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
, xprofiler
;
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 proxyId
: 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 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
139 property MonsterType
: Byte read FMonsterType
;
140 property MonsterHealth
: Integer read FHealth write FHealth
;
141 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
142 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
143 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
144 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
145 property MonsterSleep
: Integer read FSleep write FSleep
;
146 property MonsterState
: Byte read FState write FState
;
147 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
148 property MonsterPain
: Integer read FPain write FPain
;
149 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
151 property Obj
: TObj read FObj
;
152 property UID
: Word read FUID write FUID
;
153 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
155 property GameX
: Integer read FObj
.X write FObj
.X
;
156 property GameY
: Integer read FObj
.Y write FObj
.Y
;
157 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
158 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
159 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
160 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
161 property GameDirection
: TDirection read FDirection write FDirection
;
163 property StartID
: Integer read FStartID
;
167 // will be called from map loader
168 procedure g_Mons_InitTree (x
, y
, w
, h
: Integer);
170 procedure g_Monsters_LoadData ();
171 procedure g_Monsters_FreeData ();
172 procedure g_Monsters_Init ();
173 procedure g_Monsters_Free ();
174 function g_Monsters_Create (MonsterType
: Byte; X
, Y
: Integer; Direction
: TDirection
;
175 AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
176 procedure g_Monsters_Update ();
177 procedure g_Monsters_Draw ();
178 procedure g_Monsters_DrawHealth ();
179 function g_Monsters_ByUID (UID
: Word): TMonster
;
180 procedure g_Monsters_killedp ();
181 procedure g_Monsters_SaveState (var Mem
: TBinMemoryWriter
);
182 procedure g_Monsters_LoadState (var Mem
: TBinMemoryReader
);
183 function g_Monsters_GetIDByName (name
: String): Integer;
184 function g_Monsters_GetNameByID (MonsterType
: Byte): String;
185 function g_Monsters_GetKilledBy (MonsterType
: Byte): String;
189 TEachMonsterCB
= function (mon
: TMonster
): Boolean is nested
; // return `true` to stop
191 // throws on invalid uid
192 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
195 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
197 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
199 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
200 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
202 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
203 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
205 function g_Mons_getNewTrapFrameId (): DWord
;
209 TMonsAlongLineCB
= function (mon
: TMonster
; tag
: Integer): Boolean is nested
;
211 function g_Mons_alongLine (x0
, y0
, x1
, y1
: Integer; cb
: TMonsAlongLineCB
): TMonster
;
215 gmon_debug_use_sqaccel
: Boolean = true;
219 procedure g_Mons_ProfilersBegin ();
220 procedure g_Mons_ProfilersEnd ();
222 procedure g_Mons_LOS_Start (); inline;
223 procedure g_Mons_LOS_End (); inline;
226 profMonsLOS
: TProfiler
= nil; //WARNING: FOR DEBUGGING ONLY!
232 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
233 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
234 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
235 g_language
, g_netmsg
, g_grid
;
238 // ////////////////////////////////////////////////////////////////////////// //
239 procedure g_Mons_ProfilersBegin ();
241 if (profMonsLOS
= nil) then profMonsLOS
:= TProfiler
.Create('LOS CALC', g_profile_history_size
);
242 profMonsLOS
.mainBegin(g_profile_los
);
243 if g_profile_los
then
245 profMonsLOS
.sectionBegin('loscalc');
246 profMonsLOS
.sectionEnd();
250 procedure g_Mons_ProfilersEnd ();
252 if (profMonsLOS
<> nil) and (g_profile_los
) then profMapCollision
.mainEnd();
255 procedure g_Mons_LOS_Start (); inline;
257 profMonsLOS
.sectionBeginAccum('loscalc');
260 procedure g_Mons_LOS_End (); inline;
262 profMonsLOS
.sectionEnd();
266 // ////////////////////////////////////////////////////////////////////////// //
268 monCheckTrapLastFrameId
: DWord
;
271 procedure TMonster
.getMapBox (out x
, y
, w
, h
: Integer); inline;
273 x
:= FObj
.X
+FObj
.Rect
.X
;
274 y
:= FObj
.Y
+FObj
.Rect
.Y
;
275 w
:= FObj
.Rect
.Width
;
276 h
:= FObj
.Rect
.Height
;
280 // ////////////////////////////////////////////////////////////////////////// //
282 TMonsterGrid
= specialize TBodyGridBase
<TMonster
>;
285 monsGrid
: TMonsterGrid
= nil;
288 function g_Mons_alongLine (x0
, y0
, x1
, y1
: Integer; cb
: TMonsAlongLineCB
): TMonster
;
290 if not assigned(cb
) then begin result
:= nil; exit
; end;
291 result
:= monsGrid
.forEachAlongLine(x0
, y0
, x1
, y1
, cb
);
295 //WARNING! call this after monster position was changed, or coldet will not work right!
296 procedure TMonster
.positionChanged ();
300 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
301 //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);
303 if (proxyId
= -1) then
305 proxyId
:= monsGrid
.insertBody(self
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
);
306 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
307 monsGrid
.getBodyXY(proxyId
, x
, y
);
308 e_WriteLog(Format('monster #%d(%u): inserted into the grid; proxyid=%d; x=%d; y=%d', [arrIdx
, UID
, proxyId
, x
, y
]), MSG_NOTIFY
);
313 monsGrid
.getBodyXY(proxyId
, x
, y
);
314 if (FObj
.X
+FObj
.Rect
.X
= x
) and (FObj
.Y
+FObj
.Rect
.Y
= y
) then exit
; // nothing to do
315 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}e_WriteLog(Format('monster #%d(%u): updating tree; proxyid=%d; x=%d; y=%d', [arrIdx
, UID
, proxyId
, x
, y
]), MSG_NOTIFY
);{$ENDIF}
318 monsGrid
.moveBody(proxyId
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
);
320 monsGrid
.removeBody(proxyId
);
321 proxyId
:= monsGrid
.insertBody(self
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
);
324 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
325 monsGrid
.getBodyXY(proxyId
, x
, y
);
326 e_WriteLog(Format('monster #%d(%u): updated tree; proxyid=%d; x=%d; y=%d', [arrIdx
, UID
, proxyId
, x
, y
]), MSG_NOTIFY
);
332 // ////////////////////////////////////////////////////////////////////////// //
355 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
357 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
358 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
362 end = ((name
: 'SLEEP'; loop
: True),
363 (name
: 'GO'; loop
: True),
364 (name
: 'DIE'; loop
: False),
365 (name
: 'MESS'; loop
: False),
366 (name
: 'ATTACK'; loop
: False),
367 (name
: 'ATTACK2'; loop
: False),
368 (name
: 'PAIN'; loop
: False));
370 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
371 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
381 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
382 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
384 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
385 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
387 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
388 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
390 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
391 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
393 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
394 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
396 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
397 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
399 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
400 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
402 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
403 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
405 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
406 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
408 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
409 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
411 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
412 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
414 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
415 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
417 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
418 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
420 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
421 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
423 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
424 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
426 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
427 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
429 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
430 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
432 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
433 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
435 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
436 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
438 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
439 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
441 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
442 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
445 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
446 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
447 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
448 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
449 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
450 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
451 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));
452 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))),
454 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
455 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));
456 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))),
458 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
459 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));
460 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))),
462 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
463 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));
464 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))),
466 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
467 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));
468 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))),
470 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
471 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));
472 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))),
474 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
475 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));
476 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))),
478 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
479 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));
480 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))),
482 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
483 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));
484 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))),
486 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
487 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));
488 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))),
490 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
491 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));
492 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))),
494 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
495 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));
496 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))),
498 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
499 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));
500 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))),
502 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
503 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));
504 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))),
506 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
507 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));
508 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))),
510 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
511 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));
512 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))),
514 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
515 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));
516 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 ))),
518 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
519 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));
520 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))),
522 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
523 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));
524 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))),
526 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
527 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));
528 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))) );
530 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
531 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
535 gMonsters
: array of TMonster
;
536 uidMap
: array [0..65535] of TMonster
; // monster knows it's index
539 procedure clearUidMap ();
543 for idx
:= 0 to High(uidMap
) do uidMap
[idx
] := nil;
547 function g_Mons_getNewTrapFrameId (): DWord
;
551 Inc(monCheckTrapLastFrameId
);
552 if monCheckTrapLastFrameId
= 0 then
555 monCheckTrapLastFrameId
:= 1;
556 for f
:= 0 to High(gMonsters
) do
558 if (gMonsters
[f
] <> nil) then gMonsters
[f
].trapCheckFrameId
:= 0;
561 result
:= monCheckTrapLastFrameId
;
570 soulcount
: Integer = 0;
573 function allocMonster(): DWORD
;
577 for i
:= 0 to High(gMonsters
) do
579 if (gMonsters
[i
] = nil) then
586 olen
:= Length(gMonsters
);
589 SetLength(gMonsters
, 64);
595 SetLength(gMonsters
, Length(gMonsters
)+32);
600 function IsFriend(a
, b
: Byte): Boolean;
604 // Áî÷êà - âñåì äðóã:
605 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
608 // Ìîíñòðû îäíîãî âèäà:
611 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
612 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
613 Exit
; // Ýòè íå áüþò ñâîèõ
616 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
617 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
619 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
620 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
623 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
628 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
631 UIDType
, MonsterType
: Byte;
636 UIDType
:= g_GetUIDType(SpawnerUID
);
637 if UIDType
= UID_MONSTER
then
639 m
:= g_Monsters_ByUID(SpawnerUID
);
640 if m
= nil then Exit
;
641 MonsterType
:= m
.FMonsterType
;
645 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
646 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
648 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
649 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
650 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
652 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
653 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
658 function canShoot(m
: Byte): Boolean;
663 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
671 function isCorpse (o
: PObj
; immediately
: Boolean): Integer;
673 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
675 atag
:= atag
; // shut up, fpc!
