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 ../shared/a_modes.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
, atx
, aty
: 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 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
133 property MonsterType
: Byte read FMonsterType
;
134 property MonsterHealth
: Integer read FHealth write FHealth
;
135 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
136 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
137 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
138 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
139 property MonsterSleep
: Integer read FSleep write FSleep
;
140 property MonsterState
: Byte read FState write FState
;
141 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
142 property MonsterPain
: Integer read FPain write FPain
;
143 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
145 property Obj
: TObj read FObj
;
146 property UID
: Word read FUID write FUID
;
147 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
149 property GameX
: Integer read FObj
.X write FObj
.X
;
150 property GameY
: Integer read FObj
.Y write FObj
.Y
;
151 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
152 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
153 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
154 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
155 property GameDirection
: TDirection read FDirection write FDirection
;
157 property StartID
: Integer read FStartID
;
160 procedure g_Monsters_LoadData();
161 procedure g_Monsters_FreeData();
162 procedure g_Monsters_Init();
163 procedure g_Monsters_Free();
164 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
165 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
166 procedure g_Monsters_Update();
167 procedure g_Monsters_Draw();
168 procedure g_Monsters_DrawHealth();
169 function g_Monsters_Get(UID
: Word): TMonster
;
170 procedure g_Monsters_killedp();
171 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
172 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
173 function g_Monsters_GetIDByName(name
: String): Integer;
174 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
175 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
178 gMonsters
: array of TMonster
;
183 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
184 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
185 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
186 g_language
, g_netmsg
;
210 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
212 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
213 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
217 end = ((name
: 'SLEEP'; loop
: True),
218 (name
: 'GO'; loop
: True),
219 (name
: 'DIE'; loop
: False),
220 (name
: 'MESS'; loop
: False),
221 (name
: 'ATTACK'; loop
: False),
222 (name
: 'ATTACK2'; loop
: False),
223 (name
: 'PAIN'; loop
: False));
225 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
226 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
236 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
237 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
239 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
240 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
242 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
243 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
245 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
246 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
248 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
249 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
251 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
252 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
254 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
255 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
257 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
258 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
260 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
261 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
263 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
264 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
266 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
267 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
269 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
270 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
272 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
273 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
275 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
276 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
278 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
279 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
281 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
282 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
284 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
285 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
287 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
288 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
290 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
291 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
293 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
294 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
296 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
297 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
300 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
301 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
302 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
303 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
304 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
305 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
306 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));
307 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))),
309 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
310 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));
311 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))),
313 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
314 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));
315 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))),
317 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
318 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));
319 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))),
321 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
322 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));
323 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))),
325 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
326 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));
327 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))),
329 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
330 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));
331 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))),
333 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
334 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));
335 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))),
337 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
338 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));
339 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))),
341 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
342 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));
343 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))),
345 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
346 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));
347 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))),
349 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
350 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));
351 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))),
353 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
354 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));
355 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))),
357 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
358 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));
359 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))),
361 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
362 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));
363 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))),
365 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
366 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));
367 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))),
369 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
370 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));
371 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 ))),
373 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
374 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));
375 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))),
377 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
378 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));
379 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))),
381 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
382 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));
383 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))) );
385 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
386 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
393 soulcount
: Integer = 0;
395 function FindMonster(): DWORD
;
399 if gMonsters
<> nil then
400 for i
:= 0 to High(gMonsters
) do
401 if gMonsters
[i
] = nil then
407 if gMonsters
= nil then
409 SetLength(gMonsters
, 32);
414 Result
:= High(gMonsters
) + 1;
415 SetLength(gMonsters
, Length(gMonsters
) + 32);
419 function IsFriend(a
, b
: Byte): Boolean;
423 // Áî÷êà - âñåì äðóã:
424 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
427 // Ìîíñòðû îäíîãî âèäà:
430 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
431 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
432 Exit
; // Ýòè íå áüþò ñâîèõ
435 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
436 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
438 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
439 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
442 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
446 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
449 UIDType
, MonsterType
: Byte;
454 UIDType
:= g_GetUIDType(SpawnerUID
);
455 if UIDType
= UID_MONSTER
then
457 m
:= g_Monsters_Get(SpawnerUID
);
458 if m
= nil then Exit
;
459 MonsterType
:= m
.FMonsterType
;
463 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
464 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
466 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
467 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
468 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
470 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
471 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
475 function canShoot(m
: Byte): Boolean;
480 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
487 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
493 // Åñëè íóæíà âåðîÿòíîñòü:
494 if not immediately
then
495 if Random(8) <> 0 then
498 if gMonsters
= nil then
501 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
502 for a
:= 0 to High(gMonsters
) do
503 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) then
504 if g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
505 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
506 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
507 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
508 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
516 procedure g_Monsters_LoadData();
518 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
520 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
527 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
534 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
541 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
548 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
555 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
562 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
569 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
576 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
583 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
590 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
597 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
604 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
611 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
618 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
625 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
632 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
639 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
646 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
653 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
660 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
666 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
668 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
669 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
670 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
671 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
673 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
675 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
677 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
678 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
679 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
680 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
681 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
682 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
683 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
684 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
685 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
686 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
687 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
689 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
690 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
691 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
693 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
