1 (* Copyright (C) Doom 2D: Forever Developers
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, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
17 {.$DEFINE D2F_DEBUG_MONS_MOVE}
26 g_basic
, e_graphics
, g_phys
, g_textures
, g_grid
,
27 g_saveload
, g_panel
, xprofiler
;
55 ADirectedAnim
= Array of Array [TDirection
.D_LEFT
..TDirection
.D_RIGHT
] of TAnimation
;
58 TMonster
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
62 FDirection
: TDirection
;
63 FStartDirection
: TDirection
;
64 FStartX
, FStartY
: Integer;
79 FWaitAttackAnim
: Boolean;
90 FFirePainTime
: Integer;
93 mProxyId
: Integer; // node in dyntree or -1
94 mArrIdx
: Integer; // in gMonsters
96 FDieTriggers
: Array of Integer;
97 FSpawnTrigger
: Integer;
99 mNeedSend
: Boolean; // for network
101 mEDamageType
: Integer;
104 function findNewPrey(): Boolean;
105 procedure ActivateTriggers();
107 procedure setGameX (v
: Integer); inline;
108 procedure setGameY (v
: Integer); inline;
110 procedure doDamage (v
: Integer);
115 trapCheckFrameId
: DWord
; // for `g_weapons.CheckTrap()`
116 mplatCheckFrameId
: LongWord;
118 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
119 destructor Destroy(); override;
120 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
121 function Collide(Panel
: TPanel
): Boolean; overload
;
122 function Collide(X
, Y
: Integer): Boolean; overload
;
123 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
124 function alive(): Boolean;
125 procedure SetHealth(aH
: Integer);
126 procedure Push(vx
, vy
: Integer);
127 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
128 function Heal(Value
: Word): Boolean;
130 procedure PreUpdate();
132 procedure ClientUpdate();
133 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
134 procedure SetDeadAnim
;
136 procedure WakeUpSound();
137 procedure DieSound();
138 procedure PainSound();
139 procedure ActionSound();
140 procedure AddTrigger(t
: Integer);
141 procedure ClearTriggers();
143 procedure SaveState (st
: TStream
);
144 procedure LoadState (st
: TStream
);
145 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
146 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
147 procedure MakeBloodSimple(Count
: Word);
148 procedure RevertAnim(R
: Boolean = True);
149 function AnimIsReverse
: Boolean;
150 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
151 function kick(o
: PObj
): Boolean;
152 procedure CatchFire(Attacker
: Word; Timeout
: Integer = MON_BURN_TIME
);
153 procedure OnFireFlame(Times
: DWORD
= 1);
155 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
157 procedure setPosition (ax
, ay
: Integer; callPosChanged
: Boolean=true); inline;
158 procedure moveBy (dx
, dy
: Integer); inline;
160 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
163 function gncNeedSend (): Boolean; inline;
164 procedure setDirty (); inline; // why `dirty`? 'cause i may introduce property `needSend` later
167 property Obj
: TObj read FObj
;
169 property proxyId
: Integer read mProxyId
;
170 property arrIdx
: Integer read mArrIdx
;
172 property MonsterType
: Byte read FMonsterType
;
173 property MonsterHealth
: Integer read FHealth write FHealth
;
174 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
175 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
176 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
177 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
178 property MonsterSleep
: Integer read FSleep write FSleep
;
179 property MonsterState
: Byte read FState write FState
;
180 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
181 property MonsterPain
: Integer read FPain write FPain
;
182 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
184 property UID
: Word read FUID write FUID
;
185 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
187 property GameX
: Integer read FObj
.X write setGameX
;
188 property GameY
: Integer read FObj
.Y write setGameY
;
189 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
190 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
191 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
192 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
193 property GameDirection
: TDirection read FDirection write FDirection
;
195 property StartID
: Integer read FStartID
;
197 property VileFireAnim
: TAnimation read vilefire
;
198 property DirAnim
: ADirectedAnim read FAnim
;
201 property eMonsterType
: Byte read FMonsterType
;
202 property eMonsterHealth
: Integer read FHealth write FHealth
;
203 property eMonsterAmmo
: Integer read FAmmo write FAmmo
;
204 property eMonsterTargetUID
: Word read FTargetUID write FTargetUID
;
205 property eMonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
206 property eMonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
207 property eMonsterSleep
: Integer read FSleep write FSleep
;
208 property eMonsterState
: Byte read FState write FState
;
209 property eMonsterRemoved
: Boolean read FRemoved
;
210 property eMonsterPain
: Integer read FPain write FPain
;
211 property eMonsterAnim
: Byte read FCurAnim
;
213 property eUID
: Word read FUID
;
214 property eSpawnTrigger
: Integer read FSpawnTrigger
;
216 property eGameX
: Integer read FObj
.X write setGameX
;
217 property eGameY
: Integer read FObj
.Y write setGameY
;
218 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
219 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
220 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
221 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
222 property eGameDirection
: TDirection read FDirection write FDirection
;
224 property eStartID
: Integer read FStartID
;
226 // set this before assigning something to `eDamage`
227 property eDamageType
: Integer read mEDamageType write mEDamageType
;
228 property eDamage
: Integer write doDamage
;
232 // will be called from map loader
233 procedure g_Mons_InitTree (x
, y
, w
, h
: Integer);
235 procedure g_Monsters_LoadData ();
236 procedure g_Monsters_FreeData ();
237 procedure g_Monsters_Init ();
238 procedure g_Monsters_Free (clearGrid
: Boolean=true);
239 function g_Monsters_Create (MonsterType
: Byte; X
, Y
: Integer; Direction
: TDirection
;
240 AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
241 procedure g_Monsters_PreUpdate ();
242 procedure g_Monsters_Update ();
243 function g_Monsters_ByUID (UID
: Word): TMonster
;
244 procedure g_Monsters_killedp ();
245 procedure g_Monsters_SaveState (st
: TStream
);
246 procedure g_Monsters_LoadState (st
: TStream
);
248 function g_Mons_SpawnAt (monType
: Integer; x
, y
: Integer; dir
: TDirection
=TDirection
.D_LEFT
): TMonster
; overload
;
249 function g_Mons_SpawnAt (const typeName
: AnsiString; x
, y
: Integer; dir
: TDirection
=TDirection
.D_LEFT
): TMonster
; overload
;
251 function g_Mons_TypeLo (): Integer; inline;
252 function g_Mons_TypeHi (): Integer; inline;
254 function g_Mons_TypeIdByName (const name
: AnsiString): Integer;
255 function g_Mons_NameByTypeId (monType
: Integer): AnsiString;
256 function g_Mons_GetKilledByTypeId (monType
: Integer): AnsiString;
260 TEachMonsterCB
= function (mon
: TMonster
): Boolean is nested
; // return `true` to stop
262 // throws on invalid uid
263 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
266 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
268 function g_Mons_TotalCount (): Integer; inline;
270 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
272 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
273 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
275 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
276 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
278 function g_Mons_getNewTrapFrameId (): DWord
; inline;
279 function g_Mons_getNewMPlatFrameId (): LongWord; inline;
284 TMonsAlongLineCB = function (mon: TMonster; tag: Integer): Boolean is nested;
286 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
291 gmon_debug_use_sqaccel
: Boolean = true;
295 procedure g_Mons_ProfilersBegin ();
296 procedure g_Mons_ProfilersEnd ();
298 procedure g_Mons_LOS_Start (); inline;
299 procedure g_Mons_LOS_End (); inline;
302 profMonsLOS
: TProfiler
= nil; //WARNING: FOR DEBUGGING ONLY!
306 TMonsterGrid
= specialize TBodyGridBase
<TMonster
>;
309 monsGrid
: TMonsterGrid
= nil; // DO NOT USE! public for debugging only!
313 gmon_debug_think
: Boolean = true;
314 gmon_debug_one_think_step
: Boolean = false;
316 var (* private state *)
317 gMonsters
: array of TMonster
;
328 // Таблица характеристик монстров:
329 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
339 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
340 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
342 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
343 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
345 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
346 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
348 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
349 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
351 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
352 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
354 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
355 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
357 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
358 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
360 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
361 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
363 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
364 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
366 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
367 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
369 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
370 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
372 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
373 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
375 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
376 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
378 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
379 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
381 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
382 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
384 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
385 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
387 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
388 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
390 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
391 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
393 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
394 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
396 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
397 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
399 // Таблица параметров анимации монстров:
400 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
403 wX
, wY
: Integer; // Откуда вылетит пуля
404 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
405 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TDFPoint
;
406 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TDFPoint
;
407 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
408 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
409 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));
410 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))),
412 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
413 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));
414 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))),
416 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
417 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));
418 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))),
420 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
421 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));
422 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))),
424 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
425 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));
426 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))),
428 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
429 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));
430 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))),
432 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
433 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));
434 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))),
436 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
437 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));
438 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))),
440 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
441 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));
442 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))),
444 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
445 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));
446 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))),
448 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
449 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));
450 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))),
452 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
453 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));
454 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))),
456 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
457 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));
458 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))),
460 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
461 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));
462 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))),
464 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
465 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));
466 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))),
468 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
469 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));
470 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))),
472 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
473 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));
474 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 ))),
476 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
477 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));
478 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))),
480 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
481 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));
482 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))),
484 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
485 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));
486 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))) );
491 e_log
, e_texture
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
492 g_weapons
, g_triggers
, g_items
, g_options
,
493 g_console
, g_map
, Math
, g_menu
, wadreader
,
494 g_language
, g_netmsg
, idpool
, utils
, xstreams
;
498 // ////////////////////////////////////////////////////////////////////////// //
499 procedure g_Mons_ProfilersBegin ();
501 if (profMonsLOS
= nil) then profMonsLOS
:= TProfiler
.Create('LOS CALC', g_profile_history_size
);
502 if (profMonsLOS
<> nil) then profMonsLOS
.mainBegin(g_profile_los
);
503 if g_profile_los
and (profMonsLOS
<> nil) then
505 profMonsLOS
.sectionBegin('loscalc');
506 profMonsLOS
.sectionEnd();
510 procedure g_Mons_ProfilersEnd ();
512 if (profMonsLOS
<> nil) and (g_profile_los
) then profMonsLOS
.mainEnd();
515 procedure g_Mons_LOS_Start (); inline;
517 if (profMonsLOS
<> nil) then profMonsLOS
.sectionBeginAccum('loscalc');
520 procedure g_Mons_LOS_End (); inline;
522 if (profMonsLOS
<> nil) then profMonsLOS
.sectionEnd();
526 // ////////////////////////////////////////////////////////////////////////// //
528 monCheckTrapLastFrameId
: DWord
= 0;
529 monCheckMPlatLastFrameId
: LongWord = 0;
532 procedure TMonster
.getMapBox (out x
, y
, w
, h
: Integer); inline;
534 x
:= FObj
.X
+FObj
.Rect
.X
;
535 y
:= FObj
.Y
+FObj
.Rect
.Y
;
536 w
:= FObj
.Rect
.Width
;
537 h
:= FObj
.Rect
.Height
;
540 function TMonster
.gncNeedSend (): Boolean; inline; begin result
:= mNeedSend
; mNeedSend
:= false; end;
542 procedure TMonster
.setDirty (); inline; begin mNeedSend
:= true; end;
545 // ////////////////////////////////////////////////////////////////////////// //
547 function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster;
549 if not assigned(cb) then begin result := nil; exit; end;
550 result := monsGrid.forEachAlongLine(x0, y0, x1, y1, cb, -1, log);
555 //WARNING! call this after monster position was changed, or coldet will not work right!