676 result
:= false; // don't stop
677 if (mon
.FState
= STATE_DEAD
) and g_Obj_Collide(o
, @mon
.FObj
) then
679 case mon
.FMonsterType
of // Íå âîñêðåñèòü:
680 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
681 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: exit
;
683 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
694 // Åñëè íóæíà âåðîÿòíîñòü
695 if not immediately
and (Random(8) <> 0) then exit
;
697 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
698 if gmon_debug_use_sqaccel
then
700 mon
:= monsGrid
.forEachInAABB(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
, monsCollCheck
);
701 if (mon
<> nil) then result
:= mon
.arrIdx
;
705 for a
:= 0 to High(gMonsters
) do
707 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
709 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
710 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
711 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
712 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
723 procedure g_Monsters_LoadData();
725 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
727 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
734 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
741 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
748 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
755 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
762 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
769 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
776 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
783 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
790 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
797 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
804 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
811 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
818 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
824 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
825 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
827 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
828 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
831 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
832 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
834 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
835 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
838 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
839 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
840 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
841 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
842 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
843 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
844 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
845 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
846 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
848 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
849 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
851 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
852 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
853 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
855 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
856 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
859 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
860 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
862 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
866 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
867 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
873 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
874 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
875 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
876 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
877 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
880 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
882 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
884 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
885 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
886 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
887 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
888 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
889 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
890 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
891 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
892 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
893 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
894 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
896 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
897 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
898 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
900 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
901 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
902 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
903 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
904 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
905 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
907 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
908 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
909 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
910 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
911 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
913 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
914 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
916 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
917 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
918 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
919 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
921 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
922 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
923 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
924 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
925 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
927 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
928 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
929 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
930 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
931 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
933 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
934 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
935 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
936 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
938 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
939 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
940 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
942 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
943 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
945 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
946 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
948 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
949 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
950 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
952 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
953 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
955 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
956 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
957 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
959 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
962 monCheckTrapLastFrameId
:= 0;
965 procedure g_Monsters_FreeData();
967 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
969 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
970 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
971 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
972 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
973 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
974 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
975 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
976 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
977 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
978 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
979 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
980 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
981 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
982 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
983 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
984 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
985 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
986 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
987 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
988 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
989 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
990 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
991 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
992 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
993 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
994 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
995 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
996 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
997 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
998 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
999 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1049 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1050 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1051 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1052 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1053 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1054 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1055 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1056 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1057 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1060 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1061 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1062 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1063 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1064 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1065 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1066 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1067 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1068 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1069 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1070 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1071 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1072 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1073 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1074 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1075 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1076 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1077 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1078 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1079 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1080 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1081 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1082 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1083 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1084 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1085 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1086 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1087 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1088 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1089 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1090 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1091 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1092 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1096 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1097 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1098 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1099 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1101 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1103 g_Sound_Delete('SOUND_MONSTER_PAIN');
1104 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1105 g_Sound_Delete('SOUND_MONSTER_ACTION');
1106 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1107 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1108 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1109 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1110 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1111 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1112 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1113 g_Sound_Delete('SOUND_MONSTER_SLOP');
1115 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1116 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1117 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1119 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1120 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1121 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1122 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1123 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1124 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1126 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1127 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1128 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1129 g_Sound_Delete('SOUND_MONSTER_HAHA');
1130 g_Sound_Delete('SOUND_MONSTER_TRUP');
1132 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1133 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1135 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1136 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1137 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1138 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1140 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1141 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1142 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1143 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1144 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1146 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1147 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1148 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1149 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1150 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1152 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1153 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1154 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1155 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1157 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1158 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1159 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1161 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1162 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1164 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1165 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1167 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1168 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1169 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1171 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1172 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1174 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1175 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1176 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1178 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1181 procedure g_Monsters_Init();