694 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
695 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
696 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
697 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
698 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
700 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
701 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
702 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
703 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
704 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
706 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
707 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
709 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
710 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
711 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
712 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
714 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
715 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
716 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
717 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
718 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
720 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
721 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
722 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
723 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
724 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
726 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
727 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
728 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
729 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
731 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
732 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
733 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
735 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
736 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
738 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
739 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
741 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
742 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
743 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
745 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
746 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
748 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
749 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
750 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
752 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
755 procedure g_Monsters_FreeData();
757 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
759 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
760 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
761 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
762 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
763 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
764 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
765 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
766 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
767 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
768 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
769 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
770 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
771 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
772 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
773 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
774 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
775 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
776 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
777 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
778 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
779 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
780 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
781 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
782 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
783 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
784 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
785 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
786 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
787 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
788 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
789 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
790 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
791 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
792 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
793 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
794 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
795 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
796 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
797 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
798 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
799 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
800 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
801 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
802 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
803 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
804 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
805 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
806 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
807 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
808 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
809 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
810 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
811 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
812 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
813 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
814 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
815 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
816 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
817 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
818 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
819 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
820 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
821 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
822 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
823 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
824 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
825 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
826 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
827 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
828 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
829 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
830 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
831 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
832 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
833 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
834 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
835 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
836 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
837 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
838 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
839 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
840 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
841 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
842 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
843 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
844 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
845 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
846 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
847 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
848 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
849 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
850 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
851 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
852 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
853 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
854 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
855 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
856 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
857 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
858 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
860 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
862 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
863 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
864 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
865 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
866 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
867 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
868 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
869 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
870 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
871 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
872 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
873 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
874 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
875 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
876 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
877 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
878 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
879 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
880 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
881 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
882 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
883 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
884 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
885 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
886 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
887 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
888 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
889 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
891 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
893 g_Sound_Delete('SOUND_MONSTER_PAIN');
894 g_Sound_Delete('SOUND_MONSTER_PAIN2');
895 g_Sound_Delete('SOUND_MONSTER_ACTION');
896 g_Sound_Delete('SOUND_MONSTER_ACTION2');
897 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
898 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
899 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
900 g_Sound_Delete('SOUND_MONSTER_DIE_1');
901 g_Sound_Delete('SOUND_MONSTER_DIE_2');
902 g_Sound_Delete('SOUND_MONSTER_DIE_3');
903 g_Sound_Delete('SOUND_MONSTER_SLOP');
905 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
906 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
907 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
909 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
910 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
911 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
912 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
913 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
914 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
916 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
917 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
918 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
919 g_Sound_Delete('SOUND_MONSTER_HAHA');
920 g_Sound_Delete('SOUND_MONSTER_TRUP');
922 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
923 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
925 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
926 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
927 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
928 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
930 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
931 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
932 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
933 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
934 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
936 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
937 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
938 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
939 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
940 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
942 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
943 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
944 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
945 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
947 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
948 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
949 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
951 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
952 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
954 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
955 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
957 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
958 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
959 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
961 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
962 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
964 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
965 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
966 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
968 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
971 procedure g_Monsters_Init();
976 procedure g_Monsters_Free();
980 if gMonsters
<> nil then
981 for a
:= 0 to High(gMonsters
) do
987 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
988 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
994 // Íåò òàêîãî ìîíñòðà:
995 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then
998 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
999 if MonsterType
= MONSTER_SOUL
then
1000 if soulcount
> MAX_SOUL
then
1003 soulcount
:= soulcount
+ 1;
1005 find_id
:= FindMonster();
1007 gMonsters
[find_id
] := TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1009 // Íàñòðàèâàåì ïîëîæåíèå:
1010 with gMonsters
[find_id
] do
1014 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1015 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1019 FObj
.X
:= X
-FObj
.Rect
.X
;
1020 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1023 FDirection
:= Direction
;
1024 FStartDirection
:= Direction
;
1032 procedure g_Monsters_killedp();
1036 if gMonsters
= nil then
1039 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1040 h
:= High(gMonsters
);
1042 if (gMonsters
[a
] <> nil) then
1043 with gMonsters
[a
] do
1044 if (FMonsterType
= MONSTER_MAN
) and
1045 (FState
<> STATE_DEAD
) and
1046 (FState
<> STATE_SLEEP
) and
1047 (FState
<> STATE_DIE
) then
1049 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1054 procedure g_Monsters_Update();
1059 if gTime
mod (GAME_TICK
*2) = 0 then
1063 if Abs(pt_x
) > 246 then
1065 if Abs(pt_y
) > 100 then
1069 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1071 if gMonsters
<> nil then
1072 for a
:= 0 to High(gMonsters
) do
1073 if (gMonsters
[a
] <> nil) then
1074 if not gMonsters
[a
].FRemoved
then
1076 if g_Game_IsClient
then
1077 gMonsters
[a
].ClientUpdate()
1079 gMonsters
[a
].Update();
1083 gMonsters
[a
].Free();
1084 gMonsters
[a
] := nil;
1090 procedure g_Monsters_Draw();
1094 if gMonsters
<> nil then
1095 for a
:= 0 to High(gMonsters
) do
1096 if gMonsters
[a
] <> nil then
1097 gMonsters
[a
].Draw();
1100 procedure g_Monsters_DrawHealth();
1105 if gMonsters
= nil then Exit
;
1106 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1108 for a
:= 0 to High(gMonsters
) do
1109 if gMonsters
[a
] <> nil then
1111 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1112 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1113 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1117 function g_Monsters_Get(UID
: Word): TMonster
;
1123 if gMonsters
<> nil then
1124 for a
:= 0 to High(gMonsters
) do
1125 if (gMonsters
[a
] <> nil) and
1126 (gMonsters
[a
].FUID
= UID
) then
1128 Result
:= gMonsters
[a
];
1133 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1138 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1140 if gMonsters
<> nil then
1141 for i
:= 0 to High(gMonsters
) do
1142 if gMonsters
[i
] <> nil then
1143 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1146 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1148 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1150 Mem
.WriteInt(pt_xs
);
1152 Mem
.WriteInt(pt_ys
);
1154 // Êîëè÷åñòâî ìîíñòðîâ:
1155 Mem
.WriteInt(count
);
1160 // Ñîõðàíÿåì ìîíñòðîâ:
1161 for i
:= 0 to High(gMonsters
) do
1162 if gMonsters
[i
] <> nil then
1163 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1166 b
:= gMonsters
[i
].MonsterType
;
1168 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1169 gMonsters
[i
].SaveState(Mem
);
1173 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1175 count
, i
, a
: Integer;
1183 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1189 // Êîëè÷åñòâî ìîíñòðîâ:
1195 // Çàãðóæàåì ìîíñòðîâ:
1196 for a
:= 0 to count
-1 do
1201 i
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1204 raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1206 // Çàãðóæàåì äàííûå ìîíñòðà:
1207 gMonsters
[i
].LoadState(Mem
);
1211 function g_Monsters_GetIDByName(name
: String): Integer;
1215 name
:= UpperCase(name
);
1217 while (i
<= MONSTER_MAN
) do
1219 if name
= MONSTERTABLE
[i
].Name
then
1230 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1232 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1233 Result
:= MONSTERTABLE
[MonsterType
].Name
1238 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1240 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1241 Result
:= KilledByMonster
[MonsterType
]
1246 { T M o n s t e r : }
1248 procedure TMonster
.ActionSound();
1250 case FMonsterType
of
1252 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1253 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1255 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1256 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1257 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1259 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1261 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1263 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1265 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1269 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1273 procedure TMonster
.PainSound();
1281 case FMonsterType
of
1282 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1283 MONSTER_SKEL
, MONSTER_CGUN
:
1284 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1285 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1286 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1287 MONSTER_BSP
, MONSTER_CYBER
:
1288 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1290 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1292 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1294 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1296 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1300 procedure TMonster
.DieSound();
1302 case FMonsterType
of
1305 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1306 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1308 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1310 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1311 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1312 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1315 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1317 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1319 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1321 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1323 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1325 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1327 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1329 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1331 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1333 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1335 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1337 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1339 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1341 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1345 procedure TMonster
.WakeUpSound();
1347 case FMonsterType
of
1350 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1351 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1353 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1355 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1356 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1357 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1360 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1362 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1364 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1366 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1368 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1370 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1372 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1374 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1376 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1378 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1380 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1382 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1388 procedure TMonster
.BFGHit();
1390 if FMonsterType
= MONSTER_FISH
then
1393 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1394 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1395 {if g_Game_IsServer and g_Game_IsNet then
1396 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1397 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1401 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1403 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1411 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1413 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1418 Panel
.Width
, Panel
.Height
);
1421 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1423 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1424 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1425 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1426 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1429 procedure TMonster
.Respawn
;
1435 FDirection
:= FStartDirection
;
1438 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1439 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1444 FDieTriggers
:= nil;
1445 FWaitAttackAnim
:= False;
1446 FChainFire
:= False;
1449 FState
:= STATE_SLEEP
;
1450 FCurAnim
:= ANIM_SLEEP
;
1452 positionChanged(); // this updates spatial accelerators
1454 if g_Game_IsNet
and g_Game_IsServer
then
1456 MH_SEND_MonsterPos(FUID
);
1457 MH_SEND_MonsterState(FUID
);
1461 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1468 if ForcedUID
< 0 then
1469 FUID
:= g_CreateUID(UID_MONSTER
)
1473 FMonsterType
:= MonsterType
;
1477 FState
:= STATE_SLEEP
;
1478 FCurAnim
:= ANIM_SLEEP
;
1479 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1480 FMaxHealth
:= FHealth
;
1481 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1482 FDieTriggers
:= nil;
1483 FSpawnTrigger
:= -1;
1484 FWaitAttackAnim
:= False;
1485 FChainFire
:= False;
1487 FNoRespawn
:= False;
1489 FBehaviour
:= BH_NORMAL
;
1494 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1495 FBloodKind
:= BLOOD_SPARKS
1497 FBloodKind
:= BLOOD_NORMAL
;
1498 if FMonsterType
= MONSTER_CACO
then
1504 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1517 SetLength(FAnim
, Length(ANIMTABLE
));
1519 for a
:= 0 to High(FAnim
) do
1521 FAnim
[a
, D_LEFT
] := nil;
1522 FAnim
[a
, D_RIGHT
] := nil;
1525 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1526 if (ANIMTABLE
[a
].name
<> '') and
1527 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1529 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1530 '_'+ANIMTABLE
[a
].name
;
1532 res
:= g_Frames_Exists(s
);
1535 res
:= g_Frames_Get(FramesID
, s
);
1537 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1540 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1541 if a
<> ANIM_MESS
then
1544 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1545 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1547 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1548 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1549 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1550 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1555 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1556 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1558 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1559 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1561 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1562 '_'+ANIMTABLE
[a
].name
+'_L';
1563 if g_Frames_Exists(s
) then
1564 g_Frames_Get(FramesID
, s
);
1567 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1568 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1571 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1572 if MonsterType
= MONSTER_VILE
then
1574 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1575 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1581 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1588 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1589 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1592 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1593 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1596 if Random(2) = 0 then
1597 FDirection
:= D_RIGHT
1599 FDirection
:= D_LEFT
;
1601 SetState(STATE_RUN
);
1605 // Ëîâóøêà óáèâàåò ñðàçó:
1606 if t
= HIT_TRAP
then
1609 // Ðîáîòó óðîíà íåò:
1610 if FMonsterType
= MONSTER_ROBO
then
1614 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1616 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1619 FPain
:= FPain
+aDamage
;
1621 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1622 if FState
<> STATE_PAIN
then
1623 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1624 (FMonsterType
<> MONSTER_BARREL
) then
1625 SetState(STATE_PAIN
);
1627 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1628 if (gBloodCount
> 0) then
1630 c
:= Min(aDamage
, 200);
1631 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1633 if (VelX
= 0) and (VelY
= 0) then
1637 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1638 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1642 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1643 if (SpawnerUID
<> FUID
) and
1644 (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1646 FTargetUID
:= SpawnerUID
;
1650 // Çäîðîâüå çàêîí÷èëîñü:
1651 if FHealth
<= 0 then
1653 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1654 if (FMonsterType
<> MONSTER_BARREL
) then
1656 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1658 p
:= g_Player_Get(SpawnerUID
);
1659 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1661 p
.MonsterKills
:= p
.MonsterKills
+1;
1662 if gGameSettings
.GameMode
= GM_COOP
then
1663 p
.Frags
:= p
.Frags
+ 1;
1664 // Uncomment this if you want to double-kill monsters
1668 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1670 Inc(gCoopMonstersKilled
);
1671 if g_Game_IsNet
then
1677 case FMonsterType
of
1678 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1679 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1680 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1681 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1688 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1689 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1691 g_Obj_Push(g_ItemObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1692 (FObj
.Vel
.Y
div 2)-Random(4));
1693 positionChanged(); // this updates spatial accelerators
1694 if g_Game_IsServer
and g_Game_IsNet
then
1695 MH_SEND_ItemSpawn(True, it
);
1698 // Òðóï äàëüøå íå èäåò:
1701 // Ó òðóïà ðàçìåðû ìåíüøå:
1702 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1704 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1705 FObj
.Rect
.Height
:= 12;
1708 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1709 if (FHealth
<= -30) and
1710 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1711 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1712 (FMonsterType
= MONSTER_MAN
)) then
1714 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1715 SetState(STATE_DIE