556 procedure TMonster
.positionChanged ();
559 nx
, ny
, nw
, nh
: Integer;
561 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
562 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [mArrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
564 if (mProxyId
= -1) then
567 mProxyId
:= monsGrid
.insertBody(self
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
);
568 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
569 monsGrid
.getBodyXY(mProxyId
, x
, y
);
570 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
);
575 monsGrid
.getBodyDims(mProxyId
, x
, y
, w
, h
);
576 getMapBox(nx
, ny
, nw
, nh
);
578 if (w
<> nw
) or (h
<> nh
) then
581 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
582 e_WriteLog(Format('monster #%d:(%u): resized; mProxyid=%d; gx=%d; gy=%d', [mArrIdx
, UID
, mProxyId
, x
-monsGrid
.gridX0
, y
-monsGrid
.gridY0
]), MSG_NOTIFY
);
584 monsGrid
.moveResizeBody(mProxyId
, nx
, ny
, nw
, nh
);
586 else if (x
<> nx
) or (y
<> ny
) then
589 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
590 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
);
592 monsGrid
.moveBody(mProxyId
, nx
, ny
);
596 exit
; // nothing to do
598 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
599 monsGrid
.getBodyXY(mProxyId
, x
, y
);
600 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
);
606 // ////////////////////////////////////////////////////////////////////////// //
608 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
610 // Таблица типов анимации монстров:
611 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
615 end = ((name
: 'SLEEP'; loop
: True),
616 (name
: 'GO'; loop
: True),
617 (name
: 'DIE'; loop
: False),
618 (name
: 'MESS'; loop
: False),
619 (name
: 'ATTACK'; loop
: False),
620 (name
: 'ATTACK2'; loop
: False),
621 (name
: 'PAIN'; loop
: False));
623 MAX_ATM
= 89; // Время ожидания после потери цели
624 MAX_SOUL
= 512; // Ограничение Lost_Soul'ов
627 // ////////////////////////////////////////////////////////////////////////// //
629 uidMap
: array [0..65535] of TMonster
; // monster knows it's index
630 freeInds
: TIdPool
= nil;
633 procedure clearUidMap ();
637 for idx
:= 0 to High(uidMap
) do uidMap
[idx
] := nil;
642 function g_Mons_getNewTrapFrameId (): DWord
; inline;
646 Inc(monCheckTrapLastFrameId
);
647 if (monCheckTrapLastFrameId
= 0) then
650 monCheckTrapLastFrameId
:= 1;
651 for f
:= 0 to High(gMonsters
) do
653 if (gMonsters
[f
] <> nil) then gMonsters
[f
].trapCheckFrameId
:= 0;
656 result
:= monCheckTrapLastFrameId
;
660 function g_Mons_getNewMPlatFrameId (): LongWord; inline;
664 Inc(monCheckMPlatLastFrameId
);
665 if (monCheckMPlatLastFrameId
= 0) then
668 monCheckMPlatLastFrameId
:= 1;
669 for f
:= 0 to High(gMonsters
) do
671 if (gMonsters
[f
] <> nil) then gMonsters
[f
].mplatCheckFrameId
:= 0;
674 result
:= monCheckMPlatLastFrameId
;
683 soulcount
: Integer = 0;
686 function allocMonster (): DWORD
;
690 result
:= freeInds
.alloc();
691 if (result
> High(gMonsters
)) then
693 olen
:= Length(gMonsters
);
694 SetLength(gMonsters
, result
+64);
695 for f
:= olen
to High(gMonsters
) do gMonsters
[f
] := nil;
700 function IsFriend(a
, b
: Byte): Boolean;
704 // Бочка - всем друг:
705 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
708 // Монстры одного вида:
711 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
712 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
713 Exit
; // Эти не бьют своих
716 // Lost_Soul не может ранить Pain_Elemental'а:
717 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
719 // Pain_Elemental не может ранить Lost_Soul'а:
720 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
723 // В остальных случаях - будут бить друг друга:
728 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
731 UIDType
, MonsterType
: Byte;
736 UIDType
:= g_GetUIDType(SpawnerUID
);
737 if UIDType
= UID_MONSTER
then
739 m
:= g_Monsters_ByUID(SpawnerUID
);
740 if m
= nil then Exit
;
741 MonsterType
:= m
.FMonsterType
;
745 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
746 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
748 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
749 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
750 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
752 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
753 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
758 function canShoot(m
: Byte): Boolean;
763 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
771 function isCorpse (o
: PObj
; immediately
: Boolean): Integer;
774 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
776 atag := atag; // shut up, fpc!
777 result := false; // don't stop
778 if (mon.FState = MONSTATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then
780 case mon.FMonsterType of // Не воскресить:
781 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
782 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit;
784 // Остальных можно воскресить
793 mres
: TMonster
= nil;
794 it
: TMonsterGrid
.Iter
;
798 // Если нужна вероятность
799 if not immediately
and (Random(8) <> 0) then exit
;
801 // Ищем мертвых монстров поблизости
802 if gmon_debug_use_sqaccel
then
804 //mon := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck);
805 //if (mon <> nil) then result := mon.mArrIdx;
806 it
:= monsGrid
.forEachInAABB(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
);
809 case mon
.FMonsterType
of // Не воскресить:
810 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
811 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: begin end;
812 // Остальных можно воскресить
815 if (mres
<> nil) then break
;
818 if (mres
<> nil) then result
:= mres
.mArrIdx
;
822 for a
:= 0 to High(gMonsters
) do
824 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= MONSTATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
826 case gMonsters
[a
].FMonsterType
of // Не воскресить:
827 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
828 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
829 else // Остальных можно воскресить
840 procedure g_Monsters_LoadData();
842 e_WriteLog('Loading monsters data...', TMsgType
.Notify
);
844 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
], 133, False);
845 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
846 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
848 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
849 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
851 g_Game_StepLoading(6);
852 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
853 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK_L', GameWAD
+':MTEXTURES\ZOMBY_ATTACK_L', 64, 64, 2);
855 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
856 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
859 g_Game_StepLoading(13);
860 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
862 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK_L', GameWAD
+':MTEXTURES\SERG_ATTACK_L', 64, 64, 2);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
866 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
867 g_Game_StepLoading(20);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
873 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
874 g_Game_StepLoading(26);
875 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
876 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
877 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
879 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
880 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
881 g_Game_StepLoading(32);
882 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
883 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
884 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
885 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
886 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
887 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
888 g_Game_StepLoading(38);
889 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
890 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
891 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
892 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
893 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
894 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
895 g_Game_StepLoading(44);
896 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
897 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
898 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
899 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
900 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
901 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
902 g_Game_StepLoading(50);
903 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
904 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
905 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
906 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
907 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
908 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
909 g_Game_StepLoading(56);
910 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
911 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
912 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
913 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
914 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
915 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
916 g_Game_StepLoading(62);
917 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
918 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
919 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
920 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
921 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
922 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
923 g_Game_StepLoading(68);
924 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
925 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
926 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
927 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
928 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
929 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
930 g_Game_StepLoading(74);
931 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
932 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
933 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
934 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
935 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
936 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
937 g_Game_StepLoading(80);
938 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
939 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
940 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
941 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
942 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
943 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
944 g_Game_StepLoading(86);
945 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
946 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
947 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
948 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
949 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
950 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
951 g_Game_StepLoading(92);
952 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
953 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
954 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
955 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
956 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
957 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
958 g_Game_StepLoading(98);
959 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
960 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
961 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
962 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
963 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
964 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
965 g_Game_StepLoading(104);
966 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
967 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
968 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
969 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
970 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
971 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
972 g_Game_StepLoading(110);
973 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
974 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
975 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
976 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
977 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
978 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
979 g_Game_StepLoading(116);
980 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
981 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
982 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
983 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
984 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
985 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
986 g_Game_StepLoading(122);
987 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
988 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
989 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
990 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
991 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
992 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
993 g_Game_StepLoading(128);
994 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
995 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
996 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
997 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
998 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
999 g_Game_StepLoading(133);
1001 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
1003 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
1005 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
1006 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
1007 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
1008 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
1009 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
1010 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
1011 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
1012 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
1013 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
1014 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
1015 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
1017 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
1018 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
1019 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
1021 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
1022 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
1023 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
1024 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
1025 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
1026 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
1028 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
1029 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
1030 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
1031 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
1032 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
1034 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
1035 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
1037 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
1038 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
1039 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
1040 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
1042 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
1043 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
1044 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
1045 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
1046 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
1048 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
1049 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
1050 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
1051 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
1052 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
1054 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
1055 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
1056 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
1057 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
1059 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
1060 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
1061 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
1063 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
1064 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
1066 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
1067 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
1069 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
1070 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
1071 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
1073 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
1074 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
1076 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
1077 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
1078 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
1080 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
1082 freeInds
:= TIdPool
.Create();
1084 monCheckTrapLastFrameId
:= 0;
1085 monCheckMPlatLastFrameId
:= 0;
1088 procedure g_Monsters_FreeData();
1090 e_WriteLog('Releasing monsters data...', TMsgType
.Notify
);
1092 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
1096 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
1097 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
1098 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
1099 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
1100 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK_L');
1101 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
1102 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
1103 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
1104 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
1105 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
1106 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
1107 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK_L');
1108 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
1109 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
1110 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
1111 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
1112 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
1113 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
1114 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
1115 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
1116 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
1117 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
1118 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
1119 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
1120 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
1121 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
1122 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
1123 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
1124 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1125 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1126 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1127 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1128 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1129 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1130 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1131 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1132 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1133 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1134 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1135 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1136 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1137 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1138 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1139 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1140 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1141 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1142 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1143 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1144 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1145 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1146 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1147 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1148 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1149 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1150 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1151 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1152 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1153 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1154 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1155 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1156 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1157 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1158 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1159 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1160 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1161 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1162 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1163 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1164 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1165 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1166 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1167 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1168 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1169 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1170 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1171 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1172 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1173 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1174 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1175 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1176 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1177 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1178 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1179 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1180 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1181 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1182 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1183 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1184 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1185 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1186 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1187 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1188 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1189 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1190 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1191 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1192 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1193 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1194 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1195 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1196 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1197 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1198 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1199 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1200 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1201 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1202 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1203 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1204 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1205 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1206 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1207 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1208 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1209 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1210 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1211 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1212 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1213 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1214 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1215 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1216 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1217 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1218 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1219 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1220 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1221 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1222 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1223 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1224 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1226 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1228 g_Sound_Delete('SOUND_MONSTER_PAIN');
1229 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1230 g_Sound_Delete('SOUND_MONSTER_ACTION');
1231 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1232 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1233 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1234 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1235 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1236 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1237 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1238 g_Sound_Delete('SOUND_MONSTER_SLOP');
1240 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1241 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1242 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1244 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1245 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1246 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1247 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1248 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1249 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1251 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1252 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1253 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1254 g_Sound_Delete('SOUND_MONSTER_HAHA');
1255 g_Sound_Delete('SOUND_MONSTER_TRUP');
1257 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1258 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1260 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1261 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1262 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1263 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1265 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1266 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1267 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1268 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1269 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1271 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1272 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1273 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1274 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1275 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1277 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1278 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1279 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1280 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1282 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1283 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1284 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1286 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1287 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1289 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1290 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1292 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1293 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1294 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1296 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1297 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1299 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1300 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1301 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1303 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1309 procedure g_Monsters_Init();
1314 procedure g_Monsters_Free (clearGrid
: Boolean=true);
1318 e_LogWritefln('Cleared monster data (clearGrid=%s)', [clearGrid
]);
1324 for a
:= 0 to High(gMonsters
) do gMonsters
[a
].Free();
1327 monCheckTrapLastFrameId
:= 0;
1328 monCheckMPlatLastFrameId
:= 0;
1332 // will be called from map loader
1333 procedure g_Mons_InitTree (x
, y
, w
, h
: Integer);
1336 monsGrid
:= TMonsterGrid
.Create(x
, y
, w
, h
);
1337 //clearUidMap(); // why not?
