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, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE g_amodes.inc}
22 g_basic
, e_graphics
, g_phys
, g_textures
,
23 g_saveload
, BinEditor
, g_panel
;
47 TMonster
= Class (TObject
)
51 FDirection
: TDirection
;
52 FStartDirection
: TDirection
;
53 FStartX
, FStartY
: Integer;
59 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
68 FWaitAttackAnim
: Boolean;
79 FFirePainTime
: Integer;
83 FDieTriggers
: Array of Integer;
84 FSpawnTrigger
: Integer;
87 function findNewPrey(): Boolean;
88 procedure ActivateTriggers();
94 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
95 destructor Destroy(); override;
96 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
97 function Collide(Panel
: TPanel
): Boolean; overload
;
98 function Collide(X
, Y
: Integer): Boolean; overload
;
99 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
100 function Live(): Boolean;
101 procedure SetHealth(aH
: Integer);
102 procedure Push(vx
, vy
: Integer);
103 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
104 function Heal(Value
: Word): Boolean;
107 procedure ClientUpdate();
108 procedure ClientAttack(wx
, wy
, tx
, ty
: Integer);
109 procedure SetDeadAnim
;
112 procedure WakeUpSound();
113 procedure DieSound();
114 procedure PainSound();
115 procedure ActionSound();
116 procedure AddTrigger(t
: Integer);
117 procedure ClearTriggers();
119 procedure SaveState(var Mem
: TBinMemoryWriter
);
120 procedure LoadState(var Mem
: TBinMemoryReader
);
121 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
122 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
123 procedure MakeBloodSimple(Count
: Word);
124 procedure RevertAnim(R
: Boolean = True);
125 function AnimIsReverse
: Boolean;
126 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
127 function kick(o
: PObj
): Boolean;
128 procedure CatchFire(Attacker
: Word);
129 procedure OnFireFlame(Times
: DWORD
= 1);
131 property MonsterType
: Byte read FMonsterType
;
132 property MonsterHealth
: Integer read FHealth write FHealth
;
133 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
134 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
135 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
136 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
137 property MonsterSleep
: Integer read FSleep write FSleep
;
138 property MonsterState
: Byte read FState write FState
;
139 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
140 property MonsterPain
: Integer read FPain write FPain
;
141 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
143 property Obj
: TObj read FObj
;
144 property UID
: Word read FUID write FUID
;
145 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
147 property GameX
: Integer read FObj
.X write FObj
.X
;
148 property GameY
: Integer read FObj
.Y write FObj
.Y
;
149 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
150 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
151 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
152 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
153 property GameDirection
: TDirection read FDirection write FDirection
;
155 property StartID
: Integer read FStartID
;
158 procedure g_Monsters_LoadData();
159 procedure g_Monsters_FreeData();
160 procedure g_Monsters_Init();
161 procedure g_Monsters_Free();
162 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
163 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
164 procedure g_Monsters_Update();
165 procedure g_Monsters_Draw();
166 procedure g_Monsters_DrawHealth();
167 function g_Monsters_Get(UID
: Word): TMonster
;
168 procedure g_Monsters_killedp();
169 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
170 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
171 function g_Monsters_GetIDByName(name
: String): Integer;
172 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
173 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
176 gMonsters
: array of TMonster
;
181 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
182 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
183 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
184 g_language
, g_netmsg
;
208 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
210 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
211 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
215 end = ((name
: 'SLEEP'; loop
: True),
216 (name
: 'GO'; loop
: True),
217 (name
: 'DIE'; loop
: False),
218 (name
: 'MESS'; loop
: False),
219 (name
: 'ATTACK'; loop
: False),
220 (name
: 'ATTACK2'; loop
: False),
221 (name
: 'PAIN'; loop
: False));
223 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
224 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
234 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
235 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
237 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
238 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
240 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
241 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
243 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
244 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
246 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
247 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
249 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
250 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
252 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
253 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
255 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
256 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
258 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
259 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
261 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
262 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
264 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
265 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
267 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
268 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
270 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
271 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
273 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
274 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
276 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
277 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
279 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
280 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
282 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
283 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
285 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
286 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
288 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
289 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
291 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
292 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
294 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
295 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
298 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
299 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
300 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
301 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
302 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
303 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
304 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));
305 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))),
307 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
308 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));
309 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))),
311 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
312 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));
313 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))),
315 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
316 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));
317 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))),
319 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
320 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));
321 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))),
323 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
324 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));
325 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))),
327 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
328 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));
329 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))),
331 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
332 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));
333 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))),
335 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
336 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));
337 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))),
339 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
340 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));
341 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))),
343 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
344 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));
345 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))),
347 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
348 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));
349 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))),
351 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
352 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));
353 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))),
355 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
356 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));
357 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))),
359 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
360 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));
361 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))),
363 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
364 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));
365 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))),
367 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
368 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));
369 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 ))),
371 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
372 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));
373 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))),
375 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
376 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));
377 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))),
379 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
380 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));
381 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))) );
383 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
384 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
391 soulcount
: Integer = 0;
393 function FindMonster(): DWORD
;
397 if gMonsters
<> nil then
398 for i
:= 0 to High(gMonsters
) do
399 if gMonsters
[i
] = nil then
405 if gMonsters
= nil then
407 SetLength(gMonsters
, 32);
412 Result
:= High(gMonsters
) + 1;
413 SetLength(gMonsters
, Length(gMonsters
) + 32);
417 function IsFriend(a
, b
: Byte): Boolean;
421 // Áî÷êà - âñåì äðóã:
422 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
425 // Ìîíñòðû îäíîãî âèäà:
428 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
429 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
430 Exit
; // Ýòè íå áüþò ñâîèõ
433 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
434 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
436 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
437 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
440 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
444 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
447 UIDType
, MonsterType
: Byte;
452 UIDType
:= g_GetUIDType(SpawnerUID
);
453 if UIDType
= UID_MONSTER
then
455 m
:= g_Monsters_Get(SpawnerUID
);
456 if m
= nil then Exit
;
457 MonsterType
:= m
.FMonsterType
;
461 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
462 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
464 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
465 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
466 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
468 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
469 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
473 function canShoot(m
: Byte): Boolean;
478 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
485 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
491 // Åñëè íóæíà âåðîÿòíîñòü:
492 if not immediately
then
493 if Random(8) <> 0 then
496 if gMonsters
= nil then
499 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
500 for a
:= 0 to High(gMonsters
) do
501 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) then
502 if g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
503 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
504 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
505 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
506 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
514 procedure g_Monsters_LoadData();
516 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
518 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
525 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
532 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
539 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
546 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
553 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
560 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
567 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
574 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
581 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
588 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
595 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
602 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
609 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
616 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
623 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