1186 procedure g_Monsters_Free();
1192 for a
:= 0 to High(gMonsters
) do gMonsters
[a
].Free();
1195 monCheckTrapLastFrameId
:= 0;
1199 // will be called from map loader
1200 procedure g_Mons_InitTree (x
, y
, w
, h
: Integer);
1203 monsGrid
:= TMonsterGrid
.Create(x
, y
, w
, h
);
1207 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1208 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1215 // Íåò òàêîãî ìîíñòðà
1216 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1218 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1219 if MonsterType
= MONSTER_SOUL
then
1221 if soulcount
> MAX_SOUL
then exit
;
1222 soulcount
:= soulcount
+ 1;
1225 find_id
:= allocMonster();
1227 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1228 gMonsters
[find_id
] := mon
;
1229 mon
.arrIdx
:= find_id
;
1232 uidMap
[mon
.FUID
] := mon
;
1234 // Íàñòðàèâàåì ïîëîæåíèå
1239 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1240 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1244 FObj
.X
:= X
-FObj
.Rect
.X
;
1245 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1248 FDirection
:= Direction
;
1249 FStartDirection
:= Direction
;
1254 mon
.positionChanged();
1259 procedure g_Monsters_killedp();
1263 if gMonsters
= nil then
1266 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1267 h
:= High(gMonsters
);
1269 if (gMonsters
[a
] <> nil) then
1270 with gMonsters
[a
] do
1271 if (FMonsterType
= MONSTER_MAN
) and
1272 (FState
<> STATE_DEAD
) and
1273 (FState
<> STATE_SLEEP
) and
1274 (FState
<> STATE_DIE
) then
1276 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1281 procedure g_Monsters_Update();
1286 if gTime
mod (GAME_TICK
*2) = 0 then
1290 if abs(pt_x
) > 246 then pt_xs
:= -pt_xs
;
1291 if abs(pt_y
) > 100 then pt_ys
:= -pt_ys
;
1294 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1296 for a
:= 0 to High(gMonsters
) do
1298 if (gMonsters
[a
] = nil) then continue
;
1299 if not gMonsters
[a
].FRemoved
then
1301 if g_Game_IsClient
then
1302 gMonsters
[a
].ClientUpdate()
1304 gMonsters
[a
].Update();
1308 gMonsters
[a
].Free();
1309 gMonsters
[a
] := nil;
1316 procedure g_Monsters_Draw();
1320 if gMonsters
<> nil then
1321 for a
:= 0 to High(gMonsters
) do
1322 if gMonsters
[a
] <> nil then
1323 gMonsters
[a
].Draw();
1326 procedure g_Monsters_DrawHealth();
1331 if gMonsters
= nil then Exit
;
1332 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1334 for a
:= 0 to High(gMonsters
) do
1335 if gMonsters
[a
] <> nil then
1337 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1338 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1339 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1343 function g_Monsters_ByUID (UID
: Word): TMonster
;
1346 result
:= uidMap
[UID
];
1349 if gMonsters <> nil then
1350 for a := 0 to High(gMonsters) do
1351 if (gMonsters[a] <> nil) and
1352 (gMonsters[a].FUID = UID) then
1354 Result := gMonsters[a];
1360 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1365 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1367 if gMonsters
<> nil then
1368 for i
:= 0 to High(gMonsters
) do
1369 if gMonsters
[i
] <> nil then
1370 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1373 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1375 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1377 Mem
.WriteInt(pt_xs
);
1379 Mem
.WriteInt(pt_ys
);
1381 // Êîëè÷åñòâî ìîíñòðîâ:
1382 Mem
.WriteInt(count
);
1387 // Ñîõðàíÿåì ìîíñòðîâ:
1388 for i
:= 0 to High(gMonsters
) do
1389 if gMonsters
[i
] <> nil then
1390 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1393 b
:= gMonsters
[i
].MonsterType
;
1395 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1396 gMonsters
[i
].SaveState(Mem
);
1400 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1406 if Mem
= nil then exit
;
1410 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1416 // Êîëè÷åñòâî ìîíñòðîâ
1419 if count
= 0 then exit
;
1421 // Çàãðóæàåì ìîíñòðîâ
1422 for a
:= 0 to count
-1 do
1427 mon
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1428 if mon
= nil then raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1429 // Çàãðóæàåì äàííûå ìîíñòðà
1434 function g_Monsters_GetIDByName(name
: String): Integer;
1438 name
:= UpperCase(name
);
1440 while (i
<= MONSTER_MAN
) do
1442 if name
= MONSTERTABLE
[i
].Name
then
1453 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1455 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1456 Result
:= MONSTERTABLE
[MonsterType
].Name
1461 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1463 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1464 Result
:= KilledByMonster
[MonsterType
]
1469 { T M o n s t e r : }
1471 procedure TMonster
.ActionSound();
1473 case FMonsterType
of
1475 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1476 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1478 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1479 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1480 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1482 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1484 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1486 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1488 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1492 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1496 procedure TMonster
.PainSound();
1504 case FMonsterType
of
1505 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1506 MONSTER_SKEL
, MONSTER_CGUN
:
1507 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1508 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1509 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1510 MONSTER_BSP
, MONSTER_CYBER
:
1511 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1513 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1515 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1517 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1519 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1523 procedure TMonster
.DieSound();
1525 case FMonsterType
of
1528 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1529 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1531 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1533 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1534 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1535 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1538 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1540 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1542 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1544 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1546 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1548 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1550 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1552 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1554 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1556 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1558 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1560 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1562 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1564 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1568 procedure TMonster
.WakeUpSound();
1570 case FMonsterType
of
1573 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1574 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1576 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1578 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1579 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1580 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1583 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1585 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1587 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1589 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1591 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1593 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1595 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1597 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1599 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1601 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1603 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1605 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1611 procedure TMonster
.BFGHit();
1613 if FMonsterType
= MONSTER_FISH
then
1616 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1617 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1618 {if g_Game_IsServer and g_Game_IsNet then
1619 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1620 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1624 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1626 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1634 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1636 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1641 Panel
.Width
, Panel
.Height
);
1644 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1646 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1647 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1648 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1649 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1652 procedure TMonster
.Respawn
;
1658 FDirection
:= FStartDirection
;
1661 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1662 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1667 FDieTriggers
:= nil;
1668 FWaitAttackAnim
:= False;
1669 FChainFire
:= False;
1672 FState
:= STATE_SLEEP
;
1673 FCurAnim
:= ANIM_SLEEP
;
1675 positionChanged(); // this updates spatial accelerators
1677 if g_Game_IsNet
and g_Game_IsServer
then
1679 MH_SEND_MonsterPos(FUID
);
1680 MH_SEND_MonsterState(FUID
);
1684 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1687 FramesID
: DWORD
= 0;
1691 if ForcedUID
< 0 then
1692 FUID
:= g_CreateUID(UID_MONSTER
)
1696 FMonsterType
:= MonsterType
;
1700 FState
:= STATE_SLEEP
;
1701 FCurAnim
:= ANIM_SLEEP
;
1702 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1703 FMaxHealth
:= FHealth
;
1704 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1705 FDieTriggers
:= nil;
1706 FSpawnTrigger
:= -1;
1707 FWaitAttackAnim
:= False;
1708 FChainFire
:= False;
1710 FNoRespawn
:= False;
1712 FBehaviour
:= BH_NORMAL
;
1719 trapCheckFrameId
:= 0;
1721 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1722 FBloodKind
:= BLOOD_SPARKS
1724 FBloodKind
:= BLOOD_NORMAL
;
1725 if FMonsterType
= MONSTER_CACO
then
1731 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1744 SetLength(FAnim
, Length(ANIMTABLE
));
1746 for a
:= 0 to High(FAnim
) do
1748 FAnim
[a
, D_LEFT
] := nil;
1749 FAnim
[a
, D_RIGHT
] := nil;
1752 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1753 if (ANIMTABLE
[a
].name
<> '') and
1754 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1756 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1757 '_'+ANIMTABLE
[a
].name
;
1759 res
:= g_Frames_Exists(s
);
1762 res
:= g_Frames_Get(FramesID
, s
);
1764 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1767 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1768 if a
<> ANIM_MESS
then
1771 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1772 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1774 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1775 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1776 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1777 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1782 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1783 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1785 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1786 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1788 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1789 '_'+ANIMTABLE
[a
].name
+'_L';
1790 if g_Frames_Exists(s
) then
1791 g_Frames_Get(FramesID
, s
);
1794 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1795 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1798 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1799 if MonsterType
= MONSTER_VILE
then
1801 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1802 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1808 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1815 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1816 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1819 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1820 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1823 if Random(2) = 0 then
1824 FDirection
:= D_RIGHT
1826 FDirection
:= D_LEFT
;
1828 SetState(STATE_RUN
);
1832 // Ëîâóøêà óáèâàåò ñðàçó:
1833 if t
= HIT_TRAP
then
1836 // Ðîáîòó óðîíà íåò:
1837 if FMonsterType
= MONSTER_ROBO
then
1841 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1843 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1846 FPain
:= FPain
+aDamage
;
1848 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1849 if FState
<> STATE_PAIN
then
1850 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1851 (FMonsterType
<> MONSTER_BARREL
) then
1852 SetState(STATE_PAIN
);
1854 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1855 if (gBloodCount
> 0) then
1857 c
:= Min(aDamage
, 200);
1858 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1860 if (VelX
= 0) and (VelY
= 0) then
1864 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1865 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1869 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1870 if (SpawnerUID
<> FUID
) and (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1872 FTargetUID
:= SpawnerUID
;
1876 // Çäîðîâüå çàêîí÷èëîñü:
1877 if FHealth
<= 0 then
1879 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1880 if (FMonsterType
<> MONSTER_BARREL
) then
1882 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1884 p
:= g_Player_Get(SpawnerUID
);
1885 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1887 p
.MonsterKills
:= p
.MonsterKills
+1;
1888 if gGameSettings
.GameMode
= GM_COOP
then
1889 p
.Frags
:= p