1338 e_LogWritefln('%s', ['Recreated monster tree']);
1342 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1343 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1350 // Нет такого монстра
1351 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1353 // Соблюдаем ограничение Lost_Soul'ов
1354 if MonsterType
= MONSTER_SOUL
then
1356 if soulcount
> MAX_SOUL
then exit
;
1357 soulcount
:= soulcount
+ 1;
1360 find_id
:= allocMonster();
1362 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1363 gMonsters
[find_id
] := mon
;
1364 mon
.mArrIdx
:= find_id
;
1367 uidMap
[mon
.FUID
] := mon
;
1369 // Настраиваем положение
1374 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1375 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1379 FObj
.X
:= X
-FObj
.Rect
.X
;
1380 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1383 FDirection
:= Direction
;
1384 FStartDirection
:= Direction
;
1387 FObj
.oldX
:= FObj
.X
;
1388 FObj
.oldY
:= FObj
.Y
;
1391 mon
.positionChanged();
1396 procedure g_Monsters_killedp();
1400 if gMonsters
= nil then
1403 // Приколист смеется над смертью игрока:
1404 h
:= High(gMonsters
);
1407 if (gMonsters
[a
] <> nil) then
1409 with gMonsters
[a
] do
1411 if (FMonsterType
= MONSTER_MAN
) and
1412 (FState
<> MONSTATE_DEAD
) and
1413 (FState
<> MONSTATE_SLEEP
) and
1414 (FState
<> MONSTATE_DIE
) then
1416 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1424 procedure g_Monsters_PreUpdate();
1428 if gMonsters
= nil then Exit
;
1429 for a
:= 0 to High(gMonsters
) do
1430 if (gMonsters
[a
] <> nil) and (not gMonsters
[a
].FRemoved
) then
1431 gMonsters
[a
].PreUpdate();
1434 procedure g_Monsters_Update();
1439 if gTime
mod (GAME_TICK
*2) = 0 then
1443 if abs(pt_x
) > 246 then pt_xs
:= -pt_xs
;
1444 if abs(pt_y
) > 100 then pt_ys
:= -pt_ys
;
1447 gMon
:= True; // Для работы BlockMon'а
1449 if gmon_debug_think
or gmon_debug_one_think_step
then
1451 gmon_debug_one_think_step
:= false;
1452 for a
:= 0 to High(gMonsters
) do
1454 if (gMonsters
[a
] = nil) then continue
;
1455 if not gMonsters
[a
].FRemoved
then
1457 if g_Game_IsClient
then
1458 gMonsters
[a
].ClientUpdate()
1460 gMonsters
[a
].Update();
1464 gMonsters
[a
].Free();
1465 gMonsters
[a
] := nil;
1473 function g_Monsters_ByUID (UID
: Word): TMonster
;
1475 result
:= uidMap
[UID
];
1478 procedure g_Monsters_SaveState (st
: TStream
);
1482 // Считаем количество существующих монстров
1484 for i
:= 0 to High(gMonsters
) do
1486 if (gMonsters
[i
] <> nil) and (gMonsters
[i
].FMonsterType
<> MONSTER_NONE
) then count
+= 1;
1489 // Сохраняем информацию целеуказателя
1490 utils
.writeInt(st
, LongInt(pt_x
));
1491 utils
.writeInt(st
, LongInt(pt_xs
));
1492 utils
.writeInt(st
, LongInt(pt_y
));
1493 utils
.writeInt(st
, LongInt(pt_ys
));
1495 // Количество монстров
1496 utils
.writeInt(st
, LongInt(count
));
1498 if (count
= 0) then exit
;
1500 // Сохраняем монстров
1501 for i
:= 0 to High(gMonsters
) do
1503 if (gMonsters
[i
] <> nil) and (gMonsters
[i
].FMonsterType
<> MONSTER_NONE
) then
1506 utils
.writeInt(st
, Byte(gMonsters
[i
].MonsterType
));
1507 // Сохраняем данные монстра:
1508 gMonsters
[i
].SaveState(st
);
1514 procedure g_Monsters_LoadState (st
: TStream
);
1522 g_Monsters_Free(false);
1524 // Загружаем информацию целеуказателя
1525 pt_x
:= utils
.readLongInt(st
);
1526 pt_xs
:= utils
.readLongInt(st
);
1527 pt_y
:= utils
.readLongInt(st
);
1528 pt_ys
:= utils
.readLongInt(st
);
1530 // Количество монстров
1531 count
:= utils
.readLongInt(st
);
1533 if (count
= 0) then exit
;
1534 if (count
< 0) or (count
> 1024*1024) then raise XStreamError
.Create('invalid monster count');
1536 // Загружаем монстров
1537 for a
:= 0 to count
-1 do
1540 b
:= utils
.readByte(st
);
1542 mon
:= g_Monsters_Create(b
, 0, 0, TDirection
.D_LEFT
);
1543 if (mon
= nil) then raise XStreamError
.Create('g_Monsters_LoadState: ID = -1 (can''t create)');
1544 // Загружаем данные монстра
1550 // ////////////////////////////////////////////////////////////////////////// //
1551 function g_Mons_SpawnAt (monType
: Integer; x
, y
: Integer; dir
: TDirection
=TDirection
.D_LEFT
): TMonster
; overload
;
1554 if (monType
>= MONSTER_DEMON
) and (monType
<= MONSTER_MAN
) then
1556 result
:= g_Monsters_Create(monType
, x
, y
, dir
);
1561 function g_Mons_SpawnAt (const typeName
: AnsiString; x
, y
: Integer; dir
: TDirection
=TDirection
.D_LEFT
): TMonster
; overload
;
1563 result
:= g_Mons_SpawnAt(g_Mons_TypeIdByName(typeName
), x
, y
, dir
);
1568 // ////////////////////////////////////////////////////////////////////////// //
1569 function g_Mons_TypeLo (): Integer; inline; begin result
:= Low(MONSTERTABLE
); end;
1570 function g_Mons_TypeHi (): Integer; inline; begin result
:= High(MONSTERTABLE
); end;
1573 function g_Mons_TypeIdByName (const name
: String): Integer;
1578 while (i
<= MONSTER_MAN
) do
1580 if (CompareText(name
, MONSTERTABLE
[i
].Name
) = 0) then
1589 if (CompareText(name
, 'zombie') = 0) then result
:= MONSTER_ZOMBY
;
1593 function g_Mons_NameByTypeId (monType
: Integer): AnsiString;
1595 if (monType
>= MONSTER_DEMON
) and (monType
<= MONSTER_MAN
) then
1596 result
:= MONSTERTABLE
[monType
].Name
1602 function g_Mons_GetKilledByTypeId (monType
: Integer): AnsiString;
1604 if (monType
>= MONSTER_DEMON
) and (monType
<= MONSTER_MAN
) then
1605 Result
:= KilledByMonster
[monType
]
1611 // ////////////////////////////////////////////////////////////////////////// //
1612 { T M o n s t e r : }
1614 procedure TMonster
.setGameX (v
: Integer); inline; begin FObj
.X
:= v
; positionChanged(); end;
1615 procedure TMonster
.setGameY (v
: Integer); inline; begin FObj
.Y
:= v
; positionChanged(); end;
1617 procedure TMonster
.setPosition (ax
, ay
: Integer; callPosChanged
: Boolean=true); inline; begin FObj
.X
:= ax
; FObj
.Y
:= ay
; if callPosChanged
then positionChanged(); end;
1619 procedure TMonster
.moveBy (dx
, dy
: Integer); inline;
1621 if (dx
<> 0) or (dy
<> 0) then
1629 procedure TMonster
.doDamage (v
: Integer);
1631 if (v
<= 0) then exit
;
1632 if (v
> 32767) then v
:= 32767;
1633 Damage(v
, 0, 0, 0, mEDamageType
);
1636 procedure TMonster
.ActionSound();
1638 case FMonsterType
of
1640 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1641 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1643 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1644 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1645 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1647 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1649 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1651 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1653 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1657 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1661 procedure TMonster
.PainSound();
1669 case FMonsterType
of
1670 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1671 MONSTER_SKEL
, MONSTER_CGUN
:
1672 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1673 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1674 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1675 MONSTER_BSP
, MONSTER_CYBER
:
1676 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1678 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1680 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1682 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1684 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1688 procedure TMonster
.DieSound();
1690 case FMonsterType
of
1693 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1694 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1696 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1698 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1699 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1700 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1703 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1705 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1707 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1709 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1711 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1713 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1715 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1717 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1719 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1721 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1723 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1725 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1727 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1729 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1733 procedure TMonster
.WakeUpSound();
1735 case FMonsterType
of
1738 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1739 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1741 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1743 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1744 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1745 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1748 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1750 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1752 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1754 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1756 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1758 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1760 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1762 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1764 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1766 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1768 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1770 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1776 procedure TMonster
.BFGHit();
1778 if FMonsterType
= MONSTER_FISH
then
1781 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1782 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1783 {if g_Game_IsServer and g_Game_IsNet then
1784 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1785 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1789 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1791 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1799 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1801 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1806 Panel
.Width
, Panel
.Height
);
1809 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1811 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1812 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1813 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1814 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1817 procedure TMonster
.Respawn
;
1823 FDirection
:= FStartDirection
;
1824 {GameX}FObj
.X
:= FStartX
;
1825 {GameY}FObj
.Y
:= FStartY
;
1826 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1827 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1832 FDieTriggers
:= nil;
1833 FWaitAttackAnim
:= False;
1834 FChainFire
:= False;
1837 FState
:= MONSTATE_SLEEP
;
1838 FCurAnim
:= ANIM_SLEEP
;
1840 positionChanged(); // this updates spatial accelerators
1842 if g_Game_IsNet
and g_Game_IsServer
then
1844 MH_SEND_MonsterPos(FUID
);
1845 MH_SEND_MonsterState(FUID
);
1849 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1852 FramesID
: DWORD
= 0;
1856 if ForcedUID
< 0 then
1857 FUID
:= g_CreateUID(UID_MONSTER
)
1861 FMonsterType
:= MonsterType
;
1865 FState
:= MONSTATE_SLEEP
;
1866 FCurAnim
:= ANIM_SLEEP
;
1867 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1868 FMaxHealth
:= FHealth
;
1869 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1870 FDieTriggers
:= nil;
1871 FSpawnTrigger
:= -1;
1872 FWaitAttackAnim
:= False;
1873 FChainFire
:= False;
1875 FNoRespawn
:= False;
1877 FBehaviour
:= BH_NORMAL
;
1881 mEDamageType
:= HIT_SOME
;
1885 trapCheckFrameId
:= 0;
1886 mplatCheckFrameId
:= 0;
1889 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1890 FBloodKind
:= BLOOD_SPARKS
1892 FBloodKind
:= BLOOD_NORMAL
;
1893 if FMonsterType
= MONSTER_CACO
then
1899 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1912 SetLength(FAnim
, Length(ANIMTABLE
));
1914 for a
:= 0 to High(FAnim
) do
1916 FAnim
[a
, TDirection
.D_LEFT
] := nil;
1917 FAnim
[a
, TDirection
.D_RIGHT
] := nil;
1920 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1921 if (ANIMTABLE
[a
].name
<> '') and
1922 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1924 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1925 '_'+ANIMTABLE
[a
].name
;
1927 res
:= g_Frames_Exists(s
);
1930 res
:= g_Frames_Get(FramesID
, s
);
1932 // Если нет такой анимации, то пробуем заменить ее на анимацию смерти:
1935 // Заменяем только ANIM_MESS на ANIM_DIE:
1936 if a
<> ANIM_MESS
then
1939 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1940 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1942 FAnim
[a
, TDirection
.D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1943 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1944 FAnim
[a
, TDirection
.D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1945 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1950 FAnim
[a
, TDirection
.D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1951 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1953 // Если есть отдельная левая анимация - загружаем:
1954 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1956 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1957 '_'+ANIMTABLE
[a
].name
+'_L';
1958 if g_Frames_Exists(s
) then
1959 g_Frames_Get(FramesID
, s
);
1962 FAnim
[a
, TDirection
.D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1963 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1966 // Для колдуна загружаем также анимацию огня:
1967 if MonsterType
= MONSTER_VILE
then
1969 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1970 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1976 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1983 // Монстр статичен пока идет warmup
1984 if (gLMSRespawn
> LMS_RESPAWN_NONE
) then exit
;
1986 // Умирает, умер или воскрешается => урон делать некому:
1987 if (FState
= MONSTATE_DEAD
) or (FState
= MONSTATE_DIE
) or (FState
= MONSTATE_REVIVE
) then
1990 // Рыбу в воде бьет током => паника без урона:
1991 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1994 if Random(2) = 0 then FDirection
:= TDirection
.D_RIGHT
else FDirection
:= TDirection
.D_LEFT
;
1996 SetState(MONSTATE_RUN
);
2000 // Арчи не горят, черепа уже горят
2001 if (t
= HIT_FLAME
) and (FMonsterType
in [MONSTER_VILE
, MONSTER_SOUL
]) then
2003 // Проснуться все-таки стоит
2004 if FState
= MONSTATE_SLEEP
then
2005 SetState(MONSTATE_GO
);
2009 // Ловушка убивает сразу:
2010 if t
= HIT_TRAP
then
2013 // Роботу урона нет:
2014 if FMonsterType
= MONSTER_ROBO
then
2018 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
2020 // Усиливаем боль монстра от урона:
2023 FPain
:= FPain
+aDamage
;
