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 treeNode
: Integer; // node in dyntree or -1
84 arrIdx
: Integer; // in gMonsters
86 FDieTriggers
: Array of Integer;
87 FSpawnTrigger
: Integer;
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
96 trapCheckFrameId
: DWord
; // for `g_weapons.CheckTrap()`
98 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
99 destructor Destroy(); override;
100 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
101 function Collide(Panel
: TPanel
): Boolean; overload
;
102 function Collide(X
, Y
: Integer): Boolean; overload
;
103 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
104 function Live(): Boolean;
105 procedure SetHealth(aH
: Integer);
106 procedure Push(vx
, vy
: Integer);
107 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
108 function Heal(Value
: Word): Boolean;
111 procedure ClientUpdate();
112 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
113 procedure SetDeadAnim
;
116 procedure WakeUpSound();
117 procedure DieSound();
118 procedure PainSound();
119 procedure ActionSound();
120 procedure AddTrigger(t
: Integer);
121 procedure ClearTriggers();
123 procedure SaveState(var Mem
: TBinMemoryWriter
);
124 procedure LoadState(var Mem
: TBinMemoryReader
);
125 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
126 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
127 procedure MakeBloodSimple(Count
: Word);
128 procedure RevertAnim(R
: Boolean = True);
129 function AnimIsReverse
: Boolean;
130 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
131 function kick(o
: PObj
): Boolean;
132 procedure CatchFire(Attacker
: Word);
133 procedure OnFireFlame(Times
: DWORD
= 1);
135 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
137 property MonsterType
: Byte read FMonsterType
;
138 property MonsterHealth
: Integer read FHealth write FHealth
;
139 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
140 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
141 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
142 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
143 property MonsterSleep
: Integer read FSleep write FSleep
;
144 property MonsterState
: Byte read FState write FState
;
145 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
146 property MonsterPain
: Integer read FPain write FPain
;
147 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
149 property Obj
: TObj read FObj
;
150 property UID
: Word read FUID write FUID
;
151 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
153 property GameX
: Integer read FObj
.X write FObj
.X
;
154 property GameY
: Integer read FObj
.Y write FObj
.Y
;
155 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
156 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
157 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
158 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
159 property GameDirection
: TDirection read FDirection write FDirection
;
161 property StartID
: Integer read FStartID
;
165 procedure g_Monsters_LoadData ();
166 procedure g_Monsters_FreeData ();
167 procedure g_Monsters_Init ();
168 procedure g_Monsters_Free ();
169 function g_Monsters_Create (MonsterType
: Byte; X
, Y
: Integer; Direction
: TDirection
;
170 AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
171 procedure g_Monsters_Update ();
172 procedure g_Monsters_Draw ();
173 procedure g_Monsters_DrawHealth ();
174 function g_Monsters_ByUID (UID
: Word): TMonster
;
175 procedure g_Monsters_killedp ();
176 procedure g_Monsters_SaveState (var Mem
: TBinMemoryWriter
);
177 procedure g_Monsters_LoadState (var Mem
: TBinMemoryReader
);
178 function g_Monsters_GetIDByName (name
: String): Integer;
179 function g_Monsters_GetNameByID (MonsterType
: Byte): String;
180 function g_Monsters_GetKilledBy (MonsterType
: Byte): String;
184 TEachMonsterCB
= function (monidx
: Integer; mon
: TMonster
): Boolean is nested
; // return `true` to stop
186 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
188 // throws on invalid uid
189 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
192 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
194 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
196 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
197 function g_Mons_ForEachAtAlive (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
199 function g_Mons_getNewTrapFrameId (): DWord
;
203 gmon_debug_use_sqaccel
: Boolean = true;
209 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
210 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
211 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
212 g_language
, g_netmsg
, z_aabbtree
;
215 // ////////////////////////////////////////////////////////////////////////// //
217 monCheckTrapLastFrameId
: DWord
;
220 // ////////////////////////////////////////////////////////////////////////// //
222 TDynAABBTreeMonsBase
= specialize TDynAABBTreeBase
<TMonster
>;
224 TDynAABBTreeMons
= class(TDynAABBTreeMonsBase
)
225 function getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean; override;
228 function TDynAABBTreeMons
.getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean;
231 if (flesh
= nil) then raise Exception
.Create('DynTree: trying to get dimensions of inexistant monsters');
232 if (flesh
.Obj
.Rect
.Width
< 1) or (flesh
.Obj
.Rect
.Height
< 1) then raise Exception
.Create('DynTree: monster without size, wtf?!');
233 aabb
:= AABB2D
.CreateWH(flesh
.Obj
.X
+flesh
.Obj
.Rect
.X
, flesh
.Obj
.Y
+flesh
.Obj
.Rect
.Y
, flesh
.Obj
.Rect
.Width
, flesh
.Obj
.Rect
.Height
);
234 if not aabb
.valid
then raise Exception
.Create('wutafuuuuuuu?!');
240 monsTree
: TDynAABBTreeMons
= nil;
243 //WARNING! call this after monster position was changed, or coldet will not work right!
244 procedure TMonster
.positionChanged ();
248 {$IF DEFINED(D2F_DEBUG)}
249 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [arrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
251 if (treeNode
= -1) then
253 treeNode
:= monsTree
.insertObject(self
, 0);
254 {$IF DEFINED(D2F_DEBUG)}
255 monsTree
.getNodeXY(treeNode
, x
, y
);
256 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
261 monsTree
.getNodeXY(treeNode
, x
, y
);
262 if (FObj
.X
+FObj
.Rect
.X
= x
) and (FObj
.Y
+FObj
.Rect
.Y
= y
) then exit
; // nothing to do
263 {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);{$ENDIF}
266 monsTree
.updateObject(treeNode
);
268 monsTree
.removeObject(treeNode
);
269 treeNode
:= monsTree
.insertObject(self
);
272 {$IF DEFINED(D2F_DEBUG)}
273 monsTree
.getNodeXY(treeNode
, x
, y
);
274 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
280 // ////////////////////////////////////////////////////////////////////////// //
303 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
305 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
306 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
310 end = ((name
: 'SLEEP'; loop
: True),
311 (name
: 'GO'; loop
: True),
312 (name
: 'DIE'; loop
: False),
313 (name
: 'MESS'; loop
: False),
314 (name
: 'ATTACK'; loop
: False),
315 (name
: 'ATTACK2'; loop
: False),
316 (name
: 'PAIN'; loop
: False));
318 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
319 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
329 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
330 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
332 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
333 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
335 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
336 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
338 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
339 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
341 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
342 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
344 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
345 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
347 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
348 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
350 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
351 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
353 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
354 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
356 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
357 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
359 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
360 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
362 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
363 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
365 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
366 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
368 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
369 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
371 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
372 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
374 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
375 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
377 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
378 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
380 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
381 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
383 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
384 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
386 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
387 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
389 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
390 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
393 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
394 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
395 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
396 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
397 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
398 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
399 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));
400 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))),
402 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
403 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));
404 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))),
406 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
407 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));
408 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))),
410 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
411 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));
412 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))),
414 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
415 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));
416 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))),
418 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
419 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));
420 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))),
422 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
423 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));
424 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))),
426 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
427 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));
428 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))),
430 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
431 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));
432 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))),
434 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
435 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));
436 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))),
438 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
439 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));
440 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))),
442 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
443 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));
444 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))),
446 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
447 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));
448 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))),
450 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
451 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));
452 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))),
454 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
455 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));
456 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))),
458 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
459 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));
460 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))),
462 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
463 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));
464 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 ))),
466 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
467 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));
468 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))),
470 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
471 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));
472 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))),
474 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
475 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));
476 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))) );
478 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
479 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
483 gMonsters
: array of TMonster
;
484 uidMap
: array [0..65535] of TMonster
; // monster knows it's index
487 procedure clearUidMap ();
491 for idx
:= 0 to High(uidMap
) do uidMap
[idx
] := nil;
495 function g_Mons_getNewTrapFrameId (): DWord
;
499 Inc(monCheckTrapLastFrameId
);
500 if monCheckTrapLastFrameId
= 0 then
503 monCheckTrapLastFrameId
:= 1;
504 for f
:= 0 to High(gMonsters
) do
506 if (gMonsters
[f
] <> nil) then gMonsters
[f
].trapCheckFrameId
:= 0;
509 result
:= monCheckTrapLastFrameId
;
518 soulcount
: Integer = 0;
521 function allocMonster(): DWORD
;
525 for i
:= 0 to High(gMonsters
) do
527 if (gMonsters
[i
] = nil) then
534 olen
:= Length(gMonsters
);
537 SetLength(gMonsters
, 64);
543 SetLength(gMonsters
, Length(gMonsters
)+32);
548 function IsFriend(a
, b
: Byte): Boolean;
552 // Áî÷êà - âñåì äðóã:
553 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
556 // Ìîíñòðû îäíîãî âèäà:
559 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
560 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
561 Exit
; // Ýòè íå áüþò ñâîèõ
564 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
565 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