.Frags
+ 1;
1890 // Uncomment this if you want to double-kill monsters
1894 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1896 Inc(gCoopMonstersKilled
);
1897 if g_Game_IsNet
then
1903 case FMonsterType
of
1904 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1905 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1906 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1907 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1914 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1915 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1917 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1918 (FObj
.Vel
.Y
div 2)-Random(4));
1919 positionChanged(); // this updates spatial accelerators
1920 if g_Game_IsServer
and g_Game_IsNet
then
1921 MH_SEND_ItemSpawn(True, it
);
1924 // Òðóï äàëüøå íå èäåò:
1927 // Ó òðóïà ðàçìåðû ìåíüøå:
1928 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1930 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1931 FObj
.Rect
.Height
:= 12;
1934 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1935 if (FHealth
<= -30) and
1936 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1937 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1938 (FMonsterType
= MONSTER_MAN
)) then
1940 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1941 SetState(STATE_DIE
, ANIM_MESS
);
1946 SetState(STATE_DIE
);
1949 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1950 if g_Game_IsServer
then ActivateTriggers();
1955 if FState
= STATE_SLEEP
then
1956 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1957 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1961 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1965 function TMonster
.Heal(Value
: Word): Boolean;
1968 if g_Game_IsClient
then
1973 if FHealth
< FMaxHealth
then
1975 IncMax(FHealth
, Value
, FMaxHealth
);
1976 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1981 destructor TMonster
.Destroy();
1985 for a
:= 0 to High(FAnim
) do
1987 FAnim
[a
, D_LEFT
].Free();
1988 FAnim
[a
, D_RIGHT
].Free();
1993 if (proxyId
<> -1) then
1995 if (monsGrid
<> nil) then
1997 monsGrid
.removeBody(proxyId
);
1998 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
1999 e_WriteLog(Format('monster #%d(%u): removed from tree; proxyid=%d', [arrIdx
, UID
, proxyId
]), MSG_NOTIFY
);
2005 if (arrIdx
<> -1) and (arrIdx
< Length(gMonsters
)) then gMonsters
[arrIdx
] := nil;
2008 uidMap
[FUID
] := nil;
2010 inherited Destroy();
2013 procedure TMonster
.Draw();
2019 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
2020 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
2022 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
2023 if FMonsterType
= MONSTER_VILE
then
2024 if FState
= STATE_SHOOT
then
2025 if GetPos(FTargetUID
, @o
) then
2026 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
2027 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
2029 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
2030 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
2031 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
2034 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
2035 if FState
= STATE_DEAD
then
2036 case FMonsterType
of
2037 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
2040 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
2041 if FAnim
[FCurAnim
, FDirection
] <> nil then
2043 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
2044 if (FDirection
= D_LEFT
) and
2045 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
2046 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
2047 (FMonsterType
<> MONSTER_BARREL
) then
2052 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2053 if (FDirection
= D_LEFT
) and
2054 (FMonsterType
<> MONSTER_BARREL
) then
2056 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
2057 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
2059 if m
= M_HORIZONTAL
then
2060 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2061 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2062 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
2063 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2064 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
2065 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2067 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2070 else // Ïðàâàÿ àíèìàöèÿ
2072 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
2073 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
2077 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
2080 if g_debug_Frames
then
2082 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2084 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2085 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2090 procedure TMonster
.MakeBloodSimple(Count
: Word);
2092 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
2093 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2094 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
2095 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2096 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
2097 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2098 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
2099 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2102 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
2104 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2105 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2106 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
2107 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2110 procedure TMonster
.Push(vx
, vy
: Integer);
2112 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2113 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2114 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2117 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2121 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2122 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2123 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2124 soulcount
:= soulcount
-1;
2126 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2128 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
2129 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
2130 (State
<> STATE_GO
) then
2137 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2139 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2141 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2142 STATE_PAIN
: Anim
:= ANIM_PAIN
;
2143 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
2144 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
2145 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2146 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2147 STATE_DIE
: Anim
:= ANIM_DIE
;
2149 begin // íà÷àëè âîñðåøàòüñÿ
2151 FAnim
[Anim
, FDirection
].Revert(True);
2153 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2154 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2161 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2162 if ForceAnim
<> 255 then
2165 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2166 if FCurAnim
<> Anim
then
2167 if FAnim
[Anim
, FDirection
] <> nil then
2169 FAnim
[Anim
, FDirection
].Reset();
2174 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2181 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2182 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2184 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2185 if g_Game_IsServer
and g_Game_IsNet
then
2186 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2192 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2195 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2196 TA
:= TAnimation
.Create(FramesID
, False, 6);
2197 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2198 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2199 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2201 if g_Game_IsServer
and g_Game_IsNet
then
2202 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2203 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2207 FObj
.X
:= X
- FObj
.Rect
.X
;
2208 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2212 FDirection
:= D_LEFT
2215 FDirection
:= D_RIGHT
2219 if FDirection
= D_RIGHT
then
2220 FDirection
:= D_LEFT
2222 FDirection
:= D_RIGHT
;
2225 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2226 if not silent
and (TA
<> nil) then
2228 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2229 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2232 if g_Game_IsServer
and g_Game_IsNet
then
2233 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2234 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2238 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2242 procedure TMonster
.Update();
2244 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2254 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2255 if FMonsterType
= MONSTER_FISH
then
2256 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2257 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2260 // Ëåòàþùèå ìîíòñðû:
2261 if ((FMonsterType
= MONSTER_SOUL
) or
2262 (FMonsterType
= MONSTER_PAIN
) or
2263 (FMonsterType
= MONSTER_CACO
)) and
2264 (FState
<> STATE_DIE
) and
2265 (FState
<> STATE_DEAD
) then
2268 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2269 if gTime
mod (GAME_TICK
*2) <> 0 then
2271 g_Obj_Move(@FObj
, fall
, True, True);
2272 positionChanged(); // this updates spatial accelerators
2276 if FPainTicks
> 0 then
2279 FPainSound
:= False;
2282 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2283 positionChanged(); // this updates spatial accelerators
2285 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2286 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2287 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2290 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2292 Inc(gCoopMonstersKilled
);
2293 if g_Game_IsNet
then
2300 oldvelx
:= FObj
.Vel
.X
;
2302 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2303 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2304 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2306 if FFireTime
> 0 then
2308 if WordBool(st
and MOVE_INWATER
) then
2313 FFireTime
:= FFireTime
- 1;
2314 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2315 if FFirePainTime
= 0 then
2317 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2318 FFirePainTime
:= 18;
2321 FFirePainTime
:= FFirePainTime
- 1;
2325 // Ìåðòâûé íè÷åãî íå äåëàåò:
2326 if (FState
= STATE_DEAD
) then
2329 // AI ìîíñòðîâ âûêëþ÷åí:
2330 if g_debug_MonsterOff
then
2333 if FState
<> STATE_SLEEP
then
2334 SetState(STATE_SLEEP
);
2337 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2338 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2339 case FMonsterType
of
2341 if Random(4) = 0 then
2342 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2343 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2344 MONSTER_ROBO
, MONSTER_BARREL
:
2345 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2346 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2348 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2349 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2350 if Random(2) = 0 then
2351 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2353 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2357 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2358 if FMonsterType
= MONSTER_BARREL
then
2360 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2361 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2362 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2363 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2367 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2368 if FMonsterType
= MONSTER_SOUL
then
2369 if WordBool(st
and MOVE_HITAIR
) then
2370 g_Obj_SetSpeed(@FObj
, 16);
2375 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2376 if FObj
.Vel
.Y
< 0 then
2377 if WordBool(st
and MOVE_INWATER
) then
2380 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2381 FTargetTime
:= FTargetTime
+ 1;
2384 if FShellTimer
> -1 then
2385 if FShellTimer
= 0 then
2387 if FShellType
= SHELL_SHELL
then
2388 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2389 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2390 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2391 else if FShellType
= SHELL_DBLSHELL
then
2393 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2394 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2395 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2396 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2397 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2398 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2401 end else Dec(FShellTimer
);
2403 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2405 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2406 STATE_ATTACK
, STATE_SHOOT
]) then
2407 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2408 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2409 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2410 (FObj
.Accel
.Y
= 0) then
2411 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2414 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2416 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2417 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2419 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2420 if gSoundEffectsDF
then PainSound();
2422 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2425 // Ñíèæàåì áîëü ñî âðåìåíåì:
2428 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2429 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2437 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2440 FSleep
:= FSleep
+ 1;
2442 // Ïðîñïàëè äîñòàòî÷íî:
2443 if FSleep
>= 18 then
2448 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2449 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2450 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2451 if (gPlayers
<> nil) then
2452 for a
:= 0 to High(gPlayers
) do
2453 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2454 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2456 if g_Look(@FObj
, @Obj
, FDirection
) then
2458 FTargetUID
:= gPlayers
[a
].UID
;
2465 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2466 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2467 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2468 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2469 if gMonsters
<> nil then
2470 for a
:= 0 to High(gMonsters
) do
2471 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2472 (gMonsters
[a
].FUID
<> FUID
) then
2474 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2475 if (FBehaviour
= BH_MANIAC
) and