630 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
637 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
644 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
651 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
658 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
666 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
668 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
669 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
671 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
673 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
675 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
676 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
677 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
678 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
679 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
680 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
681 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
682 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
683 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
684 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
685 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
687 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
688 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
689 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
691 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
692 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
693 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
694 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
695 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
696 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
698 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
699 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
700 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
701 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
702 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
704 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
705 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
707 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
708 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
709 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
710 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
712 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
713 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
714 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
715 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
716 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
718 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
719 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
720 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
721 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
722 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
724 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
725 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
726 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
727 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
729 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
730 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
731 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
733 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
734 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
736 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
737 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
739 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
740 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
741 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
743 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
744 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
746 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
747 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
748 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
750 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
753 procedure g_Monsters_FreeData();
755 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
757 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
758 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
759 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
760 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
761 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
762 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
763 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
764 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
765 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
766 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
767 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
768 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
769 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
770 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
771 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
772 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
773 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
774 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
775 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
776 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
777 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
778 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
779 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
780 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
781 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
782 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
783 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
784 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
785 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
786 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
787 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
788 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
789 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
790 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
791 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
792 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
793 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
794 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
795 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
796 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
797 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
798 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
799 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
800 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
801 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
802 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
803 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
804 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
805 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
806 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
807 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
808 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
809 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
810 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
811 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
812 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
813 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
814 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
815 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
816 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
817 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
818 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
819 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
820 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
821 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
822 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
823 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
824 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
825 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
826 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
827 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
828 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
829 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
830 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
831 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
832 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
833 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
834 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
835 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
836 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
837 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
838 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
839 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
840 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
841 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
842 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
843 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
844 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
845 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
846 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
847 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
848 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
849 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
850 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
851 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
852 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
853 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
854 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
855 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
856 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
857 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
858 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
860 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
862 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
863 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
864 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
865 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
866 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
867 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
868 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
869 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
870 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
871 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
872 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
873 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
874 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
875 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
876 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
877 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
878 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
879 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
880 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
881 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
882 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
883 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
884 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
885 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
886 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
887 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
889 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
891 g_Sound_Delete('SOUND_MONSTER_PAIN');
892 g_Sound_Delete('SOUND_MONSTER_PAIN2');
893 g_Sound_Delete('SOUND_MONSTER_ACTION');
894 g_Sound_Delete('SOUND_MONSTER_ACTION2');
895 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
896 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
897 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
898 g_Sound_Delete('SOUND_MONSTER_DIE_1');
899 g_Sound_Delete('SOUND_MONSTER_DIE_2');
900 g_Sound_Delete('SOUND_MONSTER_DIE_3');
901 g_Sound_Delete('SOUND_MONSTER_SLOP');
903 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
904 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
905 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
907 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
908 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
909 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
910 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
911 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
912 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
914 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
915 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
916 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
917 g_Sound_Delete('SOUND_MONSTER_HAHA');
918 g_Sound_Delete('SOUND_MONSTER_TRUP');
920 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
921 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
923 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
924 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
925 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
926 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
928 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
929 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
930 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
931 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
932 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
934 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
935 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
936 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
937 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
938 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
940 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
941 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
942 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
943 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
945 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
946 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
947 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
949 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
950 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
952 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