567 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
568 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
571 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
575 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
578 UIDType
, MonsterType
: Byte;
583 UIDType
:= g_GetUIDType(SpawnerUID
);
584 if UIDType
= UID_MONSTER
then
586 m
:= g_Monsters_ByUID(SpawnerUID
);
587 if m
= nil then Exit
;
588 MonsterType
:= m
.FMonsterType
;
592 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
593 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
595 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
596 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
597 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
599 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
600 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
604 function canShoot(m
: Byte): Boolean;
609 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
616 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
618 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
620 result
:= false; // don't stop
621 if (mon
.FState
= STATE_DEAD
) and g_Obj_Collide(o
, @mon
.FObj
) then
623 case mon
.FMonsterType
of // Íå âîñêðåñèòü:
624 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
625 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: exit
;
627 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
638 // Åñëè íóæíà âåðîÿòíîñòü
639 if not immediately
and (Random(8) <> 0) then exit
;
641 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
642 if gmon_debug_use_sqaccel
then
644 mon
:= monsTree
.aabbQuery(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
, monsCollCheck
);
645 if (mon
<> nil) then result
:= mon
.arrIdx
;
649 for a
:= 0 to High(gMonsters
) do
651 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
653 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
654 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
655 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
656 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
667 procedure g_Monsters_LoadData();
669 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
671 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
672 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
673 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
675 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
678 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
685 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
692 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
693 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
699 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
700 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
706 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
707 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
713 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
714 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
720 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
721 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
727 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
734 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
741 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
748 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
755 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
762 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
769 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
776 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
783 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
790 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
797 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
804 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
811 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
824 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
826 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
828 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
829 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
830 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
831 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
832 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
833 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
834 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
835 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
836 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
837 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
838 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
840 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
841 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
842 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
844 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
845 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
846 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
847 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
848 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
849 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
851 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
852 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
853 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
854 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
855 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
857 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
858 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
860 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
861 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
862 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
863 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
865 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
866 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
867 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
868 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
869 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
871 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
872 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
873 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
874 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
875 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
877 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
878 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
879 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
880 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
882 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
883 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
884 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
886 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
887 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
889 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
890 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
892 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
893 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
894 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
896 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
897 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
899 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
900 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
901 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
903 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
905 monsTree
:= TDynAABBTreeMons
.Create();
907 monCheckTrapLastFrameId
:= 0;
910 procedure g_Monsters_FreeData();
912 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
914 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
915 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
916 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
917 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
918 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
919 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
920 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
921 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
922 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
923 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
924 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
925 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
926 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
927 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
928 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
929 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
930 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
931 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
932 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
933 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
934 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
935 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
936 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
937 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
938 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
939 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
940 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
941 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
942 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
943 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
944 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
945 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
946 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
947 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
948 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
949 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
950 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
951 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
952 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
953 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
954 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
955 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
956 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
957 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
958 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
959 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
960 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
961 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
962 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
963 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
964 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
965 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
966 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
967 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
968 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
969 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
970 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
972 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
973 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
974 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
975 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
976 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
977 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
978 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
979 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
980 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
981 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
982 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
983 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
984 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
985 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
986 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
987 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
988 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
989 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
990 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
991 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
992 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
993 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
994 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
995 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
996 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
997 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
998 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
999 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1046 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1048 g_Sound_Delete('SOUND_MONSTER_PAIN');
1049 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1050 g_Sound_Delete('SOUND_MONSTER_ACTION');
1051 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1052 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1053 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1054 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1055 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1056 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1057 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1058 g_Sound_Delete('SOUND_MONSTER_SLOP');
1060 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1061 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1062 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1064 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1065 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1066 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1067 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1068 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1069 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1071 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1072 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1073 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1074 g_Sound_Delete('SOUND_MONSTER_HAHA');
1075 g_Sound_Delete('SOUND_MONSTER_TRUP');