2476 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2478 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2479 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2480 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2482 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2483 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2485 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2487 FTargetUID
:= gMonsters
[a
].UID
;
2496 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2499 FSleep
:= FSleep
- 1;
2501 // Âûæäàëè äîñòàòî÷íî - èäåì:
2506 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2508 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2509 if WordBool(st
and MOVE_BLOCK
) then
2513 SetState(STATE_RUNOUT
);
2518 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2519 if (FMonsterType
= MONSTER_VILE
) then
2520 if isCorpse(@FObj
, False) <> -1 then
2523 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2528 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2529 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2530 if not findNewPrey() then
2531 begin // Íîâûõ öåëåé íåò
2539 o
.Rect
:= _Rect(0, 0, 0, 1);
2541 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2542 GetPos(FTargetUID
, @o
);
2544 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2545 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2548 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2555 // Ðàññòîÿíèå äî öåëè:
2556 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2557 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2559 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2561 FDirection
:= D_RIGHT
2563 FDirection
:= D_LEFT
;
2565 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2566 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2567 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2568 if shoot(@o
, False) then
2571 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2572 if Abs(sx
) < 40 then
2573 if FMonsterType
<> MONSTER_FISH
then
2576 SetState(STATE_RUN
);
2577 if Random(2) = 0 then
2578 FDirection
:= D_LEFT
2580 FDirection
:= D_RIGHT
;
2585 // Óïåðëèñü â ñòåíó:
2586 if WordBool(st
and MOVE_HITWALL
) then
2588 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2589 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2590 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2592 SetState(STATE_WAIT
);
2597 case FMonsterType
of
2598 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2600 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2601 (FObj
.Accel
.Y
= 0) then
2602 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2603 // Ïðûæîê ÷åðåç ñòåíó:
2604 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2605 SetState(STATE_CLIMB
);
2612 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2613 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2614 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2616 if FMonsterType
= MONSTER_FISH
then
2618 if not WordBool(st
and MOVE_INWATER
) then
2619 begin // Ðûáà âíå âîäû:
2620 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2621 begin // "Ñòîèò" òâåðäî
2622 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2623 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2624 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2628 SetState(STATE_PAIN
);
2629 FPain
:= FPain
+ 50;
2633 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2635 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2639 // Ðûáà ïëûâåò ââåðõ:
2640 if FObj
.Vel
.Y
< 0 then
2641 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2643 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2645 // Ïëàâàåì òóäà-ñþäà:
2646 if Random(2) = 0 then
2647 FDirection
:= D_LEFT
2649 FDirection
:= D_RIGHT
;
2651 SetState(STATE_RUN
);
2655 else // Ëåòàþùèå ìîíñòðû
2657 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2659 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2664 else // "Íàçåìíûå" ìîíñòðû
2666 // Âîçìîæíî, ïèíàåì êóñêè:
2667 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2669 b
:= Abs(FObj
.Vel
.X
);
2670 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2671 for a
:= 0 to High(gGibs
) do
2673 if gGibs
[a
].Live
and
2674 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2675 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2678 if FObj
.Vel
.X
< 0 then
2680 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2684 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2689 // Áîññû ìîãóò ïèíàòü òðóïû:
2690 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2691 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2693 b
:= Abs(FObj
.Vel
.X
);
2694 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2695 for a
:= 0 to High(gCorpses
) do
2696 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2698 co
:= gCorpses
[a
].Obj
;
2699 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2700 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2702 if FObj
.Vel
.X
< 0 then
2703 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2705 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2708 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2710 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2712 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2713 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2716 FSleep
:= FSleep
+ 1;
2722 if Random(8) = 0 then
2726 // Áåæèì â âûáðàííóþ ñòîðîíó:
2727 if FDirection
= D_RIGHT
then
2728 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2730 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2732 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2733 if WordBool(st
and MOVE_INWATER
) then
2734 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2735 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2736 if FMonsterType
= MONSTER_FISH
then
2740 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2742 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2743 if WordBool(st
and MOVE_BLOCK
) then
2747 SetState(STATE_RUNOUT
);
2752 FSleep
:= FSleep
- 1;
2754 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2755 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2759 // Ñòåíà - èäåì îáðàòíî:
2760 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2763 if Random(8) = 0 then
2767 // Áåæèì â âûáðàííóþ ñòîðîíó:
2768 if FDirection
= D_RIGHT
then
2769 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2771 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2773 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2774 if WordBool(st
and MOVE_INWATER
) then
2775 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2776 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2777 if FMonsterType
= MONSTER_FISH
then
2781 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2783 // Âûøëè èç ÁëîêÌîíà:
2784 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2787 FSleep
:= FSleep
- 1;
2789 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2790 if FSleep
<= -18 then
2794 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2795 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2798 if Random(8) = 0 then
2802 // Áåæèì â âûáðàííóþ ñòîðîíó:
2803 if FDirection
= D_RIGHT
then
2804 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2806 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2808 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2809 if WordBool(st
and MOVE_INWATER
) then
2810 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2811 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2812 if FMonsterType
= MONSTER_FISH
then
2816 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2818 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2819 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2820 (not WordBool(st
and MOVE_HITWALL
)) then
2825 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2826 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2830 SetState(STATE_RUN
);
2834 // Áåæèì â âûáðàííóþ ñòîðîíó:
2835 if FDirection
= D_RIGHT
then
2836 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2838 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2840 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2841 if WordBool(st
and MOVE_INWATER
) then
2842 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2843 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2844 if FMonsterType
= MONSTER_FISH
then
2848 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2849 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2851 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2852 if FMonsterType
= MONSTER_SOUL
then
2854 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2860 // Çàìåäëÿåìñÿ ïðè àòàêå:
2861 if FMonsterType
<> MONSTER_FISH
then
2862 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2864 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2865 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2867 // Öåëü ïîãèáëà => èäåì äàëüøå:
2868 if not GetPos(FTargetUID
, @o
) then
2875 // Öåëü íå âèäíî => èäåì äàëüøå:
2876 if not g_Look(@FObj
, @o
, FDirection
) then
2883 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2884 if g_Obj_CollideWater(@o
, 0, 0) then
2892 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2893 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2894 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2897 end; // case FState of ...
2901 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2902 if FState
= STATE_REVIVE
then
2903 if FAnim
[FCurAnim
, FDirection
].Played
then
2904 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2905 FAnim
[FCurAnim
, FDirection
].Revert(False);
2909 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2910 if vilefire
<> nil then
2913 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2914 if (FState
= STATE_DIE
) and
2915 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2916 (FAnim
[FCurAnim
, FDirection
].Played
) then
2919 SetState(STATE_DEAD
);
2921 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2922 if (FMonsterType
= MONSTER_PAIN
) then
2924 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2925 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2928 mon
.SetState(STATE_GO
);
2929 mon
.FNoRespawn
:= True;
2930 Inc(gTotalMonsters
);
2931 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2934 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2935 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2938 mon
.SetState(STATE_GO
);
2939 mon
.FNoRespawn
:= True;
2940 Inc(gTotalMonsters
);
2941 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2944 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2945 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2948 mon
.SetState(STATE_GO
);
2949 mon
.FNoRespawn
:= True;
2950 Inc(gTotalMonsters
);
2951 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2954 if g_Game_IsNet
then MH_SEND_CoopStats();
2957 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2958 if (FMonsterType
= MONSTER_PAIN
) or
2959 (FMonsterType
= MONSTER_SOUL
) or
2960 (FMonsterType
= MONSTER_BARREL
) then
2964 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2965 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2966 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2967 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2968 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2969 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2970 if FState
= STATE_ATTACK
then
2971 begin // Ñîñòîÿíèå - Àòàêà
2972 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2973 if FMonsterType
<> MONSTER_SOUL
then
2976 else // Ñîñòîÿíèå - Ñòðåëüáà
2978 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2979 if not FChainFire
then
2982 begin // Íàäî ñòðåëÿòü åùå
2983 FChainFire
:= False;
2984 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2985 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2986 FAnim
[FCurAnim
, FDirection
].Reset();
2990 FWaitAttackAnim
:= False;
2993 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2994 if (FMonsterType
= MONSTER_SOUL
) or
2995 ( (not FWaitAttackAnim
) and
2996 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2997 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2999 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3000 if FState
= STATE_ATTACK
then
3001 begin // Ñîñòîÿíèå - Àòàêà
3002 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3003 if FMonsterType
= MONSTER_SOUL
then
3004 FAnim
[FCurAnim
, FDirection
].Reset();
3006 case FMonsterType
of
3007 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3008 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3009 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3010 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3011 if FMonsterType
= MONSTER_SOUL
then
3015 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
3016 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
3017 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
3019 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3020 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3021 if FCurAnim
= ANIM_ATTACK2
then
3024 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3025 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
3026 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
3030 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3031 if FCurAnim
= ANIM_ATTACK2
then
3033 sx
:= isCorpse(@FObj
, True);
3035 begin // Íàøëè, êîãî âîñêðåñèòü
3036 gMonsters
[sx
].SetState(STATE_REVIVE
);
3037 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3038 // Âîñêðåøàòü - ñåáå âðåäèòü:
3039 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3045 else // Ñîñòîÿíèå - Ñòðåëüáà
3047 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3048 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
3050 if FDirection
= D_LEFT
then
3052 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
3053 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
3054 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3057 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
3059 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3060 case FMonsterType
of
3062 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3065 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3066 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
3067 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3071 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
3072 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3074 FShellType
:= SHELL_SHELL
;
3078 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
3080 FShellType
:= SHELL_DBLSHELL
;
3085 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3086 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3089 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3092 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3093 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3094 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3098 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3099 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3100 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
