 begin
2589 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2590 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2591 begin
2592 FPain := MONSTERTABLE[FMonsterType].Pain;
2593 if gSoundEffectsDF then PainSound();
2594 end;
2595 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2596 PainSound();
2598 // Ñíèæàåì áîëü ñî âðåìåíåì:
2599 FPain := FPain - 5;
2601 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2602 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2603 begin
2604 FPain := 0;
2605 FAmmo := -9;
2606 SetState(MONSTATE_GO);
2607 end;
2608 end;
2610 MONSTATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2611 begin
2612 // Ñïèì:
2613 FSleep := FSleep + 1;
2615 // Ïðîñïàëè äîñòàòî÷íî:
2616 if FSleep >= 18 then
2617 FSleep := 0
2618 else // åùå ñïèì
2619 goto _end;
2621 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2622 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2623 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2624 if (gPlayers <> nil) then
2625 for a := 0 to High(gPlayers) do
2626 if (gPlayers[a] <> nil) and (gPlayers[a].alive)
2627 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2628 with gPlayers[a] do
2629 if g_Look(@FObj, @Obj, FDirection) then
2630 begin
2631 FTargetUID := gPlayers[a].UID;
2632 FTargetTime := 0;
2633 WakeUpSound();
2634 SetState(MONSTATE_GO);
2635 Break;
2636 end;
2638 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2639 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2640 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2641 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2642 if gMonsters <> nil then
2643 for a := 0 to High(gMonsters) do
2644 if (gMonsters[a] <> nil) and (gMonsters[a].alive) and
2645 (gMonsters[a].FUID <> FUID) then
2646 begin
2647 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2648 if (FBehaviour = BH_MANIAC) and
2649 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2650 Continue;
2651 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2652 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2653 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2654 Continue;
2655 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2656 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2657 Continue;
2658 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2659 begin
2660 FTargetUID := gMonsters[a].UID;
2661 FTargetTime := 0;
2662 WakeUpSound();
2663 SetState(MONSTATE_GO);
2664 Break;
2665 end;
2666 end;
2667 end;
2669 MONSTATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2670 begin
2671 // Æäåì:
2672 FSleep := FSleep - 1;
2674 // Âûæäàëè äîñòàòî÷íî - èäåì:
2675 if FSleep < 0 then
2676 SetState(MONSTATE_GO);
2677 end;
2679 MONSTATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2680 begin
2681 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2682 if WordBool(st and MOVE_BLOCK) then
2683 begin
2684 Turn();
2685 FSleep := 40;
2686 SetState(MONSTATE_RUNOUT);
2688 goto _end;
2689 end;
2691 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2692 if (FMonsterType = MONSTER_VILE) then
2693 if isCorpse(@FObj, False) <> -1 then
2694 begin
2695 FObj.Vel.X := 0;
2696 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
2698 goto _end;
2699 end;
2701 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2702 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2703 if not findNewPrey() then
2704 begin // Íîâûõ öåëåé íåò
2705 FTargetUID := 0;
2706 o.X := FObj.X+pt_x;
2707 o.Y := FObj.Y+pt_y;
2708 o.Vel.X := 0;
2709 o.Vel.Y := 0;
2710 o.Accel.X := 0;
2711 o.Accel.Y := 0;
2712 o.Rect := _Rect(0, 0, 0, 1);
2713 end
2714 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2715 GetPos(FTargetUID, @o);
2717 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2718 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2719 begin
2720 FTargetTime := 0;
2721 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2722 begin
2723 if kick(@o) then
2724 goto _end;
2725 end;
2726 end;
2728 // Ðàññòîÿíèå äî öåëè:
2729 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2730 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2732 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2733 if sx > 0 then
2734 FDirection := D_RIGHT
2735 else
2736 FDirection := D_LEFT;
2738 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2739 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2740 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2741 if shoot(@o, False) then
2742 goto _end;
2744 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2745 if Abs(sx) < 40 then
2746 if FMonsterType <> MONSTER_FISH then
2747 begin
2748 FSleep := 15;
2749 SetState(MONSTATE_RUN);
2750 if Random(2) = 0 then
2751 FDirection := D_LEFT
2752 else
2753 FDirection := D_RIGHT;
2755 goto _end;
2756 end;
2758 // Óïåðëèñü â ñòåíó:
2759 if WordBool(st and MOVE_HITWALL) then
2760 begin
2761 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2762 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2763 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2764 FSleep := 4;
2765 SetState(MONSTATE_WAIT);
2767 goto _end;
2768 end;
2770 case FMonsterType of
2771 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2772 else // Íå ëåòàþò:
2773 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2774 (FObj.Accel.Y = 0) then
2775 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2776 // Ïðûæîê ÷åðåç ñòåíó:
2777 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2778 SetState(MONSTATE_CLIMB);
2779 end;
2780 end;
2782 goto _end;
2783 end;
2785 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2786 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2787 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2788 begin
2789 if FMonsterType = MONSTER_FISH then
2790 begin // Ðûáà
2791 if not WordBool(st and MOVE_INWATER) then
2792 begin // Ðûáà âíå âîäû:
2793 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2794 begin // "Ñòîèò" òâåðäî
2795 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2796 if FObj.Accel.Y = 0 then FObj.Vel.Y := -6;
2797 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2798 end;
2800 // Ðûáå áîëüíî:
2801 SetState(MONSTATE_PAIN);
2802 FPain := FPain + 50;
2803 end
2804 else // Ðûáà â âîäå
2805 begin
2806 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2807 if Abs(sy) > 8 then
2808 FObj.Vel.Y := g_basic.Sign(sy)*4
2809 else
2810 FObj.Vel.Y := 0;
2812 // Ðûáà ïëûâåò ââåðõ:
2813 if FObj.Vel.Y < 0 then
2814 if not g_Obj_CollideWater(@FObj, 0, -16) then
2815 begin
2816 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2817 FObj.Vel.Y := 0;
2818 // Ïëàâàåì òóäà-ñþäà:
2819 if Random(2) = 0 then
2820 FDirection := D_LEFT
2821 else
2822 FDirection := D_RIGHT;
2823 FSleep := 20;
2824 SetState(MONSTATE_RUN);
2825 end;
2826 end;
2827 end
2828 else // Ëåòàþùèå ìîíñòðû
2829 begin
2830 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2831 if Abs(sy) > 8 then
2832 FObj.Vel.Y := g_basic.Sign(sy)*4
2833 else
2834 FObj.Vel.Y := 0;
2835 end;
2836 end
2837 else // "Íàçåìíûå" ìîíñòðû
2838 begin
2839 // Âîçìîæíî, ïèíàåì êóñêè:
2840 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2841 begin
2842 b := Abs(FObj.Vel.X);
2843 if b > 1 then b := b * (Random(8 div b) + 1);
2844 for a := 0 to High(gGibs) do
2845 begin
2846 if gGibs[a].alive and
2847 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2848 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2849 begin
2850 // Ïèíàåì êóñêè
2851 if FObj.Vel.X < 0 then
2852 begin
2853 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2854 end
2855 else
2856 begin
2857 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2858 end;
2859 end;
2860 end;
2861 end;
2862 // Áîññû ìîãóò ïèíàòü òðóïû:
2863 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2864 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2865 begin
2866 b := Abs(FObj.Vel.X);
2867 if b > 1 then b := b * (Random(8 div b) + 1);
2868 for a := 0 to High(gCorpses) do
2869 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2870 begin
2871 co := gCorpses[a].Obj;