953 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
955 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
956 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
957 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
959 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
960 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
962 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
963 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
964 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
966 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
969 procedure g_Monsters_Init();
974 procedure g_Monsters_Free();
978 if gMonsters
<> nil then
979 for a
:= 0 to High(gMonsters
) do
985 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
986 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
992 // Íåò òàêîãî ìîíñòðà:
993 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then
996 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
997 if MonsterType
= MONSTER_SOUL
then
998 if soulcount
> MAX_SOUL
then
1001 soulcount
:= soulcount
+ 1;
1003 find_id
:= FindMonster();
1005 gMonsters
[find_id
] := TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1007 // Íàñòðàèâàåì ïîëîæåíèå:
1008 with gMonsters
[find_id
] do
1012 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1013 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1017 FObj
.X
:= X
-FObj
.Rect
.X
;
1018 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1021 FDirection
:= Direction
;
1022 FStartDirection
:= Direction
;
1030 procedure g_Monsters_killedp();
1034 if gMonsters
= nil then
1037 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1038 h
:= High(gMonsters
);
1040 if (gMonsters
[a
] <> nil) then
1041 with gMonsters
[a
] do
1042 if (FMonsterType
= MONSTER_MAN
) and
1043 (FState
<> STATE_DEAD
) and
1044 (FState
<> STATE_SLEEP
) and
1045 (FState
<> STATE_DIE
) then
1047 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1052 procedure g_Monsters_Update();
1057 if gTime
mod (GAME_TICK
*2) = 0 then
1061 if Abs(pt_x
) > 246 then
1063 if Abs(pt_y
) > 100 then
1067 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1069 if gMonsters
<> nil then
1070 for a
:= 0 to High(gMonsters
) do
1071 if (gMonsters
[a
] <> nil) then
1072 if not gMonsters
[a
].FRemoved
then
1074 if g_Game_IsClient
then
1075 gMonsters
[a
].ClientUpdate()
1077 gMonsters
[a
].Update();
1081 gMonsters
[a
].Free();
1082 gMonsters
[a
] := nil;
1088 procedure g_Monsters_Draw();
1092 if gMonsters
<> nil then
1093 for a
:= 0 to High(gMonsters
) do
1094 if gMonsters
[a
] <> nil then
1095 gMonsters
[a
].Draw();
1098 procedure g_Monsters_DrawHealth();
1103 if gMonsters
= nil then Exit
;
1104 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1106 for a
:= 0 to High(gMonsters
) do
1107 if gMonsters
[a
] <> nil then
1109 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1110 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1111 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1115 function g_Monsters_Get(UID
: Word): TMonster
;
1121 if gMonsters
<> nil then
1122 for a
:= 0 to High(gMonsters
) do
1123 if (gMonsters
[a
] <> nil) and
1124 (gMonsters
[a
].FUID
= UID
) then
1126 Result
:= gMonsters
[a
];
1131 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1136 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1138 if gMonsters
<> nil then
1139 for i
:= 0 to High(gMonsters
) do
1140 if gMonsters
[i
] <> nil then
1141 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1144 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1146 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1148 Mem
.WriteInt(pt_xs
);
1150 Mem
.WriteInt(pt_ys
);
1152 // Êîëè÷åñòâî ìîíñòðîâ:
1153 Mem
.WriteInt(count
);
1158 // Ñîõðàíÿåì ìîíñòðîâ:
1159 for i
:= 0 to High(gMonsters
) do
1160 if gMonsters
[i
] <> nil then
1161 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1164 b
:= gMonsters
[i
].MonsterType
;
1166 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1167 gMonsters
[i
].SaveState(Mem
);
1171 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1173 count
, i
, a
: Integer;
1181 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1187 // Êîëè÷åñòâî ìîíñòðîâ:
1193 // Çàãðóæàåì ìîíñòðîâ:
1194 for a
:= 0 to count
-1 do
1199 i
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1202 raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1204 // Çàãðóæàåì äàííûå ìîíñòðà:
1205 gMonsters
[i
].LoadState(Mem
);
1209 function g_Monsters_GetIDByName(name
: String): Integer;
1213 name
:= UpperCase(name
);
1215 while (i
<= MONSTER_MAN
) do
1217 if name
= MONSTERTABLE
[i
].Name
then
1228 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1230 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1231 Result
:= MONSTERTABLE
[MonsterType
].Name
1236 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1238 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1239 Result
:= KilledByMonster
[MonsterType
]
1244 { T M o n s t e r : }
1246 procedure TMonster
.ActionSound();
1248 case FMonsterType
of
1250 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1251 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1253 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1254 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1255 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1257 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1259 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1261 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1263 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1267 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1271 procedure TMonster
.PainSound();
1279 case FMonsterType
of
1280 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1281 MONSTER_SKEL
, MONSTER_CGUN
:
1282 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1283 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1284 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1285 MONSTER_BSP
, MONSTER_CYBER
:
1286 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1288 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1290 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1292 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1294 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1298 procedure TMonster
.DieSound();
1300 case FMonsterType
of
1303 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1304 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1306 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1308 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1309 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1310 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1313 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1315 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1317 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1319 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1321 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1323 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1325 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1327 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1329 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1331 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1333 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1335 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1337 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1339 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1343 procedure TMonster
.WakeUpSound();
1345 case FMonsterType
of
1348 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1349 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1351 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1353 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1354 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1355 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1358 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1360 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1362 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1364 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1366 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1368 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1370 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1372 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1374 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1376 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1378 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1380 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1386 procedure TMonster
.BFGHit();
1388 if FMonsterType
= MONSTER_FISH
then
1391 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1392 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1393 {if g_Game_IsServer and g_Game_IsNet then
1394 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1395 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1399 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1401 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1409 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1411 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1416 Panel
.Width
, Panel
.Height
);
1419 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1421 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1422 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1423 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1424 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1427 procedure TMonster
.Respawn
;
1433 FDirection
:= FStartDirection
;
1436 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1437 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1442 FDieTriggers
:= nil;
1443 FWaitAttackAnim
:= False;
1444 FChainFire
:= False;
1447 FState
:= STATE_SLEEP
;
1448 FCurAnim
:= ANIM_SLEEP
;
1450 if g_Game_IsNet
and g_Game_IsServer
then
1452 MH_SEND_MonsterPos(FUID
);
1453 MH_SEND_MonsterState(FUID
);
1457 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1464 if ForcedUID
< 0 then
1465 FUID
:= g_CreateUID(UID_MONSTER
)
1469 FMonsterType
:= MonsterType
;
1473 FState
:= STATE_SLEEP
;
1474 FCurAnim
:= ANIM_SLEEP
;
1475 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1476 FMaxHealth
:= FHealth
;
1477 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1478 FDieTriggers
:= nil;
1479 FSpawnTrigger
:= -1;
1480 FWaitAttackAnim
:= False;
1481 FChainFire
:= False;
1483 FNoRespawn
:= False;
1485 FBehaviour
:= BH_NORMAL
;
1490 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1491 FBloodKind
:= BLOOD_SPARKS
1493 FBloodKind
:= BLOOD_NORMAL
;
1494 if FMonsterType
= MONSTER_CACO
then
1500 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1513 SetLength(FAnim
, Length(ANIMTABLE
));
1515 for a
:= 0 to High(FAnim
) do
1517 FAnim
[a
, D_LEFT
] := nil;
1518 FAnim
[a
, D_RIGHT
] := nil;
1521 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1522 if (ANIMTABLE
[a
].name
<> '') and
1523 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1525 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1526 '_'+ANIMTABLE
[a
].name
;
1528 res
:= g_Frames_Exists(s
);
1531 res
:= g_Frames_Get(FramesID
, s
);
1533 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1536 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1537 if a
<> ANIM_MESS
then
1540 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1541 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1543 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1544 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1545 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1546 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1551 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1552 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1554 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1555 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1557 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1558 '_'+ANIMTABLE
[a
].name
+'_L';
1559 if g_Frames_Exists(s
) then
1560 g_Frames_Get(FramesID
, s
);
1563 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1564 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1567 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1568 if MonsterType
= MONSTER_VILE
then
1570 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1571 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1577 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1584 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1585 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1588 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1589 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1592 if Random(2) = 0 then
1593 FDirection
:= D_RIGHT
1595 FDirection
:= D_LEFT
;
1597 SetState(STATE_RUN
);
1601 // Ëîâóøêà óáèâàåò ñðàçó:
1602 if t
= HIT_TRAP
then
1605 // Ðîáîòó óðîíà íåò:
1606 if FMonsterType
= MONSTER_ROBO
then
1610 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1612 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1615 FPain
:= FPain
+aDamage
;
1617 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1618 if FState
<> STATE_PAIN
then
1619 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1620 (FMonsterType
<> MONSTER_BARREL
) then
1621 SetState(STATE_PAIN
);
1623 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1624 if (gBloodCount
> 0) then
1626 c
:= Min(aDamage
, 200);
1627 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1629 if (VelX
= 0) and (VelY
= 0) then
1633 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1634 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1638 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1639 if (SpawnerUID
<> FUID
) and
1640 (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1642 FTargetUID
:= SpawnerUID
;
1646 // Çäîðîâüå çàêîí÷èëîñü:
1647 if FHealth
<= 0 then
1649 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1650 if (FMonsterType
<> MONSTER_BARREL
) then
1652 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1654 p
:= g_Player_Get(SpawnerUID
);
1655 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1657 p
.MonsterKills
:= p
.MonsterKills
+1;
1658 if gGameSettings
.GameMode
= GM_COOP
then
1659 p
.Frags
:= p
.Frags
+ 1;
1660 // Uncomment this if you want to double-kill monsters
1664 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1666 Inc(gCoopMonstersKilled
);
1667 if g_Game_IsNet
then
1673 case FMonsterType
of