3103 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3105 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3107 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3108 MONSTER_BARON
, MONSTER_KNIGHT
:
3109 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3111 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3113 begin // Ñîçäàåì Lost_Soul:
3114 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3115 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3118 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3119 mon
.FTargetUID
:= FTargetUID
;
3120 GetPos(FTargetUID
, @o
);
3121 mon
.FTargetTime
:= 0;
3122 mon
.FNoRespawn
:= True;
3123 mon
.SetState(STATE_GO
);
3124 mon
.shoot(@o
, True);
3125 Inc(gTotalMonsters
);
3127 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3132 if FMonsterType
<> MONSTER_PAIN
then
3133 if g_Game_IsNet
then
3134 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3136 // Ñêîðîñòðåëüíûå ìîíñòðû:
3137 if (FMonsterType
= MONSTER_CGUN
) or
3138 (FMonsterType
= MONSTER_SPIDER
) or
3139 (FMonsterType
= MONSTER_BSP
) or
3140 (FMonsterType
= MONSTER_MANCUB
) or
3141 (FMonsterType
= MONSTER_ROBO
) then
3142 if not GetPos(FTargetUID
, @o
) then
3143 // Öåëü ìåðòâà - èùåì íîâóþ:
3145 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3146 if shoot(@o
, False) then
3150 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3151 FWaitAttackAnim
:= True;
3154 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3155 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3157 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3158 // Çâóêè ïðè ïåðåäâèæåíèè:
3159 case FMonsterType
of
3161 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3162 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3163 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3165 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3166 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3167 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3169 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3170 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3171 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3173 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3174 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3175 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3179 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3180 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3181 FObj
.Vel
.X
:= oldvelx
;
3183 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3184 if FAnim
[FCurAnim
, FDirection
] <> nil then
3185 FAnim
[FCurAnim
, FDirection
].Update();
3188 procedure TMonster
.SetDeadAnim
;
3190 if FAnim
<> nil then
3191 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3194 procedure TMonster
.RevertAnim(R
: Boolean = True);
3196 if FAnim
<> nil then
3197 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3198 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3201 function TMonster
.AnimIsReverse
: Boolean;
3203 if FAnim
<> nil then
3204 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3209 procedure TMonster
.ClientUpdate();
3211 a
, b
, sx
, sy
, oldvelx
: Integer;
3218 sx
:= 0; // SHUT UP COMPILER
3221 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3222 if FMonsterType
= MONSTER_FISH
then
3223 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3224 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
3227 // Ëåòàþùèå ìîíòñðû:
3228 if ((FMonsterType
= MONSTER_SOUL
) or
3229 (FMonsterType
= MONSTER_PAIN
) or
3230 (FMonsterType
= MONSTER_CACO
)) and
3231 (FState
<> STATE_DIE
) and
3232 (FState
<> STATE_DEAD
) then
3235 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3236 if gTime
mod (GAME_TICK
*2) <> 0 then
3238 g_Obj_Move(@FObj
, fall
, True, True);
3239 positionChanged(); // this updates spatial accelerators
3243 if FPainTicks
> 0 then
3246 FPainSound
:= False;
3249 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3250 positionChanged(); // this updates spatial accelerators
3252 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3253 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3254 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3260 oldvelx
:= FObj
.Vel
.X
;
3262 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3263 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3264 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3266 if FFireTime
> 0 then
3268 if WordBool(st
and MOVE_INWATER
) then
3273 FFireTime
:= FFireTime
- 1;
3277 // Ìåðòâûé íè÷åãî íå äåëàåò:
3278 if (FState
= STATE_DEAD
) then
3281 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3282 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3283 case FMonsterType
of
3285 if Random(4) = 0 then
3286 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3287 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3288 MONSTER_ROBO
, MONSTER_BARREL
:
3289 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3290 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3292 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3293 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3294 if Random(2) = 0 then
3295 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3297 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3301 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3302 if FMonsterType
= MONSTER_BARREL
then
3304 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3305 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3306 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3307 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3311 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3312 if FMonsterType
= MONSTER_SOUL
then
3313 if WordBool(st
and MOVE_HITAIR
) then
3314 g_Obj_SetSpeed(@FObj
, 16);
3319 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3320 if FObj
.Vel
.Y
< 0 then
3321 if WordBool(st
and MOVE_INWATER
) then
3324 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3325 FTargetTime
:= FTargetTime
+ 1;
3327 if FShellTimer
> -1 then
3328 if FShellTimer
= 0 then
3330 if FShellType
= SHELL_SHELL
then
3331 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3332 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3333 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3334 else if FShellType
= SHELL_DBLSHELL
then
3336 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3337 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3338 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3339 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3340 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3341 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3344 end else Dec(FShellTimer
);
3346 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3348 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3349 STATE_ATTACK
, STATE_SHOOT
]) then
3350 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3351 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3352 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3353 (FObj
.Accel
.Y
= 0) then
3354 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3357 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3359 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3360 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3362 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3363 if gSoundEffectsDF
then PainSound();
3365 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3368 // Ñíèæàåì áîëü ñî âðåìåíåì:
3371 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3372 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3379 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3382 FSleep
:= FSleep
+ 1;
3384 // Ïðîñïàëè äîñòàòî÷íî:
3385 if FSleep
>= 18 then
3391 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3394 FSleep
:= FSleep
- 1;
3397 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3399 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3400 if WordBool(st
and MOVE_BLOCK
) then
3404 SetState(STATE_RUNOUT
);
3409 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3410 if (FMonsterType
= MONSTER_VILE
) then
3411 if isCorpse(@FObj
, False) <> -1 then
3413 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3419 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3420 if Abs(sx
) < 40 then
3421 if FMonsterType
<> MONSTER_FISH
then
3423 SetState(STATE_RUN
);
3429 // Óïåðëèñü â ñòåíó:
3430 if WordBool(st
and MOVE_HITWALL
) then
3432 case FMonsterType
of
3433 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3435 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3436 (FObj
.Accel
.Y
= 0) then
3437 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3438 // Ïðûæîê ÷åðåç ñòåíó:
3439 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3440 SetState(STATE_CLIMB
);
3447 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3448 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3449 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3451 if FMonsterType
= MONSTER_FISH
then
3453 if not WordBool(st
and MOVE_INWATER
) then
3454 begin // Ðûáà âíå âîäû:
3455 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3456 begin // "Ñòîèò" òâåðäî
3457 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3458 if FObj
.Accel
.Y
= 0 then
3460 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3464 SetState(STATE_PAIN
);
3465 FPain
:= FPain
+ 50;
3469 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3471 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3475 // Ðûáà ïëûâåò ââåðõ:
3476 if FObj
.Vel
.Y
< 0 then
3477 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3479 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3481 // Ïëàâàåì òóäà-ñþäà:
3482 SetState(STATE_RUN
);
3487 else // Ëåòàþùèå ìîíñòðû
3489 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3491 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3496 else // "Íàçåìíûå" ìîíñòðû
3498 // Âîçìîæíî, ïèíàåì êóñêè:
3499 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3501 b
:= Abs(FObj
.Vel
.X
);
3502 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3503 for a
:= 0 to High(gGibs
) do
3505 if gGibs
[a
].Live
and
3506 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3507 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3510 if FObj
.Vel
.X
< 0 then
3512 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3516 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3518 positionChanged(); // this updates spatial accelerators
3522 // Áîññû ìîãóò ïèíàòü òðóïû:
3523 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3524 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3526 b
:= Abs(FObj
.Vel
.X
);
3527 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3528 for a
:= 0 to High(gCorpses
) do
3529 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3531 co
:= gCorpses
[a
].Obj
;
3532 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3533 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3535 if FObj
.Vel
.X
< 0 then
3536 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3538 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3543 FSleep
:= FSleep
+ 1;
3549 if Random(8) = 0 then
3553 // Áåæèì â âûáðàííóþ ñòîðîíó:
3554 if FDirection
= D_RIGHT
then
3555 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3557 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3559 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3560 if WordBool(st
and MOVE_INWATER
) then
3561 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3562 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3563 if FMonsterType
= MONSTER_FISH
then
3567 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3569 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3570 if WordBool(st
and MOVE_BLOCK
) then
3572 SetState(STATE_RUNOUT
);
3578 FSleep
:= FSleep
- 1;
3580 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3581 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3587 if Random(8) = 0 then
3591 // Áåæèì â âûáðàííóþ ñòîðîíó:
3592 if FDirection
= D_RIGHT
then
3593 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3595 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3597 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3598 if WordBool(st
and MOVE_INWATER
) then
3599 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3600 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3601 if FMonsterType
= MONSTER_FISH
then
3605 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3607 // Âûøëè èç ÁëîêÌîíà:
3608 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3611 FSleep
:= FSleep
- 1;
3613 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3614 if FSleep
<= -18 then
3620 if Random(8) = 0 then
3624 // Áåæèì â âûáðàííóþ ñòîðîíó:
3625 if FDirection
= D_RIGHT
then
3626 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3628 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3630 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3631 if WordBool(st
and MOVE_INWATER
) then
3632 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3633 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3634 if FMonsterType
= MONSTER_FISH
then
3638 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3640 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3641 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3642 (not WordBool(st
and MOVE_HITWALL
)) then
3647 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3648 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3650 SetState(STATE_RUN
);
3655 // Áåæèì â âûáðàííóþ ñòîðîíó:
3656 if FDirection
= D_RIGHT
then
3657 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3659 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3661 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3662 if WordBool(st
and MOVE_INWATER
) then
3663 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3664 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3665 if FMonsterType
= MONSTER_FISH
then
3669 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3670 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3672 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3673 if FMonsterType
= MONSTER_SOUL
then
3675 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3681 // Çàìåäëÿåìñÿ ïðè àòàêå:
3682 if FMonsterType
<> MONSTER_FISH
then
3683 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3685 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3686 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3688 // Öåëü ïîãèáëà => èäåì äàëüøå:
3689 if not GetPos(FTargetUID
, @o
) then
3696 // Öåëü íå âèäíî => èäåì äàëüøå:
3697 if not g_Look(@FObj
, @o
, FDirection
) then
3704 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3705 if g_Obj_CollideWater(@o
, 0, 0) then
3713 end; // case FState of ...