1077 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1078 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1080 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1081 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1082 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1083 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1085 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1086 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1087 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1088 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1089 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1091 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1092 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1093 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1094 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1095 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1097 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1098 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1099 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1100 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1102 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1103 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1104 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1106 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1107 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1109 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1110 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1112 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1113 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1114 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1116 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1117 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1119 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1120 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1121 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1123 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1128 procedure g_Monsters_Init();
1133 procedure g_Monsters_Free();
1137 for a
:= 0 to High(gMonsters
) do gMonsters
[a
].Free();
1141 monCheckTrapLastFrameId
:= 0;
1144 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1145 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1152 // Íåò òàêîãî ìîíñòðà
1153 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1155 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1156 if MonsterType
= MONSTER_SOUL
then
1158 if soulcount
> MAX_SOUL
then exit
;
1159 soulcount
:= soulcount
+ 1;
1162 find_id
:= allocMonster();
1164 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1165 gMonsters
[find_id
] := mon
;
1166 mon
.arrIdx
:= find_id
;
1169 uidMap
[mon
.FUID
] := mon
;
1171 // Íàñòðàèâàåì ïîëîæåíèå
1176 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1177 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1181 FObj
.X
:= X
-FObj
.Rect
.X
;
1182 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1185 FDirection
:= Direction
;
1186 FStartDirection
:= Direction
;
1191 mon
.positionChanged();
1196 procedure g_Monsters_killedp();
1200 if gMonsters
= nil then
1203 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1204 h
:= High(gMonsters
);
1206 if (gMonsters
[a
] <> nil) then
1207 with gMonsters
[a
] do
1208 if (FMonsterType
= MONSTER_MAN
) and
1209 (FState
<> STATE_DEAD
) and
1210 (FState
<> STATE_SLEEP
) and
1211 (FState
<> STATE_DIE
) then
1213 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1218 procedure g_Monsters_Update();
1223 if gTime
mod (GAME_TICK
*2) = 0 then
1227 if abs(pt_x
) > 246 then pt_xs
:= -pt_xs
;
1228 if abs(pt_y
) > 100 then pt_ys
:= -pt_ys
;
1231 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1233 for a
:= 0 to High(gMonsters
) do
1235 if (gMonsters
[a
] = nil) then continue
;
1236 if not gMonsters
[a
].FRemoved
then
1238 if g_Game_IsClient
then
1239 gMonsters
[a
].ClientUpdate()
1241 gMonsters
[a
].Update();
1245 gMonsters
[a
].Free();
1246 gMonsters
[a
] := nil;
1253 procedure g_Monsters_Draw();
1257 if gMonsters
<> nil then
1258 for a
:= 0 to High(gMonsters
) do
1259 if gMonsters
[a
] <> nil then
1260 gMonsters
[a
].Draw();
1263 procedure g_Monsters_DrawHealth();
1268 if gMonsters
= nil then Exit
;
1269 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1271 for a
:= 0 to High(gMonsters
) do
1272 if gMonsters
[a
] <> nil then
1274 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1275 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1276 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1280 function g_Monsters_ByUID (UID
: Word): TMonster
;
1283 result
:= uidMap
[UID
];
1286 if gMonsters <> nil then
1287 for a := 0 to High(gMonsters) do
1288 if (gMonsters[a] <> nil) and
1289 (gMonsters[a].FUID = UID) then
1291 Result := gMonsters[a];
1297 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1302 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1304 if gMonsters
<> nil then
1305 for i
:= 0 to High(gMonsters
) do
1306 if gMonsters
[i
] <> nil then
1307 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1310 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1312 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1314 Mem
.WriteInt(pt_xs
);
1316 Mem
.WriteInt(pt_ys
);
1318 // Êîëè÷åñòâî ìîíñòðîâ:
1319 Mem
.WriteInt(count
);
1324 // Ñîõðàíÿåì ìîíñòðîâ:
1325 for i
:= 0 to High(gMonsters
) do
1326 if gMonsters
[i
] <> nil then
1327 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1330 b
:= gMonsters
[i
].MonsterType
;
1332 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1333 gMonsters
[i
].SaveState(Mem
);
1337 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1343 if Mem
= nil then exit
;
1347 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1353 // Êîëè÷åñòâî ìîíñòðîâ
1356 if count
= 0 then exit
;
1358 // Çàãðóæàåì ìîíñòðîâ
1359 for a
:= 0 to count
-1 do
1364 mon
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1365 if mon
= nil then raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1366 // Çàãðóæàåì äàííûå ìîíñòðà
1371 function g_Monsters_GetIDByName(name
: String): Integer;
1375 name
:= UpperCase(name
);
1377 while (i
<= MONSTER_MAN
) do
1379 if name
= MONSTERTABLE
[i
].Name
then
1390 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1392 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1393 Result
:= MONSTERTABLE
[MonsterType
].Name
1398 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1400 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1401 Result
:= KilledByMonster
[MonsterType
]
1406 { T M o n s t e r : }
1408 procedure TMonster
.ActionSound();
1410 case FMonsterType
of
1412 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1413 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1415 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1416 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1417 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1419 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1421 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1423 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1425 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1429 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1433 procedure TMonster
.PainSound();
1441 case FMonsterType
of
1442 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1443 MONSTER_SKEL
, MONSTER_CGUN
:
1444 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1445 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1446 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1447 MONSTER_BSP
, MONSTER_CYBER
:
1448 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1450 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1452 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1454 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1456 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1460 procedure TMonster
.DieSound();
1462 case FMonsterType
of
1465 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1466 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1468 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1470 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1471 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1472 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1475 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1477 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1479 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1481 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1483 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1485 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1487 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1489 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1491 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1493 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1495 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1497 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1499 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1501 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1505 procedure TMonster
.WakeUpSound();
1507 case FMonsterType
of
1510 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1511 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1513 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1515 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1516 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1517 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1520 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1522 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1524 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1526 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1528 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1530 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1532 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1534 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1536 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1538 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1540 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1542 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1548 procedure TMonster
.BFGHit();
1550 if FMonsterType
= MONSTER_FISH
then
1553 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1554 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1555 {if g_Game_IsServer and g_Game_IsNet then
1556 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1557 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1561 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1563 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1571 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1573 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1578 Panel
.Width
, Panel
.Height
);
1581 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1583 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1584 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1585 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1586 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1589 procedure TMonster
.Respawn
;
1595 FDirection
:= FStartDirection
;
1598 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1599 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1604 FDieTriggers
:= nil;
1605 FWaitAttackAnim
:= False;
1606 FChainFire
:= False;
1609 FState
:= STATE_SLEEP
;
1610 FCurAnim
:= ANIM_SLEEP
;
1612 positionChanged(); // this updates spatial accelerators
1614 if g_Game_IsNet
and g_Game_IsServer
then
1616 MH_SEND_MonsterPos(FUID
);
1617 MH_SEND_MonsterState(FUID
);
1621 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1628 if ForcedUID
< 0 then
1629 FUID
:= g_CreateUID(UID_MONSTER
)
1633 FMonsterType
:= MonsterType
;
1637 FState
:= STATE_SLEEP
;
1638 FCurAnim
:= ANIM_SLEEP
;
1639 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1640 FMaxHealth
:= FHealth
;
1641 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1642 FDieTriggers
:= nil;
1643 FSpawnTrigger
:= -1;
1644 FWaitAttackAnim
:= False;
1645 FChainFire
:= False;
1647 FNoRespawn
:= False;
1649 FBehaviour
:= BH_NORMAL
;
1656 trapCheckFrameId
:= 0;
1658 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1659 FBloodKind
:= BLOOD_SPARKS
1661 FBloodKind
:= BLOOD_NORMAL
;
1662 if FMonsterType
= MONSTER_CACO
then
1668 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1681 SetLength(FAnim
, Length(ANIMTABLE
));
1683 for a
:= 0 to High(FAnim
) do
1685 FAnim
[a
, D_LEFT
] := nil;
1686 FAnim
[a
, D_RIGHT
] := nil;
1689 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1690 if (ANIMTABLE
[a
].name
<> '') and
1691 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1693 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1694 '_'+ANIMTABLE
[a
].name
;
1696 res
:= g_Frames_Exists(s
);
1699 res
:= g_Frames_Get(FramesID
, s
);
1701 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1704 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1705 if a
<> ANIM_MESS
then
1708 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1709 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1711 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1712 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1713 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1714 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1719 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1720 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1722 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1723 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1725 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1726 '_'+ANIMTABLE
[a
].name
+'_L';
1727 if g_Frames_Exists(s
) then
1728 g_Frames_Get(FramesID
, s
);
1731 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1732 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1735 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1736 if MonsterType
= MONSTER_VILE
then
1738 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1739 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1745 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1752 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1753 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1756 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1757 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1760 if Random(2) = 0 then
1761 FDirection
:= D_RIGHT
1763 FDirection
:= D_LEFT
;
1765 SetState(STATE_RUN
);
1769 // Ëîâóøêà óáèâàåò ñðàçó:
1770 if t
= HIT_TRAP
then
1773 // Ðîáîòó óðîíà íåò:
1774 if FMonsterType
= MONSTER_ROBO
then
1778 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1780 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1783 FPain
:= FPain
+aDamage
;
1785 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1786 if FState
<> STATE_PAIN
then
1787 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1788 (FMonsterType
<> MONSTER_BARREL
) then
1789 SetState(STATE_PAIN
);
1791 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1792 if (gBloodCount
> 0) then
1794 c
:= Min(aDamage
, 200);
1795 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1797 if (VelX
= 0) and (VelY
= 0) then
1801 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1802 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1806 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1807 if (SpawnerUID
<> FUID
) and (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1809 FTargetUID
:= SpawnerUID
;
1813 // Çäîðîâüå çàêîí÷èëîñü:
1814 if FHealth
<= 0 then
1816 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1817 if (FMonsterType
<> MONSTER_BARREL
) then