2872 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2873 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2874 // Ïèíàåì òðóïû
2875 if FObj.Vel.X < 0 then
2876 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2877 else
2878 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2879 end;
2880 end;
2881 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2882 if sy < -40 then
2883 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2884 // ñòîèò òâåðäî
2885 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2886 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2887 end;
2889 FSleep := FSleep + 1;
2891 // Èíîãäà ðû÷èì:
2892 if FSleep >= 8 then
2893 begin
2894 FSleep := 0;
2895 if Random(8) = 0 then
2896 ActionSound();
2897 end;
2899 // Áåæèì â âûáðàííóþ ñòîðîíó:
2900 if FDirection = D_RIGHT then
2901 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2902 else
2903 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2905 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2906 if WordBool(st and MOVE_INWATER) then
2907 FObj.Vel.X := FObj.Vel.X div 2
2908 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2909 if FMonsterType = MONSTER_FISH then
2910 FObj.Vel.X := 0;
2911 end;
2913 MONSTATE_RUN: // Ñîñòîÿíèå - Áåã
2914 begin
2915 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2916 if WordBool(st and MOVE_BLOCK) then
2917 begin
2918 Turn();
2919 FSleep := 40;
2920 SetState(MONSTATE_RUNOUT);
2922 goto _end;
2923 end;
2925 FSleep := FSleep - 1;
2927 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2928 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2929 begin
2930 FSleep := 0;
2931 SetState(MONSTATE_GO);
2932 // Ñòåíà - èäåì îáðàòíî:
2933 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2934 Turn();
2935 // Èíîãäà ðû÷èì:
2936 if Random(8) = 0 then
2937 ActionSound();
2938 end;
2940 // Áåæèì â âûáðàííóþ ñòîðîíó:
2941 if FDirection = D_RIGHT then
2942 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2943 else
2944 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2946 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2947 if WordBool(st and MOVE_INWATER) then
2948 FObj.Vel.X := FObj.Vel.X div 2
2949 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2950 if FMonsterType = MONSTER_FISH then
2951 FObj.Vel.X := 0;
2952 end;
2954 MONSTATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2955 begin
2956 // Âûøëè èç ÁëîêÌîíà:
2957 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2958 FSleep := 0;
2960 FSleep := FSleep - 1;
2962 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2963 if FSleep <= -18 then
2964 begin
2965 FSleep := 0;
2966 SetState(MONSTATE_GO);
2967 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2968 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2969 Turn();
2970 // Èíîãäà ðû÷èì:
2971 if Random(8) = 0 then
2972 ActionSound();
2973 end;
2975 // Áåæèì â âûáðàííóþ ñòîðîíó:
2976 if FDirection = D_RIGHT then
2977 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2978 else
2979 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2981 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2982 if WordBool(st and MOVE_INWATER) then
2983 FObj.Vel.X := FObj.Vel.X div 2
2984 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2985 if FMonsterType = MONSTER_FISH then
2986 FObj.Vel.X := 0;
2987 end;
2989 MONSTATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2990 begin
2991 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2992 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2993 (not WordBool(st and MOVE_HITWALL)) then
2994 begin
2995 FSleep := 0;
2996 SetState(MONSTATE_GO);
2998 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2999 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3000 begin
3001 Turn();
3002 FSleep := 15;
3003 SetState(MONSTATE_RUN);
3004 end;
3005 end;
3007 // Áåæèì â âûáðàííóþ ñòîðîíó:
3008 if FDirection = D_RIGHT then
3009 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3010 else
3011 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3013 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3014 if WordBool(st and MOVE_INWATER) then
3015 FObj.Vel.X := FObj.Vel.X div 2
3016 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3017 if FMonsterType = MONSTER_FISH then
3018 FObj.Vel.X := 0;
3019 end;
3021 MONSTATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3022 MONSTATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3023 begin
3024 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3025 if FMonsterType = MONSTER_SOUL then
3026 begin
3027 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3028 SetState(MONSTATE_GO);
3030 goto _end;
3031 end;
3033 // Çàìåäëÿåìñÿ ïðè àòàêå:
3034 if FMonsterType <> MONSTER_FISH then
3035 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3037 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3038 if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then
3039 begin
3040 // Öåëü ïîãèáëà => èäåì äàëüøå:
3041 if not GetPos(FTargetUID, @o) then
3042 begin
3043 SetState(MONSTATE_GO);
3045 goto _end;
3046 end;
3048 // Öåëü íå âèäíî => èäåì äàëüøå:
3049 if not g_Look(@FObj, @o, FDirection) then
3050 begin
3051 SetState(MONSTATE_GO);
3053 goto _end;
3054 end;
3056 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3057 if g_Obj_CollideWater(@o, 0, 0) then
3058 begin
3059 SetState(MONSTATE_GO);
3061 goto _end;
3062 end;
3064 // Æàðèì öåëü:
3065 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
3066 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
3067 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
3068 end;
3069 end;
3070 end; // case FState of ...
3072 _end:
3074 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3075 if FState = MONSTATE_REVIVE then
3076 if FAnim[FCurAnim, FDirection].Played then
3077 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3078 FAnim[FCurAnim, FDirection].Revert(False);
3079 SetState(MONSTATE_GO);
3080 end;
3082 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3083 if vilefire <> nil then
3084 vilefire.Update();
3086 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3087 if (FState = MONSTATE_DIE) and
3088 (FAnim[FCurAnim, FDirection] <> nil) and
3089 (FAnim[FCurAnim, FDirection].Played) then
3090 begin
3091 // Óìåð:
3092 SetState(MONSTATE_DEAD);
3094 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
3095 if (FMonsterType = MONSTER_PAIN) then
3096 begin
3097 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
3098 FObj.Y+FObj.Rect.Y+20, D_LEFT);
3099 if mon <> nil then
3100 begin
3101 mon.SetState(MONSTATE_GO);
3102 mon.FNoRespawn := True;
3103 Inc(gTotalMonsters);
3104 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3105 end;
3107 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3108 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
3109 if mon <> nil then
3110 begin
3111 mon.SetState(MONSTATE_GO);
3112 mon.FNoRespawn := True;
3113 Inc(gTotalMonsters);
3114 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3115 end;
3117 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
3118 FObj.Y+FObj.Rect.Y, D_RIGHT);
3119 if mon <> nil then
3120 begin
3121 mon.SetState(MONSTATE_GO);
3122 mon.FNoRespawn := True;
3123 Inc(gTotalMonsters);
3124 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3125 end;
3127 if g_Game_IsNet then MH_SEND_CoopStats();
3128 end;
3130 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3131 if (FMonsterType = MONSTER_PAIN) or
3132 (FMonsterType = MONSTER_SOUL) or
3133 (FMonsterType = MONSTER_BARREL) then
3134 FRemoved := True;
3135 end;
3137 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3138 if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
3139 if (FAnim[FCurAnim, FDirection] <> nil) then
3140 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3141 if (FAnim[FCurAnim, FDirection].Played) then
3142 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3143 if FState = MONSTATE_ATTACK then
3144 begin // Ñîñòîÿíèå - Àòàêà
3145 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3146 if FMonsterType <> MONSTER_SOUL then
3147 SetState(MONSTATE_GO);
3148 end
3149 else // Ñîñòîÿíèå - Ñòðåëüáà
3150 begin