3717 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3718 if FState
= STATE_REVIVE
then
3719 if FAnim
[FCurAnim
, FDirection
].Played
then
3720 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3721 FAnim
[FCurAnim
, FDirection
].Revert(False);
3725 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3726 if vilefire
<> nil then
3729 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3730 if (FState
= STATE_DIE
) and
3731 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3732 (FAnim
[FCurAnim
, FDirection
].Played
) then
3735 SetState(STATE_DEAD
);
3737 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3738 if (FMonsterType
= MONSTER_PAIN
) or
3739 (FMonsterType
= MONSTER_SOUL
) or
3740 (FMonsterType
= MONSTER_BARREL
) then
3743 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3746 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3747 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3748 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3749 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3750 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3751 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3752 if FState
= STATE_ATTACK
then
3753 begin // Ñîñòîÿíèå - Àòàêà
3754 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3755 if FMonsterType
<> MONSTER_SOUL
then
3758 else // Ñîñòîÿíèå - Ñòðåëüáà
3760 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3761 if not FChainFire
then
3764 begin // Íàäî ñòðåëÿòü åùå
3765 FChainFire
:= False;
3766 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3767 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3768 FAnim
[FCurAnim
, FDirection
].Reset();
3772 FWaitAttackAnim
:= False;
3775 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3776 if (FMonsterType
= MONSTER_SOUL
) or
3777 ( (not FWaitAttackAnim
) and
3778 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3779 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3781 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3782 if FState
= STATE_ATTACK
then
3783 begin // Ñîñòîÿíèå - Àòàêà
3784 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3785 if FMonsterType
= MONSTER_SOUL
then
3786 FAnim
[FCurAnim
, FDirection
].Reset();
3788 case FMonsterType
of
3789 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3790 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3791 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3792 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3793 if FMonsterType
= MONSTER_SOUL
then
3797 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3799 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3800 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3801 if FCurAnim
= ANIM_ATTACK2
then
3804 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3805 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3809 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3810 if FCurAnim
= ANIM_ATTACK2
then
3812 sx
:= isCorpse(@FObj
, True);
3814 begin // Íàøëè, êîãî âîñêðåñèòü
3815 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3816 // Âîñêðåøàòü - ñåáå âðåäèòü:
3817 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3823 else // Ñîñòîÿíèå - Ñòðåëüáà
3825 // Ñêîðîñòðåëüíûå ìîíñòðû:
3826 if (FMonsterType
= MONSTER_CGUN
) or
3827 (FMonsterType
= MONSTER_SPIDER
) or
3828 (FMonsterType
= MONSTER_BSP
) or
3829 (FMonsterType
= MONSTER_MANCUB
) or
3830 (FMonsterType
= MONSTER_ROBO
) then
3831 if not GetPos(FTargetUID
, @o
) then
3832 // Öåëü ìåðòâà - èùåì íîâóþ:
3834 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3835 if shoot(@o
, False) then
3839 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3840 FWaitAttackAnim
:= True;
3843 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3844 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3846 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3847 // Çâóêè ïðè ïåðåäâèæåíèè:
3848 case FMonsterType
of
3850 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3851 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3852 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3854 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3855 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3856 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3858 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3859 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3860 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3862 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3863 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3864 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3868 // Êîñòûëü äëÿ ïîòîêîâ
3869 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3870 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3871 FObj
.Vel
.X
:= oldvelx
;
3873 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3874 if FAnim
[FCurAnim
, FDirection
] <> nil then
3875 FAnim
[FCurAnim
, FDirection
].Update();
3878 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3880 case FMonsterType
of
3883 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3884 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3888 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3890 FShellType
:= SHELL_SHELL
;
3894 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3896 FShellType
:= SHELL_DBLSHELL
;
3898 MONSTER_CGUN
, MONSTER_SPIDER
:
3900 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3901 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3904 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3906 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3908 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3910 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3912 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3914 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3915 MONSTER_BARON
, MONSTER_KNIGHT
:
3916 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3918 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3922 procedure TMonster
.Turn();
3925 if FDirection
= D_LEFT
then
3926 FDirection
:= D_RIGHT
3928 FDirection
:= D_LEFT
;
3930 // Áåæèì â âûáðàííóþ ñòîðîíó:
3931 if FDirection
= D_RIGHT
then
3932 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3934 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3937 function TMonster
.findNewPrey(): Boolean;
3941 PlayersSee
, MonstersSee
: Array of DWORD
;
3942 PlayerNear
, MonsterNear
: Integer;
3945 SetLength(MonstersSee
, 0);
3946 SetLength(PlayersSee
, 0);
3953 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3954 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3955 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3956 for a
:= 0 to High(gPlayers
) do
3957 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3958 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3960 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3962 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3963 PlayersSee
[High(PlayersSee
)] := a
;
3965 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3966 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3970 PlayerNear
:= Integer(a
);
3974 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3975 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3976 for a
:= 0 to High(gMonsters
) do
3977 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3978 (gMonsters
[a
].FUID
<> FUID
) then
3980 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3981 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3982 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3983 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3984 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3985 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3986 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3987 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3989 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3991 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3992 MonstersSee
[High(MonstersSee
)] := a
;
3994 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3995 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3999 MonsterNear
:= Integer(a
);
4004 BH_NORMAL
, BH_KILLER
:
4006 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
4007 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
4009 a
:= PlayersSee
[Random(Length(PlayersSee
))];
4010 FTargetUID
:= gPlayers
[a
].UID
;
4013 if (FTargetUID
= 0) and (PlayerNear
> -1) then
4016 FTargetUID
:= gPlayers
[a
].UID
;
4018 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
4019 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
4021 a
:= MonstersSee
[Random(Length(MonstersSee
))];
4022 FTargetUID
:= gMonsters
[a
].UID
;
4025 if (FTargetUID
= 0) and (MonsterNear
> -1) then
4028 FTargetUID
:= gMonsters
[a
].UID
;
4031 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
4033 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
4034 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
4036 a
:= PlayersSee
[Random(Length(PlayersSee
))];
4037 FTargetUID
:= gPlayers
[a
].UID
;
4039 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
4041 a
:= MonstersSee
[Random(Length(MonstersSee
))];
4042 FTargetUID
:= gMonsters
[a
].UID
;
4044 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
4045 if (FTargetUID
= 0) and (PlayerNear
> -1) then
4048 FTargetUID
:= gPlayers
[a
].UID
;
4050 if (FTargetUID
= 0) and (MonsterNear
> -1) then
4053 FTargetUID
:= gMonsters
[a
].UID
;
4058 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4059 if FTargetUID
= 0 then
4061 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4062 if FBehaviour
= BH_INSANE
then
4065 FTargetTime
:= MAX_ATM
;
4074 function TMonster
.kick(o
: PObj
): Boolean;
4078 case FMonsterType
of
4081 SetState(STATE_ATTACK
);
4086 SetState(STATE_ATTACK
);
4087 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
4092 SetState(STATE_ATTACK
);
4093 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
4096 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
4098 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
4099 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
4102 MONSTER_BARON
, MONSTER_KNIGHT
,
4103 MONSTER_CACO
, MONSTER_MANCUB
:
4104 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4105 if not g_Game_IsClient
then Result
:= shoot(o
, True);
4109 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4119 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4120 if not immediately