1819 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1821 p
:= g_Player_Get(SpawnerUID
);
1822 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1824 p
.MonsterKills
:= p
.MonsterKills
+1;
1825 if gGameSettings
.GameMode
= GM_COOP
then
1826 p
.Frags
:= p
.Frags
+ 1;
1827 // Uncomment this if you want to double-kill monsters
1831 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1833 Inc(gCoopMonstersKilled
);
1834 if g_Game_IsNet
then
1840 case FMonsterType
of
1841 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1842 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1843 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1844 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1851 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1852 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1854 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1855 (FObj
.Vel
.Y
div 2)-Random(4));
1856 positionChanged(); // this updates spatial accelerators
1857 if g_Game_IsServer
and g_Game_IsNet
then
1858 MH_SEND_ItemSpawn(True, it
);
1861 // Òðóï äàëüøå íå èäåò:
1864 // Ó òðóïà ðàçìåðû ìåíüøå:
1865 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1867 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1868 FObj
.Rect
.Height
:= 12;
1871 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1872 if (FHealth
<= -30) and
1873 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1874 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1875 (FMonsterType
= MONSTER_MAN
)) then
1877 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1878 SetState(STATE_DIE
, ANIM_MESS
);
1883 SetState(STATE_DIE
);
1886 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1887 if g_Game_IsServer
then ActivateTriggers();
1892 if FState
= STATE_SLEEP
then
1893 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1894 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1898 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1902 function TMonster
.Heal(Value
: Word): Boolean;
1905 if g_Game_IsClient
then
1910 if FHealth
< FMaxHealth
then
1912 IncMax(FHealth
, Value
, FMaxHealth
);
1913 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1918 destructor TMonster
.Destroy();
1922 for a
:= 0 to High(FAnim
) do
1924 FAnim
[a
, D_LEFT
].Free();
1925 FAnim
[a
, D_RIGHT
].Free();
1930 if (treeNode
<> -1) then
1932 {$IF DEFINED(D2F_DEBUG)}
1933 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx
, UID
, treeNode
]), MSG_NOTIFY
);
1935 monsTree
.removeObject(treeNode
);
1938 if (arrIdx
<> -1) then
1940 gMonsters
[arrIdx
] := nil;
1943 uidMap
[FUID
] := nil;
1945 inherited Destroy();
1948 procedure TMonster
.Draw();
1954 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1955 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1957 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1958 if FMonsterType
= MONSTER_VILE
then
1959 if FState
= STATE_SHOOT
then
1960 if GetPos(FTargetUID
, @o
) then
1961 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1962 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1964 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1965 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1966 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1969 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1970 if FState
= STATE_DEAD
then
1971 case FMonsterType
of
1972 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1975 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1976 if FAnim
[FCurAnim
, FDirection
] <> nil then
1978 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1979 if (FDirection
= D_LEFT
) and
1980 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1981 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1982 (FMonsterType
<> MONSTER_BARREL
) then
1987 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1988 if (FDirection
= D_LEFT
) and
1989 (FMonsterType
<> MONSTER_BARREL
) then
1991 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1992 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1994 if m
= M_HORIZONTAL
then
1995 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1996 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1997 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1998 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1999 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
2000 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2002 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2005 else // Ïðàâàÿ àíèìàöèÿ
2007 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
2008 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
2012 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
2015 if g_debug_Frames
then
2017 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2019 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2020 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2025 procedure TMonster
.MakeBloodSimple(Count
: Word);
2027 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
2028 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2029 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
2030 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2031 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
2032 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2033 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
2034 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2037 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
2039 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2040 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2041 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
2042 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2045 procedure TMonster
.Push(vx
, vy
: Integer);
2047 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2048 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2049 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2052 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2056 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2057 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2058 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2059 soulcount
:= soulcount
-1;
2061 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2063 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
2064 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
2065 (State
<> STATE_GO
) then
2072 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2074 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2076 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2077 STATE_PAIN
: Anim
:= ANIM_PAIN
;
2078 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
2079 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
2080 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2081 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2082 STATE_DIE
: Anim
:= ANIM_DIE
;
2084 begin // íà÷àëè âîñðåøàòüñÿ
2086 FAnim
[Anim
, FDirection
].Revert(True);
2088 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2089 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2096 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2097 if ForceAnim
<> 255 then
2100 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2101 if FCurAnim
<> Anim
then
2102 if FAnim
[Anim
, FDirection
] <> nil then
2104 FAnim
[Anim
, FDirection
].Reset();
2109 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2116 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2117 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2119 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2120 if g_Game_IsServer
and g_Game_IsNet
then
2121 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2127 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2130 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2131 TA
:= TAnimation
.Create(FramesID
, False, 6);
2132 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2133 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2134 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2136 if g_Game_IsServer
and g_Game_IsNet
then
2137 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2138 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2142 FObj
.X
:= X
- FObj
.Rect
.X
;
2143 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2147 FDirection
:= D_LEFT
2150 FDirection
:= D_RIGHT
2154 if FDirection
= D_RIGHT
then
2155 FDirection
:= D_LEFT
2157 FDirection
:= D_RIGHT
;
2160 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2161 if not silent
and (TA
<> nil) then
2163 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2164 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2167 if g_Game_IsServer
and g_Game_IsNet
then
2168 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2169 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2173 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2177 procedure TMonster
.Update();
2179 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2189 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2190 if FMonsterType
= MONSTER_FISH
then
2191 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2192 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2195 // Ëåòàþùèå ìîíòñðû:
2196 if ((FMonsterType
= MONSTER_SOUL
) or
2197 (FMonsterType
= MONSTER_PAIN
) or
2198 (FMonsterType
= MONSTER_CACO
)) and
2199 (FState
<> STATE_DIE
) and
2200 (FState
<> STATE_DEAD
) then
2203 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2204 if gTime
mod (GAME_TICK
*2) <> 0 then
2206 g_Obj_Move(@FObj
, fall
, True, True);
2207 positionChanged(); // this updates spatial accelerators
2211 if FPainTicks
> 0 then
2214 FPainSound
:= False;
2217 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2218 positionChanged(); // this updates spatial accelerators
2220 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2221 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2222 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2225 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2227 Inc(gCoopMonstersKilled
);
2228 if g_Game_IsNet
then
2235 oldvelx
:= FObj
.Vel
.X
;
2237 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2238 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2239 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2241 if FFireTime
> 0 then
2243 if WordBool(st
and MOVE_INWATER
) then
2248 FFireTime
:= FFireTime
- 1;
2249 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2250 if FFirePainTime
= 0 then
2252 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2253 FFirePainTime
:= 18;
2256 FFirePainTime
:= FFirePainTime
- 1;
2260 // Ìåðòâûé íè÷åãî íå äåëàåò:
2261 if (FState
= STATE_DEAD
) then
2264 // AI ìîíñòðîâ âûêëþ÷åí:
2265 if g_debug_MonsterOff
then
2268 if FState
<> STATE_SLEEP
then
2269 SetState(STATE_SLEEP
);
2272 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2273 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2274 case FMonsterType
of
2276 if Random(4) = 0 then
2277 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2278 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2279 MONSTER_ROBO
, MONSTER_BARREL
:
2280 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2281 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2283 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2284 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2285 if Random(2) = 0 then
2286 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2288 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2292 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2293 if FMonsterType
= MONSTER_BARREL
then
2295 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2296 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2297 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2298 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2302 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2303 if FMonsterType
= MONSTER_SOUL
then
2304 if WordBool(st
and MOVE_HITAIR
) then
2305 g_Obj_SetSpeed(@FObj
, 16);
2310 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2311 if FObj
.Vel
.Y
< 0 then
2312 if WordBool(st
and MOVE_INWATER
) then
2315 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2316 FTargetTime
:= FTargetTime
+ 1;
2319 if FShellTimer
> -1 then
2320 if FShellTimer
= 0 then
2322 if FShellType
= SHELL_SHELL
then
2323 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2324 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2325 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2326 else if FShellType
= SHELL_DBLSHELL
then
2328 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2329 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2330 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2331 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2332 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2333 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2336 end else Dec(FShellTimer
);
2338 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2340 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2341 STATE_ATTACK
, STATE_SHOOT
]) then
2342 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2343 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2344 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2345 (FObj
.Accel
.Y
= 0) then
2346 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2349 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2351 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2352 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2354 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2355 if gSoundEffectsDF
then PainSound();
2357 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2360 // Ñíèæàåì áîëü ñî âðåìåíåì:
2363 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2364 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2372 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2375 FSleep
:= FSleep
+ 1;
2377 // Ïðîñïàëè äîñòàòî÷íî:
2378 if FSleep
>= 18 then
2383 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2384 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2385 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2386 if (gPlayers
<> nil) then
2387 for a
:= 0 to High(gPlayers
) do
2388 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2389 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2391 if g_Look(@FObj
, @Obj
, FDirection
) then
2393 FTargetUID
:= gPlayers
[a
].UID
;
2400 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2401 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2402 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2403 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2404 if gMonsters
<> nil then
2405 for a
:= 0 to High(gMonsters
) do
2406 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2407 (gMonsters
[a
].FUID
<> FUID
) then
2409 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2410 if (FBehaviour
= BH_MANIAC
) and