, ANIM_MESS
);
1720 SetState(STATE_DIE
);
1723 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1724 if g_Game_IsServer
then ActivateTriggers();
1729 if FState
= STATE_SLEEP
then
1730 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1731 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1735 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1739 function TMonster
.Heal(Value
: Word): Boolean;
1742 if g_Game_IsClient
then
1747 if FHealth
< FMaxHealth
then
1749 IncMax(FHealth
, Value
, FMaxHealth
);
1750 if g_Game_IsServer
and g_Game_IsNet
then
1751 MH_SEND_MonsterState(FUID
);
1756 destructor TMonster
.Destroy();
1760 for a
:= 0 to High(FAnim
) do
1762 FAnim
[a
, D_LEFT
].Free();
1763 FAnim
[a
, D_RIGHT
].Free();
1768 inherited Destroy();
1771 procedure TMonster
.Draw();
1777 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1778 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1780 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1781 if FMonsterType
= MONSTER_VILE
then
1782 if FState
= STATE_SHOOT
then
1783 if GetPos(FTargetUID
, @o
) then
1784 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1785 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1787 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1788 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1789 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1792 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1793 if FState
= STATE_DEAD
then
1794 case FMonsterType
of
1795 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1798 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1799 if FAnim
[FCurAnim
, FDirection
] <> nil then
1801 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1802 if (FDirection
= D_LEFT
) and
1803 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1804 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1805 (FMonsterType
<> MONSTER_BARREL
) then
1810 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1811 if (FDirection
= D_LEFT
) and
1812 (FMonsterType
<> MONSTER_BARREL
) then
1814 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1815 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1817 if m
= M_HORIZONTAL
then
1818 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1819 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1820 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1821 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1822 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1823 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1825 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1828 else // Ïðàâàÿ àíèìàöèÿ
1830 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1831 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1835 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1838 if g_debug_Frames
then
1840 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1842 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1843 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1848 procedure TMonster
.MakeBloodSimple(Count
: Word);
1850 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1851 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1852 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
1853 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1854 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
1855 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1856 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
1857 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1860 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
1862 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1863 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1864 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
1865 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1868 procedure TMonster
.Push(vx
, vy
: Integer);
1870 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
1871 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
1872 if g_Game_IsServer
and g_Game_IsNet
then
1873 MH_SEND_MonsterPos(FUID
);
1876 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
1880 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1881 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1882 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
1883 soulcount
:= soulcount
-1;
1885 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1887 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
1888 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
1889 (State
<> STATE_GO
) then
1896 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
1898 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1900 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
1901 STATE_PAIN
: Anim
:= ANIM_PAIN
;
1902 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
1903 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
1904 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
1905 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
1906 STATE_DIE
: Anim
:= ANIM_DIE
;
1908 begin // íà÷àëè âîñðåøàòüñÿ
1910 FAnim
[Anim
, FDirection
].Revert(True);
1912 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1913 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1920 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1921 if ForceAnim
<> 255 then
1924 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1925 if FCurAnim
<> Anim
then
1926 if FAnim
[Anim
, FDirection
] <> nil then
1928 FAnim
[Anim
, FDirection
].Reset();
1933 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
1940 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1941 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
1943 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
1944 if g_Game_IsServer
and g_Game_IsNet
then
1945 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
1951 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1954 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
1955 TA
:= TAnimation
.Create(FramesID
, False, 6);
1956 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
1957 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1958 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1960 if g_Game_IsServer
and g_Game_IsNet
then
1961 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1962 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
1966 FObj
.X
:= X
- FObj
.Rect
.X
;
1967 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
1970 FDirection
:= D_LEFT
1973 FDirection
:= D_RIGHT
1977 if FDirection
= D_RIGHT
then
1978 FDirection
:= D_LEFT
1980 FDirection
:= D_RIGHT
;
1983 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1984 if not silent
and (TA
<> nil) then
1986 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1987 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1990 if g_Game_IsServer
and g_Game_IsNet
then
1991 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1992 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
1996 if g_Game_IsServer
and g_Game_IsNet
then
1997 MH_SEND_MonsterPos(FUID
);
2001 procedure TMonster
.Update();
2003 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2012 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2013 if FMonsterType
= MONSTER_FISH
then
2014 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2015 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2018 // Ëåòàþùèå ìîíòñðû:
2019 if ((FMonsterType
= MONSTER_SOUL
) or
2020 (FMonsterType
= MONSTER_PAIN
) or
2021 (FMonsterType
= MONSTER_CACO
)) and
2022 (FState
<> STATE_DIE
) and
2023 (FState
<> STATE_DEAD
) then
2026 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2027 if gTime
mod (GAME_TICK
*2) <> 0 then
2029 g_Obj_Move(@FObj
, fall
, True, True);
2030 positionChanged(); // this updates spatial accelerators
2034 if FPainTicks
> 0 then
2037 FPainSound
:= False;
2040 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2041 positionChanged(); // this updates spatial accelerators
2043 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2044 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2045 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2048 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2050 Inc(gCoopMonstersKilled
);
2051 if g_Game_IsNet
then
2058 oldvelx
:= FObj
.Vel
.X
;
2060 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2061 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2062 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2064 if FFireTime
> 0 then
2066 if WordBool(st
and MOVE_INWATER
) then
2071 FFireTime
:= FFireTime
- 1;
2072 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2073 if FFirePainTime
= 0 then
2075 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2076 FFirePainTime
:= 18;
2079 FFirePainTime
:= FFirePainTime
- 1;
2083 // Ìåðòâûé íè÷åãî íå äåëàåò:
2084 if (FState
= STATE_DEAD
) then
2087 // AI ìîíñòðîâ âûêëþ÷åí:
2088 if g_debug_MonsterOff
then
2091 if FState
<> STATE_SLEEP
then
2092 SetState(STATE_SLEEP
);
2095 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2096 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2097 case FMonsterType
of
2099 if Random(4) = 0 then
2100 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2101 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2102 MONSTER_ROBO
, MONSTER_BARREL
:
2103 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2104 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2106 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2107 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2108 if Random(2) = 0 then
2109 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2111 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2115 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2116 if FMonsterType
= MONSTER_BARREL
then
2118 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2119 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2120 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2121 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2125 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2126 if FMonsterType
= MONSTER_SOUL
then
2127 if WordBool(st
and MOVE_HITAIR
) then
2128 g_Obj_SetSpeed(@FObj
, 16);
2133 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2134 if FObj
.Vel
.Y
< 0 then
2135 if WordBool(st
and MOVE_INWATER
) then
2138 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2139 FTargetTime
:= FTargetTime
+ 1;
2142 if FShellTimer
> -1 then
2143 if FShellTimer
= 0 then
2145 if FShellType
= SHELL_SHELL
then
2146 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2147 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2148 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2149 else if FShellType
= SHELL_DBLSHELL
then
2151 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2152 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2153 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2154 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2155 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2156 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2159 end else Dec(FShellTimer
);
2161 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2163 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2164 STATE_ATTACK
, STATE_SHOOT
]) then
2165 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2166 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2167 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2168 (FObj
.Accel
.Y
= 0) then
2169 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2172 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2174 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2175 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2177 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2178 if gSoundEffectsDF
then PainSound();
2180 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2183 // Ñíèæàåì áîëü ñî âðåìåíåì:
2186 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2187 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2195 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2198 FSleep
:= FSleep
+ 1;
2200 // Ïðîñïàëè äîñòàòî÷íî:
2201 if FSleep
>= 18 then
2206 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2207 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2208 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2209 if (gPlayers
<> nil) then
2210 for a
:= 0 to High(gPlayers
) do
2211 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2212 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2214 if g_Look(@FObj
, @Obj
, FDirection
) then
2216 FTargetUID
:= gPlayers
[a
].UID
;
2223 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2224 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2225 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2226 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2227 if gMonsters
<> nil then
2228 for a
:= 0 to High(gMonsters
) do
2229 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2230 (gMonsters
[a
].FUID
<> FUID
) then
2232 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2233 if (FBehaviour
= BH_MANIAC
) and
2234 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2236 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2237 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2238 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2240 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2241 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2243 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2245 FTargetUID
:= gMonsters
[a
].UID
;
2254 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2257 FSleep
:= FSleep
- 1;
2259 // Âûæäàëè äîñòàòî÷íî - èäåì:
2264 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2266 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2267 if WordBool(st
and MOVE_BLOCK
) then
2271 SetState(STATE_RUNOUT
);
2276 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2277 if (FMonsterType
= MONSTER_VILE
) then
2278 if isCorpse(@FObj
, False) <> -1 then
2281 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2286 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2287 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2288 if not findNewPrey() then
2289 begin // Íîâûõ öåëåé íåò
2297 o
.Rect
:= _Rect(0, 0, 0, 1);
2299 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2300 GetPos(FTargetUID
, @o
);