3151 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3152 if not FChainFire then
3153 SetState(MONSTATE_GO)
3154 else
3155 begin // Íàäî ñòðåëÿòü åùå
3156 FChainFire := False;
3157 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3158 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3159 FAnim[FCurAnim, FDirection].Reset();
3160 end;
3161 end;
3163 FWaitAttackAnim := False;
3164 end
3166 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3167 if (FMonsterType = MONSTER_SOUL) or
3168 ( (not FWaitAttackAnim) and
3169 (FAnim[FCurAnim, FDirection].CurrentFrame =
3170 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3171 ) then
3172 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3173 if FState = MONSTATE_ATTACK then
3174 begin // Ñîñòîÿíèå - Àòàêà
3175 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3176 if FMonsterType = MONSTER_SOUL then
3177 FAnim[FCurAnim, FDirection].Reset();
3179 case FMonsterType of
3180 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3181 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3182 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3183 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3184 if FMonsterType = MONSTER_SOUL then
3185 SetState(MONSTATE_GO);
3187 MONSTER_FISH:
3188 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
3189 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
3190 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
3192 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3193 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3194 if FCurAnim = ANIM_ATTACK2 then
3195 begin
3196 o := FObj;
3197 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3198 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
3199 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
3200 end;
3202 MONSTER_VILE:
3203 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3204 if FCurAnim = ANIM_ATTACK2 then
3205 begin
3206 sx := isCorpse(@FObj, True);
3207 if sx <> -1 then
3208 begin // Íàøëè, êîãî âîñêðåñèòü
3209 gMonsters[sx].SetState(MONSTATE_REVIVE);
3210 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3211 // Âîñêðåøàòü - ñåáå âðåäèòü:
3212 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3213 end;
3214 end;
3215 end;
3216 end
3218 else // Ñîñòîÿíèå - Ñòðåëüáà
3219 begin
3220 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3221 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
3223 if FDirection = D_LEFT then
3224 begin
3225 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
3226 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
3227 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3229 wx := FObj.X + wx;
3230 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
3232 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3233 case FMonsterType of
3234 MONSTER_IMP:
3235 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3236 MONSTER_ZOMBY:
3237 begin
3238 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3239 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
3240 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3241 end;
3242 MONSTER_SERG:
3243 begin
3244 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
3245 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3246 FShellTimer := 10;
3247 FShellType := SHELL_SHELL;
3248 end;
3249 MONSTER_MAN:
3250 begin
3251 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
3252 FShellTimer := 13;
3253 FShellType := SHELL_DBLSHELL;
3254 FAmmo := -36;
3255 end;
3256 MONSTER_CYBER:
3257 begin
3258 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3259 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3260 end;
3261 MONSTER_SKEL:
3262 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3263 MONSTER_CGUN:
3264 begin
3265 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3266 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3267 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3268 end;
3269 MONSTER_SPIDER:
3270 begin
3271 g_Weapon_mgun(wx, wy, tx, ty, FUID);
3272 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3273 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
3274 end;
3275 MONSTER_BSP:
3276 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3277 MONSTER_ROBO:
3278 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3279 MONSTER_MANCUB:
3280 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3281 MONSTER_BARON, MONSTER_KNIGHT:
3282 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3283 MONSTER_CACO:
3284 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3285 MONSTER_PAIN:
3286 begin // Ñîçäàåì Lost_Soul:
3287 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
3288 FObj.Y+FObj.Rect.Y, FDirection);
3290 if mon <> nil then
3291 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3292 mon.FTargetUID := FTargetUID;
3293 GetPos(FTargetUID, @o);
3294 mon.FTargetTime := 0;
3295 mon.FNoRespawn := True;
3296 mon.SetState(MONSTATE_GO);
3297 mon.shoot(@o, True);
3298 Inc(gTotalMonsters);
3300 if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID);
3301 end;
3302 end;
3303 end;
3305 if FMonsterType <> MONSTER_PAIN then
3306 if g_Game_IsNet then
3307 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
3309 // Ñêîðîñòðåëüíûå ìîíñòðû:
3310 if (FMonsterType = MONSTER_CGUN) or
3311 (FMonsterType = MONSTER_SPIDER) or
3312 (FMonsterType = MONSTER_BSP) or
3313 (FMonsterType = MONSTER_MANCUB) or
3314 (FMonsterType = MONSTER_ROBO) then
3315 if not GetPos(FTargetUID, @o) then
3316 // Öåëü ìåðòâà - èùåì íîâóþ:
3317 findNewPrey()
3318 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3319 if shoot(@o, False) then
3320 FChainFire := True;
3321 end;
3323 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3324 FWaitAttackAnim := True;
3325 end;
3327 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3328 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3329 case FState of
3330 MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT:
3331 // Çâóêè ïðè ïåðåäâèæåíèè:
3332 case FMonsterType of
3333 MONSTER_CYBER:
3334 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3335 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3336 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3337 MONSTER_SPIDER:
3338 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3339 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3340 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3341 MONSTER_BSP:
3342 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3343 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3344 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3345 MONSTER_ROBO:
3346 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3347 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3348 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3349 end;
3350 end;
3352 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3353 not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then
3354 FObj.Vel.X := oldvelx;
3356 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3357 if FAnim[FCurAnim, FDirection] <> nil then
3358 FAnim[FCurAnim, FDirection].Update();
3359 end;
3361 procedure TMonster.SetDeadAnim;
3362 begin
3363 if FAnim <> nil then
3364 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3365 end;
3367 procedure TMonster.RevertAnim(R: Boolean = True);
3368 begin
3369 if FAnim <> nil then
3370 if FAnim[FCurAnim, FDirection].IsReverse <> R then
3371 FAnim[FCurAnim, FDirection].Revert(R);
3372 end;
3374 function TMonster.AnimIsReverse: Boolean;
3375 begin
3376 if FAnim <> nil then
3377 Result := FAnim[FCurAnim, FDirection].IsReverse
3378 else
3379 Result := False;
3380 end;
3382 procedure TMonster.ClientUpdate();
3383 var
3384 a, b, sx, sy, oldvelx: Integer;
3385 st: Word;
3386 o, co: TObj;
3387 fall: Boolean;
3388 label
3389 _end;
3390 begin
3391 sx := 0; // SHUT UP COMPILER
3392 sy := 0;
3393 fall := True;
3394 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3395 if FMonsterType = MONSTER_FISH then
3396 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3397 if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then
3398 fall := False;