2411 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2413 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2414 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2415 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2417 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2418 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2420 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2422 FTargetUID
:= gMonsters
[a
].UID
;
2431 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2434 FSleep
:= FSleep
- 1;
2436 // Âûæäàëè äîñòàòî÷íî - èäåì:
2441 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2443 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2444 if WordBool(st
and MOVE_BLOCK
) then
2448 SetState(STATE_RUNOUT
);
2453 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2454 if (FMonsterType
= MONSTER_VILE
) then
2455 if isCorpse(@FObj
, False) <> -1 then
2458 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2463 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2464 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2465 if not findNewPrey() then
2466 begin // Íîâûõ öåëåé íåò
2474 o
.Rect
:= _Rect(0, 0, 0, 1);
2476 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2477 GetPos(FTargetUID
, @o
);
2479 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2480 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2483 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2490 // Ðàññòîÿíèå äî öåëè:
2491 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2492 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2494 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2496 FDirection
:= D_RIGHT
2498 FDirection
:= D_LEFT
;
2500 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2501 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2502 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2503 if shoot(@o
, False) then
2506 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2507 if Abs(sx
) < 40 then
2508 if FMonsterType
<> MONSTER_FISH
then
2511 SetState(STATE_RUN
);
2512 if Random(2) = 0 then
2513 FDirection
:= D_LEFT
2515 FDirection
:= D_RIGHT
;
2520 // Óïåðëèñü â ñòåíó:
2521 if WordBool(st
and MOVE_HITWALL
) then
2523 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2524 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2525 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2527 SetState(STATE_WAIT
);
2532 case FMonsterType
of
2533 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2535 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2536 (FObj
.Accel
.Y
= 0) then
2537 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2538 // Ïðûæîê ÷åðåç ñòåíó:
2539 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2540 SetState(STATE_CLIMB
);
2547 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2548 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2549 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2551 if FMonsterType
= MONSTER_FISH
then
2553 if not WordBool(st
and MOVE_INWATER
) then
2554 begin // Ðûáà âíå âîäû:
2555 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2556 begin // "Ñòîèò" òâåðäî
2557 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2558 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2559 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2563 SetState(STATE_PAIN
);
2564 FPain
:= FPain
+ 50;
2568 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2570 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2574 // Ðûáà ïëûâåò ââåðõ:
2575 if FObj
.Vel
.Y
< 0 then
2576 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2578 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2580 // Ïëàâàåì òóäà-ñþäà:
2581 if Random(2) = 0 then
2582 FDirection
:= D_LEFT
2584 FDirection
:= D_RIGHT
;
2586 SetState(STATE_RUN
);
2590 else // Ëåòàþùèå ìîíñòðû
2592 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2594 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2599 else // "Íàçåìíûå" ìîíñòðû
2601 // Âîçìîæíî, ïèíàåì êóñêè:
2602 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2604 b
:= Abs(FObj
.Vel
.X
);
2605 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2606 for a
:= 0 to High(gGibs
) do
2608 if gGibs
[a
].Live
and
2609 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2610 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2613 if FObj
.Vel
.X
< 0 then
2615 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2619 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2624 // Áîññû ìîãóò ïèíàòü òðóïû:
2625 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2626 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2628 b
:= Abs(FObj
.Vel
.X
);
2629 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2630 for a
:= 0 to High(gCorpses
) do
2631 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2633 co
:= gCorpses
[a
].Obj
;
2634 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2635 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2637 if FObj
.Vel
.X
< 0 then
2638 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2640 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2643 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2645 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2647 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2648 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2651 FSleep
:= FSleep
+ 1;
2657 if Random(8) = 0 then
2661 // Áåæèì â âûáðàííóþ ñòîðîíó:
2662 if FDirection
= D_RIGHT
then
2663 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2665 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2667 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2668 if WordBool(st
and MOVE_INWATER
) then
2669 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2670 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2671 if FMonsterType
= MONSTER_FISH
then
2675 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2677 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2678 if WordBool(st
and MOVE_BLOCK
) then
2682 SetState(STATE_RUNOUT
);
2687 FSleep
:= FSleep
- 1;
2689 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2690 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2694 // Ñòåíà - èäåì îáðàòíî:
2695 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2698 if Random(8) = 0 then
2702 // Áåæèì â âûáðàííóþ ñòîðîíó:
2703 if FDirection
= D_RIGHT
then
2704 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2706 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2708 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2709 if WordBool(st
and MOVE_INWATER
) then
2710 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2711 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2712 if FMonsterType
= MONSTER_FISH
then
2716 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2718 // Âûøëè èç ÁëîêÌîíà:
2719 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2722 FSleep
:= FSleep
- 1;
2724 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2725 if FSleep
<= -18 then
2729 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2730 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2733 if Random(8) = 0 then
2737 // Áåæèì â âûáðàííóþ ñòîðîíó:
2738 if FDirection
= D_RIGHT
then
2739 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2741 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2743 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2744 if WordBool(st
and MOVE_INWATER
) then
2745 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2746 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2747 if FMonsterType
= MONSTER_FISH
then
2751 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2753 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2754 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2755 (not WordBool(st
and MOVE_HITWALL
)) then
2760 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2761 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2765 SetState(STATE_RUN
);
2769 // Áåæèì â âûáðàííóþ ñòîðîíó:
2770 if FDirection
= D_RIGHT
then
2771 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2773 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2775 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2776 if WordBool(st
and MOVE_INWATER
) then
2777 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2778 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2779 if FMonsterType
= MONSTER_FISH
then
2783 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2784 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2786 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2787 if FMonsterType
= MONSTER_SOUL
then
2789 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2795 // Çàìåäëÿåìñÿ ïðè àòàêå:
2796 if FMonsterType
<> MONSTER_FISH
then
2797 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2799 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2800 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2802 // Öåëü ïîãèáëà => èäåì äàëüøå:
2803 if not GetPos(FTargetUID
, @o
) then
2810 // Öåëü íå âèäíî => èäåì äàëüøå:
2811 if not g_Look(@FObj
, @o
, FDirection
) then
2818 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2819 if g_Obj_CollideWater(@o
, 0, 0) then
2827 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2828 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2829 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2832 end; // case FState of ...
2836 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2837 if FState
= STATE_REVIVE
then
2838 if FAnim
[FCurAnim
, FDirection
].Played
then
2839 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2840 FAnim
[FCurAnim
, FDirection
].Revert(False);
2844 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2845 if vilefire
<> nil then
2848 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2849 if (FState
= STATE_DIE
) and
2850 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2851 (FAnim
[FCurAnim
, FDirection
].Played
) then
2854 SetState(STATE_DEAD
);
2856 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2857 if (FMonsterType
= MONSTER_PAIN
) then
2859 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2860 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2863 mon
.SetState(STATE_GO
);
2864 mon
.FNoRespawn
:= True;
2865 Inc(gTotalMonsters
);
2866 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2869 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2870 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2873 mon
.SetState(STATE_GO
);
2874 mon
.FNoRespawn
:= True;
2875 Inc(gTotalMonsters
);
2876 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2879 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2880 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2883 mon
.SetState(STATE_GO
);
2884 mon
.FNoRespawn
:= True;
2885 Inc(gTotalMonsters
);
2886 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2888 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2891 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2892 if (FMonsterType
= MONSTER_PAIN
) or
2893 (FMonsterType
= MONSTER_SOUL
) or
2894 (FMonsterType
= MONSTER_BARREL
) then
2898 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2899 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2900 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2901 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2902 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2903 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2904 if FState
= STATE_ATTACK
then
2905 begin // Ñîñòîÿíèå - Àòàêà
2906 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2907 if FMonsterType
<> MONSTER_SOUL
then
2910 else // Ñîñòîÿíèå - Ñòðåëüáà
2912 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2913 if not FChainFire
then
2916 begin // Íàäî ñòðåëÿòü åùå
2917 FChainFire
:= False;
2918 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2919 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2920 FAnim
[FCurAnim
, FDirection
].Reset();
2924 FWaitAttackAnim
:= False;
2927 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2928 if (FMonsterType
= MONSTER_SOUL
) or
2929 ( (not FWaitAttackAnim
) and
2930 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2931 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2933 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2934 if FState
= STATE_ATTACK
then
2935 begin // Ñîñòîÿíèå - Àòàêà
2936 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2937 if FMonsterType
= MONSTER_SOUL
then
2938 FAnim
[FCurAnim
, FDirection
].Reset();
2940 case FMonsterType
of
2941 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2942 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2943 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2944 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2945 if FMonsterType
= MONSTER_SOUL
then
2949 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2950 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2951 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2953 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2954 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2955 if FCurAnim
= ANIM_ATTACK2
then
2958 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2959 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2960 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2964 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2965 if FCurAnim
= ANIM_ATTACK2
then
2967 sx
:= isCorpse(@FObj
, True);
2969 begin // Íàøëè, êîãî âîñêðåñèòü
2970 gMonsters
[sx
].SetState(STATE_REVIVE
);
2971 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2972 // Âîñêðåøàòü - ñåáå âðåäèòü:
2973 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2979 else // Ñîñòîÿíèå - Ñòðåëüáà
2981 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2982 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2984 if FDirection
= D_LEFT
then
2986 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2987 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2988 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2991 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2993 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2994 case FMonsterType
of
2996 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2999 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3000 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
3001 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3005 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
3006 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3008 FShellType
:= SHELL_SHELL
;
3012 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
3014 FShellType
:= SHELL_DBLSHELL
;
3019 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3020 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3023 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3026 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3027 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3028 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3032 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3033 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3034 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