2302 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2303 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2306 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2313 // Ðàññòîÿíèå äî öåëè:
2314 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2315 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2317 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2319 FDirection
:= D_RIGHT
2321 FDirection
:= D_LEFT
;
2323 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2324 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2325 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2326 if shoot(@o
, False) then
2329 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2330 if Abs(sx
) < 40 then
2331 if FMonsterType
<> MONSTER_FISH
then
2334 SetState(STATE_RUN
);
2335 if Random(2) = 0 then
2336 FDirection
:= D_LEFT
2338 FDirection
:= D_RIGHT
;
2343 // Óïåðëèñü â ñòåíó:
2344 if WordBool(st
and MOVE_HITWALL
) then
2346 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2347 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2348 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2350 SetState(STATE_WAIT
);
2355 case FMonsterType
of
2356 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2358 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2359 (FObj
.Accel
.Y
= 0) then
2360 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2361 // Ïðûæîê ÷åðåç ñòåíó:
2362 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2363 SetState(STATE_CLIMB
);
2370 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2371 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2372 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2374 if FMonsterType
= MONSTER_FISH
then
2376 if not WordBool(st
and MOVE_INWATER
) then
2377 begin // Ðûáà âíå âîäû:
2378 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2379 begin // "Ñòîèò" òâåðäî
2380 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2381 if FObj
.Accel
.Y
= 0 then
2383 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2387 SetState(STATE_PAIN
);
2388 FPain
:= FPain
+ 50;
2392 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2394 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2398 // Ðûáà ïëûâåò ââåðõ:
2399 if FObj
.Vel
.Y
< 0 then
2400 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2402 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2404 // Ïëàâàåì òóäà-ñþäà:
2405 if Random(2) = 0 then
2406 FDirection
:= D_LEFT
2408 FDirection
:= D_RIGHT
;
2410 SetState(STATE_RUN
);
2414 else // Ëåòàþùèå ìîíñòðû
2416 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2418 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2423 else // "Íàçåìíûå" ìîíñòðû
2425 // Âîçìîæíî, ïèíàåì êóñêè:
2426 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2428 b
:= Abs(FObj
.Vel
.X
);
2429 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2430 for a
:= 0 to High(gGibs
) do
2432 if gGibs
[a
].Live
and
2433 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2434 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2437 if FObj
.Vel
.X
< 0 then
2439 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2443 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2445 positionChanged(); // this updates spatial accelerators
2449 // Áîññû ìîãóò ïèíàòü òðóïû:
2450 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2451 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2453 b
:= Abs(FObj
.Vel
.X
);
2454 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2455 for a
:= 0 to High(gCorpses
) do
2456 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2458 co
:= gCorpses
[a
].Obj
;
2459 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2460 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2462 if FObj
.Vel
.X
< 0 then
2463 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2465 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2468 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2470 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2472 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2473 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2476 FSleep
:= FSleep
+ 1;
2482 if Random(8) = 0 then
2486 // Áåæèì â âûáðàííóþ ñòîðîíó:
2487 if FDirection
= D_RIGHT
then
2488 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2490 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2492 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2493 if WordBool(st
and MOVE_INWATER
) then
2494 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2495 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2496 if FMonsterType
= MONSTER_FISH
then
2500 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2502 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2503 if WordBool(st
and MOVE_BLOCK
) then
2507 SetState(STATE_RUNOUT
);
2512 FSleep
:= FSleep
- 1;
2514 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2515 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2519 // Ñòåíà - èäåì îáðàòíî:
2520 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2523 if Random(8) = 0 then
2527 // Áåæèì â âûáðàííóþ ñòîðîíó:
2528 if FDirection
= D_RIGHT
then
2529 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2531 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2533 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2534 if WordBool(st
and MOVE_INWATER
) then
2535 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2536 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2537 if FMonsterType
= MONSTER_FISH
then
2541 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2543 // Âûøëè èç ÁëîêÌîíà:
2544 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2547 FSleep
:= FSleep
- 1;
2549 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2550 if FSleep
<= -18 then
2554 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2555 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2558 if Random(8) = 0 then
2562 // Áåæèì â âûáðàííóþ ñòîðîíó:
2563 if FDirection
= D_RIGHT
then
2564 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2566 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2568 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2569 if WordBool(st
and MOVE_INWATER
) then
2570 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2571 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2572 if FMonsterType
= MONSTER_FISH
then
2576 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2578 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2579 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2580 (not WordBool(st
and MOVE_HITWALL
)) then
2585 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2586 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2590 SetState(STATE_RUN
);
2594 // Áåæèì â âûáðàííóþ ñòîðîíó:
2595 if FDirection
= D_RIGHT
then
2596 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2598 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2600 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2601 if WordBool(st
and MOVE_INWATER
) then
2602 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2603 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2604 if FMonsterType
= MONSTER_FISH
then
2608 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2609 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2611 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2612 if FMonsterType
= MONSTER_SOUL
then
2614 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2620 // Çàìåäëÿåìñÿ ïðè àòàêå:
2621 if FMonsterType
<> MONSTER_FISH
then
2622 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2624 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2625 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2627 // Öåëü ïîãèáëà => èäåì äàëüøå:
2628 if not GetPos(FTargetUID
, @o
) then
2635 // Öåëü íå âèäíî => èäåì äàëüøå:
2636 if not g_Look(@FObj
, @o
, FDirection
) then
2643 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2644 if g_Obj_CollideWater(@o
, 0, 0) then
2652 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2653 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2654 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2657 end; // case FState of ...
2661 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2662 if FState
= STATE_REVIVE
then
2663 if FAnim
[FCurAnim
, FDirection
].Played
then
2664 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2665 FAnim
[FCurAnim
, FDirection
].Revert(False);
2669 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2670 if vilefire
<> nil then
2673 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2674 if (FState
= STATE_DIE
) and
2675 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2676 (FAnim
[FCurAnim
, FDirection
].Played
) then
2679 SetState(STATE_DEAD
);
2681 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2682 if (FMonsterType
= MONSTER_PAIN
) then
2684 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2685 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2688 gMonsters
[sx
].SetState(STATE_GO
);
2689 gMonsters
[sx
].FNoRespawn
:= True;
2690 Inc(gTotalMonsters
);
2691 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2694 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2695 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2698 gMonsters
[sx
].SetState(STATE_GO
);
2699 gMonsters
[sx
].FNoRespawn
:= True;
2700 Inc(gTotalMonsters
);
2701 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2704 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2705 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2708 gMonsters
[sx
].SetState(STATE_GO
);
2709 gMonsters
[sx
].FNoRespawn
:= True;
2710 Inc(gTotalMonsters
);
2711 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2713 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2716 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2717 if (FMonsterType
= MONSTER_PAIN
) or
2718 (FMonsterType
= MONSTER_SOUL
) or
2719 (FMonsterType
= MONSTER_BARREL
) then
2723 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2724 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2725 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2726 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2727 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2728 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2729 if FState
= STATE_ATTACK
then
2730 begin // Ñîñòîÿíèå - Àòàêà
2731 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2732 if FMonsterType
<> MONSTER_SOUL
then
2735 else // Ñîñòîÿíèå - Ñòðåëüáà
2737 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2738 if not FChainFire
then
2741 begin // Íàäî ñòðåëÿòü åùå
2742 FChainFire
:= False;
2743 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2744 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2745 FAnim
[FCurAnim
, FDirection
].Reset();
2749 FWaitAttackAnim
:= False;
2752 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2753 if (FMonsterType
= MONSTER_SOUL
) or
2754 ( (not FWaitAttackAnim
) and
2755 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2756 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2758 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2759 if FState
= STATE_ATTACK
then
2760 begin // Ñîñòîÿíèå - Àòàêà
2761 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2762 if FMonsterType
= MONSTER_SOUL
then
2763 FAnim
[FCurAnim
, FDirection
].Reset();
2765 case FMonsterType
of
2766 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2767 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2768 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2769 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2770 if FMonsterType
= MONSTER_SOUL
then
2774 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2775 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2776 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2778 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2779 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2780 if FCurAnim
= ANIM_ATTACK2
then
2783 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2784 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2785 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2789 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2790 if FCurAnim
= ANIM_ATTACK2
then
2792 sx
:= isCorpse(@FObj
, True);
2794 begin // Íàøëè, êîãî âîñêðåñèòü
2795 gMonsters
[sx
].SetState(STATE_REVIVE
);
2796 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2797 // Âîñêðåøàòü - ñåáå âðåäèòü:
2798 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2804 else // Ñîñòîÿíèå - Ñòðåëüáà
2806 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2807 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2809 if FDirection
= D_LEFT
then
2811 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2812 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2813 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2816 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2818 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2819 case FMonsterType
of
2821 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2824 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2825 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2826 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2830 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2831 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2833 FShellType
:= SHELL_SHELL
;
2837 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2839 FShellType
:= SHELL_DBLSHELL
;
2844 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2845 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2848 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2851 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2852 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2853 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2857 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2858 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2859 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
2862 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
2864 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
2866 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
2867 MONSTER_BARON
, MONSTER_KNIGHT
:
2868 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
2870 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
2872 begin // Ñîçäàåì Lost_Soul:
2873 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
