objects/oMonkey/step.gml
From spelunky.gmk, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC, shown whole under the Spelunky User License v1.1b. Extracted by spelunky.ai's tools, an unofficial fan project, one file per script or event; the // ==== lines are the extractor's, naming each action of the event. Some scripts are others' work that Derek Yu credits in the source's readme.txt: Martin Piecyk's platform engine, ChevyRay's view scaling scripts and tsg1zzn's Super Sound System.
oMonkey's step event, 306 lines of GML.
// ==== action 0: lib 1 id 604: action_inherited() ====// ==== action 1: lib 1 id 603: code ====if ((x > view_xview[0]-20 and x < view_xview[0] + view_wview[0]+4 and y > view_yview[0]-20 and y < view_yview[0] + view_hview[0]+4)){depth = 40;moveTo(xVel,yVel);if (status != HANG and status != CLIMB and status != GRAB) yVel += myGrav;if (yVel > yVelLimit) yVel = yVelLimit;if (collision_point(x+8, y+8, oSolid, 0, 0)) hp = -999;if (collision_point(x+8, y+8, oWater, -1, -1)){ if (not swimming) { instance_create(x+8, y, oSplash); swimming = true; playSound(global.sndSplash); }}else{ swimming = false;}if (hp < 1){ scrCreateBlood(x+8, y+8, 3); if (countsAsKill) { if (isRealLevel()) global.totalMonkeyKills += 1; // this is for stats global.monkeys += 1; global.kills += 1; } instance_destroy();}if (isCollisionRight(1)){ xVel = -1;}if (isCollisionLeft(1)){ xVel = 1;}colBot = false;if (isCollisionBottom(1)) colBot = true;if (grabCounter > 0) grabCounter -= 1;if (vineCounter > 0) vineCounter -= 1;if (throwCounter > 0) throwCounter -= 1;dist = distance_to_object(oCharacter)if (status == IDLE){ xVel = 0; if (counter > 0) counter -= 1; else status = WALK; if (dist < 64) status = BOUNCE; //if (status == BOUNCE) playSound(global.sndFrog);}else if (status == WALK){ if (isCollisionLeft(1) or isCollisionRight(1)) { if (facing == LEFT) facing = RIGHT; else facing = LEFT; } if (facing == LEFT) { xVel = -2; } else { xVel = 2; } if (rand(1,100) == 1) { status = IDLE; counter = rand(20,50); xVel = 0; }}else if (status == RECOVER){ if (colBot) { status = IDLE; xVel = 0; yVel = 0; counter = rand(10,40); } else if (isCollisionLadder()) { if (vineCounter == 0) { status = HANG; xVel = 0; yVel = 0; counter = rand(10,40); } }}else if (status == BOUNCE){ if (colBot) { yVel = -1 * rand(4,5); if (oCharacter.x < (x+8)) { facing = LEFT; xVel = -2; } else { facing = RIGHT; xVel = 2; } } else { status = RECOVER; playSound(global.sndMonkey); }}else if (status == HANG){ xVel = 0; yVel = 0; if (counter > 0) counter -= 1; else { status = CLIMB; // dir = rand(0,1); }}else if (status == CLIMB){ xVel = 0; if (dir == UP) { yVel = -1; if (not collision_point(x+8, y, oVine, 0, 0)) { dir = DOWN; status = HANG; counter = rand(10,40); } } else { yVel = 1; if (not collision_point(x+8, y+22, oVine, 0, 0)) { dir = UP; status = HANG; counter = rand(10,40); } } if (dist < 64 and oCharacter.y > y) { status = BOUNCE; vineCounter = 30; yVel = -1 * rand(2,4); if (oCharacter.x < x) { facing = LEFT; xVel = -3; } else { facing = RIGHT; xVel = 3; } }}else if (status == GRAB){ xVel = 0; yVel = 0; depth = 120; x = oPlayer1.x+grabX; y = oPlayer1.y+grabY; if (oPlayer1.facing == 18) facing = LEFT; else facing = RIGHT; if (counter > 0) counter -= 1; else { n = 500+ceil(500 / 4)*global.levelType; if (rand(1,4) == 1) { // trip player with oPlayer1 { if (facing == 18) xVel = -3; else xVel = 3; yVel = -3; stunned = true; stunTimer = 40; status = 16; if (holdItem) { scrDropItem(); /* if (holdItem.type == "Bow" and bowArmed) { scrFireBow(); } else { holdItem.held = false; holdItem = 0; pickupItemType = ""; } */ } } playSound(global.sndHit); } else if (global.money >= n and rand(1,10) <= 8) { // throw out money global.money -= n; obj = instance_create(x, y, oGoldNugget); with obj { canCollect = false; alarm[0] = 20; xVel = rand(1,3)-rand(1,3); yVel = -rand(3,4); } playSound(global.sndThrow); } else if (rand(1,2) == 1 and global.rope > 0) { // throw out rope global.rope -= 1; obj = instance_create(x, y, oRopeThrow); with obj { xVel = rand(1,3)-rand(1,3); yVel = -rand(3,4); } playSound(global.sndThrow); } else if (global.bombs > 0) { // throw out bomb global.bombs -= 1; obj = instance_create(x, y, oBomb); if (rand(1,10) == 1) { obj.sprite_index = sBombArmed; obj.armed = true; obj.image_speed = 1; obj.alarm[1] = 40; } with obj { xVel = rand(1,3)-rand(1,3); yVel = -rand(3,4); } playSound(global.sndThrow); } status = BOUNCE; vineCounter = 20; yVel = -1 * rand(2,4); if (oCharacter.x > (x+8)) { facing = LEFT; xVel = -3; } else { facing = RIGHT; xVel = 3; } grabCounter = 60; }}else if (status != DROWNED){ status = IDLE; xVel = 0;}if (status != GRAB and isCollisionTop(1)) yVel = 1;if (status == HANG) sprite_index = sMonkeyHangL;else if (status == CLIMB or status == GRAB) sprite_index = sMonkeyClimbL;else if (not colBot) sprite_index = sMonkeyJumpL;else if (status == WALK) sprite_index = sMonkeyWalkL;else sprite_index = sMonkeyLeft;}