3037 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3039 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3041 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3042 MONSTER_BARON
, MONSTER_KNIGHT
:
3043 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3045 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3047 begin // Ñîçäàåì Lost_Soul:
3048 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3049 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3052 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3053 mon
.FTargetUID
:= FTargetUID
;
3054 GetPos(FTargetUID
, @o
);
3055 mon
.FTargetTime
:= 0;
3056 mon
.FNoRespawn
:= True;
3057 mon
.SetState(STATE_GO
);
3058 mon
.shoot(@o
, True);
3059 Inc(gTotalMonsters
);
3061 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
3066 if FMonsterType
<> MONSTER_PAIN
then
3067 if g_Game_IsNet
then
3068 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3070 // Ñêîðîñòðåëüíûå ìîíñòðû:
3071 if (FMonsterType
= MONSTER_CGUN
) or
3072 (FMonsterType
= MONSTER_SPIDER
) or
3073 (FMonsterType
= MONSTER_BSP
) or
3074 (FMonsterType
= MONSTER_MANCUB
) or
3075 (FMonsterType
= MONSTER_ROBO
) then
3076 if not GetPos(FTargetUID
, @o
) then
3077 // Öåëü ìåðòâà - èùåì íîâóþ:
3079 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3080 if shoot(@o
, False) then
3084 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3085 FWaitAttackAnim
:= True;
3088 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3089 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3091 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3092 // Çâóêè ïðè ïåðåäâèæåíèè:
3093 case FMonsterType
of
3095 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3096 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3097 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3099 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3100 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3101 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3103 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3104 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3105 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3107 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3108 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3109 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3113 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3114 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3115 FObj
.Vel
.X
:= oldvelx
;
3117 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3118 if FAnim
[FCurAnim
, FDirection
] <> nil then
3119 FAnim
[FCurAnim
, FDirection
].Update();
3122 procedure TMonster
.SetDeadAnim
;
3124 if FAnim
<> nil then
3125 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3128 procedure TMonster
.RevertAnim(R
: Boolean = True);
3130 if FAnim
<> nil then
3131 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3132 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3135 function TMonster
.AnimIsReverse
: Boolean;
3137 if FAnim
<> nil then
3138 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3143 procedure TMonster
.ClientUpdate();
3145 a
, b
, sx
, sy
, oldvelx
: Integer;
3152 sx
:= 0; // SHUT UP COMPILER
3155 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3156 if FMonsterType
= MONSTER_FISH
then
3157 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3158 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
3161 // Ëåòàþùèå ìîíòñðû:
3162 if ((FMonsterType
= MONSTER_SOUL
) or
3163 (FMonsterType
= MONSTER_PAIN
) or
3164 (FMonsterType
= MONSTER_CACO
)) and
3165 (FState
<> STATE_DIE
) and
3166 (FState
<> STATE_DEAD
) then
3169 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3170 if gTime
mod (GAME_TICK
*2) <> 0 then
3172 g_Obj_Move(@FObj
, fall
, True, True);
3173 positionChanged(); // this updates spatial accelerators
3177 if FPainTicks
> 0 then
3180 FPainSound
:= False;
3183 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3184 positionChanged(); // this updates spatial accelerators
3186 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3187 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3188 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3194 oldvelx
:= FObj
.Vel
.X
;
3196 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3197 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3198 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3200 if FFireTime
> 0 then
3202 if WordBool(st
and MOVE_INWATER
) then
3207 FFireTime
:= FFireTime
- 1;
3211 // Ìåðòâûé íè÷åãî íå äåëàåò:
3212 if (FState
= STATE_DEAD
) then
3215 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3216 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3217 case FMonsterType
of
3219 if Random(4) = 0 then
3220 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3221 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3222 MONSTER_ROBO
, MONSTER_BARREL
:
3223 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3224 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3226 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3227 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3228 if Random(2) = 0 then
3229 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3231 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3235 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3236 if FMonsterType
= MONSTER_BARREL
then
3238 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3239 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3240 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3241 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3245 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3246 if FMonsterType
= MONSTER_SOUL
then
3247 if WordBool(st
and MOVE_HITAIR
) then
3248 g_Obj_SetSpeed(@FObj
, 16);
3253 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3254 if FObj
.Vel
.Y
< 0 then
3255 if WordBool(st
and MOVE_INWATER
) then
3258 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3259 FTargetTime
:= FTargetTime
+ 1;
3261 if FShellTimer
> -1 then
3262 if FShellTimer
= 0 then
3264 if FShellType
= SHELL_SHELL
then
3265 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3266 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3267 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3268 else if FShellType
= SHELL_DBLSHELL
then
3270 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3271 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3272 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3273 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3274 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3275 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3278 end else Dec(FShellTimer
);
3280 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3282 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3283 STATE_ATTACK
, STATE_SHOOT
]) then
3284 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3285 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3286 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3287 (FObj
.Accel
.Y
= 0) then
3288 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3291 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3293 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3294 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3296 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3297 if gSoundEffectsDF
then PainSound();
3299 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3302 // Ñíèæàåì áîëü ñî âðåìåíåì:
3305 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3306 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3313 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3316 FSleep
:= FSleep
+ 1;
3318 // Ïðîñïàëè äîñòàòî÷íî:
3319 if FSleep
>= 18 then
3325 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3328 FSleep
:= FSleep
- 1;
3331 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3333 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3334 if WordBool(st
and MOVE_BLOCK
) then
3338 SetState(STATE_RUNOUT
);
3343 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3344 if (FMonsterType
= MONSTER_VILE
) then
3345 if isCorpse(@FObj
, False) <> -1 then
3347 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3353 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3354 if Abs(sx
) < 40 then
3355 if FMonsterType
<> MONSTER_FISH
then
3357 SetState(STATE_RUN
);
3363 // Óïåðëèñü â ñòåíó:
3364 if WordBool(st
and MOVE_HITWALL
) then
3366 case FMonsterType
of
3367 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3369 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3370 (FObj
.Accel
.Y
= 0) then
3371 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3372 // Ïðûæîê ÷åðåç ñòåíó:
3373 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3374 SetState(STATE_CLIMB
);
3381 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3382 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3383 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3385 if FMonsterType
= MONSTER_FISH
then
3387 if not WordBool(st
and MOVE_INWATER
) then
3388 begin // Ðûáà âíå âîäû:
3389 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3390 begin // "Ñòîèò" òâåðäî
3391 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3392 if FObj
.Accel
.Y
= 0 then
3394 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3398 SetState(STATE_PAIN
);
3399 FPain
:= FPain
+ 50;
3403 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3405 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3409 // Ðûáà ïëûâåò ââåðõ:
3410 if FObj
.Vel
.Y
< 0 then
3411 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3413 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3415 // Ïëàâàåì òóäà-ñþäà:
3416 SetState(STATE_RUN
);
3421 else // Ëåòàþùèå ìîíñòðû
3423 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3425 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3430 else // "Íàçåìíûå" ìîíñòðû
3432 // Âîçìîæíî, ïèíàåì êóñêè:
3433 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3435 b
:= Abs(FObj
.Vel
.X
);
3436 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3437 for a
:= 0 to High(gGibs
) do
3439 if gGibs
[a
].Live
and
3440 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3441 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3444 if FObj
.Vel
.X
< 0 then
3446 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3450 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3452 positionChanged(); // this updates spatial accelerators
3456 // Áîññû ìîãóò ïèíàòü òðóïû:
3457 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3458 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3460 b
:= Abs(FObj
.Vel
.X
);
3461 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3462 for a
:= 0 to High(gCorpses
) do
3463 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3465 co
:= gCorpses
[a
].Obj
;
3466 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3467 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3469 if FObj
.Vel
.X
< 0 then
3470 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3472 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3477 FSleep
:= FSleep
+ 1;
3483 if Random(8) = 0 then
3487 // Áåæèì â âûáðàííóþ ñòîðîíó:
3488 if FDirection
= D_RIGHT
then
3489 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3491 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3493 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3494 if WordBool(st
and MOVE_INWATER
) then
3495 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3496 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3497 if FMonsterType
= MONSTER_FISH
then
3501 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3503 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3504 if WordBool(st
and MOVE_BLOCK
) then
3506 SetState(STATE_RUNOUT
);
3512 FSleep
:= FSleep
- 1;
3514 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3515 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3521 if Random(8) = 0 then
3525 // Áåæèì â âûáðàííóþ ñòîðîíó:
3526 if FDirection
= D_RIGHT
then
3527 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3529 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3531 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3532 if WordBool(st
and MOVE_INWATER
) then
3533 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3534 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3535 if FMonsterType
= MONSTER_FISH
then
3539 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3541 // Âûøëè èç ÁëîêÌîíà:
3542 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3545 FSleep
:= FSleep
- 1;
3547 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3548 if FSleep
<= -18 then
3554 if Random(8) = 0 then
3558 // Áåæèì â âûáðàííóþ ñòîðîíó:
3559 if FDirection
= D_RIGHT
then
3560 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3562 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3564 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3565 if WordBool(st
and MOVE_INWATER
) then
3566 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3567 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3568 if FMonsterType
= MONSTER_FISH
then
3572 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3574 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3575 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3576 (not WordBool(st
and MOVE_HITWALL
)) then
3581 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3582 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3584 SetState(STATE_RUN
);
3589 // Áåæèì â âûáðàííóþ ñòîðîíó:
3590 if FDirection
= D_RIGHT
then
3591 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3593 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3595 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3596 if WordBool(st
and MOVE_INWATER
) then
3597 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3598 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3599 if FMonsterType
= MONSTER_FISH
then
3603 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3604 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3606 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3607 if FMonsterType
= MONSTER_SOUL
then
3609 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3615 // Çàìåäëÿåìñÿ ïðè àòàêå:
3616 if FMonsterType
<> MONSTER_FISH
then
3617 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3619 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3620 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3622 // Öåëü ïîãèáëà => èäåì äàëüøå:
3623 if not GetPos(FTargetUID
, @o
) then
3630 // Öåëü íå âèäíî => èäåì äàëüøå:
3631 if not g_Look(@FObj
, @o
, FDirection
) then
3638 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3639 if g_Obj_CollideWater(@o
, 0, 0) then
3647 end; // case FState of ...