then
4121 case FMonsterType
of
4122 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4123 Exit
; // íå ñòðåëÿþò
4124 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4127 // Âðåìÿ âûñòðåëà óïóùåíî:
4129 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4135 // Âðåìÿ âûñòðåëà óïóùåíî:
4142 // Âðåìÿ âûñòðåëà óïóùåíî:
4143 if FAmmo
>= 100 then
4148 // Ñòðåëÿåò íå âñåãäà:
4149 if Random(2) = 0 then
4152 // Âðåìÿ âûñòðåëà óïóùåíî:
4156 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4157 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4158 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4159 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4160 else if Random(16) <> 0 then Exit
;
4164 if not g_Look(@FObj
, o
, FDirection
) then
4169 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4170 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4172 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4173 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4174 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4175 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4178 case FMonsterType
of
4179 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4181 SetState(STATE_SHOOT
);
4186 SetState(STATE_SHOOT
);
4190 begin // Çàæèãàåì îãîíü
4191 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4192 ty
:= o
^.Y
+o
^.Rect
.Y
;
4193 SetState(STATE_SHOOT
);
4197 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4198 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4201 begin // Ëåòèò â ñòîðîíó öåëè:
4202 SetState(STATE_ATTACK
);
4203 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4205 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4206 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4207 m
:= Max(Abs(xd
), Abs(yd
));
4211 FObj
.Vel
.X
:= (xd
*16) div m
;
4212 FObj
.Vel
.Y
:= (yd
*16) div m
;
4214 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4215 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4217 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4218 if FMonsterType
= MONSTER_MANCUB
then
4220 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4222 SetState(STATE_SHOOT
);
4230 function TMonster
.Live(): Boolean;
4232 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
4235 procedure TMonster
.SetHealth(aH
: Integer);
4237 if (aH
> 0) and (aH
< 1000000) then
4240 if FHealth
> FMaxHealth
then
4241 FMaxHealth
:= FHealth
;
4245 procedure TMonster
.WakeUp();
4247 if g_Game_IsClient
then Exit
;
4249 FTargetTime
:= MAX_ATM
;
4253 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4263 // Ñèãíàòóðà ìîíñòðà:
4264 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4265 Mem
.WriteDWORD(sig
);
4267 Mem
.WriteWord(FUID
);
4269 if FDirection
= D_LEFT
then
4274 // Íàäî ëè óäàëèòü åãî:
4275 Mem
.WriteBoolean(FRemoved
);
4276 // Îñòàëîñü çäîðîâüÿ:
4277 Mem
.WriteInt(FHealth
);
4279 Mem
.WriteByte(FState
);
4280 // Òåêóùàÿ àíèìàöèÿ:
4281 Mem
.WriteByte(FCurAnim
);
4283 Mem
.WriteWord(FTargetUID
);
4284 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4285 Mem
.WriteInt(FTargetTime
);
4286 // Ïîâåäåíèå ìîíñòðà:
4287 Mem
.WriteByte(FBehaviour
);
4288 // Ãîòîâíîñòü ê âûñòðåëó:
4289 Mem
.WriteInt(FAmmo
);
4291 Mem
.WriteInt(FPain
);
4293 Mem
.WriteInt(FSleep
);
4294 // Îçâó÷èâàòü ëè áîëü:
4295 Mem
.WriteBoolean(FPainSound
);
4296 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4297 Mem
.WriteBoolean(FWaitAttackAnim
);
4298 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4299 Mem
.WriteBoolean(FChainFire
);
4300 // Ïîäëåæèò ëè ðåñïàâíó:
4301 Mem
.WriteBoolean(FNoRespawn
);
4305 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4306 Mem
.WriteInt(FStartID
);
4307 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4308 Mem
.WriteInt(FSpawnTrigger
);
4310 Obj_SaveState(@FObj
, Mem
);
4311 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4312 anim
:= vilefire
<> nil;
4313 Mem
.WriteBoolean(anim
);
4314 // Åñëè åñòü - ñîõðàíÿåì:
4316 vilefire
.SaveState(Mem
);
4318 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4320 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4321 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4322 Mem
.WriteBoolean(anim
);
4323 // Åñëè åñòü - ñîõðàíÿåì:
4325 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4326 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4327 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4328 Mem
.WriteBoolean(anim
);
4329 // Åñëè åñòü - ñîõðàíÿåì:
4331 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4335 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4345 // Ñèãíàòóðà ìîíñòðà:
4347 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4349 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4356 FDirection
:= D_LEFT
4358 FDirection
:= D_RIGHT
;
4359 // Íàäî ëè óäàëèòü åãî:
4360 Mem
.ReadBoolean(FRemoved
);
4361 // Îñòàëîñü çäîðîâüÿ:
4362 Mem
.ReadInt(FHealth
);
4364 Mem
.ReadByte(FState
);
4365 // Òåêóùàÿ àíèìàöèÿ:
4366 Mem
.ReadByte(FCurAnim
);
4368 Mem
.ReadWord(FTargetUID
);
4369 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4370 Mem
.ReadInt(FTargetTime
);
4371 // Ïîâåäåíèå ìîíñòðà:
4372 Mem
.ReadByte(FBehaviour
);
4373 // Ãîòîâíîñòü ê âûñòðåëó:
4378 Mem
.ReadInt(FSleep
);
4379 // Îçâó÷èâàòü ëè áîëü:
4380 Mem
.ReadBoolean(FPainSound
);
4381 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4382 Mem
.ReadBoolean(FWaitAttackAnim
);
4383 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4384 Mem
.ReadBoolean(FChainFire
);
4385 // Ïîäëåæèò ëè ðåñïàâíó
4386 Mem
.ReadBoolean(FNoRespawn
);
4390 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4391 Mem
.ReadInt(FStartID
);
4392 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4393 Mem
.ReadInt(FSpawnTrigger
);
4395 Obj_LoadState(@FObj
, Mem
);
4396 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4397 Mem
.ReadBoolean(anim
);
4398 // Åñëè åñòü - çàãðóæàåì:
4401 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4402 vilefire
.LoadState(Mem
);
4405 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4407 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4408 Mem
.ReadBoolean(anim
);
4409 // Åñëè åñòü - çàãðóæàåì:
4412 Assert(FAnim
[i
, D_LEFT
] <> nil,
4413 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4414 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4416 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4417 Mem
.ReadBoolean(anim
);
4418 // Åñëè åñòü - çàãðóæàåì:
4421 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4422 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4423 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4428 procedure TMonster
.ActivateTriggers();
4432 if FDieTriggers
<> nil then
4433 for a
:= 0 to High(FDieTriggers
) do
4434 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4435 if FSpawnTrigger
> -1 then
4437 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4438 FSpawnTrigger
:= -1;
4442 procedure TMonster
.AddTrigger(t
: Integer);
4444 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4445 FDieTriggers
[High(FDieTriggers
)] := t
;
4448 procedure TMonster
.ClearTriggers();
4450 SetLength(FDieTriggers
, 0);
4453 procedure TMonster
.CatchFire(Attacker
: Word);
4456 FFireAttacker
:= Attacker
;
4457 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_MonsterState(FUID
);
4460 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4465 if (Random(10) = 1) and (Times
= 1) then
4468 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4470 for i
:= 1 to Times
do
4472 Anim
:= TAnimation
.Create(id
, False, 3);
4474 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4475 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4482 // ////////////////////////////////////////////////////////////////////////// //
4483 // throws on invalid uid
4484 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4486 result
:= g_Mons_ByIdx_NC(uid
);
4487 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4492 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4494 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4495 result
:= gMonsters
[uid
];
4499 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4505 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4506 for idx
:= 0 to High(gMonsters
) do
4508 mon
:= gMonsters
[idx
];
4509 if (mon
<> nil) then
4512 if result
then exit
;
4518 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
4524 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4525 for idx
:= 0 to High(gMonsters
) do
4527 mon
:= gMonsters
[idx
];
4528 if (mon
<> nil) and mon
.Live
then
4531 if result
then exit
;
4537 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4539 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4541 result
:= mon
.Live
;// and g_Obj_Collide(x, y, width, height, @mon.Obj));
4549 if (width
< 1) or (height
< 1) then exit
;
4550 if gmon_debug_use_sqaccel
then
4552 result
:= (monsGrid
.forEachInAABB(x
, y
, width
, height
, monsCollCheck
) <> nil);
4556 for idx
:= 0 to High(gMonsters
) do
4558 mon
:= gMonsters
[idx
];
4559 if (mon
<> nil) and mon
.Live
then
4561 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4573 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4575 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4578 //if g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4587 if (width
< 1) or (height
< 1) then exit
;
4588 if gmon_debug_use_sqaccel
then
4590 result
:= (monsGrid
.forEachInAABB(x
, y
, width
, height
, monsCollCheck
) <> nil);
4594 for idx
:= 0 to High(gMonsters
) do
4596 mon
:= gMonsters
[idx
];
4597 if (mon
<> nil) and mon
.Live
then
4599 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4602 if result
then exit
;
4610 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4612 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4615 //if mon.Live and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon);
4616 if mon
.Live
then result
:= cb(mon
) else result
:= false;
4624 if (width
< 1) or (height
< 1) then exit
;
4625 if gmon_debug_use_sqaccel
then
4627 if (width
= 1) and (height
= 1) then
4629 result
:= (monsGrid
.forEachAtPoint(x
, y
, monsCollCheck
) <> nil);
4633 result
:= (monsGrid
.forEachInAABB(x
, y
, width
, height
, monsCollCheck
) <> nil);
4638 for idx
:= 0 to High(gMonsters
) do
4640 mon
:= gMonsters
[idx
];
4641 if (mon
<> nil) and mon
.Live
then
4643 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4646 if result
then exit
;