1674 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1675 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1676 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1677 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1684 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1685 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1687 g_Obj_Push(@gItems
[it
].Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
1688 (FObj
.Vel
.Y
div 2)-Random(4));
1689 if g_Game_IsServer
and g_Game_IsNet
then
1690 MH_SEND_ItemSpawn(True, it
);
1693 // Òðóï äàëüøå íå èäåò:
1696 // Ó òðóïà ðàçìåðû ìåíüøå:
1697 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1699 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1700 FObj
.Rect
.Height
:= 12;
1703 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1704 if (FHealth
<= -30) and
1705 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1706 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1707 (FMonsterType
= MONSTER_MAN
)) then
1709 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1710 SetState(STATE_DIE
, ANIM_MESS
);
1715 SetState(STATE_DIE
);
1718 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1719 if g_Game_IsServer
then ActivateTriggers();
1724 if FState
= STATE_SLEEP
then
1725 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1726 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1730 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1734 function TMonster
.Heal(Value
: Word): Boolean;
1737 if g_Game_IsClient
then
1742 if FHealth
< FMaxHealth
then
1744 IncMax(FHealth
, Value
, FMaxHealth
);
1745 if g_Game_IsServer
and g_Game_IsNet
then
1746 MH_SEND_MonsterState(FUID
);
1751 destructor TMonster
.Destroy();
1755 for a
:= 0 to High(FAnim
) do
1757 FAnim
[a
, D_LEFT
].Free();
1758 FAnim
[a
, D_RIGHT
].Free();
1763 inherited Destroy();
1766 procedure TMonster
.Draw();
1772 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1773 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1775 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1776 if FMonsterType
= MONSTER_VILE
then
1777 if FState
= STATE_SHOOT
then
1778 if GetPos(FTargetUID
, @o
) then
1779 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1780 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1782 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1783 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1784 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1787 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1788 if FState
= STATE_DEAD
then
1789 case FMonsterType
of
1790 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1793 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1794 if FAnim
[FCurAnim
, FDirection
] <> nil then
1796 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1797 if (FDirection
= D_LEFT
) and
1798 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1799 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1800 (FMonsterType
<> MONSTER_BARREL
) then
1805 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1806 if (FDirection
= D_LEFT
) and
1807 (FMonsterType
<> MONSTER_BARREL
) then
1809 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1810 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1812 if m
= M_HORIZONTAL
then
1813 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1814 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1815 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1816 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1817 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1818 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1820 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1823 else // Ïðàâàÿ àíèìàöèÿ
1825 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1826 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1830 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1833 if g_debug_Frames
then
1835 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1837 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1838 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1843 procedure TMonster
.MakeBloodSimple(Count
: Word);
1845 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1846 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1847 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
1848 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1849 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
1850 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1851 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
1852 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1855 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
1857 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1858 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1859 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
1860 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1863 procedure TMonster
.Push(vx
, vy
: Integer);
1865 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
1866 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
1867 if g_Game_IsServer
and g_Game_IsNet
then
1868 MH_SEND_MonsterPos(FUID
);
1871 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
1875 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1876 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1877 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
1878 soulcount
:= soulcount
-1;
1880 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1882 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
1883 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
1884 (State
<> STATE_GO
) then
1891 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
1893 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1895 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
1896 STATE_PAIN
: Anim
:= ANIM_PAIN
;
1897 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
1898 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
1899 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
1900 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
1901 STATE_DIE
: Anim
:= ANIM_DIE
;
1903 begin // íà÷àëè âîñðåøàòüñÿ
1905 FAnim
[Anim
, FDirection
].Revert(True);
1907 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1908 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1915 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1916 if ForceAnim
<> 255 then
1919 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1920 if FCurAnim
<> Anim
then
1921 if FAnim
[Anim
, FDirection
] <> nil then
1923 FAnim
[Anim
, FDirection
].Reset();
1928 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
1935 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1936 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
1938 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
1939 if g_Game_IsServer
and g_Game_IsNet
then
1940 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
1946 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1949 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
1950 TA
:= TAnimation
.Create(FramesID
, False, 6);
1951 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
1952 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1953 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1955 if g_Game_IsServer
and g_Game_IsNet
then
1956 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1957 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
1961 FObj
.X
:= X
- FObj
.Rect
.X
;
1962 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
1965 FDirection
:= D_LEFT
1968 FDirection
:= D_RIGHT
1972 if FDirection
= D_RIGHT
then
1973 FDirection
:= D_LEFT
1975 FDirection
:= D_RIGHT
;
1978 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1979 if not silent
and (TA
<> nil) then
1981 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1982 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1985 if g_Game_IsServer
and g_Game_IsNet
then
1986 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1987 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
1991 if g_Game_IsServer
and g_Game_IsNet
then
1992 MH_SEND_MonsterPos(FUID
);
1996 procedure TMonster
.Update();
1998 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2007 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2008 if FMonsterType
= MONSTER_FISH
then
2009 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2010 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2013 // Ëåòàþùèå ìîíòñðû:
2014 if ((FMonsterType
= MONSTER_SOUL
) or
2015 (FMonsterType
= MONSTER_PAIN
) or
2016 (FMonsterType
= MONSTER_CACO
)) and
2017 (FState
<> STATE_DIE
) and
2018 (FState
<> STATE_DEAD
) then
2021 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2022 if gTime
mod (GAME_TICK
*2) <> 0 then
2024 g_Obj_Move(@FObj
, fall
, True, True);
2028 if FPainTicks
> 0 then
2031 FPainSound
:= False;
2034 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2036 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2037 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2038 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2041 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2043 Inc(gCoopMonstersKilled
);
2044 if g_Game_IsNet
then
2051 oldvelx
:= FObj
.Vel
.X
;
2053 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2054 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2055 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2057 if FFireTime
> 0 then
2059 if WordBool(st
and MOVE_INWATER
) then
2064 FFireTime
:= FFireTime
- 1;
2065 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2066 if FFirePainTime
= 0 then
2068 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2069 FFirePainTime
:= 18;
2072 FFirePainTime
:= FFirePainTime
- 1;
2076 // Ìåðòâûé íè÷åãî íå äåëàåò:
2077 if (FState
= STATE_DEAD
) then
2080 // AI ìîíñòðîâ âûêëþ÷åí:
2081 if g_debug_MonsterOff
then
2084 if FState
<> STATE_SLEEP
then
2085 SetState(STATE_SLEEP
);
2088 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2089 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2090 case FMonsterType
of
2092 if Random(4) = 0 then
2093 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2094 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2095 MONSTER_ROBO
, MONSTER_BARREL
:
2096 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2097 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2099 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2100 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2101 if Random(2) = 0 then
2102 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2104 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2108 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2109 if FMonsterType
= MONSTER_BARREL
then
2111 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2112 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2113 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2114 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2118 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2119 if FMonsterType
= MONSTER_SOUL
then
2120 if WordBool(st
and MOVE_HITAIR
) then
2121 g_Obj_SetSpeed(@FObj
, 16);
2126 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2127 if FObj
.Vel
.Y
< 0 then
2128 if WordBool(st
and MOVE_INWATER
) then
2131 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2132 FTargetTime
:= FTargetTime
+ 1;
2135 if FShellTimer
> -1 then
2136 if FShellTimer
= 0 then
2138 if FShellType
= SHELL_SHELL
then
2139 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2140 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2141 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2142 else if FShellType
= SHELL_DBLSHELL
then
2144 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2145 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2146 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2147 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2148 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2149 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2152 end else Dec(FShellTimer
);
2154 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2156 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2157 STATE_ATTACK
, STATE_SHOOT
]) then
2158 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2159 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2160 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2161 (FObj
.Accel
.Y
= 0) then
2162 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2165 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2167 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2168 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2170 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2171 if gSoundEffectsDF
then PainSound();
2173 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2176 // Ñíèæàåì áîëü ñî âðåìåíåì:
2179 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2180 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2188 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2191 FSleep
:= FSleep
+ 1;
2193 // Ïðîñïàëè äîñòàòî÷íî:
2194 if FSleep
>= 18 then
2199 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2200 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2201 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2202 if (gPlayers
<> nil) then
2203 for a
:= 0 to High(gPlayers
) do
2204 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2205 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2207 if g_Look(@FObj
, @Obj
, FDirection
) then
2209 FTargetUID
:= gPlayers
[a
].UID
;
2216 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2217 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2218 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2219 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2220 if gMonsters
<> nil then
2221 for a
:= 0 to High(gMonsters
) do
2222 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2223 (gMonsters
[a
].FUID
<> FUID
) then
2225 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2226 if (FBehaviour
= BH_MANIAC
) and
2227 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2229 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2230 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2231 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2233 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2234 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2236 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2238 FTargetUID
:= gMonsters
[a
].UID
;
2247 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2250 FSleep
:= FSleep
- 1;
2252 // Âûæäàëè äîñòàòî÷íî - èäåì:
2257 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2259 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2260 if WordBool(st