3400 // Ëåòàþùèå ìîíòñðû:
3401 if ((FMonsterType = MONSTER_SOUL) or
3402 (FMonsterType = MONSTER_PAIN) or
3403 (FMonsterType = MONSTER_CACO)) and
3404 (FState <> MONSTATE_DIE) and
3405 (FState <> MONSTATE_DEAD) then
3406 fall := False;
3408 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3409 if gTime mod (GAME_TICK*2) <> 0 then
3410 begin
3411 g_Obj_Move(@FObj, fall, True, True);
3412 positionChanged(); // this updates spatial accelerators
3413 Exit;
3414 end;
3416 if FPainTicks > 0 then
3417 Dec(FPainTicks)
3418 else
3419 FPainSound := False;
3421 // Äâèãàåìñÿ:
3422 st := g_Obj_Move(@FObj, fall, True, True);
3423 positionChanged(); // this updates spatial accelerators
3425 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3426 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3427 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3428 begin
3429 FRemoved := True;
3430 Exit;
3431 end;
3433 oldvelx := FObj.Vel.X;
3435 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3436 if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then
3437 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3439 if FFireTime > 0 then
3440 begin
3441 if WordBool(st and MOVE_INWATER) then
3442 FFireTime := 0
3443 else
3444 begin
3445 OnFireFlame(1);
3446 FFireTime := FFireTime - 1;
3447 end;
3448 end;
3450 // Ìåðòâûé íè÷åãî íå äåëàåò:
3451 if (FState = MONSTATE_DEAD) then
3452 goto _end;
3454 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3455 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3456 case FMonsterType of
3457 MONSTER_FISH:
3458 if Random(4) = 0 then
3459 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3460 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3461 MONSTER_ROBO, MONSTER_BARREL:
3462 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3463 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3464 else begin
3465 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3466 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3467 if Random(2) = 0 then
3468 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3469 else
3470 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3471 end;
3472 end;
3474 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3475 if FMonsterType = MONSTER_BARREL then
3476 begin
3477 if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3478 (FAnim[FCurAnim, FDirection].Counter = 0) then
3479 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3480 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3481 60, FUID);
3482 end;
3484 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3485 if FMonsterType = MONSTER_SOUL then
3486 if WordBool(st and MOVE_HITAIR) then
3487 g_Obj_SetSpeed(@FObj, 16);
3489 if FAmmo < 0 then
3490 FAmmo := FAmmo + 1;
3492 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3493 if FObj.Vel.Y < 0 then
3494 if WordBool(st and MOVE_INWATER) then
3495 FObj.Vel.Y := -4;
3497 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3498 FTargetTime := FTargetTime + 1;
3500 if FShellTimer > -1 then
3501 if FShellTimer = 0 then
3502 begin
3503 if FShellType = SHELL_SHELL then
3504 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3505 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3506 GameVelX, GameVelY-2, SHELL_SHELL)
3507 else if FShellType = SHELL_DBLSHELL then
3508 begin
3509 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3510 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3511 GameVelX-1, GameVelY-2, SHELL_SHELL);
3512 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3513 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3514 GameVelX+1, GameVelY-2, SHELL_SHELL);
3515 end;
3516 FShellTimer := -1;
3517 end else Dec(FShellTimer);
3519 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3520 if fall then
3521 if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT,
3522 MONSTATE_ATTACK, MONSTATE_SHOOT]) then
3523 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3524 FObj.Rect.Width, FObj.Rect.Height, 50) then
3525 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3526 (FObj.Accel.Y = 0) then
3527 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3529 case FState of
3530 MONSTATE_PAIN: // Ñîñòîÿíèå - Áîëü
3531 begin
3532 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3533 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3534 begin
3535 FPain := MONSTERTABLE[FMonsterType].Pain;
3536 if gSoundEffectsDF then PainSound();
3537 end;
3538 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3539 PainSound();
3541 // Ñíèæàåì áîëü ñî âðåìåíåì:
3542 FPain := FPain - 5;
3544 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3545 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3546 begin
3547 SetState(MONSTATE_GO);
3548 FPain := 0;
3549 end;
3550 end;
3552 MONSTATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3553 begin
3554 // Ñïèì:
3555 FSleep := FSleep + 1;
3557 // Ïðîñïàëè äîñòàòî÷íî:
3558 if FSleep >= 18 then
3559 FSleep := 0
3560 else // åùå ñïèì
3561 goto _end;
3562 end;
3564 MONSTATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3565 begin
3566 // Æäåì:
3567 FSleep := FSleep - 1;
3568 end;
3570 MONSTATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3571 begin
3572 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3573 if WordBool(st and MOVE_BLOCK) then
3574 begin
3575 Turn();
3576 FSleep := 40;
3577 SetState(MONSTATE_RUNOUT);
3579 goto _end;
3580 end;
3582 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3583 if (FMonsterType = MONSTER_VILE) then
3584 if isCorpse(@FObj, False) <> -1 then
3585 begin
3586 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
3587 FObj.Vel.X := 0;
3589 goto _end;
3590 end;
3592 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3593 if Abs(sx) < 40 then
3594 if FMonsterType <> MONSTER_FISH then
3595 begin
3596 SetState(MONSTATE_RUN);
3597 FSleep := 15;
3599 goto _end;
3600 end;
3602 // Óïåðëèñü â ñòåíó:
3603 if WordBool(st and MOVE_HITWALL) then
3604 begin
3605 case FMonsterType of
3606 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3607 else // Íå ëåòàþò:
3608 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3609 (FObj.Accel.Y = 0) then
3610 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3611 // Ïðûæîê ÷åðåç ñòåíó:
3612 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3613 SetState(MONSTATE_CLIMB);
3614 end;
3615 end;
3617 goto _end;
3618 end;
3620 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3621 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3622 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3623 begin
3624 if FMonsterType = MONSTER_FISH then
3625 begin // Ðûáà
3626 if not WordBool(st and MOVE_INWATER) then
3627 begin // Ðûáà âíå âîäû:
3628 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3629 begin // "Ñòîèò" òâåðäî
3630 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3631 if FObj.Accel.Y = 0 then
3632 FObj.Vel.Y := -6;
3633 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3634 end;
3636 // Ðûáå áîëüíî:
3637 SetState(MONSTATE_PAIN);
3638 FPain := FPain + 50;
3639 end
3640 else // Ðûáà â âîäå
3641 begin
3642 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3643 if Abs(sy) > 8 then
3644 FObj.Vel.Y := g_basic.Sign(sy)*4
3645 else
3646 FObj.Vel.Y := 0;
3648 // Ðûáà ïëûâåò ââåðõ:
3649 if FObj.Vel.Y < 0 then
3650 if not g_Obj_CollideWater(@FObj, 0, -16) then
3651 begin
3652 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3653 FObj.Vel.Y := 0;
3654 // Ïëàâàåì òóäà-ñþäà:
3655 SetState(MONSTATE_RUN);
3656 FSleep := 20;
3657 end;
3658 end;
3659 end
3660 else // Ëåòàþùèå ìîíñòðû
3661 begin
3662 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3663 if Abs(sy) > 8 then
3664 FObj.Vel.Y := g_basic.Sign(sy)*4
3665 else
3666 FObj.Vel.Y := 0;
3667 end;
3668 end
3669 else // "Íàçåìíûå" ìîíñòðû
3670 begin
3671 // Âîçìîæíî, ïèíàåì êóñêè:
3672 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3673 begin
3674 b := Abs(FObj.Vel.X);
3675 if b > 1 then b := b * (Random(8 div b) + 1);
3676 for a := 0 to High(gGibs) do
3677 begin
3678 if gGibs[a].alive and