2025 // Если боль существенная, то меняем состояние на болевое:
2026 if FState
<> MONSTATE_PAIN
then
2027 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
2028 (FMonsterType
<> MONSTER_BARREL
) then
2029 SetState(MONSTATE_PAIN
);
2031 // Если разрешена кровь - создаем брызги крови:
2032 if (gBloodCount
> 0) then
2034 c
:= Min(aDamage
, 200);
2035 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
2037 if (VelX
= 0) and (VelY
= 0) then
2041 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
2042 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
2046 // Теперь цель - ударивший, если только не сам себя:
2047 if (SpawnerUID
<> FUID
) and (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
2049 FTargetUID
:= SpawnerUID
;
2053 // Здоровье закончилось:
2054 if FHealth
<= 0 then
2056 // Если это не бочка и убил игрок, то ему +1:
2057 if (FMonsterType
<> MONSTER_BARREL
) then
2059 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
2061 p
:= g_Player_Get(SpawnerUID
);
2062 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2064 p
.MonsterKills
:= p
.MonsterKills
+1;
2065 if gGameSettings
.GameMode
= GM_COOP
then
2066 p
.Frags
:= p
.Frags
+ 1;
2067 // Uncomment this if you want to double-kill monsters
2071 if gLMSRespawn
= LMS_RESPAWN_NONE
then
2073 Inc(gCoopMonstersKilled
);
2074 if g_Game_IsNet
then
2080 case FMonsterType
of
2081 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
2082 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
2083 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
2084 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
2091 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
2092 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
2094 g_Items_SetDrop(it
); // mark it as monster drop
2095 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
2096 (FObj
.Vel
.Y
div 2)-Random(4));
2097 //positionChanged(); // this updates spatial accelerators
2098 if g_Game_IsServer
and g_Game_IsNet
then
2099 MH_SEND_ItemSpawn(True, it
);
2102 // Труп дальше не идет:
2105 // У трупа размеры меньше:
2106 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
2108 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
2109 FObj
.Rect
.Height
:= 12;
2113 // Урон был сильным => слабые - в кашу:
2114 if (FHealth
<= -30) and
2115 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
2116 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
2117 (FMonsterType
= MONSTER_MAN
)) then
2119 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2120 SetState(MONSTATE_DIE
, ANIM_MESS
);
2125 SetState(MONSTATE_DIE
);
2128 // Активировать триггеры, ждущие смерти этого монстра:
2129 if g_Game_IsServer
then ActivateTriggers();
2134 if FState
= MONSTATE_SLEEP
then
2135 begin // Спал, разбудили несмертельным ударом:
2136 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2137 SetState(MONSTATE_GO
);
2140 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
2144 function TMonster
.Heal(Value
: Word): Boolean;
2147 if g_Game_IsClient
then
2152 if FHealth
< FMaxHealth
then
2154 IncMax(FHealth
, Value
, FMaxHealth
);
2155 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
2160 destructor TMonster
.Destroy();
2164 for a
:= 0 to High(FAnim
) do
2166 FAnim
[a
, TDirection
.D_LEFT
].Free();
2167 FAnim
[a
, TDirection
.D_RIGHT
].Free();
2172 if (mProxyId
<> -1) then
2174 if (monsGrid
<> nil) then
2176 monsGrid
.removeBody(mProxyId
);
2177 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
2178 e_WriteLog(Format('monster #%d:(%u): removed from grid; mProxyid=%d', [mArrIdx
, UID
, mProxyId
]), MSG_NOTIFY
);
2184 if (mArrIdx
<> -1) and (mArrIdx
< Length(gMonsters
)) then
2186 freeInds
.release(mArrIdx
);
2187 gMonsters
[mArrIdx
] := nil;
2191 uidMap
[FUID
] := nil;
2193 inherited Destroy();
2196 procedure TMonster
.MakeBloodSimple(Count
: Word);
2198 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
2199 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2200 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
2201 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2202 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
2203 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2204 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
2205 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2208 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
2210 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2211 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2212 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
2213 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2216 procedure TMonster
.Push(vx
, vy
: Integer);
2218 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2219 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2220 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2223 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2227 // Если состояние = начали умирать, а этот монстр = Lost_Soul,
2228 // то соблюдаем ограничение количества Lost_Soul'ов:
2229 if (State
= MONSTATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2230 soulcount
:= soulcount
-1;
2232 // Присмерти - нельзя сразу начинать атаковать или бегать:
2234 MONSTATE_DIE
, MONSTATE_DEAD
, MONSTATE_REVIVE
:
2235 if (State
<> MONSTATE_DEAD
) and (State
<> MONSTATE_REVIVE
) and
2236 (State
<> MONSTATE_GO
) then
2243 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2245 // Новая анимация при новом состоянии:
2247 MONSTATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2248 MONSTATE_PAIN
: Anim
:= ANIM_PAIN
;
2249 MONSTATE_WAIT
: Anim
:= ANIM_SLEEP
;
2250 MONSTATE_CLIMB
, MONSTATE_RUN
, MONSTATE_RUNOUT
, MONSTATE_GO
: Anim
:= ANIM_GO
;
2251 MONSTATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2252 MONSTATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2253 MONSTATE_DIE
: Anim
:= ANIM_DIE
;
2255 begin // начали восрешаться
2257 FAnim
[Anim
, FDirection
].Revert(True);
2259 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2260 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2267 // Надо сменить анимацию на нестандартную:
2268 if ForceAnim
<> 255 then
2271 // Если анимация новая - перезапускаем её:
2272 if FCurAnim
<> Anim
then
2273 if FAnim
[Anim
, FDirection
] <> nil then
2275 FAnim
[Anim
, FDirection
].Reset();
2280 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2287 // В точке назначения стена:
2288 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2290 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2291 if g_Game_IsServer
and g_Game_IsNet
then
2292 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2298 // Эффект телепорта в позиции монстра:
2301 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2302 TA
:= TAnimation
.Create(FramesID
, False, 6);
2303 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2304 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2305 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2307 if g_Game_IsServer
and g_Game_IsNet
then
2308 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2309 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2313 FObj
.X
:= X
- FObj
.Rect
.X
;
2314 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2315 FObj
.oldX
:= FObj
.X
; // don't interpolate after teleport
2316 FObj
.oldY
:= FObj
.Y
;
2320 FDirection
:= TDirection
.D_LEFT
2323 FDirection
:= TDirection
.D_RIGHT
2327 if FDirection
= TDirection
.D_RIGHT
then
2328 FDirection
:= TDirection
.D_LEFT
2330 FDirection
:= TDirection
.D_RIGHT
;
2333 // Эффект телепорта в точке назначения:
2334 if not silent
and (TA
<> nil) then
2336 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2337 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2340 if g_Game_IsServer
and g_Game_IsNet
then
2341 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2342 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2346 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2350 procedure TMonster
.PreUpdate();
2352 FObj
.oldX
:= FObj
.X
;
2353 FObj
.oldY
:= FObj
.Y
;
2356 procedure TMonster
.Update();
2358 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2361 fall
, bubbles
: Boolean;
2364 it
: TMonsterGrid
.Iter
;
2371 // Монстр статичен пока идет warmup
2372 if (gLMSRespawn
> LMS_RESPAWN_NONE
) then exit
;
2374 // Рыбы "летают" только в воде:
2375 if FMonsterType
= MONSTER_FISH
then
2376 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2377 if (FState
<> MONSTATE_DIE
) and (FState
<> MONSTATE_DEAD
) then
2380 // Летающие монтсры:
2381 if ((FMonsterType
= MONSTER_SOUL
) or
2382 (FMonsterType
= MONSTER_PAIN
) or
2383 (FMonsterType
= MONSTER_CACO
)) and
2384 (FState
<> MONSTATE_DIE
) and
2385 (FState
<> MONSTATE_DEAD
) then
2388 // Меняем скорость только по четным кадрам:
2389 if gTime
mod (GAME_TICK
*2) <> 0 then
2391 g_Obj_Move(@FObj
, fall
, True, True);
2392 positionChanged(); // this updates spatial accelerators
2396 if FPainTicks
> 0 then
2399 FPainSound
:= False;
2402 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2403 positionChanged(); // this updates spatial accelerators
2405 // Если горим - поджигаем других монстров, но не на 100 тиков каждый раз:
2406 if FFireTime
> 0 then
2408 it
:= monsGrid
.forEachInAABB(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
);
2410 if mit
.UID
<> FUID
then
2411 mit
.CatchFire(FFireAttacker
, FFireTime
);
2414 // Вылетел за карту - удаляем и запускаем триггеры:
2415 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2416 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2419 if alive
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2421 Inc(gCoopMonstersKilled
);
2422 if g_Game_IsNet
then
2429 oldvelx
:= FObj
.Vel
.X
;
2431 // Сопротивление воздуха для трупа:
2432 if (FState
= MONSTATE_DIE
) or (FState
= MONSTATE_DEAD
) then
2433 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2435 if FFireTime
> 0 then
2437 if WordBool(st
and MOVE_INWATER
) then
2442 FFireTime
:= FFireTime
- 1;
2443 if (FState
<> MONSTATE_DIE
) and (FState
<> MONSTATE_DEAD
) then
2444 if FFirePainTime
= 0 then
2446 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2447 FFirePainTime
:= 18;
2450 FFirePainTime
:= FFirePainTime
- 1;
2454 // Мертвый ничего не делает:
2455 if (FState
= MONSTATE_DEAD
) then
2458 // AI монстров выключен:
2459 if g_debug_MonsterOff
then
2462 if FState
<> MONSTATE_SLEEP
then
2463 SetState(MONSTATE_SLEEP
);
2466 // Возможно, создаем пузырьки в воде:
2467 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2469 case FMonsterType
of
2471 if Random(4) <> 0 then bubbles
:= False else
2472 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2473 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2474 MONSTER_ROBO
, MONSTER_BARREL
:
2475 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2476 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2478 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2479 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2481 if bubbles
then if Random(2) = 0
2482 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2483 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2486 // Если прошел первый кадр анимации взрыва бочки, то взрыв:
2487 if FMonsterType
= MONSTER_BARREL
then
2489 if (FState
= MONSTATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2490 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2491 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2492 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2496 // Lost_Soul вылетел из воды => ускоряется:
2497 if FMonsterType
= MONSTER_SOUL
then
2498 if WordBool(st
and MOVE_HITAIR
) then
2499 g_Obj_SetSpeed(@FObj
, 16);
2504 // Если начали всплывать, то продолжаем:
2505 if FObj
.Vel
.Y
< 0 then
2506 if WordBool(st
and MOVE_INWATER
) then
2509 // Таймер - ждем после потери цели:
2510 FTargetTime
:= FTargetTime
+ 1;
2513 if FShellTimer
> -1 then
2514 if FShellTimer
= 0 then
2516 if FShellType
= SHELL_SHELL
then
2517 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2518 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2519 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2520 else if FShellType
= SHELL_DBLSHELL
then
2522 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2523 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2524 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2525 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2526 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2527 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2530 end else Dec(FShellTimer
);
2532 // Пробуем увернуться от летящей пули:
2534 if (FState
in [MONSTATE_GO
, MONSTATE_RUN
, MONSTATE_RUNOUT
,
2535 MONSTATE_ATTACK
, MONSTATE_SHOOT
]) then
2536 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2537 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2538 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2539 (FObj
.Accel
.Y
= 0) then
2540 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2543 MONSTATE_PAIN
: // Состояние - Боль
2545 // Боль сильная => монстр кричит:
2546 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2548 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2549 if gSoundEffectsDF
then PainSound();
2551 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2554 // Снижаем боль со временем:
2557 // Боль уже не ошутимая => идем дальше:
2558 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2562 SetState(MONSTATE_GO
);
2566 MONSTATE_SLEEP
: // Состояние - Сон
2569 FSleep
:= FSleep
+ 1;
2571 // Проспали достаточно:
2572 if FSleep
>= 18 then
2577 // На игроков идут только обычные монстры, киллеры и маньяки
2578 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2579 // Если есть игрок рядом, просыпаемся и идем к нему:
2580 if (gPlayers
<> nil) then
2581 for a
:= 0 to High(gPlayers
) do
2582 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
)
2583 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2585 if g_Look(@FObj
, @Obj
, FDirection
) then
2587 FTargetUID
:= gPlayers
[a
].UID
;
2590 SetState(MONSTATE_GO
);
2594 // На монстров тянет маньяков, поехавших и каннибалов
2595 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2596 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2597 // Если есть подходящий монстр рядом:
2598 if gMonsters
<> nil then
2599 for a
:= 0 to High(gMonsters
) do
2600 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].alive
) and
2601 (gMonsters
[a
].FUID
<> FUID
) then
2603 // Маньяки нападают на всех монстров, кроме друзей
2604 if (FBehaviour
= BH_MANIAC
) and
2605 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2607 // Поехавшие также, но могут обозлиться на бочку
2608 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2609 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2611 // Каннибалы нападают на себе подобных
2612 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2614 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2616 FTargetUID
:= gMonsters
[a
].UID
;
2619 SetState(MONSTATE_GO
);
2625 MONSTATE_WAIT
: // Состояние - Ожидание