and MOVE_BLOCK
) then
2264 SetState(STATE_RUNOUT
);
2269 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2270 if (FMonsterType
= MONSTER_VILE
) then
2271 if isCorpse(@FObj
, False) <> -1 then
2274 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2279 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2280 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2281 if not findNewPrey() then
2282 begin // Íîâûõ öåëåé íåò
2290 o
.Rect
:= _Rect(0, 0, 0, 1);
2292 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2293 GetPos(FTargetUID
, @o
);
2295 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2296 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2299 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2306 // Ðàññòîÿíèå äî öåëè:
2307 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2308 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2310 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2312 FDirection
:= D_RIGHT
2314 FDirection
:= D_LEFT
;
2316 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2317 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2318 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2319 if shoot(@o
, False) then
2322 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2323 if Abs(sx
) < 40 then
2324 if FMonsterType
<> MONSTER_FISH
then
2327 SetState(STATE_RUN
);
2328 if Random(2) = 0 then
2329 FDirection
:= D_LEFT
2331 FDirection
:= D_RIGHT
;
2336 // Óïåðëèñü â ñòåíó:
2337 if WordBool(st
and MOVE_HITWALL
) then
2339 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2340 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2341 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2343 SetState(STATE_WAIT
);
2348 case FMonsterType
of
2349 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2351 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2352 (FObj
.Accel
.Y
= 0) then
2353 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2354 // Ïðûæîê ÷åðåç ñòåíó:
2355 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2356 SetState(STATE_CLIMB
);
2363 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2364 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2365 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2367 if FMonsterType
= MONSTER_FISH
then
2369 if not WordBool(st
and MOVE_INWATER
) then
2370 begin // Ðûáà âíå âîäû:
2371 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2372 begin // "Ñòîèò" òâåðäî
2373 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2374 if FObj
.Accel
.Y
= 0 then
2376 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2380 SetState(STATE_PAIN
);
2381 FPain
:= FPain
+ 50;
2385 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2387 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2391 // Ðûáà ïëûâåò ââåðõ:
2392 if FObj
.Vel
.Y
< 0 then
2393 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2395 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2397 // Ïëàâàåì òóäà-ñþäà:
2398 if Random(2) = 0 then
2399 FDirection
:= D_LEFT
2401 FDirection
:= D_RIGHT
;
2403 SetState(STATE_RUN
);
2407 else // Ëåòàþùèå ìîíñòðû
2409 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2411 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2416 else // "Íàçåìíûå" ìîíñòðû
2418 // Âîçìîæíî, ïèíàåì êóñêè:
2419 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2421 b
:= Abs(FObj
.Vel
.X
);
2422 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2423 for a
:= 0 to High(gGibs
) do
2424 if gGibs
[a
].Live
and
2425 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2426 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2428 if FObj
.Vel
.X
< 0 then
2429 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
2431 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2433 // Áîññû ìîãóò ïèíàòü òðóïû:
2434 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2435 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2437 b
:= Abs(FObj
.Vel
.X
);
2438 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2439 for a
:= 0 to High(gCorpses
) do
2440 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2442 co
:= gCorpses
[a
].Obj
;
2443 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2444 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2446 if FObj
.Vel
.X
< 0 then
2447 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2449 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2452 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2454 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2456 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2457 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2460 FSleep
:= FSleep
+ 1;
2466 if Random(8) = 0 then
2470 // Áåæèì â âûáðàííóþ ñòîðîíó:
2471 if FDirection
= D_RIGHT
then
2472 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2474 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2476 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2477 if WordBool(st
and MOVE_INWATER
) then
2478 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2479 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2480 if FMonsterType
= MONSTER_FISH
then
2484 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2486 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2487 if WordBool(st
and MOVE_BLOCK
) then
2491 SetState(STATE_RUNOUT
);
2496 FSleep
:= FSleep
- 1;
2498 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2499 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2503 // Ñòåíà - èäåì îáðàòíî:
2504 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2507 if Random(8) = 0 then
2511 // Áåæèì â âûáðàííóþ ñòîðîíó:
2512 if FDirection
= D_RIGHT
then
2513 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2515 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2517 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2518 if WordBool(st
and MOVE_INWATER
) then
2519 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2520 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2521 if FMonsterType
= MONSTER_FISH
then
2525 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2527 // Âûøëè èç ÁëîêÌîíà:
2528 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2531 FSleep
:= FSleep
- 1;
2533 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2534 if FSleep
<= -18 then
2538 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2539 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2542 if Random(8) = 0 then
2546 // Áåæèì â âûáðàííóþ ñòîðîíó:
2547 if FDirection
= D_RIGHT
then
2548 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2550 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2552 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2553 if WordBool(st
and MOVE_INWATER
) then
2554 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2555 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2556 if FMonsterType
= MONSTER_FISH
then
2560 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2562 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2563 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2564 (not WordBool(st
and MOVE_HITWALL
)) then
2569 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2570 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2574 SetState(STATE_RUN
);
2578 // Áåæèì â âûáðàííóþ ñòîðîíó:
2579 if FDirection
= D_RIGHT
then
2580 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2582 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2584 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2585 if WordBool(st
and MOVE_INWATER
) then
2586 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2587 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2588 if FMonsterType
= MONSTER_FISH
then
2592 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2593 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2595 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2596 if FMonsterType
= MONSTER_SOUL
then
2598 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2604 // Çàìåäëÿåìñÿ ïðè àòàêå:
2605 if FMonsterType
<> MONSTER_FISH
then
2606 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2608 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2609 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2611 // Öåëü ïîãèáëà => èäåì äàëüøå:
2612 if not GetPos(FTargetUID
, @o
) then
2619 // Öåëü íå âèäíî => èäåì äàëüøå:
2620 if not g_Look(@FObj
, @o
, FDirection
) then
2627 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2628 if g_Obj_CollideWater(@o
, 0, 0) then
2636 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2637 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2638 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2641 end; // case FState of ...
2645 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2646 if FState
= STATE_REVIVE
then
2647 if FAnim
[FCurAnim
, FDirection
].Played
then
2648 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2649 FAnim
[FCurAnim
, FDirection
].Revert(False);
2653 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2654 if vilefire
<> nil then
2657 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2658 if (FState
= STATE_DIE
) and
2659 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2660 (FAnim
[FCurAnim
, FDirection
].Played
) then
2663 SetState(STATE_DEAD
);
2665 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2666 if (FMonsterType
= MONSTER_PAIN
) then
2668 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2669 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2672 gMonsters
[sx
].SetState(STATE_GO
);
2673 gMonsters
[sx
].FNoRespawn
:= True;
2674 Inc(gTotalMonsters
);
2675 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2678 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2679 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2682 gMonsters
[sx
].SetState(STATE_GO
);
2683 gMonsters
[sx
].FNoRespawn
:= True;
2684 Inc(gTotalMonsters
);
2685 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2688 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2689 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2692 gMonsters
[sx
].SetState(STATE_GO
);
2693 gMonsters
[sx
].FNoRespawn
:= True;
2694 Inc(gTotalMonsters
);
2695 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2697 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2700 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2701 if (FMonsterType
= MONSTER_PAIN
) or
2702 (FMonsterType
= MONSTER_SOUL
) or
2703 (FMonsterType
= MONSTER_BARREL
) then
2707 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2708 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2709 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2710 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2711 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2712 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2713 if FState
= STATE_ATTACK
then
2714 begin // Ñîñòîÿíèå - Àòàêà
2715 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2716 if FMonsterType
<> MONSTER_SOUL
then
2719 else // Ñîñòîÿíèå - Ñòðåëüáà
2721 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2722 if not FChainFire
then
2725 begin // Íàäî ñòðåëÿòü åùå
2726 FChainFire
:= False;
2727 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2728 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2729 FAnim
[FCurAnim
, FDirection
].Reset();
2733 FWaitAttackAnim
:= False;
2736 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2737 if (FMonsterType
= MONSTER_SOUL
) or
2738 ( (not FWaitAttackAnim
) and
2739 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2740 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2742 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2743 if FState
= STATE_ATTACK
then
2744 begin // Ñîñòîÿíèå - Àòàêà
2745 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2746 if FMonsterType
= MONSTER_SOUL
then
2747 FAnim
[FCurAnim
, FDirection
].Reset();
2749 case FMonsterType
of
2750 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2751 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2752 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2753 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2754 if FMonsterType
= MONSTER_SOUL
then
2758 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2759 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2760 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2762 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2763 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2764 if FCurAnim
= ANIM_ATTACK2
then
2767 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2768 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2769 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2773 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2774 if FCurAnim
= ANIM_ATTACK2
then
2776 sx
:= isCorpse(@FObj
, True);
2778 begin // Íàøëè, êîãî âîñêðåñèòü
2779 gMonsters
[sx
].SetState(STATE_REVIVE
);
2780 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2781 // Âîñêðåøàòü - ñåáå âðåäèòü:
2782 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2788 else // Ñîñòîÿíèå - Ñòðåëüáà
2790 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2791 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2793 if FDirection
= D_LEFT
then
2795 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2796 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2797 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2800 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2802 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2803 case FMonsterType
of
2805 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2808 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2809 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2810 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2814 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2815 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2817 FShellType
:= SHELL_SHELL
;
2821 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2823 FShellType
:= SHELL_DBLSHELL
;
2828 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2829 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2832 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2835 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2836 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2837 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2841 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2842 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2843 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
2846 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