3679 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3680 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3681 begin
3682 // Ïèíàåì êóñêè
3683 if FObj.Vel.X < 0 then
3684 begin
3685 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3686 end
3687 else
3688 begin
3689 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3690 end;
3691 positionChanged(); // this updates spatial accelerators
3692 end;
3693 end;
3694 end;
3695 // Áîññû ìîãóò ïèíàòü òðóïû:
3696 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3697 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3698 begin
3699 b := Abs(FObj.Vel.X);
3700 if b > 1 then b := b * (Random(8 div b) + 1);
3701 for a := 0 to High(gCorpses) do
3702 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3703 begin
3704 co := gCorpses[a].Obj;
3705 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3706 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3707 // Ïèíàåì òðóïû
3708 if FObj.Vel.X < 0 then
3709 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3710 else
3711 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3712 end;
3713 end;
3714 end;
3716 FSleep := FSleep + 1;
3718 // Èíîãäà ðû÷èì:
3719 if FSleep >= 8 then
3720 begin
3721 FSleep := 0;
3722 if Random(8) = 0 then
3723 ActionSound();
3724 end;
3726 // Áåæèì â âûáðàííóþ ñòîðîíó:
3727 if FDirection = D_RIGHT then
3728 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3729 else
3730 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3732 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3733 if WordBool(st and MOVE_INWATER) then
3734 FObj.Vel.X := FObj.Vel.X div 2
3735 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3736 if FMonsterType = MONSTER_FISH then
3737 FObj.Vel.X := 0;
3738 end;
3740 MONSTATE_RUN: // Ñîñòîÿíèå - Áåã
3741 begin
3742 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3743 if WordBool(st and MOVE_BLOCK) then
3744 begin
3745 SetState(MONSTATE_RUNOUT);
3746 FSleep := 40;
3748 goto _end;
3749 end;
3751 FSleep := FSleep - 1;
3753 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3754 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3755 begin
3756 SetState(MONSTATE_GO);
3757 FSleep := 0;
3759 // Èíîãäà ðû÷èì:
3760 if Random(8) = 0 then
3761 ActionSound();
3762 end;
3764 // Áåæèì â âûáðàííóþ ñòîðîíó:
3765 if FDirection = D_RIGHT then
3766 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3767 else
3768 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3770 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3771 if WordBool(st and MOVE_INWATER) then
3772 FObj.Vel.X := FObj.Vel.X div 2
3773 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3774 if FMonsterType = MONSTER_FISH then
3775 FObj.Vel.X := 0;
3776 end;
3778 MONSTATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3779 begin
3780 // Âûøëè èç ÁëîêÌîíà:
3781 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3782 FSleep := 0;
3784 FSleep := FSleep - 1;
3786 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3787 if FSleep <= -18 then
3788 begin
3789 SetState(MONSTATE_GO);
3790 FSleep := 0;
3792 // Èíîãäà ðû÷èì:
3793 if Random(8) = 0 then
3794 ActionSound();
3795 end;
3797 // Áåæèì â âûáðàííóþ ñòîðîíó:
3798 if FDirection = D_RIGHT then
3799 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3800 else
3801 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3803 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3804 if WordBool(st and MOVE_INWATER) then
3805 FObj.Vel.X := FObj.Vel.X div 2
3806 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3807 if FMonsterType = MONSTER_FISH then
3808 FObj.Vel.X := 0;
3809 end;
3811 MONSTATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3812 begin
3813 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3814 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3815 (not WordBool(st and MOVE_HITWALL)) then
3816 begin
3817 SetState(MONSTATE_GO);
3818 FSleep := 0;
3820 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3821 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3822 begin
3823 SetState(MONSTATE_RUN);
3824 FSleep := 15;
3825 end;
3826 end;
3828 // Áåæèì â âûáðàííóþ ñòîðîíó:
3829 if FDirection = D_RIGHT then
3830 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3831 else
3832 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3834 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3835 if WordBool(st and MOVE_INWATER) then
3836 FObj.Vel.X := FObj.Vel.X div 2
3837 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3838 if FMonsterType = MONSTER_FISH then
3839 FObj.Vel.X := 0;
3840 end;
3842 MONSTATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3843 MONSTATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3844 begin
3845 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3846 if FMonsterType = MONSTER_SOUL then
3847 begin
3848 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3849 SetState(MONSTATE_GO);
3851 goto _end;
3852 end;
3854 // Çàìåäëÿåìñÿ ïðè àòàêå:
3855 if FMonsterType <> MONSTER_FISH then
3856 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3858 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3859 if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then
3860 begin
3861 // Öåëü ïîãèáëà => èäåì äàëüøå:
3862 if not GetPos(FTargetUID, @o) then
3863 begin
3864 SetState(MONSTATE_GO);
3866 goto _end;
3867 end;
3869 // Öåëü íå âèäíî => èäåì äàëüøå:
3870 if not g_Look(@FObj, @o, FDirection) then
3871 begin
3872 SetState(MONSTATE_GO);
3874 goto _end;
3875 end;
3877 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3878 if g_Obj_CollideWater(@o, 0, 0) then
3879 begin
3880 SetState(MONSTATE_GO);
3882 goto _end;
3883 end;
3884 end;
3885 end;
3886 end; // case FState of ...
3888 _end:
3890 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3891 if FState = MONSTATE_REVIVE then
3892 if FAnim[FCurAnim, FDirection].Played then
3893 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3894 FAnim[FCurAnim, FDirection].Revert(False);
3895 SetState(MONSTATE_GO);
3896 end;
3898 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3899 if vilefire <> nil then
3900 vilefire.Update();
3902 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3903 if (FState = MONSTATE_DIE) and
3904 (FAnim[FCurAnim, FDirection] <> nil) and
3905 (FAnim[FCurAnim, FDirection].Played) then
3906 begin
3907 // Óìåð:
3908 SetState(MONSTATE_DEAD);
3910 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3911 if (FMonsterType = MONSTER_PAIN) or
3912 (FMonsterType = MONSTER_SOUL) or
3913 (FMonsterType = MONSTER_BARREL) then
3914 FRemoved := True
3915 else
3916 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3917 end;
3919 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3920 if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
3921 if (FAnim[FCurAnim, FDirection] <> nil) then
3922 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3923 if (FAnim[FCurAnim, FDirection].Played) then
3924 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3925 if FState = MONSTATE_ATTACK then
3926 begin // Ñîñòîÿíèå - Àòàêà
3927 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3928 if FMonsterType <> MONSTER_SOUL then
3929 SetState(MONSTATE_GO);
3930 end
3931 else // Ñîñòîÿíèå - Ñòðåëüáà
3932 begin
3933 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3934 if not FChainFire then
3935 SetState(MONSTATE_GO)
3936 else
3937 begin // Íàäî ñòðåëÿòü åùå
3938 FChainFire := False;
3939 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3940 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3941 FAnim[FCurAnim, FDirection].Reset();
3942 end;
3943 end;
3945 FWaitAttackAnim := False;
3946 end
3948 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3949 if (FMonsterType = MONSTER_SOUL) or
3950 ( (not FWaitAttackAnim) and
3951 (FAnim[FCurAnim, FDirection].CurrentFrame =
3952 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3953 ) then
3954 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3955 if FState = MONSTATE_ATTACK then
3956 begin // Ñîñòîÿíèå - Àòàêà
3957 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3958 if FMonsterType = MONSTER_SOUL then
3959 FAnim[FCurAnim, FDirection].Reset();