2874 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
2877 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2878 gMonsters
[sx
].FTargetUID
:= FTargetUID
;
2879 GetPos(FTargetUID
, @o
);
2880 gMonsters
[sx
].FTargetTime
:= 0;
2881 gMonsters
[sx
].FNoRespawn
:= True;
2882 gMonsters
[sx
].SetState(STATE_GO
);
2883 gMonsters
[sx
].shoot(@o
, True);
2884 Inc(gTotalMonsters
);
2886 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2891 if FMonsterType
<> MONSTER_PAIN
then
2892 if g_Game_IsNet
then
2893 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
2895 // Ñêîðîñòðåëüíûå ìîíñòðû:
2896 if (FMonsterType
= MONSTER_CGUN
) or
2897 (FMonsterType
= MONSTER_SPIDER
) or
2898 (FMonsterType
= MONSTER_BSP
) or
2899 (FMonsterType
= MONSTER_MANCUB
) or
2900 (FMonsterType
= MONSTER_ROBO
) then
2901 if not GetPos(FTargetUID
, @o
) then
2902 // Öåëü ìåðòâà - èùåì íîâóþ:
2904 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2905 if shoot(@o
, False) then
2909 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2910 FWaitAttackAnim
:= True;
2913 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2914 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
2916 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
2917 // Çâóêè ïðè ïåðåäâèæåíèè:
2918 case FMonsterType
of
2920 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2921 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2922 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
2924 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2925 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2926 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
2928 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2929 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2930 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2932 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2933 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
2934 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2938 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
2939 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
2940 FObj
.Vel
.X
:= oldvelx
;
2942 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2943 if FAnim
[FCurAnim
, FDirection
] <> nil then
2944 FAnim
[FCurAnim
, FDirection
].Update();
2947 procedure TMonster
.SetDeadAnim
;
2949 if FAnim
<> nil then
2950 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
2953 procedure TMonster
.RevertAnim(R
: Boolean = True);
2955 if FAnim
<> nil then
2956 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
2957 FAnim
[FCurAnim
, FDirection
].Revert(R
);
2960 function TMonster
.AnimIsReverse
: Boolean;
2962 if FAnim
<> nil then
2963 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
2968 procedure TMonster
.ClientUpdate();
2970 a
, b
, sx
, sy
, oldvelx
: Integer;
2977 sx
:= 0; // SHUT UP COMPILER
2980 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2981 if FMonsterType
= MONSTER_FISH
then
2982 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2983 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2986 // Ëåòàþùèå ìîíòñðû:
2987 if ((FMonsterType
= MONSTER_SOUL
) or
2988 (FMonsterType
= MONSTER_PAIN
) or
2989 (FMonsterType
= MONSTER_CACO
)) and
2990 (FState
<> STATE_DIE
) and
2991 (FState
<> STATE_DEAD
) then
2994 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2995 if gTime
mod (GAME_TICK
*2) <> 0 then
2997 g_Obj_Move(@FObj
, fall
, True, True);
2998 positionChanged(); // this updates spatial accelerators
3002 if FPainTicks
> 0 then
3005 FPainSound
:= False;
3008 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3009 positionChanged(); // this updates spatial accelerators
3011 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3012 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3013 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3019 oldvelx
:= FObj
.Vel
.X
;
3021 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3022 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3023 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3025 if FFireTime
> 0 then
3027 if WordBool(st
and MOVE_INWATER
) then
3032 FFireTime
:= FFireTime
- 1;
3036 // Ìåðòâûé íè÷åãî íå äåëàåò:
3037 if (FState
= STATE_DEAD
) then
3040 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3041 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3042 case FMonsterType
of
3044 if Random(4) = 0 then
3045 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3046 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3047 MONSTER_ROBO
, MONSTER_BARREL
:
3048 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3049 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3051 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3052 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3053 if Random(2) = 0 then
3054 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3056 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3060 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3061 if FMonsterType
= MONSTER_BARREL
then
3063 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3064 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3065 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3066 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3070 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3071 if FMonsterType
= MONSTER_SOUL
then
3072 if WordBool(st
and MOVE_HITAIR
) then
3073 g_Obj_SetSpeed(@FObj
, 16);
3078 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3079 if FObj
.Vel
.Y
< 0 then
3080 if WordBool(st
and MOVE_INWATER
) then
3083 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3084 FTargetTime
:= FTargetTime
+ 1;
3086 if FShellTimer
> -1 then
3087 if FShellTimer
= 0 then
3089 if FShellType
= SHELL_SHELL
then
3090 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3091 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3092 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3093 else if FShellType
= SHELL_DBLSHELL
then
3095 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3096 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3097 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3098 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3099 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3100 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3103 end else Dec(FShellTimer
);
3105 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3107 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3108 STATE_ATTACK
, STATE_SHOOT
]) then
3109 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3110 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3111 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3112 (FObj
.Accel
.Y
= 0) then
3113 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3116 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3118 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3119 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3121 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3122 if gSoundEffectsDF
then PainSound();
3124 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3127 // Ñíèæàåì áîëü ñî âðåìåíåì:
3130 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3131 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3138 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3141 FSleep
:= FSleep
+ 1;
3143 // Ïðîñïàëè äîñòàòî÷íî:
3144 if FSleep
>= 18 then
3150 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3153 FSleep
:= FSleep
- 1;
3156 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3158 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3159 if WordBool(st
and MOVE_BLOCK
) then
3163 SetState(STATE_RUNOUT
);
3168 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3169 if (FMonsterType
= MONSTER_VILE
) then
3170 if isCorpse(@FObj
, False) <> -1 then
3172 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3178 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3179 if Abs(sx
) < 40 then
3180 if FMonsterType
<> MONSTER_FISH
then
3182 SetState(STATE_RUN
);
3188 // Óïåðëèñü â ñòåíó:
3189 if WordBool(st
and MOVE_HITWALL
) then
3191 case FMonsterType
of
3192 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3194 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3195 (FObj
.Accel
.Y
= 0) then
3196 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3197 // Ïðûæîê ÷åðåç ñòåíó:
3198 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3199 SetState(STATE_CLIMB
);
3206 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3207 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3208 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3210 if FMonsterType
= MONSTER_FISH
then
3212 if not WordBool(st
and MOVE_INWATER
) then
3213 begin // Ðûáà âíå âîäû:
3214 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3215 begin // "Ñòîèò" òâåðäî
3216 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3217 if FObj
.Accel
.Y
= 0 then
3219 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3223 SetState(STATE_PAIN
);
3224 FPain
:= FPain
+ 50;
3228 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3230 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3234 // Ðûáà ïëûâåò ââåðõ:
3235 if FObj
.Vel
.Y
< 0 then
3236 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3238 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3240 // Ïëàâàåì òóäà-ñþäà:
3241 SetState(STATE_RUN
);
3246 else // Ëåòàþùèå ìîíñòðû
3248 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3250 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3255 else // "Íàçåìíûå" ìîíñòðû
3257 // Âîçìîæíî, ïèíàåì êóñêè:
3258 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3260 b
:= Abs(FObj
.Vel
.X
);
3261 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3262 for a
:= 0 to High(gGibs
) do
3264 if gGibs
[a
].Live
and
3265 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3266 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3269 if FObj
.Vel
.X
< 0 then
3271 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3275 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3277 positionChanged(); // this updates spatial accelerators
3281 // Áîññû ìîãóò ïèíàòü òðóïû:
3282 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3283 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3285 b
:= Abs(FObj
.Vel
.X
);
3286 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3287 for a
:= 0 to High(gCorpses
) do
3288 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3290 co
:= gCorpses
[a
].Obj
;
3291 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3292 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3294 if FObj
.Vel
.X
< 0 then
3295 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3297 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3302 FSleep
:= FSleep
+ 1;
3308 if Random(8) = 0 then
3312 // Áåæèì â âûáðàííóþ ñòîðîíó:
3313 if FDirection
= D_RIGHT
then
3314 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3316 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3318 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3319 if WordBool(st
and MOVE_INWATER
) then
3320 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3321 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3322 if FMonsterType
= MONSTER_FISH
then
3326 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3328 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3329 if WordBool(st
and MOVE_BLOCK
) then
3331 SetState(STATE_RUNOUT
);
3337 FSleep
:= FSleep
- 1;
3339 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3340 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3346 if Random(8) = 0 then
3350 // Áåæèì â âûáðàííóþ ñòîðîíó:
3351 if FDirection
= D_RIGHT
then
3352 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3354 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3356 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3357 if WordBool(st
and MOVE_INWATER
) then
3358 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3359 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3360 if FMonsterType
= MONSTER_FISH
then
3364 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3366 // Âûøëè èç ÁëîêÌîíà:
3367 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3370 FSleep
:= FSleep
- 1;
3372 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3373 if FSleep
<= -18 then
3379 if Random(8) = 0 then
3383 // Áåæèì â âûáðàííóþ ñòîðîíó:
3384 if FDirection
= D_RIGHT
then
3385 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3387 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3389 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3390 if WordBool(st
and MOVE_INWATER
) then
3391 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3392 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3393 if FMonsterType
= MONSTER_FISH
then
3397 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3399 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3400 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3401 (not WordBool(st
and MOVE_HITWALL
)) then
3406 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3407 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3409 SetState(STATE_RUN
);
3414 // Áåæèì â âûáðàííóþ ñòîðîíó:
3415 if FDirection
= D_RIGHT
then
3416 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3418 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3420 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3421 if WordBool(st
and MOVE_INWATER
) then
3422 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3423 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3424 if FMonsterType
= MONSTER_FISH
then
3428 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3429 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3431 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3432 if FMonsterType
= MONSTER_SOUL
then
3434 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3440 // Çàìåäëÿåìñÿ ïðè àòàêå:
3441 if FMonsterType
<> MONSTER_FISH
then
3442 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3444 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3445 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3447 // Öåëü ïîãèáëà => èäåì äàëüøå:
3448 if not GetPos(FTargetUID
, @o
) then
3455 // Öåëü íå âèäíî => èäåì äàëüøå:
3456 if not g_Look(@FObj
, @o
, FDirection
) then
3463 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3464 if g_Obj_CollideWater(@o
, 0, 0) then
3472 end; // case FState of ...