2848 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
2850 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
2851 MONSTER_BARON
, MONSTER_KNIGHT
:
2852 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
2854 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
2856 begin // Ñîçäàåì Lost_Soul:
2857 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
2858 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
2861 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2862 gMonsters
[sx
].FTargetUID
:= FTargetUID
;
2863 GetPos(FTargetUID
, @o
);
2864 gMonsters
[sx
].FTargetTime
:= 0;
2865 gMonsters
[sx
].FNoRespawn
:= True;
2866 gMonsters
[sx
].SetState(STATE_GO
);
2867 gMonsters
[sx
].shoot(@o
, True);
2868 Inc(gTotalMonsters
);
2870 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2875 if FMonsterType
<> MONSTER_PAIN
then
2876 if g_Game_IsNet
then
2877 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
2879 // Ñêîðîñòðåëüíûå ìîíñòðû:
2880 if (FMonsterType
= MONSTER_CGUN
) or
2881 (FMonsterType
= MONSTER_SPIDER
) or
2882 (FMonsterType
= MONSTER_BSP
) or
2883 (FMonsterType
= MONSTER_MANCUB
) or
2884 (FMonsterType
= MONSTER_ROBO
) then
2885 if not GetPos(FTargetUID
, @o
) then
2886 // Öåëü ìåðòâà - èùåì íîâóþ:
2888 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2889 if shoot(@o
, False) then
2893 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2894 FWaitAttackAnim
:= True;
2897 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2898 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
2900 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
2901 // Çâóêè ïðè ïåðåäâèæåíèè:
2902 case FMonsterType
of
2904 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2905 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2906 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
2908 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2909 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2910 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
2912 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2913 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2914 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2916 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2917 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
2918 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2922 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
2923 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
2924 FObj
.Vel
.X
:= oldvelx
;
2926 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2927 if FAnim
[FCurAnim
, FDirection
] <> nil then
2928 FAnim
[FCurAnim
, FDirection
].Update();
2931 procedure TMonster
.SetDeadAnim
;
2933 if FAnim
<> nil then
2934 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
2937 procedure TMonster
.RevertAnim(R
: Boolean = True);
2939 if FAnim
<> nil then
2940 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
2941 FAnim
[FCurAnim
, FDirection
].Revert(R
);
2944 function TMonster
.AnimIsReverse
: Boolean;
2946 if FAnim
<> nil then
2947 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
2952 procedure TMonster
.ClientUpdate();
2954 a
, b
, sx
, sy
, oldvelx
: Integer;
2961 sx
:= 0; // SHUT UP COMPILER
2964 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2965 if FMonsterType
= MONSTER_FISH
then
2966 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2967 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2970 // Ëåòàþùèå ìîíòñðû:
2971 if ((FMonsterType
= MONSTER_SOUL
) or
2972 (FMonsterType
= MONSTER_PAIN
) or
2973 (FMonsterType
= MONSTER_CACO
)) and
2974 (FState
<> STATE_DIE
) and
2975 (FState
<> STATE_DEAD
) then
2978 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2979 if gTime
mod (GAME_TICK
*2) <> 0 then
2981 g_Obj_Move(@FObj
, fall
, True, True);
2985 if FPainTicks
> 0 then
2988 FPainSound
:= False;
2991 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2993 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2994 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2995 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3001 oldvelx
:= FObj
.Vel
.X
;
3003 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3004 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3005 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3007 if FFireTime
> 0 then
3009 if WordBool(st
and MOVE_INWATER
) then
3014 FFireTime
:= FFireTime
- 1;
3018 // Ìåðòâûé íè÷åãî íå äåëàåò:
3019 if (FState
= STATE_DEAD
) then
3022 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3023 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3024 case FMonsterType
of
3026 if Random(4) = 0 then
3027 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3028 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3029 MONSTER_ROBO
, MONSTER_BARREL
:
3030 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3031 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3033 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3034 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3035 if Random(2) = 0 then
3036 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3038 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3042 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3043 if FMonsterType
= MONSTER_BARREL
then
3045 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3046 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3047 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3048 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3052 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3053 if FMonsterType
= MONSTER_SOUL
then
3054 if WordBool(st
and MOVE_HITAIR
) then
3055 g_Obj_SetSpeed(@FObj
, 16);
3060 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3061 if FObj
.Vel
.Y
< 0 then
3062 if WordBool(st
and MOVE_INWATER
) then
3065 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3066 FTargetTime
:= FTargetTime
+ 1;
3068 if FShellTimer
> -1 then
3069 if FShellTimer
= 0 then
3071 if FShellType
= SHELL_SHELL
then
3072 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3073 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3074 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3075 else if FShellType
= SHELL_DBLSHELL
then
3077 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3078 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3079 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3080 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3081 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3082 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3085 end else Dec(FShellTimer
);
3087 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3089 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3090 STATE_ATTACK
, STATE_SHOOT
]) then
3091 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3092 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3093 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3094 (FObj
.Accel
.Y
= 0) then
3095 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3098 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3100 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3101 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3103 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3104 if gSoundEffectsDF
then PainSound();
3106 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3109 // Ñíèæàåì áîëü ñî âðåìåíåì:
3112 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3113 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3120 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3123 FSleep
:= FSleep
+ 1;
3125 // Ïðîñïàëè äîñòàòî÷íî:
3126 if FSleep
>= 18 then
3132 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3135 FSleep
:= FSleep
- 1;
3138 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3140 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3141 if WordBool(st
and MOVE_BLOCK
) then
3145 SetState(STATE_RUNOUT
);
3150 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3151 if (FMonsterType
= MONSTER_VILE
) then
3152 if isCorpse(@FObj
, False) <> -1 then
3154 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3160 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3161 if Abs(sx
) < 40 then
3162 if FMonsterType
<> MONSTER_FISH
then
3164 SetState(STATE_RUN
);
3170 // Óïåðëèñü â ñòåíó:
3171 if WordBool(st
and MOVE_HITWALL
) then
3173 case FMonsterType
of
3174 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3176 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3177 (FObj
.Accel
.Y
= 0) then
3178 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3179 // Ïðûæîê ÷åðåç ñòåíó:
3180 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3181 SetState(STATE_CLIMB
);
3188 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3189 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3190 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3192 if FMonsterType
= MONSTER_FISH
then
3194 if not WordBool(st
and MOVE_INWATER
) then
3195 begin // Ðûáà âíå âîäû:
3196 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3197 begin // "Ñòîèò" òâåðäî
3198 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3199 if FObj
.Accel
.Y
= 0 then
3201 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3205 SetState(STATE_PAIN
);
3206 FPain
:= FPain
+ 50;
3210 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3212 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3216 // Ðûáà ïëûâåò ââåðõ:
3217 if FObj
.Vel
.Y
< 0 then
3218 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3220 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3222 // Ïëàâàåì òóäà-ñþäà:
3223 SetState(STATE_RUN
);
3228 else // Ëåòàþùèå ìîíñòðû
3230 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3232 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3237 else // "Íàçåìíûå" ìîíñòðû
3239 // Âîçìîæíî, ïèíàåì êóñêè:
3240 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3242 b
:= Abs(FObj
.Vel
.X
);
3243 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3244 for a
:= 0 to High(gGibs
) do
3245 if gGibs
[a
].Live
and
3246 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3247 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3249 if FObj
.Vel
.X
< 0 then
3250 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
3252 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3254 // Áîññû ìîãóò ïèíàòü òðóïû:
3255 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3256 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3258 b
:= Abs(FObj
.Vel
.X
);
3259 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3260 for a
:= 0 to High(gCorpses
) do
3261 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3263 co
:= gCorpses
[a
].Obj
;
3264 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3265 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3267 if FObj
.Vel
.X
< 0 then
3268 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3270 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3275 FSleep
:= FSleep
+ 1;
3281 if Random(8) = 0 then
3285 // Áåæèì â âûáðàííóþ ñòîðîíó:
3286 if FDirection
= D_RIGHT
then
3287 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3289 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3291 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3292 if WordBool(st
and MOVE_INWATER
) then
3293 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3294 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3295 if FMonsterType
= MONSTER_FISH
then
3299 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3301 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3302 if WordBool(st
and MOVE_BLOCK
) then
3304 SetState(STATE_RUNOUT
);
3310 FSleep
:= FSleep
- 1;
3312 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3313 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3319 if Random(8) = 0 then
3323 // Áåæèì â âûáðàííóþ ñòîðîíó:
3324 if FDirection
= D_RIGHT
then
3325 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3327 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3329 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3330 if WordBool(st
and MOVE_INWATER
) then
3331 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3332 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3333 if FMonsterType
= MONSTER_FISH
then
3337 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3339 // Âûøëè èç ÁëîêÌîíà:
3340 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3343 FSleep
:= FSleep
- 1;
3345 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3346 if FSleep
<= -18 then
3352 if Random(8) = 0 then
3356 // Áåæèì â âûáðàííóþ ñòîðîíó:
3357 if FDirection
= D_RIGHT
then
3358 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3360 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3362 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3363 if WordBool(st
and MOVE_INWATER
) then
3364 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3365 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3366 if FMonsterType
= MONSTER_FISH
then
3370 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3372 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3373 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3374 (not WordBool(st
and MOVE_HITWALL
)) then
3379 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3380 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3382 SetState(STATE_RUN
);
3387 // Áåæèì â âûáðàííóþ ñòîðîíó:
3388 if FDirection
= D_RIGHT
then
3389 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3391 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3393 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3394 if WordBool(st
and MOVE_INWATER
) then
3395 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3396 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3397 if FMonsterType
= MONSTER_FISH
then
3401 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3402 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3404 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3405 if FMonsterType
= MONSTER_SOUL
then
3407 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3413 // Çàìåäëÿåìñÿ ïðè àòàêå:
3414 if FMonsterType
<> MONSTER_FISH
then
3415 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3417 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3418 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3420 // Öåëü ïîãèáëà => èäåì äàëüøå:
3421 if not GetPos(FTargetUID
, @o
) then
3428 // Öåëü íå âèäíî => èäåì äàëüøå:
3429 if not g_Look(@FObj
, @o
, FDirection
) then
3436 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3437 if g_Obj_CollideWater(@o
, 0, 0) then
3445 end; // case FState of ...