2628 FSleep
:= FSleep
- 1;
2630 // Выждали достаточно - идем:
2632 SetState(MONSTATE_GO
);
2635 MONSTATE_GO
: // Состояние - Движение (с осмотром ситуации)
2637 // Если наткнулись на БлокМон - убегаем от него:
2638 if WordBool(st
and MOVE_BLOCK
) then
2642 SetState(MONSTATE_RUNOUT
);
2647 // Если монстр - колдун, то пробуем воскресить кого-нибудь:
2648 if (FMonsterType
= MONSTER_VILE
) then
2649 if isCorpse(@FObj
, False) <> -1 then
2652 SetState(MONSTATE_ATTACK
, ANIM_ATTACK2
);
2657 // Цель погибла или давно ждем:
2658 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2659 if not findNewPrey() then
2660 begin // Новых целей нет
2668 o
.Rect
:= _Rect(0, 0, 0, 1);
2670 else // Новая цель есть - берем ее координаты
2671 GetPos(FTargetUID
, @o
);
2673 // Цель очень близко - пинаем:
2674 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2677 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2684 // Расстояние до цели:
2685 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2686 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2688 // Поворачиваемся в сторону цели:
2690 FDirection
:= TDirection
.D_RIGHT
2692 FDirection
:= TDirection
.D_LEFT
;
2694 // Если монстр умеет стрелять и есть по кому - стреляем:
2695 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2696 if Abs(sx
) > Abs(sy
) then // угол выстрела удобный
2697 if shoot(@o
, False) then
2700 // Если цель почти на одной вертикали - бегаем туда-сюда:
2701 if Abs(sx
) < 40 then
2702 if FMonsterType
<> MONSTER_FISH
then
2705 SetState(MONSTATE_RUN
);
2706 if Random(2) = 0 then
2707 FDirection
:= TDirection
.D_LEFT
2709 FDirection
:= TDirection
.D_RIGHT
;
2714 // Уперлись в стену:
2715 if WordBool(st
and MOVE_HITWALL
) then
2717 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2718 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2719 begin // Смогли нажать кнопку - небольшое ожидание
2721 SetState(MONSTATE_WAIT
);
2726 case FMonsterType
of
2727 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2729 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2730 (FObj
.Accel
.Y
= 0) then
2731 begin // Стоим на твердом полу или ступени
2732 // Прыжок через стену:
2733 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2734 SetState(MONSTATE_CLIMB
);
2741 // Монстры, не подверженные гравитации:
2742 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2743 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2745 if FMonsterType
= MONSTER_FISH
then
2747 if not WordBool(st
and MOVE_INWATER
) then
2748 begin // Рыба вне воды:
2749 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2750 begin // "Стоит" твердо
2751 // Рыба трепыхается на поверхности:
2752 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2753 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2757 SetState(MONSTATE_PAIN
);
2758 FPain
:= FPain
+ 50;
2762 // Плывем в сторону цели по-вертикали:
2764 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2768 // Рыба плывет вверх:
2769 if FObj
.Vel
.Y
< 0 then
2770 if not g_Obj_CollideLiquid(@FObj
, 0, -16) then
2772 // Всплыли до поверхности - стоп:
2774 // Плаваем туда-сюда:
2775 if Random(2) = 0 then
2776 FDirection
:= TDirection
.D_LEFT
2778 FDirection
:= TDirection
.D_RIGHT
;
2780 SetState(MONSTATE_RUN
);
2784 else // Летающие монстры
2786 // Летим в сторону цели по-вертикали:
2788 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2793 else // "Наземные" монстры
2795 // Возможно, пинаем куски:
2796 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2798 b
:= Abs(FObj
.Vel
.X
);
2799 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2800 for a
:= 0 to High(gGibs
) do
2802 if gGibs
[a
].alive
and
2803 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2804 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2807 if FObj
.Vel
.X
< 0 then
2809 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // налево
2813 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // направо
2818 // Боссы могут пинать трупы:
2819 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2820 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2822 b
:= Abs(FObj
.Vel
.X
);
2823 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2824 for a
:= 0 to High(gCorpses
) do
2825 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2827 co
:= gCorpses
[a
].Obj
;
2828 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2829 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2831 if FObj
.Vel
.X
< 0 then
2832 gCorpses
[a
].Damage(b
*2, FUID
, -b
, Random(7)) // налево
2834 gCorpses
[a
].Damage(b
*2, FUID
, b
, Random(7)); // направо
2837 // Если цель высоко, то, возможно, прыгаем:
2839 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2841 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2842 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2845 FSleep
:= FSleep
+ 1;
2851 if Random(8) = 0 then
2855 // Бежим в выбранную сторону:
2856 if FDirection
= TDirection
.D_RIGHT
then
2857 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2859 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2861 // Если в воде, то замедляемся:
2862 if WordBool(st
and MOVE_INWATER
) then
2863 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2864 else // Рыбам не нужно замедляться
2865 if FMonsterType
= MONSTER_FISH
then
2869 MONSTATE_RUN
: // Состояние - Бег
2871 // Если наткнулись на БлокМон - убегаем от него:
2872 if WordBool(st
and MOVE_BLOCK
) then
2876 SetState(MONSTATE_RUNOUT
);
2881 FSleep
:= FSleep
- 1;
2883 // Пробежали достаточно или врезались в стену => переходим на шаг:
2884 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2887 SetState(MONSTATE_GO
);
2888 // Стена - идем обратно:
2889 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2892 if Random(8) = 0 then
2896 // Бежим в выбранную сторону:
2897 if FDirection
= TDirection
.D_RIGHT
then
2898 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2900 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2902 // Если в воде, то замедляемся:
2903 if WordBool(st
and MOVE_INWATER
) then
2904 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2905 else // Рыбам не нужно замедляться
2906 if FMonsterType
= MONSTER_FISH
then
2910 MONSTATE_RUNOUT
: // Состояние - Убегает от чего-то
2912 // Вышли из БлокМона:
2913 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2916 FSleep
:= FSleep
- 1;
2918 // Убажели достаточно далеко => переходим на шаг:
2919 if FSleep
<= -18 then
2922 SetState(MONSTATE_GO
);
2923 // Стена/БлокМон - идем обратно:
2924 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2927 if Random(8) = 0 then
2931 // Бежим в выбранную сторону:
2932 if FDirection
= TDirection
.D_RIGHT
then
2933 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2935 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2937 // Если в воде, то замедляемся:
2938 if WordBool(st
and MOVE_INWATER
) then
2939 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2940 else // Рыбам не нужно замедляться
2941 if FMonsterType
= MONSTER_FISH
then
2945 MONSTATE_CLIMB
: // Состояние - Прыжок (чтобы обойти стену)
2947 // Достигли высшей точки прыжка или стена кончилась => переходим на шаг:
2948 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2949 (not WordBool(st
and MOVE_HITWALL
)) then
2952 SetState(MONSTATE_GO
);
2954 // Стена не кончилась => бежим от нее:
2955 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2959 SetState(MONSTATE_RUN
);
2963 // Бежим в выбранную сторону:
2964 if FDirection
= TDirection
.D_RIGHT
then
2965 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2967 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2969 // Если в воде, то замедляемся:
2970 if WordBool(st
and MOVE_INWATER
) then
2971 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2972 else // Рыбам не нужно замедляться
2973 if FMonsterType
= MONSTER_FISH
then
2977 MONSTATE_ATTACK
, // Состояние - Атака
2978 MONSTATE_SHOOT
: // Состояние - Стрельба
2980 // Lost_Soul врезался в стену при атаке => переходит на шаг:
2981 if FMonsterType
= MONSTER_SOUL
then
2983 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2984 SetState(MONSTATE_GO
);
2989 // Замедляемся при атаке:
2990 if FMonsterType
<> MONSTER_FISH
then
2991 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2993 // Нужно стрелять, а монстр - колдун:
2994 if (FMonsterType
= MONSTER_VILE
) and (FState
= MONSTATE_SHOOT
) then
2996 // Цель погибла => идем дальше:
2997 if not GetPos(FTargetUID
, @o
) then
2999 SetState(MONSTATE_GO
);
3004 // Цель не видно => идем дальше:
3005 if not g_Look(@FObj
, @o
, FDirection
) then
3007 SetState(MONSTATE_GO
);
3012 // Цель в воде - не загорится => идем дальше:
3013 if g_Obj_CollideWater(@o
, 0, 0) then
3015 SetState(MONSTATE_GO
);
3021 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
3022 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
3023 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
3026 end; // case FState of ...
3030 // Состояние - Воскрешение:
3031 if FState
= MONSTATE_REVIVE
then
3032 if FAnim
[FCurAnim
, FDirection
].Played
then
3033 begin // Обратная анимация умирания закончилась - идем дальше:
3034 FAnim
[FCurAnim
, FDirection
].Revert(False);
3035 SetState(MONSTATE_GO
);
3038 // Если есть анимация огня колдуна - пусть она идет:
3039 if vilefire
<> nil then
3042 // Состояние - Умирает и текущая анимация проиграна:
3043 if (FState
= MONSTATE_DIE
) and
3044 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3045 (FAnim
[FCurAnim
, FDirection
].Played
) then
3048 SetState(MONSTATE_DEAD
);
3050 // Pain_Elemental при смерти выпускает 3 Lost_Soul'а:
3051 if (FMonsterType
= MONSTER_PAIN
) then
3053 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
3054 FObj
.Y
+FObj
.Rect
.Y
+20, TDirection
.D_LEFT
);
3057 mon
.SetState(MONSTATE_GO
);
3058 mon
.FNoRespawn
:= True;
3059 Inc(gTotalMonsters
);
3060 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3063 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3064 FObj
.Y
+FObj
.Rect
.Y
+20, TDirection
.D_RIGHT
);
3067 mon
.SetState(MONSTATE_GO
);
3068 mon
.FNoRespawn
:= True;
3069 Inc(gTotalMonsters
);
3070 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3073 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
3074 FObj
.Y
+FObj
.Rect
.Y
, TDirection
.D_RIGHT
);
3077 mon
.SetState(MONSTATE_GO
);
3078 mon
.FNoRespawn
:= True;
3079 Inc(gTotalMonsters
);
3080 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3083 if g_Game_IsNet
then MH_SEND_CoopStats();
3086 // У этих монстров нет трупов:
3087 if (FMonsterType
= MONSTER_PAIN
) or
3088 (FMonsterType
= MONSTER_SOUL
) or
3089 (FMonsterType
= MONSTER_BARREL
) then
3093 // Совершение атаки и стрельбы:
3094 if (FState
= MONSTATE_ATTACK
) or (FState
= MONSTATE_SHOOT
) then
3095 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3096 // Анимация атаки есть - можно атаковать
3097 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3098 begin // Анимация атаки закончилась => переходим на шаг
3099 if FState
= MONSTATE_ATTACK
then
3100 begin // Состояние - Атака
3101 // Если монстр не Lost_Soul, то после атаки переходим на шаг:
3102 if FMonsterType
<> MONSTER_SOUL
then
3103 SetState(MONSTATE_GO
);
3105 else // Состояние - Стрельба
3107 // Переходим на шаг, если не надо стрелять еще раз:
3108 if not FChainFire
then
3109 SetState(MONSTATE_GO
)
3111 begin // Надо стрелять еще
3112 FChainFire
:= False;
3113 // Т.к. состояние не изменилось, и нужен
3114 // новый цикл ожидания завершения анимации:
3115 FAnim
[FCurAnim
, FDirection
].Reset();
3119 FWaitAttackAnim
:= False;
3122 else // Анимация атаки еще идет (исключение - Lost_Soul):
3123 if (FMonsterType
= MONSTER_SOUL
) or
3124 ( (not FWaitAttackAnim
) and
3125 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3126 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3128 begin // Атаки еще не было и это середина анимации атаки
3129 if FState
= MONSTATE_ATTACK
then
3130 begin // Состояние - Атака
3131 // Если это Lost_Soul, то сбрасываем анимацию атаки:
3132 if FMonsterType
= MONSTER_SOUL
then
3133 FAnim
[FCurAnim
, FDirection
].Reset();
3135 case FMonsterType
of
3136 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3137 // Грызем первого попавшегося:
3138 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3139 // Lost_Soul укусил кого-то => переходит на шаг:
3140 if FMonsterType
= MONSTER_SOUL
then
3141 SetState(MONSTATE_GO
);
3144 // Рыба кусает первого попавшегося со звуком:
3145 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
3146 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
3148 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3149 // Робот, кибер или скелет сильно пинаются:
3150 if FCurAnim
= ANIM_ATTACK2
then
3153 o
.Vel
.X
:= IfThen(FDirection
= TDirection
.D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3154 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
3155 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
3159 // Колдун пытается воскрешать:
3160 if FCurAnim
= ANIM_ATTACK2
then
3162 sx
:= isCorpse(@FObj
, True);
3164 begin // Нашли, кого воскресить
3165 gMonsters
[sx
].SetState(MONSTATE_REVIVE
);
3166 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3167 // Воскрешать - себе вредить:
3168 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3174 else // Состояние - Стрельба
3176 // Вычисляем координаты, откуда вылетит пуля:
3177 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
3179 if FDirection
= TDirection
.D_LEFT
then
3181 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
3182 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
3183 end; // Это значит: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3186 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
3188 // Монстр не может целиться в объект за спиной, стреляя влево:
3189 if (FDirection
= TDirection
.D_LEFT
) and (tx
> wx
) then
3192 ty
:= wy
+ Random(11) - 5;
3194 // И аналогично, стреляя вправо:
3195 if (FDirection
= TDirection
.D_RIGHT
) and (tx
< wx
) then
3198 ty
:= wy
+ Random(11) - 5;
3201 // Делаем выстрел нужным оружием:
3202 case FMonsterType
of
3204 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3207 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3208 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, True);
3209 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3213 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
3214 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3216 FShellType
:= SHELL_SHELL
;
3220 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
3222 FShellType
:= SHELL_DBLSHELL
;
3227 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3228 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3231 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3234 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3235 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3236 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3240 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3241 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3242 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