3651 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3652 if FState
= STATE_REVIVE
then
3653 if FAnim
[FCurAnim
, FDirection
].Played
then
3654 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3655 FAnim
[FCurAnim
, FDirection
].Revert(False);
3659 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3660 if vilefire
<> nil then
3663 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3664 if (FState
= STATE_DIE
) and
3665 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3666 (FAnim
[FCurAnim
, FDirection
].Played
) then
3669 SetState(STATE_DEAD
);
3671 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3672 if (FMonsterType
= MONSTER_PAIN
) or
3673 (FMonsterType
= MONSTER_SOUL
) or
3674 (FMonsterType
= MONSTER_BARREL
) then
3677 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3680 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3681 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3682 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3683 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3684 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3685 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3686 if FState
= STATE_ATTACK
then
3687 begin // Ñîñòîÿíèå - Àòàêà
3688 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3689 if FMonsterType
<> MONSTER_SOUL
then
3692 else // Ñîñòîÿíèå - Ñòðåëüáà
3694 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3695 if not FChainFire
then
3698 begin // Íàäî ñòðåëÿòü åùå
3699 FChainFire
:= False;
3700 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3701 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3702 FAnim
[FCurAnim
, FDirection
].Reset();
3706 FWaitAttackAnim
:= False;
3709 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3710 if (FMonsterType
= MONSTER_SOUL
) or
3711 ( (not FWaitAttackAnim
) and
3712 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3713 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3715 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3716 if FState
= STATE_ATTACK
then
3717 begin // Ñîñòîÿíèå - Àòàêà
3718 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3719 if FMonsterType
= MONSTER_SOUL
then
3720 FAnim
[FCurAnim
, FDirection
].Reset();
3722 case FMonsterType
of
3723 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3724 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3725 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3726 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3727 if FMonsterType
= MONSTER_SOUL
then
3731 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3733 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3734 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3735 if FCurAnim
= ANIM_ATTACK2
then
3738 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3739 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3743 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3744 if FCurAnim
= ANIM_ATTACK2
then
3746 sx
:= isCorpse(@FObj
, True);
3748 begin // Íàøëè, êîãî âîñêðåñèòü
3749 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3750 // Âîñêðåøàòü - ñåáå âðåäèòü:
3751 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3757 else // Ñîñòîÿíèå - Ñòðåëüáà
3759 // Ñêîðîñòðåëüíûå ìîíñòðû:
3760 if (FMonsterType
= MONSTER_CGUN
) or
3761 (FMonsterType
= MONSTER_SPIDER
) or
3762 (FMonsterType
= MONSTER_BSP
) or
3763 (FMonsterType
= MONSTER_MANCUB
) or
3764 (FMonsterType
= MONSTER_ROBO
) then
3765 if not GetPos(FTargetUID
, @o
) then
3766 // Öåëü ìåðòâà - èùåì íîâóþ:
3768 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3769 if shoot(@o
, False) then
3773 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3774 FWaitAttackAnim
:= True;
3777 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3778 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3780 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3781 // Çâóêè ïðè ïåðåäâèæåíèè:
3782 case FMonsterType
of
3784 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3785 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3786 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3788 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3789 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3790 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3792 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3793 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3794 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3796 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3797 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3798 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3802 // Êîñòûëü äëÿ ïîòîêîâ
3803 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3804 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3805 FObj
.Vel
.X
:= oldvelx
;
3807 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3808 if FAnim
[FCurAnim
, FDirection
] <> nil then
3809 FAnim
[FCurAnim
, FDirection
].Update();
3812 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3814 case FMonsterType
of
3817 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3818 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3822 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3824 FShellType
:= SHELL_SHELL
;
3828 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3830 FShellType
:= SHELL_DBLSHELL
;
3832 MONSTER_CGUN
, MONSTER_SPIDER
:
3834 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3835 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3838 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3840 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3842 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3844 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3846 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3848 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3849 MONSTER_BARON
, MONSTER_KNIGHT
:
3850 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3852 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3856 procedure TMonster
.Turn();
3859 if FDirection
= D_LEFT
then
3860 FDirection
:= D_RIGHT
3862 FDirection
:= D_LEFT
;
3864 // Áåæèì â âûáðàííóþ ñòîðîíó:
3865 if FDirection
= D_RIGHT
then
3866 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3868 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3871 function TMonster
.findNewPrey(): Boolean;
3875 PlayersSee
, MonstersSee
: Array of DWORD
;
3876 PlayerNear
, MonsterNear
: Integer;
3879 SetLength(MonstersSee
, 0);
3880 SetLength(PlayersSee
, 0);
3887 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3888 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3889 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3890 for a
:= 0 to High(gPlayers
) do
3891 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3892 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3894 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3896 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3897 PlayersSee
[High(PlayersSee
)] := a
;
3899 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3900 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3904 PlayerNear
:= Integer(a
);
3908 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3909 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3910 for a
:= 0 to High(gMonsters
) do
3911 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3912 (gMonsters
[a
].FUID
<> FUID
) then
3914 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3915 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3916 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3917 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3918 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3919 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3920 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3921 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3923 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3925 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3926 MonstersSee
[High(MonstersSee
)] := a
;
3928 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3929 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3933 MonsterNear
:= Integer(a
);
3938 BH_NORMAL
, BH_KILLER
:
3940 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3941 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3943 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3944 FTargetUID
:= gPlayers
[a
].UID
;
3947 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3950 FTargetUID
:= gPlayers
[a
].UID
;
3952 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3953 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3955 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3956 FTargetUID
:= gMonsters
[a
].UID
;
3959 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3962 FTargetUID
:= gMonsters
[a
].UID
;
3965 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3967 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3968 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3970 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3971 FTargetUID
:= gPlayers
[a
].UID
;
3973 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3975 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3976 FTargetUID
:= gMonsters
[a
].UID
;
3978 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3979 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3982 FTargetUID
:= gPlayers
[a
].UID
;
3984 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3987 FTargetUID
:= gMonsters
[a
].UID
;
3992 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3993 if FTargetUID
= 0 then
3995 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3996 if FBehaviour
= BH_INSANE
then
3999 FTargetTime
:= MAX_ATM
;
4008 function TMonster
.kick(o
: PObj
): Boolean;
4012 case FMonsterType
of
4015 SetState(STATE_ATTACK
);
4020 SetState(STATE_ATTACK
);
4021 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
4026 SetState(STATE_ATTACK
);
4027 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
4030 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
4032 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
4033 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
4036 MONSTER_BARON
, MONSTER_KNIGHT
,
4037 MONSTER_CACO
, MONSTER_MANCUB
:
4038 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4039 if not g_Game_IsClient