3961 case FMonsterType of
3962 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3963 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3964 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3965 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3966 if FMonsterType = MONSTER_SOUL then
3967 SetState(MONSTATE_GO);
3969 MONSTER_FISH:
3970 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3972 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3973 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3974 if FCurAnim = ANIM_ATTACK2 then
3975 begin
3976 o := FObj;
3977 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3978 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3979 end;
3981 MONSTER_VILE:
3982 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3983 if FCurAnim = ANIM_ATTACK2 then
3984 begin
3985 sx := isCorpse(@FObj, True);
3986 if sx <> -1 then
3987 begin // Íàøëè, êîãî âîñêðåñèòü
3988 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3989 // Âîñêðåøàòü - ñåáå âðåäèòü:
3990 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3991 end;
3992 end;
3993 end;
3994 end
3996 else // Ñîñòîÿíèå - Ñòðåëüáà
3997 begin
3998 // Ñêîðîñòðåëüíûå ìîíñòðû:
3999 if (FMonsterType = MONSTER_CGUN) or
4000 (FMonsterType = MONSTER_SPIDER) or
4001 (FMonsterType = MONSTER_BSP) or
4002 (FMonsterType = MONSTER_MANCUB) or
4003 (FMonsterType = MONSTER_ROBO) then
4004 if not GetPos(FTargetUID, @o) then
4005 // Öåëü ìåðòâà - èùåì íîâóþ:
4006 findNewPrey()
4007 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
4008 if shoot(@o, False) then
4009 FChainFire := True;
4010 end;
4012 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
4013 FWaitAttackAnim := True;
4014 end;
4016 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
4017 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
4018 case FState of
4019 MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT:
4020 // Çâóêè ïðè ïåðåäâèæåíèè:
4021 case FMonsterType of
4022 MONSTER_CYBER:
4023 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
4024 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
4025 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
4026 MONSTER_SPIDER:
4027 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
4028 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
4029 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
4030 MONSTER_BSP:
4031 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
4032 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
4033 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
4034 MONSTER_ROBO:
4035 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
4036 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
4037 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
4038 end;
4039 end;
4041 // Êîñòûëü äëÿ ïîòîêîâ
4042 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
4043 not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then
4044 FObj.Vel.X := oldvelx;
4046 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
4047 if FAnim[FCurAnim, FDirection] <> nil then
4048 FAnim[FCurAnim, FDirection].Update();
4049 end;
4051 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
4052 begin
4053 case FMonsterType of
4054 MONSTER_ZOMBY:
4055 begin
4056 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
4057 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
4058 end;
4059 MONSTER_SERG:
4060 begin
4061 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
4062 FShellTimer := 10;
4063 FShellType := SHELL_SHELL;
4064 end;
4065 MONSTER_MAN:
4066 begin
4067 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
4068 FShellTimer := 13;
4069 FShellType := SHELL_DBLSHELL;
4070 end;
4071 MONSTER_CGUN, MONSTER_SPIDER:
4072 begin
4073 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
4074 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
4075 end;
4076 MONSTER_IMP:
4077 g_Weapon_ball1(wx, wy, atx, aty, FUID);
4078 MONSTER_CYBER:
4079 g_Weapon_rocket(wx, wy, atx, aty, FUID);
4080 MONSTER_SKEL:
4081 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
4082 MONSTER_BSP:
4083 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
4084 MONSTER_ROBO:
4085 g_Weapon_plasma(wx, wy, atx, aty, FUID);
4086 MONSTER_MANCUB:
4087 g_Weapon_manfire(wx, wy, atx, aty, FUID);
4088 MONSTER_BARON, MONSTER_KNIGHT:
4089 g_Weapon_ball7(wx, wy, atx, aty, FUID);
4090 MONSTER_CACO:
4091 g_Weapon_ball2(wx, wy, atx, aty, FUID);
4092 end;
4093 end;
4095 procedure TMonster.Turn();
4096 begin
4097 // Ðàçâîðà÷èâàåìñÿ:
4098 if FDirection = D_LEFT then
4099 FDirection := D_RIGHT
4100 else
4101 FDirection := D_LEFT;
4103 // Áåæèì â âûáðàííóþ ñòîðîíó:
4104 if FDirection = D_RIGHT then
4105 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
4106 else
4107 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
4108 end;
4110 function TMonster.findNewPrey(): Boolean;
4111 var
4112 a: DWORD;
4113 l, l2: Integer;
4114 PlayersSee, MonstersSee: Array of DWORD;
4115 PlayerNear, MonsterNear: Integer;
4116 begin
4117 Result := False;
4118 SetLength(MonstersSee, 0);
4119 SetLength(PlayersSee, 0);
4121 FTargetUID := 0;
4122 l := 32000;
4123 PlayerNear := -1;
4124 MonsterNear := -1;
4126 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
4127 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
4128 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
4129 for a := 0 to High(gPlayers) do
4130 if (gPlayers[a] <> nil) and (gPlayers[a].alive)
4131 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
4132 begin
4133 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
4134 begin
4135 SetLength(PlayersSee, Length(PlayersSee) + 1);
4136 PlayersSee[High(PlayersSee)] := a;
4137 end;
4138 l2 := Abs(gPlayers[a].GameX-FObj.X)+
4139 Abs(gPlayers[a].GameY-FObj.Y);
4140 if l2 < l then
4141 begin
4142 l := l2;
4143 PlayerNear := Integer(a);
4144 end;
4145 end;
4147 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
4148 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
4149 for a := 0 to High(gMonsters) do
4150 if (gMonsters[a] <> nil) and (gMonsters[a].alive) and
4151 (gMonsters[a].FUID <> FUID) then
4152 begin
4153 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
4154 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
4155 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
4156 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
4157 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
4158 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
4159 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
4160 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
4162 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
4163 begin
4164 SetLength(MonstersSee, Length(MonstersSee) + 1);
4165 MonstersSee[High(MonstersSee)] := a;
4166 end;
4167 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
4168 Abs(gMonsters[a].FObj.Y-FObj.Y);
4169 if l2 < l then
4170 begin
4171 l := l2;
4172 MonsterNear := Integer(a);
4173 end;
4174 end;
4176 case FBehaviour of
4177 BH_NORMAL, BH_KILLER:
4178 begin
4179 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
4180 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4181 begin
4182 a := PlayersSee[Random(Length(PlayersSee))];
4183 FTargetUID := gPlayers[a].UID;
4184 end;
4185 // Çàòåì ïîáëèçîñòè
4186 if (FTargetUID = 0) and (PlayerNear > -1) then
4187 begin
4188 a := PlayerNear;
4189 FTargetUID := gPlayers[a].UID;
4190 end;
4191 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
4192 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4193 begin
4194 a := MonstersSee[Random(Length(MonstersSee))];
4195 FTargetUID := gMonsters[a].UID;
4196 end;
4197 // Çàòåì ïîáëèçîñòè
4198 if (FTargetUID = 0) and (MonsterNear > -1) then
4199 begin
4200 a := MonsterNear;
4201 FTargetUID := gMonsters[a].UID;
4202 end;
4203 end;
4204 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
4205 begin
4206 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
4207 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
4208 begin
4209 a := PlayersSee[Random(Length(PlayersSee))];
4210 FTargetUID := gPlayers[a].UID;
4211 end;