3476 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3477 if FState
= STATE_REVIVE
then
3478 if FAnim
[FCurAnim
, FDirection
].Played
then
3479 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3480 FAnim
[FCurAnim
, FDirection
].Revert(False);
3484 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3485 if vilefire
<> nil then
3488 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3489 if (FState
= STATE_DIE
) and
3490 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3491 (FAnim
[FCurAnim
, FDirection
].Played
) then
3494 SetState(STATE_DEAD
);
3496 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3497 if (FMonsterType
= MONSTER_PAIN
) or
3498 (FMonsterType
= MONSTER_SOUL
) or
3499 (FMonsterType
= MONSTER_BARREL
) then
3502 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3505 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3506 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3507 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3508 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3509 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3510 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3511 if FState
= STATE_ATTACK
then
3512 begin // Ñîñòîÿíèå - Àòàêà
3513 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3514 if FMonsterType
<> MONSTER_SOUL
then
3517 else // Ñîñòîÿíèå - Ñòðåëüáà
3519 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3520 if not FChainFire
then
3523 begin // Íàäî ñòðåëÿòü åùå
3524 FChainFire
:= False;
3525 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3526 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3527 FAnim
[FCurAnim
, FDirection
].Reset();
3531 FWaitAttackAnim
:= False;
3534 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3535 if (FMonsterType
= MONSTER_SOUL
) or
3536 ( (not FWaitAttackAnim
) and
3537 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3538 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3540 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3541 if FState
= STATE_ATTACK
then
3542 begin // Ñîñòîÿíèå - Àòàêà
3543 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3544 if FMonsterType
= MONSTER_SOUL
then
3545 FAnim
[FCurAnim
, FDirection
].Reset();
3547 case FMonsterType
of
3548 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3549 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3550 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3551 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3552 if FMonsterType
= MONSTER_SOUL
then
3556 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3558 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3559 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3560 if FCurAnim
= ANIM_ATTACK2
then
3563 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3564 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3568 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3569 if FCurAnim
= ANIM_ATTACK2
then
3571 sx
:= isCorpse(@FObj
, True);
3573 begin // Íàøëè, êîãî âîñêðåñèòü
3574 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3575 // Âîñêðåøàòü - ñåáå âðåäèòü:
3576 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3582 else // Ñîñòîÿíèå - Ñòðåëüáà
3584 // Ñêîðîñòðåëüíûå ìîíñòðû:
3585 if (FMonsterType
= MONSTER_CGUN
) or
3586 (FMonsterType
= MONSTER_SPIDER
) or
3587 (FMonsterType
= MONSTER_BSP
) or
3588 (FMonsterType
= MONSTER_MANCUB
) or
3589 (FMonsterType
= MONSTER_ROBO
) then
3590 if not GetPos(FTargetUID
, @o
) then
3591 // Öåëü ìåðòâà - èùåì íîâóþ:
3593 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3594 if shoot(@o
, False) then
3598 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3599 FWaitAttackAnim
:= True;
3602 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3603 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3605 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3606 // Çâóêè ïðè ïåðåäâèæåíèè:
3607 case FMonsterType
of
3609 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3610 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3611 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3613 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3614 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3615 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3617 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3618 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3619 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3621 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3622 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3623 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3627 // Êîñòûëü äëÿ ïîòîêîâ
3628 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3629 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3630 FObj
.Vel
.X
:= oldvelx
;
3632 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3633 if FAnim
[FCurAnim
, FDirection
] <> nil then
3634 FAnim
[FCurAnim
, FDirection
].Update();
3637 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3639 case FMonsterType
of
3642 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3643 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3647 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3649 FShellType
:= SHELL_SHELL
;
3653 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3655 FShellType
:= SHELL_DBLSHELL
;
3657 MONSTER_CGUN
, MONSTER_SPIDER
:
3659 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3660 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3663 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3665 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3667 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3669 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3671 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3673 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3674 MONSTER_BARON
, MONSTER_KNIGHT
:
3675 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3677 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3681 procedure TMonster
.Turn();
3684 if FDirection
= D_LEFT
then
3685 FDirection
:= D_RIGHT
3687 FDirection
:= D_LEFT
;
3689 // Áåæèì â âûáðàííóþ ñòîðîíó:
3690 if FDirection
= D_RIGHT
then
3691 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3693 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3696 function TMonster
.findNewPrey(): Boolean;
3700 PlayersSee
, MonstersSee
: Array of DWORD
;
3701 PlayerNear
, MonsterNear
: Integer;
3704 SetLength(MonstersSee
, 0);
3705 SetLength(PlayersSee
, 0);
3712 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3713 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3714 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3715 for a
:= 0 to High(gPlayers
) do
3716 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3717 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3719 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3721 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3722 PlayersSee
[High(PlayersSee
)] := a
;
3724 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3725 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3729 PlayerNear
:= Integer(a
);
3733 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3734 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3735 for a
:= 0 to High(gMonsters
) do
3736 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3737 (gMonsters
[a
].FUID
<> FUID
) then
3739 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3740 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3741 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3742 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3743 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3744 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3745 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3746 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3748 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3750 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3751 MonstersSee
[High(MonstersSee
)] := a
;
3753 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3754 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3758 MonsterNear
:= Integer(a
);
3763 BH_NORMAL
, BH_KILLER
:
3765 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3766 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3768 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3769 FTargetUID
:= gPlayers
[a
].UID
;
3772 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3775 FTargetUID
:= gPlayers
[a
].UID
;
3777 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3778 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3780 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3781 FTargetUID
:= gMonsters
[a
].UID
;
3784 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3787 FTargetUID
:= gMonsters
[a
].UID
;
3790 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3792 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3793 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3795 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3796 FTargetUID
:= gPlayers
[a
].UID
;
3798 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3800 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3801 FTargetUID