3449 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3450 if FState
= STATE_REVIVE
then
3451 if FAnim
[FCurAnim
, FDirection
].Played
then
3452 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3453 FAnim
[FCurAnim
, FDirection
].Revert(False);
3457 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3458 if vilefire
<> nil then
3461 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3462 if (FState
= STATE_DIE
) and
3463 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3464 (FAnim
[FCurAnim
, FDirection
].Played
) then
3467 SetState(STATE_DEAD
);
3469 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3470 if (FMonsterType
= MONSTER_PAIN
) or
3471 (FMonsterType
= MONSTER_SOUL
) or
3472 (FMonsterType
= MONSTER_BARREL
) then
3475 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3478 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3479 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3480 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3481 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3482 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3483 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3484 if FState
= STATE_ATTACK
then
3485 begin // Ñîñòîÿíèå - Àòàêà
3486 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3487 if FMonsterType
<> MONSTER_SOUL
then
3490 else // Ñîñòîÿíèå - Ñòðåëüáà
3492 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3493 if not FChainFire
then
3496 begin // Íàäî ñòðåëÿòü åùå
3497 FChainFire
:= False;
3498 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3499 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3500 FAnim
[FCurAnim
, FDirection
].Reset();
3504 FWaitAttackAnim
:= False;
3507 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3508 if (FMonsterType
= MONSTER_SOUL
) or
3509 ( (not FWaitAttackAnim
) and
3510 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3511 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3513 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3514 if FState
= STATE_ATTACK
then
3515 begin // Ñîñòîÿíèå - Àòàêà
3516 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3517 if FMonsterType
= MONSTER_SOUL
then
3518 FAnim
[FCurAnim
, FDirection
].Reset();
3520 case FMonsterType
of
3521 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3522 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3523 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3524 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3525 if FMonsterType
= MONSTER_SOUL
then
3529 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3531 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3532 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3533 if FCurAnim
= ANIM_ATTACK2
then
3536 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3537 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3541 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3542 if FCurAnim
= ANIM_ATTACK2
then
3544 sx
:= isCorpse(@FObj
, True);
3546 begin // Íàøëè, êîãî âîñêðåñèòü
3547 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3548 // Âîñêðåøàòü - ñåáå âðåäèòü:
3549 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3555 else // Ñîñòîÿíèå - Ñòðåëüáà
3557 // Ñêîðîñòðåëüíûå ìîíñòðû:
3558 if (FMonsterType
= MONSTER_CGUN
) or
3559 (FMonsterType
= MONSTER_SPIDER
) or
3560 (FMonsterType
= MONSTER_BSP
) or
3561 (FMonsterType
= MONSTER_MANCUB
) or
3562 (FMonsterType
= MONSTER_ROBO
) then
3563 if not GetPos(FTargetUID
, @o
) then
3564 // Öåëü ìåðòâà - èùåì íîâóþ:
3566 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3567 if shoot(@o
, False) then
3571 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3572 FWaitAttackAnim
:= True;
3575 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3576 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3578 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3579 // Çâóêè ïðè ïåðåäâèæåíèè:
3580 case FMonsterType
of
3582 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3583 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3584 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3586 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3587 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3588 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3590 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3591 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3592 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3594 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3595 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3596 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3600 // Êîñòûëü äëÿ ïîòîêîâ
3601 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3602 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3603 FObj
.Vel
.X
:= oldvelx
;
3605 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3606 if FAnim
[FCurAnim
, FDirection
] <> nil then
3607 FAnim
[FCurAnim
, FDirection
].Update();
3610 procedure TMonster
.ClientAttack(wx
, wy
, tx
, ty
: Integer);
3612 case FMonsterType
of
3615 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3616 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3620 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3622 FShellType
:= SHELL_SHELL
;
3626 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3628 FShellType
:= SHELL_DBLSHELL
;
3630 MONSTER_CGUN
, MONSTER_SPIDER
:
3632 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3633 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3636 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3638 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3640 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3642 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3644 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3646 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3647 MONSTER_BARON
, MONSTER_KNIGHT
:
3648 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3650 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3654 procedure TMonster
.Turn();
3657 if FDirection
= D_LEFT
then
3658 FDirection
:= D_RIGHT
3660 FDirection
:= D_LEFT
;
3662 // Áåæèì â âûáðàííóþ ñòîðîíó:
3663 if FDirection
= D_RIGHT
then
3664 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3666 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3669 function TMonster
.findNewPrey(): Boolean;
3673 PlayersSee
, MonstersSee
: Array of DWORD
;
3674 PlayerNear
, MonsterNear
: Integer;
3677 SetLength(MonstersSee
, 0);
3678 SetLength(PlayersSee
, 0);
3685 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3686 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3687 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3688 for a
:= 0 to High(gPlayers
) do
3689 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3690 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3692 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3694 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3695 PlayersSee
[High(PlayersSee
)] := a
;
3697 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3698 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3702 PlayerNear
:= Integer(a
);
3706 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3707 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3708 for a
:= 0 to High(gMonsters
) do
3709 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3710 (gMonsters
[a
].FUID
<> FUID
) then
3712 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3713 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3714 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3715 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3716 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3717 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3718 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3719 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3721 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3723 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3724 MonstersSee
[High(MonstersSee
)] := a
;
3726 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3727 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3731 MonsterNear
:= Integer(a
);
3736 BH_NORMAL
, BH_KILLER
:
3738 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3739 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3741 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3742 FTargetUID
:= gPlayers
[a
].UID
;
3745 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3748 FTargetUID
:= gPlayers
[a
].UID
;
3750 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3751 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3753 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3754 FTargetUID
:= gMonsters
[a
].UID
;
3757 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3760 FTargetUID
:= gMonsters
[a
].UID
;
3763 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3765 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3766 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3768 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3769 FTargetUID
:= gPlayers
[a