then Result
:= shoot(o
, True);
4043 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4053 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4054 if not immediately
then
4055 case FMonsterType
of
4056 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4057 Exit
; // íå ñòðåëÿþò
4058 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4061 // Âðåìÿ âûñòðåëà óïóùåíî:
4063 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4069 // Âðåìÿ âûñòðåëà óïóùåíî:
4076 // Âðåìÿ âûñòðåëà óïóùåíî:
4077 if FAmmo
>= 100 then
4082 // Ñòðåëÿåò íå âñåãäà:
4083 if Random(2) = 0 then
4086 // Âðåìÿ âûñòðåëà óïóùåíî:
4090 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4091 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4092 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4093 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4094 else if Random(16) <> 0 then Exit
;
4098 if not g_Look(@FObj
, o
, FDirection
) then
4103 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4104 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4106 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4107 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4108 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4109 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4112 case FMonsterType
of
4113 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4115 SetState(STATE_SHOOT
);
4120 SetState(STATE_SHOOT
);
4124 begin // Çàæèãàåì îãîíü
4125 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4126 ty
:= o
^.Y
+o
^.Rect
.Y
;
4127 SetState(STATE_SHOOT
);
4131 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4132 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4135 begin // Ëåòèò â ñòîðîíó öåëè:
4136 SetState(STATE_ATTACK
);
4137 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4139 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4140 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4141 m
:= Max(Abs(xd
), Abs(yd
));
4145 FObj
.Vel
.X
:= (xd
*16) div m
;
4146 FObj
.Vel
.Y
:= (yd
*16) div m
;
4148 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4149 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4151 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4152 if FMonsterType
= MONSTER_MANCUB
then
4154 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4156 SetState(STATE_SHOOT
);
4164 function TMonster
.Live(): Boolean;
4166 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
4169 procedure TMonster
.SetHealth(aH
: Integer);
4171 if (aH
> 0) and (aH
< 1000000) then
4174 if FHealth
> FMaxHealth
then
4175 FMaxHealth
:= FHealth
;
4179 procedure TMonster
.WakeUp();
4181 if g_Game_IsClient
then Exit
;
4183 FTargetTime
:= MAX_ATM
;
4187 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4197 // Ñèãíàòóðà ìîíñòðà:
4198 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4199 Mem
.WriteDWORD(sig
);
4201 Mem
.WriteWord(FUID
);
4203 if FDirection
= D_LEFT
then
4208 // Íàäî ëè óäàëèòü åãî:
4209 Mem
.WriteBoolean(FRemoved
);
4210 // Îñòàëîñü çäîðîâüÿ:
4211 Mem
.WriteInt(FHealth
);
4213 Mem
.WriteByte(FState
);
4214 // Òåêóùàÿ àíèìàöèÿ:
4215 Mem
.WriteByte(FCurAnim
);
4217 Mem
.WriteWord(FTargetUID
);
4218 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4219 Mem
.WriteInt(FTargetTime
);
4220 // Ïîâåäåíèå ìîíñòðà:
4221 Mem
.WriteByte(FBehaviour
);
4222 // Ãîòîâíîñòü ê âûñòðåëó:
4223 Mem
.WriteInt(FAmmo
);
4225 Mem
.WriteInt(FPain
);
4227 Mem
.WriteInt(FSleep
);
4228 // Îçâó÷èâàòü ëè áîëü:
4229 Mem
.WriteBoolean(FPainSound
);
4230 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4231 Mem
.WriteBoolean(FWaitAttackAnim
);
4232 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4233 Mem
.WriteBoolean(FChainFire
);
4234 // Ïîäëåæèò ëè ðåñïàâíó:
4235 Mem
.WriteBoolean(FNoRespawn
);
4239 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4240 Mem
.WriteInt(FStartID
);
4241 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4242 Mem
.WriteInt(FSpawnTrigger
);
4244 Obj_SaveState(@FObj
, Mem
);
4245 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4246 anim
:= vilefire
<> nil;
4247 Mem
.WriteBoolean(anim
);
4248 // Åñëè åñòü - ñîõðàíÿåì:
4250 vilefire
.SaveState(Mem
);
4252 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4254 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4255 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4256 Mem
.WriteBoolean(anim
);
4257 // Åñëè åñòü - ñîõðàíÿåì:
4259 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4260 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4261 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4262 Mem
.WriteBoolean(anim
);
4263 // Åñëè åñòü - ñîõðàíÿåì:
4265 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4269 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4279 // Ñèãíàòóðà ìîíñòðà:
4281 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4283 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4290 FDirection
:= D_LEFT
4292 FDirection
:= D_RIGHT
;
4293 // Íàäî ëè óäàëèòü åãî:
4294 Mem
.ReadBoolean(FRemoved
);
4295 // Îñòàëîñü çäîðîâüÿ:
4296 Mem
.ReadInt(FHealth
);
4298 Mem
.ReadByte(FState
);
4299 // Òåêóùàÿ àíèìàöèÿ:
4300 Mem
.ReadByte(FCurAnim
);
4302 Mem
.ReadWord(FTargetUID
);
4303 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4304 Mem
.ReadInt(FTargetTime
);
4305 // Ïîâåäåíèå ìîíñòðà:
4306 Mem
.ReadByte(FBehaviour
);
4307 // Ãîòîâíîñòü ê âûñòðåëó:
4312 Mem
.ReadInt(FSleep
);
4313 // Îçâó÷èâàòü ëè áîëü:
4314 Mem
.ReadBoolean(FPainSound
);
4315 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4316 Mem
.ReadBoolean(FWaitAttackAnim
);
4317 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4318 Mem
.ReadBoolean(FChainFire
);
4319 // Ïîäëåæèò ëè ðåñïàâíó
4320 Mem
.ReadBoolean(FNoRespawn
);
4324 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4325 Mem
.ReadInt(FStartID
);
4326 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4327 Mem
.ReadInt(FSpawnTrigger
);
4329 Obj_LoadState(@FObj
, Mem
);
4330 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4331 Mem
.ReadBoolean(anim
);
4332 // Åñëè åñòü - çàãðóæàåì:
4335 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4336 vilefire
.LoadState(Mem
);
4339 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4341 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4342 Mem
.ReadBoolean(anim
);
4343 // Åñëè åñòü - çàãðóæàåì:
4346 Assert(FAnim
[i
, D_LEFT
] <> nil,
4347 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4348 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4350 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4351 Mem
.ReadBoolean(anim
);
4352 // Åñëè åñòü - çàãðóæàåì:
4355 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4356 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4357 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4362 procedure TMonster
.ActivateTriggers();
4366 if FDieTriggers
<> nil then
4367 for a
:= 0 to High(FDieTriggers
) do
4368 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4369 if FSpawnTrigger
> -1 then
4371 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4372 FSpawnTrigger
:= -1;
4376 procedure TMonster
.AddTrigger(t
: Integer);
4378 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4379 FDieTriggers
[High(FDieTriggers
)] := t
;
4382 procedure TMonster
.ClearTriggers();
4384 SetLength(FDieTriggers
, 0);
4387 procedure TMonster
.CatchFire(Attacker
: Word);
4390 FFireAttacker
:= Attacker
;
4391 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_MonsterState(FUID
);
4394 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4399 if (Random(10) = 1) and (Times
= 1) then
4402 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4404 for i
:= 1 to Times
do
4406 Anim
:= TAnimation
.Create(id
, False, 3);
4408 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4409 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4416 // ////////////////////////////////////////////////////////////////////////// //
4417 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4422 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4423 for idx
:= 0 to High(gMonsters
) do
4425 if (gMonsters
[idx
] <> nil) then
4427 result
:= cb(idx
, gMonsters
[idx
]);
4428 if result
then exit
;
4434 // throws on invalid uid
4435 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4437 result
:= g_Mons_ByIdx_NC(uid
);
4438 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4443 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4445 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4446 result
:= gMonsters
[uid
];
4450 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4452 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4454 result
:= (mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
));
4461 if (width
< 1) or (height
< 1) then exit
;
4463 if gmon_debug_use_sqaccel
then
4465 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4469 for idx
:= 0 to High(gMonsters
) do
4471 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4473 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4484 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4486 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4489 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
.arrIdx
, mon
);
4496 if (width
< 1) or (height
< 1) then exit
;
4498 if gmon_debug_use_sqaccel
then
4500 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4504 for idx
:= 0 to High(gMonsters
) do
4506 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4508 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4510 result
:= cb(idx
, gMonsters
[idx
]);
4511 if result
then exit
;
4519 function g_Mons_ForEachAtAlive (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4521 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4524 if mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
.arrIdx
, mon
);
4531 if (width
< 1) or (height
< 1) then exit
;
4533 if gmon_debug_use_sqaccel
then
4535 if (width
= 1) and (height
= 1) then
4537 result
:= (monsTree
.pointQuery(x
, y
, monsCollCheck
) <> nil);
4541 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4546 for idx
:= 0 to High(gMonsters
) do
4548 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4550 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4552 result
:= cb(idx
, gMonsters
[idx
]);
4553 if result
then exit
;