4212 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
4213 begin
4214 a := MonstersSee[Random(Length(MonstersSee))];
4215 FTargetUID := gMonsters[a].UID;
4216 end;
4217 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
4218 if (FTargetUID = 0) and (PlayerNear > -1) then
4219 begin
4220 a := PlayerNear;
4221 FTargetUID := gPlayers[a].UID;
4222 end;
4223 if (FTargetUID = 0) and (MonsterNear > -1) then
4224 begin
4225 a := MonsterNear;
4226 FTargetUID := gMonsters[a].UID;
4227 end;
4228 end;
4229 end;
4231 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4232 if FTargetUID = 0 then
4233 begin
4234 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4235 if FBehaviour = BH_INSANE then
4236 FTargetUID := FUID
4237 else
4238 FTargetTime := MAX_ATM;
4239 end
4240 else
4241 begin // Öåëü íàøëè
4242 FTargetTime := 0;
4243 Result := True;
4244 end;
4245 end;
4247 function TMonster.kick(o: PObj): Boolean;
4248 begin
4249 Result := False;
4251 case FMonsterType of
4252 MONSTER_FISH:
4253 begin
4254 SetState(MONSTATE_ATTACK);
4255 Result := True;
4256 end;
4257 MONSTER_DEMON:
4258 begin
4259 SetState(MONSTATE_ATTACK);
4260 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
4261 Result := True;
4262 end;
4263 MONSTER_IMP:
4264 begin
4265 SetState(MONSTATE_ATTACK);
4266 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
4267 Result := True;
4268 end;
4269 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
4270 begin
4271 SetState(MONSTATE_ATTACK, ANIM_ATTACK2);
4272 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
4273 Result := True;
4274 end;
4275 MONSTER_BARON, MONSTER_KNIGHT,
4276 MONSTER_CACO, MONSTER_MANCUB:
4277 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4278 if not g_Game_IsClient then Result := shoot(o, True);
4279 end;
4280 end;
4282 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
4283 var
4284 xd, yd, m: Integer;
4285 begin
4286 Result := False;
4288 // Ñòðåëÿòü ðàíî:
4289 if FAmmo < 0 then
4290 Exit;
4292 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4293 if not immediately then
4294 case FMonsterType of
4295 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
4296 Exit; // íå ñòðåëÿþò
4297 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
4298 begin
4299 FAmmo := FAmmo + 1;
4300 // Âðåìÿ âûñòðåëà óïóùåíî:
4301 if FAmmo >= 50 then
4302 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
4303 end;
4304 MONSTER_MAN: ;
4305 MONSTER_MANCUB:
4306 begin
4307 FAmmo := FAmmo + 1;
4308 // Âðåìÿ âûñòðåëà óïóùåíî:
4309 if FAmmo >= 5 then
4310 FAmmo := -50;
4311 end;
4312 MONSTER_SPIDER:
4313 begin
4314 FAmmo := FAmmo + 1;
4315 // Âðåìÿ âûñòðåëà óïóùåíî:
4316 if FAmmo >= 100 then
4317 FAmmo := -50;
4318 end;
4319 MONSTER_CYBER:
4320 begin
4321 // Ñòðåëÿåò íå âñåãäà:
4322 if Random(2) = 0 then
4323 Exit;
4324 FAmmo := FAmmo + 1;
4325 // Âðåìÿ âûñòðåëà óïóùåíî:
4326 if FAmmo >= 10 then
4327 FAmmo := -50;
4328 end;
4329 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
4330 MONSTER_SKEL: if Random(32) <> 0 then Exit;
4331 MONSTER_VILE: if Random(8) <> 0 then Exit;
4332 MONSTER_PAIN: if Random(8) <> 0 then Exit;
4333 else if Random(16) <> 0 then Exit;
4334 end;
4336 // Öåëè íå âèäíî:
4337 if not g_Look(@FObj, o, FDirection) then
4338 Exit;
4340 FTargetTime := 0;
4342 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
4343 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
4345 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4346 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4347 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
4348 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
4349 Exit;
4351 case FMonsterType of
4352 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
4353 begin
4354 SetState(MONSTATE_SHOOT);
4355 {nn}
4356 end;
4357 MONSTER_SKEL:
4358 begin
4359 SetState(MONSTATE_SHOOT);
4360 {nn}
4361 end;
4362 MONSTER_VILE:
4363 begin // Çàæèãàåì îãîíü
4364 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
4365 ty := o^.Y+o^.Rect.Y;
4366 SetState(MONSTATE_SHOOT);
4368 vilefire.Reset();
4370 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
4371 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
4372 end;
4373 MONSTER_SOUL:
4374 begin // Ëåòèò â ñòîðîíó öåëè:
4375 SetState(MONSTATE_ATTACK);
4376 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
4378 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
4379 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
4380 m := Max(Abs(xd), Abs(yd));
4381 if m = 0 then
4382 m := 1;
4384 FObj.Vel.X := (xd*16) div m;
4385 FObj.Vel.Y := (yd*16) div m;
4386 end;
4387 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
4388 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
4389 begin
4390 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4391 if FMonsterType = MONSTER_MANCUB then
4392 if FAmmo = 1 then
4393 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
4395 SetState(MONSTATE_SHOOT);
4396 end;
4397 else Exit;
4398 end;
4400 Result := True;
4401 end;
4403 function TMonster.alive(): Boolean;
4404 begin
4405 Result := (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) and (FHealth > 0);
4406 end;
4408 procedure TMonster.SetHealth(aH: Integer);
4409 begin
4410 if (aH > 0) and (aH < 1000000) then
4411 begin
4412 FHealth := aH;
4413 if FHealth > FMaxHealth then
4414 FMaxHealth := FHealth;
4415 end;
4416 end;
4418 procedure TMonster.WakeUp();
4419 begin
4420 if g_Game_IsClient then Exit;
4421 SetState(MONSTATE_GO);
4422 FTargetTime := MAX_ATM;
4423 WakeUpSound();
4424 end;
4426 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4427 var
4428 i: Integer;
4429 sig: DWORD;
4430 b: Byte;
4431 anim: Boolean;
4432 begin
4433 if Mem = nil then
4434 Exit;
4436 // Ñèãíàòóðà ìîíñòðà:
4437 sig := MONSTER_SIGNATURE; // 'MONS'
4438 Mem.WriteDWORD(sig);
4439 // UID ìîíñòðà:
4440 Mem.WriteWord(FUID);
4441 // Íàïðàâëåíèå:
4442 if FDirection = D_LEFT then
4443 b := 1
4444 else // D_RIGHT
4445 b := 2;
4446 Mem.WriteByte(b);
4447 // Íàäî ëè óäàëèòü åãî:
4448 Mem.WriteBoolean(FRemoved);
4449 // Îñòàëîñü çäîðîâüÿ:
4450 Mem.WriteInt(FHealth);
4451 // Ñîñòîÿíèå:
4452 Mem.WriteByte(FState);
4453 // Òåêóùàÿ àíèìàöèÿ:
4454 Mem.WriteByte(FCurAnim);
4455 // UID öåëè:
4456 Mem.WriteWord(FTargetUID);
4457 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4458 Mem.WriteInt(FTargetTime);
4459 // Ïîâåäåíèå ìîíñòðà:
4460 Mem.WriteByte(FBehaviour);
4461 // Ãîòîâíîñòü ê âûñòðåëó:
4462 Mem.WriteInt(FAmmo);
4463 // Áîëü:
4464 Mem.WriteInt(FPain);
4465 // Âðåìÿ îæèäàíèÿ:
4466 Mem.WriteInt(FSleep);
4467 // Îçâó÷èâàòü ëè áîëü:
4468 Mem.WriteBoolean(FPainSound);
4469 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4470 Mem.WriteBoolean(FWaitAttackAnim);
4471 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4472 Mem.WriteBoolean(FChainFire);
4473 // Ïîäëåæèò ëè ðåñïàâíó:
4474 Mem.WriteBoolean(FNoRespawn);
4475 // Êîîðäèíàòû öåëè:
4476 Mem.WriteInt(tx);
4477 Mem.WriteInt(ty);
4478 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4479 Mem.WriteInt(FStartID);
4480 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4481 Mem.WriteInt(FSpawnTrigger);
4482 // Îáúåêò ìîíñòðà:
4483 Obj_SaveState(@FObj, Mem);
4484 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4485 anim := vilefire <> nil;
4486 Mem.WriteBoolean(anim);
4487 // Åñëè åñòü - ñîõðàíÿåì:
4488 if anim then
4489 vilefire.SaveState(Mem);
4490 // Àíèìàöèè:
4491 for i := ANIM_SLEEP to ANIM_PAIN do
4492 begin
4493 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4494 anim := FAnim[i, D_LEFT] <> nil;
4495 Mem.WriteBoolean(anim);
4496 // Åñëè åñòü - ñîõðàíÿåì:
4497 if anim then
4498 FAnim[i, D_LEFT].SaveState(Mem);
4499 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4500 anim := FAnim[i, D_RIGHT] <> nil;
4501 Mem.WriteBoolean(anim);
4502 // Åñëè åñòü - ñîõðàíÿåì:
4503 if anim then
4504 FAnim[i, D_RIGHT].SaveState(Mem);
4505 end;
4506 end;
4509 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4510 var
4511 i: Integer;
4512 sig: DWORD;
4513 b: Byte;
4514 anim: Boolean;
4515 begin
4516 if Mem = nil then
4517 Exit;
4519 // Ñèãíàòóðà ìîíñòðà:
4520 Mem.ReadDWORD(sig);