3245 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3247 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3249 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3250 MONSTER_BARON
, MONSTER_KNIGHT
:
3251 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3253 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3255 begin // Создаем Lost_Soul:
3256 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3257 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3260 begin // Цель - цель Pain_Elemental'а. Летим к ней:
3261 mon
.FTargetUID
:= FTargetUID
;
3262 GetPos(FTargetUID
, @o
);
3263 mon
.FTargetTime
:= 0;
3264 mon
.FNoRespawn
:= True;
3265 mon
.SetState(MONSTATE_GO
);
3266 mon
.shoot(@o
, True);
3267 Inc(gTotalMonsters
);
3269 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3274 if FMonsterType
<> MONSTER_PAIN
then
3275 if g_Game_IsNet
then
3276 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3278 // Скорострельные монстры:
3279 if (FMonsterType
= MONSTER_CGUN
) or
3280 (FMonsterType
= MONSTER_SPIDER
) or
3281 (FMonsterType
= MONSTER_BSP
) or
3282 (FMonsterType
= MONSTER_MANCUB
) or
3283 (FMonsterType
= MONSTER_ROBO
) then
3284 if not GetPos(FTargetUID
, @o
) then
3285 // Цель мертва - ищем новую:
3287 else // Цель жива - продолжаем стрелять:
3288 if shoot(@o
, False) then
3292 // Атака только 1 раз за анимацию атаки:
3293 FWaitAttackAnim
:= True;
3296 // Последний кадр текущей анимации:
3297 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3299 MONSTATE_GO
, MONSTATE_RUN
, MONSTATE_CLIMB
, MONSTATE_RUNOUT
:
3300 // Звуки при передвижении:
3301 case FMonsterType
of
3303 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3304 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3305 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3307 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3308 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3309 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3311 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3312 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3313 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3315 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3316 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3317 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3321 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3322 not ((FState
= MONSTATE_DEAD
) or (FState
= MONSTATE_DIE
)) then
3323 FObj
.Vel
.X
:= oldvelx
;
3325 // Если есть анимация, то пусть она идет:
3326 if FAnim
[FCurAnim
, FDirection
] <> nil then
3327 FAnim
[FCurAnim
, FDirection
].Update();
3330 procedure TMonster
.SetDeadAnim
;
3332 if FAnim
<> nil then
3333 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3336 procedure TMonster
.RevertAnim(R
: Boolean = True);
3338 if FAnim
<> nil then
3339 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3340 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3343 function TMonster
.AnimIsReverse
: Boolean;
3345 if FAnim
<> nil then
3346 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3351 procedure TMonster
.ClientUpdate();
3353 a
, b
, sx
, sy
, oldvelx
: Integer;
3356 fall
, bubbles
: Boolean;
3360 sx
:= 0; // SHUT UP COMPILER
3365 // Монстр статичен пока идет warmup
3366 if (gLMSRespawn
> LMS_RESPAWN_NONE
) then exit
;
3368 // Рыбы "летают" только в воде:
3369 if FMonsterType
= MONSTER_FISH
then
3370 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3371 if (FState
<> MONSTATE_DIE
) and (FState
<> MONSTATE_DEAD
) then
3374 // Летающие монтсры:
3375 if ((FMonsterType
= MONSTER_SOUL
) or
3376 (FMonsterType
= MONSTER_PAIN
) or
3377 (FMonsterType
= MONSTER_CACO
)) and
3378 (FState
<> MONSTATE_DIE
) and
3379 (FState
<> MONSTATE_DEAD
) then
3382 // Меняем скорость только по четным кадрам:
3383 if gTime
mod (GAME_TICK
*2) <> 0 then
3385 g_Obj_Move(@FObj
, fall
, True, True);
3386 positionChanged(); // this updates spatial accelerators
3390 if FPainTicks
> 0 then
3393 FPainSound
:= False;
3396 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3397 positionChanged(); // this updates spatial accelerators
3399 // Вылетел за карту - удаляем и запускаем триггеры:
3400 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3401 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3407 oldvelx
:= FObj
.Vel
.X
;
3409 // Сопротивление воздуха для трупа:
3410 if (FState
= MONSTATE_DIE
) or (FState
= MONSTATE_DEAD
) then
3411 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3413 if FFireTime
> 0 then
3415 if WordBool(st
and MOVE_INWATER
) then
3420 FFireTime
:= FFireTime
- 1;
3424 // Мертвый ничего не делает:
3425 if (FState
= MONSTATE_DEAD
) then
3428 // Возможно, создаем пузырьки в воде:
3429 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3431 case FMonsterType
of
3433 if Random(4) <> 0 then bubbles
:= False else
3434 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3435 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3436 MONSTER_ROBO
, MONSTER_BARREL
:
3437 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3438 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3440 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3441 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3443 if bubbles
then if Random(2) = 0
3444 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3445 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3448 // Если прошел первый кадр анимации взрыва бочки, то взрыв:
3449 if FMonsterType
= MONSTER_BARREL
then
3451 if (FState
= MONSTATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3452 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3453 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3454 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3458 // Lost_Soul вылетел из воды => ускоряется:
3459 if FMonsterType
= MONSTER_SOUL
then
3460 if WordBool(st
and MOVE_HITAIR
) then
3461 g_Obj_SetSpeed(@FObj
, 16);
3466 // Если начали всплывать, то продолжаем:
3467 if FObj
.Vel
.Y
< 0 then
3468 if WordBool(st
and MOVE_INWATER
) then
3471 // Таймер - ждем после потери цели:
3472 FTargetTime
:= FTargetTime
+ 1;
3474 if FShellTimer
> -1 then
3475 if FShellTimer
= 0 then
3477 if FShellType
= SHELL_SHELL
then
3478 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3479 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3480 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3481 else if FShellType
= SHELL_DBLSHELL
then
3483 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3484 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3485 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3486 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3487 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3488 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3491 end else Dec(FShellTimer
);
3493 // Пробуем увернуться от летящей пули:
3495 if (FState
in [MONSTATE_GO
, MONSTATE_RUN
, MONSTATE_RUNOUT
,
3496 MONSTATE_ATTACK
, MONSTATE_SHOOT
]) then
3497 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3498 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3499 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3500 (FObj
.Accel
.Y
= 0) then
3501 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3504 MONSTATE_PAIN
: // Состояние - Боль
3506 // Боль сильная => монстр кричит:
3507 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3509 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3510 if gSoundEffectsDF
then PainSound();
3512 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3515 // Снижаем боль со временем:
3518 // Боль уже не ошутимая => идем дальше:
3519 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3521 SetState(MONSTATE_GO
);
3526 MONSTATE_SLEEP
: // Состояние - Сон
3529 FSleep
:= FSleep
+ 1;
3531 // Проспали достаточно:
3532 if FSleep
>= 18 then
3538 MONSTATE_WAIT
: // Состояние - Ожидание
3541 FSleep
:= FSleep
- 1;
3544 MONSTATE_GO
: // Состояние - Движение (с осмотром ситуации)
3546 // Если наткнулись на БлокМон - убегаем от него:
3547 if WordBool(st
and MOVE_BLOCK
) then
3551 SetState(MONSTATE_RUNOUT
);
3556 // Если монстр - колдун, то пробуем воскресить кого-нибудь:
3557 if (FMonsterType
= MONSTER_VILE
) then
3558 if isCorpse(@FObj
, False) <> -1 then
3560 SetState(MONSTATE_ATTACK
, ANIM_ATTACK2
);
3566 // Если цель почти на одной вертикали - бегаем туда-сюда:
3567 if Abs(sx
) < 40 then
3568 if FMonsterType
<> MONSTER_FISH
then
3570 SetState(MONSTATE_RUN
);
3576 // Уперлись в стену:
3577 if WordBool(st
and MOVE_HITWALL
) then
3579 case FMonsterType
of
3580 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3582 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3583 (FObj
.Accel
.Y
= 0) then
3584 begin // Стоим на твердом полу или ступени
3585 // Прыжок через стену:
3586 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3587 SetState(MONSTATE_CLIMB
);
3594 // Монстры, не подверженные гравитации:
3595 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3596 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3598 if FMonsterType
= MONSTER_FISH
then
3600 if not WordBool(st
and MOVE_INWATER
) then
3601 begin // Рыба вне воды:
3602 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3603 begin // "Стоит" твердо
3604 // Рыба трепыхается на поверхности:
3605 if FObj
.Accel
.Y
= 0 then
3607 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3611 SetState(MONSTATE_PAIN
);
3612 FPain
:= FPain
+ 50;
3616 // Плывем в сторону цели по-вертикали:
3618 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3622 // Рыба плывет вверх:
3623 if FObj
.Vel
.Y
< 0 then
3624 if not g_Obj_CollideLiquid(@FObj
, 0, -16) then
3626 // Всплыли до поверхности - стоп:
3628 // Плаваем туда-сюда:
3629 SetState(MONSTATE_RUN
);
3634 else // Летающие монстры
3636 // Летим в сторону цели по-вертикали:
3638 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3643 else // "Наземные" монстры
3645 // Возможно, пинаем куски:
3646 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3648 b
:= Abs(FObj
.Vel
.X
);
3649 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3650 for a
:= 0 to High(gGibs
) do
3652 if gGibs
[a
].alive
and
3653 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3654 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3657 if FObj
.Vel
.X
< 0 then
3659 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // налево
3663 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // направо
3665 positionChanged(); // this updates spatial accelerators
3669 // Боссы могут пинать трупы:
3670 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3671 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3673 b
:= Abs(FObj
.Vel
.X
);
3674 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3675 for a
:= 0 to High(gCorpses
) do
3676 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3678 co
:= gCorpses
[a
].Obj
;
3679 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3680 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3682 if FObj
.Vel
.X
< 0 then
3683 gCorpses
[a
].Damage(b
*2, FUID
, -b
, Random(7)) // налево
3685 gCorpses
[a
].Damage(b
*2, FUID
, b
, Random(7)); // направо
3690 FSleep
:= FSleep
+ 1;
3696 if Random(8) = 0 then
3700 // Бежим в выбранную сторону:
3701 if FDirection
= TDirection
.D_RIGHT
then
3702 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3704 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3706 // Если в воде, то замедляемся:
3707 if WordBool(st
and MOVE_INWATER
) then
3708 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3709 else // Рыбам не нужно замедляться
3710 if FMonsterType
= MONSTER_FISH
then
3714 MONSTATE_RUN
: // Состояние - Бег
3716 // Если наткнулись на БлокМон - убегаем от него:
3717 if WordBool(st
and MOVE_BLOCK
) then
3719 SetState(MONSTATE_RUNOUT
);
3725 FSleep
:= FSleep
- 1;
3727 // Пробежали достаточно или врезались в стену => переходим на шаг:
3728 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3730 SetState(MONSTATE_GO
);
3734 if Random(8) = 0 then
3738 // Бежим в выбранную сторону:
3739 if FDirection
= TDirection
.D_RIGHT
then
3740 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3742 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3744 // Если в воде, то замедляемся:
3745 if WordBool(st
and MOVE_INWATER
) then
3746 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3747 else // Рыбам не нужно замедляться
3748 if FMonsterType
= MONSTER_FISH
then
3752 MONSTATE_RUNOUT
: // Состояние - Убегает от чего-то
3754 // Вышли из БлокМона:
3755 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3758 FSleep
:= FSleep
- 1;
3760 // Убажели достаточно далеко => переходим на шаг:
3761 if FSleep
<= -18 then
3763 SetState(MONSTATE_GO
);
3767 if Random(8) = 0 then
3771 // Бежим в выбранную сторону:
3772 if FDirection
= TDirection
.D_RIGHT
then
3773 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3775 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3777 // Если в воде, то замедляемся:
3778 if WordBool(st
and MOVE_INWATER
) then
3779 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3780 else // Рыбам не нужно замедляться
3781 if FMonsterType
= MONSTER_FISH
then
3785 MONSTATE_CLIMB
: // Состояние - Прыжок (чтобы обойти стену)
3787 // Достигли высшей точки прыжка или стена кончилась => переходим на шаг:
3788 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3789 (not WordBool(st
and MOVE_HITWALL
)) then
3791 SetState(MONSTATE_GO
);
3794 // Стена не кончилась => бежим от нее:
3795 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3797 SetState(MONSTATE_RUN
);
3802 // Бежим в выбранную сторону:
3803 if FDirection
= TDirection
.D_RIGHT
then
3804 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3806 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3808 // Если в воде, то замедляемся:
3809 if WordBool(st
and MOVE_INWATER
) then
3810 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3811 else // Рыбам не нужно замедляться
3812 if FMonsterType
= MONSTER_FISH
then
3816 MONSTATE_ATTACK
, // Состояние - Атака
3817 MONSTATE_SHOOT
: // Состояние - Стрельба
3819 // Lost_Soul врезался в стену при атаке => переходит на шаг:
3820 if FMonsterType
= MONSTER_SOUL
then
3822 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3823 SetState(MONSTATE_GO
);
3828 // Замедляемся при атаке:
3829 if FMonsterType
<> MONSTER_FISH
then
3830 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3832 // Нужно стрелять, а монстр - колдун:
3833 if (FMonsterType
= MONSTER_VILE
) and (FState
= MONSTATE_SHOOT
) then
3835 // Цель погибла => идем дальше:
3836 if not GetPos(FTargetUID
, @o
) then
3838 SetState(MONSTATE_GO
);
3843 // Цель не видно => идем дальше:
3844 if not g_Look(@FObj
, @o
, FDirection
) then
3846 SetState(MONSTATE_GO
);
3851 // Цель в воде - не загорится => идем дальше:
3852 if g_Obj_CollideWater(@o
, 0, 0) then
3854 SetState(MONSTATE_GO
);
3860 end; // case FState of ...