:= gMonsters
[a
].UID
;
3803 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3804 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3807 FTargetUID
:= gPlayers
[a
].UID
;
3809 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3812 FTargetUID
:= gMonsters
[a
].UID
;
3817 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3818 if FTargetUID
= 0 then
3820 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3821 if FBehaviour
= BH_INSANE
then
3824 FTargetTime
:= MAX_ATM
;
3833 function TMonster
.kick(o
: PObj
): Boolean;
3837 case FMonsterType
of
3840 SetState(STATE_ATTACK
);
3845 SetState(STATE_ATTACK
);
3846 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3851 SetState(STATE_ATTACK
);
3852 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
3855 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3857 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3858 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3861 MONSTER_BARON
, MONSTER_KNIGHT
,
3862 MONSTER_CACO
, MONSTER_MANCUB
:
3863 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3864 if not g_Game_IsClient
then Result
:= shoot(o
, True);
3868 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
3878 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3879 if not immediately
then
3880 case FMonsterType
of
3881 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
3882 Exit
; // íå ñòðåëÿþò
3883 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
3886 // Âðåìÿ âûñòðåëà óïóùåíî:
3888 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
3894 // Âðåìÿ âûñòðåëà óïóùåíî:
3901 // Âðåìÿ âûñòðåëà óïóùåíî:
3902 if FAmmo
>= 100 then
3907 // Ñòðåëÿåò íå âñåãäà:
3908 if Random(2) = 0 then
3911 // Âðåìÿ âûñòðåëà óïóùåíî:
3915 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
3916 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
3917 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
3918 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
3919 else if Random(16) <> 0 then Exit
;
3923 if not g_Look(@FObj
, o
, FDirection
) then
3928 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
3929 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
3931 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3932 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3933 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
3934 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
3937 case FMonsterType
of
3938 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
3940 SetState(STATE_SHOOT
);
3945 SetState(STATE_SHOOT
);
3949 begin // Çàæèãàåì îãîíü
3950 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
3951 ty
:= o
^.Y
+o
^.Rect
.Y
;
3952 SetState(STATE_SHOOT
);
3956 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
3957 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
3960 begin // Ëåòèò â ñòîðîíó öåëè:
3961 SetState(STATE_ATTACK
);
3962 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
3964 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
3965 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
3966 m
:= Max(Abs(xd
), Abs(yd
));
3970 FObj
.Vel
.X
:= (xd
*16) div m
;
3971 FObj
.Vel
.Y
:= (yd
*16) div m
;
3973 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
3974 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
3976 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3977 if FMonsterType
= MONSTER_MANCUB
then
3979 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
3981 SetState(STATE_SHOOT
);
3989 function TMonster
.Live(): Boolean;
3991 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
3994 procedure TMonster
.SetHealth(aH
: Integer);
3996 if (aH
> 0) and (aH
< 1000000) then
3999 if FHealth
> FMaxHealth
then
4000 FMaxHealth
:= FHealth
;
4004 procedure TMonster
.WakeUp();
4006 if g_Game_IsClient
then Exit
;
4008 FTargetTime
:= MAX_ATM
;
4012 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4022 // Ñèãíàòóðà ìîíñòðà:
4023 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4024 Mem
.WriteDWORD(sig
);
4026 Mem
.WriteWord(FUID
);
4028 if FDirection
= D_LEFT
then
4033 // Íàäî ëè óäàëèòü åãî:
4034 Mem
.WriteBoolean(FRemoved
);
4035 // Îñòàëîñü çäîðîâüÿ:
4036 Mem
.WriteInt(FHealth
);
4038 Mem
.WriteByte(FState
);
4039 // Òåêóùàÿ àíèìàöèÿ:
4040 Mem
.WriteByte(FCurAnim
);
4042 Mem
.WriteWord(FTargetUID
);
4043 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4044 Mem
.WriteInt(FTargetTime
);
4045 // Ïîâåäåíèå ìîíñòðà:
4046 Mem
.WriteByte(FBehaviour
);
4047 // Ãîòîâíîñòü ê âûñòðåëó:
4048 Mem
.WriteInt(FAmmo
);
4050 Mem
.WriteInt(FPain
);
4052 Mem
.WriteInt(FSleep
);
4053 // Îçâó÷èâàòü ëè áîëü:
4054 Mem
.WriteBoolean(FPainSound
);
4055 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4056 Mem
.WriteBoolean(FWaitAttackAnim
);
4057 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4058 Mem
.WriteBoolean(FChainFire
);
4059 // Ïîäëåæèò ëè ðåñïàâíó:
4060 Mem
.WriteBoolean(FNoRespawn
);
4064 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4065 Mem
.WriteInt(FStartID
);
4066 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4067 Mem
.WriteInt(FSpawnTrigger
);
4069 Obj_SaveState(@FObj
, Mem
);
4070 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4071 anim
:= vilefire
<> nil;
4072 Mem
.WriteBoolean(anim
);
4073 // Åñëè åñòü - ñîõðàíÿåì:
4075 vilefire
.SaveState(Mem
);
4077 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4079 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4080 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4081 Mem
.WriteBoolean(anim
);
4082 // Åñëè åñòü - ñîõðàíÿåì:
4084 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4085 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4086 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4087 Mem
.WriteBoolean(anim
);
4088 // Åñëè åñòü - ñîõðàíÿåì:
4090 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4094 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4104 // Ñèãíàòóðà ìîíñòðà:
4106 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4108 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4115 FDirection
:= D_LEFT
4117 FDirection
:= D_RIGHT
;
4118 // Íàäî ëè óäàëèòü åãî:
4119 Mem
.ReadBoolean(FRemoved
);
4120 // Îñòàëîñü çäîðîâüÿ:
4121 Mem
.ReadInt(FHealth
);
4123 Mem
.ReadByte(FState
);
4124 // Òåêóùàÿ àíèìàöèÿ:
4125 Mem
.ReadByte(FCurAnim
);
4127 Mem
.ReadWord(FTargetUID
);
4128 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4129 Mem
.ReadInt(FTargetTime
);
4130 // Ïîâåäåíèå ìîíñòðà:
4131 Mem
.ReadByte(FBehaviour
);
4132 // Ãîòîâíîñòü ê âûñòðåëó:
4137 Mem
.ReadInt(FSleep
);
4138 // Îçâó÷èâàòü ëè áîëü:
4139 Mem
.ReadBoolean(FPainSound
);
4140 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4141 Mem
.ReadBoolean(FWaitAttackAnim
);
4142 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4143 Mem
.ReadBoolean(FChainFire
);
4144 // Ïîäëåæèò ëè ðåñïàâíó
4145 Mem
.ReadBoolean(FNoRespawn
);
4149 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4150 Mem
.ReadInt(FStartID
);
4151 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4152 Mem
.ReadInt(FSpawnTrigger
);
4154 Obj_LoadState(@FObj
, Mem
);
4155 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4156 Mem
.ReadBoolean(anim
);
4157 // Åñëè åñòü - çàãðóæàåì:
4160 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4161 vilefire
.LoadState(Mem
);
4164 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4166 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4167 Mem
.ReadBoolean(anim
);
4168 // Åñëè åñòü - çàãðóæàåì:
4171 Assert(FAnim
[i
, D_LEFT
] <> nil,
4172 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4173 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4175 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4176 Mem
.ReadBoolean(anim
);
4177 // Åñëè åñòü - çàãðóæàåì:
4180 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4181 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4182 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4187 procedure TMonster
.ActivateTriggers();
4191 if FDieTriggers
<> nil then
4192 for a
:= 0 to High(FDieTriggers
) do
4193 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4194 if FSpawnTrigger
> -1 then
4196 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4197 FSpawnTrigger
:= -1;
4201 procedure TMonster
.AddTrigger(t
: Integer);
4203 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4204 FDieTriggers
[High(FDieTriggers
)] := t
;
4207 procedure TMonster
.ClearTriggers();
4209 SetLength(FDieTriggers
, 0);
4212 procedure TMonster
.CatchFire(Attacker
: Word);
4215 FFireAttacker
:= Attacker
;
4216 if g_Game_IsNet
and g_Game_IsServer
then
4217 MH_SEND_MonsterState(FUID
);
4220 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4225 if (Random(10) = 1) and (Times
= 1) then
4228 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4230 for i
:= 1 to Times
do
4232 Anim
:= TAnimation
.Create(id
, False, 3);
4234 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4235 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4241 //WARNING! call this after monster position was changed, or coldet will not work right!
4242 procedure TMonster
.positionChanged ();