4521 if sig <> MONSTER_SIGNATURE then // 'MONS'
4522 begin
4523 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4524 end;
4525 if (uidMap[FUID] <> nil) and (uidMap[FUID] <> self) then raise Exception.Create('internal error in monster loader (0)');
4526 uidMap[FUID] := nil;
4527 // UID ìîíñòðà:
4528 Mem.ReadWord(FUID);
4529 //if (arrIdx = -1) then raise Exception.Create('internal error in monster loader');
4530 if (uidMap[FUID] <> nil) then raise Exception.Create('internal error in monster loader (1)');
4531 uidMap[FUID] := self;
4532 // Íàïðàâëåíèå:
4533 Mem.ReadByte(b);
4534 if b = 1 then
4535 FDirection := D_LEFT
4536 else // b = 2
4537 FDirection := D_RIGHT;
4538 // Íàäî ëè óäàëèòü åãî:
4539 Mem.ReadBoolean(FRemoved);
4540 // Îñòàëîñü çäîðîâüÿ:
4541 Mem.ReadInt(FHealth);
4542 // Ñîñòîÿíèå:
4543 Mem.ReadByte(FState);
4544 // Òåêóùàÿ àíèìàöèÿ:
4545 Mem.ReadByte(FCurAnim);
4546 // UID öåëè:
4547 Mem.ReadWord(FTargetUID);
4548 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4549 Mem.ReadInt(FTargetTime);
4550 // Ïîâåäåíèå ìîíñòðà:
4551 Mem.ReadByte(FBehaviour);
4552 // Ãîòîâíîñòü ê âûñòðåëó:
4553 Mem.ReadInt(FAmmo);
4554 // Áîëü:
4555 Mem.ReadInt(FPain);
4556 // Âðåìÿ îæèäàíèÿ:
4557 Mem.ReadInt(FSleep);
4558 // Îçâó÷èâàòü ëè áîëü:
4559 Mem.ReadBoolean(FPainSound);
4560 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4561 Mem.ReadBoolean(FWaitAttackAnim);
4562 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4563 Mem.ReadBoolean(FChainFire);
4564 // Ïîäëåæèò ëè ðåñïàâíó
4565 Mem.ReadBoolean(FNoRespawn);
4566 // Êîîðäèíàòû öåëè:
4567 Mem.ReadInt(tx);
4568 Mem.ReadInt(ty);
4569 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4570 Mem.ReadInt(FStartID);
4571 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4572 Mem.ReadInt(FSpawnTrigger);
4573 // Îáúåêò ìîíñòðà:
4574 Obj_LoadState(@FObj, Mem);
4575 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4576 Mem.ReadBoolean(anim);
4577 // Åñëè åñòü - çàãðóæàåì:
4578 if anim then
4579 begin
4580 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4581 vilefire.LoadState(Mem);
4582 end;
4583 // Àíèìàöèè:
4584 for i := ANIM_SLEEP to ANIM_PAIN do
4585 begin
4586 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4587 Mem.ReadBoolean(anim);
4588 // Åñëè åñòü - çàãðóæàåì:
4589 if anim then
4590 begin
4591 Assert(FAnim[i, D_LEFT] <> nil,
4592 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4593 FAnim[i, D_LEFT].LoadState(Mem);
4594 end;
4595 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4596 Mem.ReadBoolean(anim);
4597 // Åñëè åñòü - çàãðóæàåì:
4598 if anim then
4599 begin
4600 Assert(FAnim[i, D_RIGHT] <> nil,
4601 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4602 FAnim[i, D_RIGHT].LoadState(Mem);
4603 end;
4604 end;
4605 end;
4607 procedure TMonster.ActivateTriggers();
4608 var
4609 a: Integer;
4610 begin
4611 if FDieTriggers <> nil then
4612 for a := 0 to High(FDieTriggers) do
4613 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4614 if FSpawnTrigger > -1 then
4615 begin
4616 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4617 FSpawnTrigger := -1;
4618 end;
4619 end;
4621 procedure TMonster.AddTrigger(t: Integer);
4622 begin
4623 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4624 FDieTriggers[High(FDieTriggers)] := t;
4625 end;
4627 procedure TMonster.ClearTriggers();
4628 begin
4629 SetLength(FDieTriggers, 0);
4630 end;
4632 procedure TMonster.CatchFire(Attacker: Word);
4633 begin
4634 FFireTime := 100;
4635 FFireAttacker := Attacker;
4636 if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID);
4637 end;
4639 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4640 var
4641 id, i: DWORD;
4642 Anim: TAnimation;
4643 begin
4644 if (Random(10) = 1) and (Times = 1) then
4645 Exit;
4647 if g_Frames_Get(id, 'FRAMES_FLAME') then
4648 begin
4649 for i := 1 to Times do
4650 begin
4651 Anim := TAnimation.Create(id, False, 3);
4652 Anim.Alpha := 0;
4653 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4654 Obj.Y+8+Random(8+Times*2)+IfThen(FState = MONSTATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4655 Anim.Free();
4656 end;
4657 end;
4658 end;
4661 // ////////////////////////////////////////////////////////////////////////// //
4662 // throws on invalid uid
4663 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4664 begin
4665 result := g_Mons_ByIdx_NC(uid);
4666 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4667 end;
4669 // can return null
4670 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4671 begin
4672 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4673 result := gMonsters[uid];
4674 end;
4676 function g_Mons_TotalCount (): Integer; inline;
4677 begin
4678 result := Length(gMonsters);
4679 end;
4682 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4683 var
4684 idx: Integer;
4685 mon: TMonster;
4686 begin
4687 result := false;
4688 if (gMonsters = nil) or not assigned(cb) then exit;
4689 for idx := 0 to High(gMonsters) do
4690 begin
4691 mon := gMonsters[idx];
4692 if (mon <> nil) then
4693 begin
4694 result := cb(mon);
4695 if result then exit;
4696 end;
4697 end;
4698 end;
4701 function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean;
4702 var
4703 idx: Integer;
4704 mon: TMonster;
4705 begin
4706 result := false;
4707 if (gMonsters = nil) or not assigned(cb) then exit;
4708 for idx := 0 to High(gMonsters) do
4709 begin
4710 mon := gMonsters[idx];
4711 if (mon <> nil) and mon.alive then
4712 begin
4713 result := cb(mon);
4714 if result then exit;
4715 end;
4716 end;
4717 end;
4720 function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean;
4722 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4723 begin
4724 result := mon.alive;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
4725 end;
4727 var
4728 idx: Integer;
4729 mon: TMonster;
4730 begin
4731 result := false;
4732 if (width < 1) or (height < 1) then exit;
4733 if gmon_debug_use_sqaccel then
4734 begin
4735 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4736 end
4737 else
4738 begin
4739 for idx := 0 to High(gMonsters) do
4740 begin
4741 mon := gMonsters[idx];
4742 if (mon <> nil) and mon.alive then
4743 begin
4744 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4745 begin
4746 result := true;
4747 exit;
4748 end;
4749 end;
4750 end;
4751 end;
4752 end;
4755 function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4757 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4758 begin
4759 result := cb(mon);
4760 end;
4762 var
4763 idx: Integer;
4764 mon: TMonster;
4765 begin
4766 result := false;
4767 if (width < 1) or (height < 1) then exit;
4768 if gmon_debug_use_sqaccel then
4769 begin
4770 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4771 end
4772 else
4773 begin
4774 for idx := 0 to High(gMonsters) do
4775 begin
4776 mon := gMonsters[idx];
4777 if (mon <> nil) and mon.alive then
4778 begin
4779 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4780 begin
4781 result := cb(mon);
4782 if result then exit;
4783 end;
4784 end;
4785 end;
4786 end;
4787 end;
4790 function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean;
4792 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4793 begin
4794 //result := false;
4795 //if mon.alive and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4796 if mon.alive then result := cb(mon) else result := false;
4797 end;
4799 var
4800 idx: Integer;
4801 mon: TMonster;
4802 begin
4803 result := false;
4804 if (width < 1) or (height < 1) then exit;
4805 if gmon_debug_use_sqaccel then
4806 begin
4807 if (width = 1) and (height = 1) then
4808 begin
4809 result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil);
4810 end
4811 else
4812 begin
4813 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4814 end;
4815 end
4816 else
4817 begin
4818 for idx := 0 to High(gMonsters) do
4819 begin
4820 mon := gMonsters[idx];
4821 if (mon <> nil) and mon.alive then
4822 begin
4823 if g_Obj_Collide(x, y, width, height, @mon.Obj) then
4824 begin
4825 result := cb(mon);
4826 if result then exit;
4827 end;
4828 end;
4829 end;
4830 end;
4831 end;
4834 end.