3864 // Состояние - Воскрешение:
3865 if FState
= MONSTATE_REVIVE
then
3866 if FAnim
[FCurAnim
, FDirection
].Played
then
3867 begin // Обратная анимация умирания закончилась - идем дальше:
3868 FAnim
[FCurAnim
, FDirection
].Revert(False);
3869 SetState(MONSTATE_GO
);
3872 // Если есть анимация огня колдуна - пусть она идет:
3873 if vilefire
<> nil then
3876 // Состояние - Умирает и текущая анимация проиграна:
3877 if (FState
= MONSTATE_DIE
) and
3878 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3879 (FAnim
[FCurAnim
, FDirection
].Played
) then
3882 SetState(MONSTATE_DEAD
);
3884 // У этих монстров нет трупов:
3885 if (FMonsterType
= MONSTER_PAIN
) or
3886 (FMonsterType
= MONSTER_SOUL
) or
3887 (FMonsterType
= MONSTER_BARREL
) then
3890 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3893 // Совершение атаки и стрельбы:
3894 if (FState
= MONSTATE_ATTACK
) or (FState
= MONSTATE_SHOOT
) then
3895 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3896 // Анимация атаки есть - можно атаковать
3897 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3898 begin // Анимация атаки закончилась => переходим на шаг
3899 if FState
= MONSTATE_ATTACK
then
3900 begin // Состояние - Атака
3901 // Если монстр не Lost_Soul, то после атаки переходим на шаг:
3902 if FMonsterType
<> MONSTER_SOUL
then
3903 SetState(MONSTATE_GO
);
3905 else // Состояние - Стрельба
3907 // Переходим на шаг, если не надо стрелять еще раз:
3908 if not FChainFire
then
3909 SetState(MONSTATE_GO
)
3911 begin // Надо стрелять еще
3912 FChainFire
:= False;
3913 // Т.к. состояние не изменилось, и нужен
3914 // новый цикл ожидания завершения анимации:
3915 FAnim
[FCurAnim
, FDirection
].Reset();
3919 FWaitAttackAnim
:= False;
3922 else // Анимация атаки еще идет (исключение - Lost_Soul):
3923 if (FMonsterType
= MONSTER_SOUL
) or
3924 ( (not FWaitAttackAnim
) and
3925 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3926 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3928 begin // Атаки еще не было и это середина анимации атаки
3929 if FState
= MONSTATE_ATTACK
then
3930 begin // Состояние - Атака
3931 // Если это Lost_Soul, то сбрасываем анимацию атаки:
3932 if FMonsterType
= MONSTER_SOUL
then
3933 FAnim
[FCurAnim
, FDirection
].Reset();
3935 case FMonsterType
of
3936 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3937 // Грызем первого попавшегося:
3938 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3939 // Lost_Soul укусил кого-то => переходит на шаг:
3940 if FMonsterType
= MONSTER_SOUL
then
3941 SetState(MONSTATE_GO
);
3944 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3946 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3947 // Робот, кибер или скелет сильно пинаются:
3948 if FCurAnim
= ANIM_ATTACK2
then
3951 o
.Vel
.X
:= IfThen(FDirection
= TDirection
.D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3952 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3956 // Колдун пытается воскрешать:
3957 if FCurAnim
= ANIM_ATTACK2
then
3959 sx
:= isCorpse(@FObj
, True);
3961 begin // Нашли, кого воскресить
3962 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3963 // Воскрешать - себе вредить:
3964 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3970 else // Состояние - Стрельба
3972 // Скорострельные монстры:
3973 if (FMonsterType
= MONSTER_CGUN
) or
3974 (FMonsterType
= MONSTER_SPIDER
) or
3975 (FMonsterType
= MONSTER_BSP
) or
3976 (FMonsterType
= MONSTER_MANCUB
) or
3977 (FMonsterType
= MONSTER_ROBO
) then
3978 if not GetPos(FTargetUID
, @o
) then
3979 // Цель мертва - ищем новую:
3981 else // Цель жива - продолжаем стрелять:
3982 if shoot(@o
, False) then
3986 // Атака только 1 раз за анимацию атаки:
3987 FWaitAttackAnim
:= True;
3990 // Последний кадр текущей анимации:
3991 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3993 MONSTATE_GO
, MONSTATE_RUN
, MONSTATE_CLIMB
, MONSTATE_RUNOUT
:
3994 // Звуки при передвижении:
3995 case FMonsterType
of
3997 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3998 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3999 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
4001 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
4002 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
4003 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
4005 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
4006 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
4007 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
4009 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
4010 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
4011 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
4015 // Костыль для потоков
4016 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
4017 not ((FState
= MONSTATE_DEAD
) or (FState
= MONSTATE_DIE
)) then
4018 FObj
.Vel
.X
:= oldvelx
;
4020 // Если есть анимация, то пусть она идет:
4021 if FAnim
[FCurAnim
, FDirection
] <> nil then
4022 FAnim
[FCurAnim
, FDirection
].Update();
4025 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
4027 case FMonsterType
of
4030 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
4031 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
4035 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
4037 FShellType
:= SHELL_SHELL
;
4041 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
4043 FShellType
:= SHELL_DBLSHELL
;
4045 MONSTER_CGUN
, MONSTER_SPIDER
:
4047 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
4048 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
4051 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
4053 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
4055 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
4057 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
4059 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
4061 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
4062 MONSTER_BARON
, MONSTER_KNIGHT
:
4063 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
4065 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
4069 procedure TMonster
.Turn();
4072 if FDirection
= TDirection
.D_LEFT
then FDirection
:= TDirection
.D_RIGHT
else FDirection
:= TDirection
.D_LEFT
;
4074 // Бежим в выбранную сторону:
4075 if FDirection
= TDirection
.D_RIGHT
then
4076 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
4078 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
4081 function TMonster
.findNewPrey(): Boolean;
4085 PlayersSee
, MonstersSee
: Array of DWORD
;
4086 PlayerNear
, MonsterNear
: Integer;
4089 SetLength(MonstersSee
, 0);
4090 SetLength(PlayersSee
, 0);
4097 // Поехавшие, каннибалы, и добрые игроков не трогают
4098 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
4099 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
4100 for a
:= 0 to High(gPlayers
) do
4101 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
)
4102 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
4104 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
4106 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
4107 PlayersSee
[High(PlayersSee
)] := a
;
4109 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
4110 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
4114 PlayerNear
:= Integer(a
);
4118 // Киллеры и добрые не трогают монстров
4119 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
4120 for a
:= 0 to High(gMonsters
) do
4121 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].alive
) and
4122 (gMonsters
[a
].FUID
<> FUID
) then
4124 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
4125 Continue
; // Каннибалы атакуют только сородичей
4126 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
4127 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
4128 Continue
; // Поехавшие не трогают друзей, но им не нравятся бочки
4129 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
4130 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
4131 Continue
; // Оставшиеся типы, кроме каннибалов, не трогают своих друзей
4133 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
4135 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
4136 MonstersSee
[High(MonstersSee
)] := a
;
4138 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
4139 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
4143 MonsterNear
:= Integer(a
);
4148 BH_NORMAL
, BH_KILLER
:
4150 // Обычный и киллер сначала ищут игроков в поле зрения
4151 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
4153 a
:= PlayersSee
[Random(Length(PlayersSee
))];
4154 FTargetUID
:= gPlayers
[a
].UID
;
4157 if (FTargetUID
= 0) and (PlayerNear
> -1) then
4160 FTargetUID
:= gPlayers
[a
].UID
;
4162 // Потом обычные ищут монстров в поле зрения
4163 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
4165 a
:= MonstersSee
[Random(Length(MonstersSee
))];
4166 FTargetUID
:= gMonsters
[a
].UID
;
4169 if (FTargetUID
= 0) and (MonsterNear
> -1) then
4172 FTargetUID
:= gMonsters
[a
].UID
;
4175 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
4177 // Маньяки, поехавшие и каннибалы сначала истребляют всё в поле зрения
4178 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
4180 a
:= PlayersSee
[Random(Length(PlayersSee
))];
4181 FTargetUID
:= gPlayers
[a
].UID
;
4183 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
4185 a
:= MonstersSee
[Random(Length(MonstersSee
))];
4186 FTargetUID
:= gMonsters
[a
].UID
;
4188 // Затем ищут кого-то поблизости
4189 if (FTargetUID
= 0) and (PlayerNear
> -1) then
4192 FTargetUID
:= gPlayers
[a
].UID
;
4194 if (FTargetUID
= 0) and (MonsterNear
> -1) then
4197 FTargetUID
:= gMonsters
[a
].UID
;
4202 // Если и монстров нет - начинаем ждать цель:
4203 if FTargetUID
= 0 then
4205 // Поехавший пытается самоубиться
4206 if FBehaviour
= BH_INSANE
then
4209 FTargetTime
:= MAX_ATM
;
4218 function TMonster
.kick(o
: PObj
): Boolean;
4222 case FMonsterType
of
4225 SetState(MONSTATE_ATTACK
);
4230 SetState(MONSTATE_ATTACK
);
4231 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
4236 SetState(MONSTATE_ATTACK
);
4237 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
4240 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
4242 SetState(MONSTATE_ATTACK
, ANIM_ATTACK2
);
4243 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
4246 MONSTER_BARON
, MONSTER_KNIGHT
,
4247 MONSTER_CACO
, MONSTER_MANCUB
:
4248 // Эти монстры не пинают - они стреляют в упор:
4249 if not g_Game_IsClient
then Result
:= shoot(o
, True);
4253 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4263 // Ждать времени готовности к выстрелу:
4264 if not immediately
then
4265 case FMonsterType
of
4266 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4267 Exit
; // не стреляют
4268 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4271 // Время выстрела упущено:
4273 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4279 // Время выстрела упущено:
4286 // Время выстрела упущено:
4287 if FAmmo
>= 100 then
4292 // Стреляет не всегда:
4293 if Random(2) = 0 then
4296 // Время выстрела упущено:
4300 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4301 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4302 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4303 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4304 else if Random(16) <> 0 then Exit
;
4308 if not g_Look(@FObj
, o
, FDirection
) then