].UID
;
3771 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3773 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3774 FTargetUID
:= gMonsters
[a
].UID
;
3776 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3777 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3780 FTargetUID
:= gPlayers
[a
].UID
;
3782 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3785 FTargetUID
:= gMonsters
[a
].UID
;
3790 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3791 if FTargetUID
= 0 then
3793 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3794 if FBehaviour
= BH_INSANE
then
3797 FTargetTime
:= MAX_ATM
;
3806 function TMonster
.kick(o
: PObj
): Boolean;
3810 case FMonsterType
of
3813 SetState(STATE_ATTACK
);
3818 SetState(STATE_ATTACK
);
3819 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3824 SetState(STATE_ATTACK
);
3825 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
3828 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3830 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3831 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3834 MONSTER_BARON
, MONSTER_KNIGHT
,
3835 MONSTER_CACO
, MONSTER_MANCUB
:
3836 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3837 if not g_Game_IsClient
then Result
:= shoot(o
, True);
3841 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
3851 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3852 if not immediately
then
3853 case FMonsterType
of
3854 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
3855 Exit
; // íå ñòðåëÿþò
3856 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
3859 // Âðåìÿ âûñòðåëà óïóùåíî:
3861 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
3867 // Âðåìÿ âûñòðåëà óïóùåíî:
3874 // Âðåìÿ âûñòðåëà óïóùåíî:
3875 if FAmmo
>= 100 then
3880 // Ñòðåëÿåò íå âñåãäà:
3881 if Random(2) = 0 then
3884 // Âðåìÿ âûñòðåëà óïóùåíî:
3888 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
3889 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
3890 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
3891 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
3892 else if Random(16) <> 0 then Exit
;
3896 if not g_Look(@FObj
, o
, FDirection
) then
3901 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
3902 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
3904 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3905 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3906 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
3907 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
3910 case FMonsterType
of
3911 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
3913 SetState(STATE_SHOOT
);
3918 SetState(STATE_SHOOT
);
3922 begin // Çàæèãàåì îãîíü
3923 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
3924 ty
:= o
^.Y
+o
^.Rect
.Y
;
3925 SetState(STATE_SHOOT
);
3929 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
3930 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
3933 begin // Ëåòèò â ñòîðîíó öåëè:
3934 SetState(STATE_ATTACK
);
3935 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
3937 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
3938 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
3939 m
:= Max(Abs(xd
), Abs(yd
));
3943 FObj
.Vel
.X
:= (xd
*16) div m
;
3944 FObj
.Vel
.Y
:= (yd
*16) div m
;
3946 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
3947 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
3949 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3950 if FMonsterType
= MONSTER_MANCUB
then
3952 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
3954 SetState(STATE_SHOOT
);
3962 function TMonster
.Live(): Boolean;
3964 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
3967 procedure TMonster
.SetHealth(aH
: Integer);
3969 if (aH
> 0) and (aH
< 1000000) then
3972 if FHealth
> FMaxHealth
then
3973 FMaxHealth
:= FHealth
;
3977 procedure TMonster
.WakeUp();
3979 if g_Game_IsClient
then Exit
;
3981 FTargetTime
:= MAX_ATM
;
3985 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
3995 // Ñèãíàòóðà ìîíñòðà:
3996 sig
:= MONSTER_SIGNATURE
; // 'MONS'
3997 Mem
.WriteDWORD(sig
);
3999 Mem
.WriteWord(FUID
);
4001 if FDirection
= D_LEFT
then
4006 // Íàäî ëè óäàëèòü åãî:
4007 Mem
.WriteBoolean(FRemoved
);
4008 // Îñòàëîñü çäîðîâüÿ:
4009 Mem
.WriteInt(FHealth
);
4011 Mem
.WriteByte(FState
);
4012 // Òåêóùàÿ àíèìàöèÿ:
4013 Mem
.WriteByte(FCurAnim
);
4015 Mem
.WriteWord(FTargetUID
);
4016 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4017 Mem
.WriteInt(FTargetTime
);
4018 // Ïîâåäåíèå ìîíñòðà:
4019 Mem
.WriteByte(FBehaviour
);
4020 // Ãîòîâíîñòü ê âûñòðåëó:
4021 Mem
.WriteInt(FAmmo
);
4023 Mem
.WriteInt(FPain
);
4025 Mem
.WriteInt(FSleep
);
4026 // Îçâó÷èâàòü ëè áîëü:
4027 Mem
.WriteBoolean(FPainSound
);
4028 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4029 Mem
.WriteBoolean(FWaitAttackAnim
);
4030 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4031 Mem
.WriteBoolean(FChainFire
);
4032 // Ïîäëåæèò ëè ðåñïàâíó:
4033 Mem
.WriteBoolean(FNoRespawn
);
4037 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4038 Mem
.WriteInt(FStartID
);
4039 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4040 Mem
.WriteInt(FSpawnTrigger
);
4042 Obj_SaveState(@FObj
, Mem
);
4043 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4044 anim
:= vilefire
<> nil;
4045 Mem
.WriteBoolean(anim
);
4046 // Åñëè åñòü - ñîõðàíÿåì:
4048 vilefire
.SaveState(Mem
);
4050 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4052 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4053 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4054 Mem
.WriteBoolean(anim
);
4055 // Åñëè åñòü - ñîõðàíÿåì:
4057 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4058 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4059 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4060 Mem
.WriteBoolean(anim
);
4061 // Åñëè åñòü - ñîõðàíÿåì:
4063 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4067 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4077 // Ñèãíàòóðà ìîíñòðà:
4079 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4081 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4088 FDirection
:= D_LEFT
4090 FDirection
:= D_RIGHT
;
4091 // Íàäî ëè óäàëèòü åãî:
4092 Mem
.ReadBoolean(FRemoved
);
4093 // Îñòàëîñü çäîðîâüÿ:
4094 Mem
.ReadInt(FHealth
);
4096 Mem
.ReadByte(FState
);
4097 // Òåêóùàÿ àíèìàöèÿ:
4098 Mem
.ReadByte(FCurAnim
);
4100 Mem
.ReadWord(FTargetUID
);
4101 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4102 Mem
.ReadInt(FTargetTime
);
4103 // Ïîâåäåíèå ìîíñòðà:
4104 Mem
.ReadByte(FBehaviour
);
4105 // Ãîòîâíîñòü ê âûñòðåëó:
4110 Mem
.ReadInt(FSleep
);
4111 // Îçâó÷èâàòü ëè áîëü:
4112 Mem
.ReadBoolean(FPainSound
);
4113 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4114 Mem
.ReadBoolean(FWaitAttackAnim
);
4115 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4116 Mem
.ReadBoolean(FChainFire
);
4117 // Ïîäëåæèò ëè ðåñïàâíó
4118 Mem
.ReadBoolean(FNoRespawn
);
4122 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4123 Mem
.ReadInt(FStartID
);
4124 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4125 Mem
.ReadInt(FSpawnTrigger
);
4127 Obj_LoadState(@FObj
, Mem
);
4128 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4129 Mem
.ReadBoolean(anim
);
4130 // Åñëè åñòü - çàãðóæàåì:
4133 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4134 vilefire
.LoadState(Mem
);
4137 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4139 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4140 Mem
.ReadBoolean(anim
);
4141 // Åñëè åñòü - çàãðóæàåì:
4144 Assert(FAnim
[i
, D_LEFT
] <> nil,
4145 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4146 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4148 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4149 Mem
.ReadBoolean(anim
);
4150 // Åñëè åñòü - çàãðóæàåì:
4153 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4154 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4155 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4160 procedure TMonster
.ActivateTriggers();
4164 if FDieTriggers
<> nil then
4165 for a
:= 0 to High(FDieTriggers
) do
4166 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4167 if FSpawnTrigger
> -1 then
4169 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4170 FSpawnTrigger
:= -1;
4174 procedure TMonster
.AddTrigger(t
: Integer);
4176 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4177 FDieTriggers
[High(FDieTriggers
)] := t
;
4180 procedure TMonster
.ClearTriggers();
4182 SetLength(FDieTriggers
, 0);
4185 procedure TMonster
.CatchFire(Attacker
: Word);
4188 FFireAttacker
:= Attacker
;
4189 if g_Game_IsNet
and g_Game_IsServer
then
4190 MH_SEND_MonsterState(FUID
);
4193 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4198 if (Random(10) = 1) and (Times
= 1) then
4201 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4203 for i
:= 1 to Times
do
4205 Anim
:= TAnimation
.Create(id
, False, 3);
4207 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4208 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);