4313 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4314 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4316 // Разница по высоте больше разницы по горизонтали
4317 // (не может стрелять под таким большим углом):
4318 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4319 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4322 case FMonsterType
of
4323 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4325 SetState(MONSTATE_SHOOT
);
4330 SetState(MONSTATE_SHOOT
);
4334 begin // Зажигаем огонь
4335 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4336 ty
:= o
^.Y
+o
^.Rect
.Y
;
4337 SetState(MONSTATE_SHOOT
);
4341 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4342 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4345 begin // Летит в сторону цели:
4346 SetState(MONSTATE_ATTACK
);
4347 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4349 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4350 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4351 m
:= Max(Abs(xd
), Abs(yd
));
4355 FObj
.Vel
.X
:= (xd
*16) div m
;
4356 FObj
.Vel
.Y
:= (yd
*16) div m
;
4358 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4359 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4361 // Манкубус рявкает перед первой атакой:
4362 if FMonsterType
= MONSTER_MANCUB
then
4364 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4366 SetState(MONSTATE_SHOOT
);
4374 function TMonster
.alive(): Boolean;
4376 Result
:= (FState
<> MONSTATE_DIE
) and (FState
<> MONSTATE_DEAD
) and (FHealth
> 0);
4379 procedure TMonster
.SetHealth(aH
: Integer);
4381 if (aH
> 0) and (aH
< 1000000) then
4384 if FHealth
> FMaxHealth
then
4385 FMaxHealth
:= FHealth
;
4389 procedure TMonster
.WakeUp();
4391 if g_Game_IsClient
then Exit
;
4392 SetState(MONSTATE_GO
);
4393 FTargetTime
:= MAX_ATM
;
4397 procedure TMonster
.SaveState (st
: TStream
);
4405 // Сигнатура монстра:
4406 utils
.writeSign(st
, 'MONS');
4407 utils
.writeInt(st
, Byte(0)); // version
4409 utils
.writeInt(st
, Word(FUID
));
4411 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
4412 utils
.writeInt(st
, Byte(b
));
4413 // Надо ли удалить его
4414 utils
.writeBool(st
, FRemoved
);
4415 // Осталось здоровья
4416 utils
.writeInt(st
, LongInt(FHealth
));
4418 utils
.writeInt(st
, Byte(FState
));
4420 utils
.writeInt(st
, Byte(FCurAnim
));
4422 utils
.writeInt(st
, Word(FTargetUID
));
4423 // Время после потери цели
4424 utils
.writeInt(st
, LongInt(FTargetTime
));
4425 // Поведение монстра
4426 utils
.writeInt(st
, Byte(FBehaviour
));
4427 // Готовность к выстрелу
4428 utils
.writeInt(st
, LongInt(FAmmo
));
4430 utils
.writeInt(st
, LongInt(FPain
));
4432 utils
.writeInt(st
, LongInt(FSleep
));
4433 // Озвучивать ли боль
4434 utils
.writeBool(st
, FPainSound
);
4435 // Была ли атака во время анимации атаки
4436 utils
.writeBool(st
, FWaitAttackAnim
);
4437 // Надо ли стрелять на следующем шаге
4438 utils
.writeBool(st
, FChainFire
);
4439 // Подлежит ли респавну
4440 utils
.writeBool(st
, FNoRespawn
);
4442 utils
.writeInt(st
, LongInt(tx
));
4443 utils
.writeInt(st
, LongInt(ty
));
4444 // ID монстра при старте карты
4445 utils
.writeInt(st
, LongInt(FStartID
));
4446 // Индекс триггера, создавшего монстра
4447 utils
.writeInt(st
, LongInt(FSpawnTrigger
));
4449 Obj_SaveState(st
, @FObj
);
4450 // Есть ли анимация огня колдуна
4451 anim
:= (vilefire
<> nil);
4452 utils
.writeBool(st
, anim
);
4453 // Если есть - сохраняем:
4454 if anim
then vilefire
.SaveState(st
);
4456 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4458 // Есть ли левая анимация
4459 anim
:= (FAnim
[i
, TDirection
.D_LEFT
] <> nil);
4460 utils
.writeBool(st
, anim
);
4461 // Если есть - сохраняем
4462 if anim
then FAnim
[i
, TDirection
.D_LEFT
].SaveState(st
);
4463 // Есть ли правая анимация
4464 anim
:= (FAnim
[i
, TDirection
.D_RIGHT
] <> nil);
4465 utils
.writeBool(st
, anim
);
4466 // Если есть - сохраняем
4467 if anim
then FAnim
[i
, TDirection
.D_RIGHT
].SaveState(st
);
4472 procedure TMonster
.LoadState (st
: TStream
);
4480 // Сигнатура монстра:
4481 if not utils
.checkSign(st
, 'MONS') then raise XStreamError
.Create('invalid monster signature');
4482 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid monster version');
4483 if (uidMap
[FUID
] <> nil) and (uidMap
[FUID
] <> self
) then raise Exception
.Create('internal error in monster loader (0)');
4484 uidMap
[FUID
] := nil;
4486 FUID
:= utils
.readWord(st
);
4487 //if (arrIdx = -1) then raise Exception.Create('internal error in monster loader');
4488 if (uidMap
[FUID
] <> nil) then raise Exception
.Create('internal error in monster loader (1)');
4489 uidMap
[FUID
] := self
;
4491 b
:= utils
.readByte(st
);
4492 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
4493 // Надо ли удалить его
4494 FRemoved
:= utils
.readBool(st
);
4495 // Осталось здоровья
4496 FHealth
:= utils
.readLongInt(st
);
4498 FState
:= utils
.readByte(st
);
4500 FCurAnim
:= utils
.readByte(st
);
4502 FTargetUID
:= utils
.readWord(st
);
4503 // Время после потери цели
4504 FTargetTime
:= utils
.readLongInt(st
);
4505 // Поведение монстра
4506 FBehaviour
:= utils
.readByte(st
);
4507 // Готовность к выстрелу
4508 FAmmo
:= utils
.readLongInt(st
);
4510 FPain
:= utils
.readLongInt(st
);
4512 FSleep
:= utils
.readLongInt(st
);
4513 // Озвучивать ли боль
4514 FPainSound
:= utils
.readBool(st
);
4515 // Была ли атака во время анимации атаки
4516 FWaitAttackAnim
:= utils
.readBool(st
);
4517 // Надо ли стрелять на следующем шаге
4518 FChainFire
:= utils
.readBool(st
);
4519 // Подлежит ли респавну
4520 FNoRespawn
:= utils
.readBool(st
);
4522 tx
:= utils
.readLongInt(st
);
4523 ty
:= utils
.readLongInt(st
);
4524 // ID монстра при старте карты
4525 FStartID
:= utils
.readLongInt(st
);
4526 // Индекс триггера, создавшего монстра
4527 FSpawnTrigger
:= utils
.readLongInt(st
);
4529 Obj_LoadState(@FObj
, st
);
4530 // Есть ли анимация огня колдуна
4531 anim
:= utils
.readBool(st
);
4532 // Если есть - загружаем:
4535 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4536 vilefire
.LoadState(st
);
4539 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4541 // Есть ли левая анимация
4542 anim
:= utils
.readBool(st
);
4543 // Если есть - загружаем
4546 Assert(FAnim
[i
, TDirection
.D_LEFT
] <> nil, 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4547 FAnim
[i
, TDirection
.D_LEFT
].LoadState(st
);
4549 // Есть ли правая анимация
4550 anim
:= utils
.readBool(st
);
4551 // Если есть - загружаем
4554 Assert(FAnim
[i
, TDirection
.D_RIGHT
] <> nil, 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4555 FAnim
[i
, TDirection
.D_RIGHT
].LoadState(st
);
4559 self
.positionChanged
4563 procedure TMonster
.ActivateTriggers();
4567 if FDieTriggers
<> nil then
4568 for a
:= 0 to High(FDieTriggers
) do
4569 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4570 if FSpawnTrigger
> -1 then
4572 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4573 FSpawnTrigger
:= -1;
4577 procedure TMonster
.AddTrigger(t
: Integer);
4579 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4580 FDieTriggers
[High(FDieTriggers
)] := t
;
4583 procedure TMonster
.ClearTriggers();
4585 SetLength(FDieTriggers
, 0);
4588 procedure TMonster
.CatchFire(Attacker
: Word; Timeout
: Integer = MON_BURN_TIME
);
4590 if FMonsterType
in [MONSTER_SOUL
, MONSTER_VILE
] then
4591 exit
; // арчи не горят, черепа уже горят
4592 if Timeout
<= 0 then exit
;
4593 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
4594 exit
; // не подгораем в воде на всякий случай
4595 if FFireTime
<= 0 then
4596 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
4597 FFireTime
:= Timeout
;
4598 FFireAttacker
:= Attacker
;
4599 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_MonsterState(FUID
);
4602 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4607 if (Random(10) = 1) and (Times
= 1) then
4610 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4612 for i
:= 1 to Times
do
4614 Anim
:= TAnimation
.Create(id
, False, 3);
4616 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4617 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= MONSTATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4624 // ////////////////////////////////////////////////////////////////////////// //
4625 // throws on invalid uid
4626 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4628 result
:= g_Mons_ByIdx_NC(uid
);
4629 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4633 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4635 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4636 result
:= gMonsters
[uid
];
4639 function g_Mons_TotalCount (): Integer; inline;
4641 result
:= Length(gMonsters
);
4645 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4651 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4652 for idx
:= 0 to High(gMonsters
) do
4654 mon
:= gMonsters
[idx
];
4655 if (mon
<> nil) then
4658 if result
then exit
;
4664 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
4670 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4671 for idx
:= 0 to High(gMonsters
) do
4673 mon
:= gMonsters
[idx
];
4674 if (mon
<> nil) and mon
.alive
then
4677 if result
then exit
;
4683 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4685 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4687 result := mon.alive;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
4694 it
: TMonsterGrid
.Iter
;
4697 if (width
< 1) or (height
< 1) then exit
;
4698 if gmon_debug_use_sqaccel
then
4700 //result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4701 it
:= monsGrid
.forEachInAABB(x
, y
, width
, height
);
4702 for mit
in it
do if (mit
.alive
) then begin result
:= true; break
; end;
4707 for idx
:= 0 to High(gMonsters
) do
4709 mon
:= gMonsters
[idx
];
4710 if (mon
<> nil) and mon
.alive
then
4712 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4723 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4725 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4734 it
: TMonsterGrid
.Iter
;
4737 if (width
< 1) or (height
< 1) then exit
;
4738 if gmon_debug_use_sqaccel
then
4740 //result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4741 it
:= monsGrid
.forEachInAABB(x
, y
, width
, height
);
4742 for mit
in it
do if (cb(mit
^)) then begin result
:= true; break
; end;
4747 for idx
:= 0 to High(gMonsters
) do
4749 mon
:= gMonsters
[idx
];
4750 if (mon
<> nil) and mon
.alive
then
4752 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4755 if result
then exit
;
4763 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4765 function monsCollCheck (mon: TMonster; atag: Integer): Boolean;
4768 //if mon.alive and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4769 if mon.alive then result := cb(mon) else result := false;
4776 it
: TMonsterGrid
.Iter
;
4779 if (width
< 1) or (height
< 1) then exit
;
4780 if gmon_debug_use_sqaccel
then
4783 if (width = 1) and (height = 1) then
4785 result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil);
4789 result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil);
4792 it
:= monsGrid
.forEachInAABB(x
, y
, width
, height
);
4795 if (mit
^.alive
) then
4797 if (cb(mit
^)) then begin result
:= true; break
; end;
4804 for idx
:= 0 to High(gMonsters
) do
4806 mon
:= gMonsters
[idx
];
4807 if (mon
<> nil) and mon
.alive
then
4809 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4812 if result
then exit
;