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/>.
22 g_basic
, e_graphics
, g_phys
, g_textures
,
23 g_saveload
, BinEditor
, g_panel
;
47 TMonster
= Class (TObject
)
51 FDirection
: TDirection
;
52 FStartDirection
: TDirection
;
53 FStartX
, FStartY
: Integer;
59 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
68 FWaitAttackAnim
: Boolean;
79 FFirePainTime
: Integer;
82 FDieTriggers
: Array of Integer;
83 FSpawnTrigger
: Integer;
86 function findNewPrey(): Boolean;
87 procedure ActivateTriggers();
93 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
94 destructor Destroy(); override;
95 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
96 function Collide(Panel
: TPanel
): Boolean; overload
;
97 function Collide(X
, Y
: Integer): Boolean; overload
;
98 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
99 function Live(): Boolean;
100 procedure SetHealth(aH
: Integer);
101 procedure Push(vx
, vy
: Integer);
102 function Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
103 function Heal(Value
: Word): Boolean;
106 procedure ClientUpdate();
107 procedure ClientAttack(wx
, wy
, tx
, ty
: Integer);
108 procedure SetDeadAnim
;
111 procedure WakeUpSound();
112 procedure DieSound();
113 procedure PainSound();
114 procedure ActionSound();
115 procedure AddTrigger(t
: Integer);
116 procedure ClearTriggers();
118 procedure SaveState(var Mem
: TBinMemoryWriter
);
119 procedure LoadState(var Mem
: TBinMemoryReader
);
120 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
121 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
122 procedure MakeBloodSimple(Count
: Word);
123 procedure RevertAnim(R
: Boolean = True);
124 function AnimIsReverse
: Boolean;
125 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
126 function kick(o
: PObj
): Boolean;
127 procedure CatchFire();
128 procedure OnFireFlame(Times
: DWORD
= 1);
130 property MonsterType
: Byte read FMonsterType
;
131 property MonsterHealth
: Integer read FHealth write FHealth
;
132 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
133 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
134 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
135 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
136 property MonsterSleep
: Integer read FSleep write FSleep
;
137 property MonsterState
: Byte read FState write FState
;
138 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
139 property MonsterPain
: Integer read FPain write FPain
;
140 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
142 property Obj
: TObj read FObj
;
143 property UID
: Word read FUID write FUID
;
144 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
146 property GameX
: Integer read FObj
.X write FObj
.X
;
147 property GameY
: Integer read FObj
.Y write FObj
.Y
;
148 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
149 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
150 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
151 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
152 property GameDirection
: TDirection read FDirection write FDirection
;
154 property StartID
: Integer read FStartID
;
157 procedure g_Monsters_LoadData();
158 procedure g_Monsters_FreeData();
159 procedure g_Monsters_Init();
160 procedure g_Monsters_Free();
161 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
162 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
163 procedure g_Monsters_Update();
164 procedure g_Monsters_Draw();
165 procedure g_Monsters_DrawHealth();
166 function g_Monsters_Get(UID
: Word): TMonster
;
167 procedure g_Monsters_killedp();
168 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
169 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
170 function g_Monsters_GetIDByName(name
: String): Integer;
171 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
172 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
175 gMonsters
: array of TMonster
;
180 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
181 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
182 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
183 g_language
, g_netmsg
;
207 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
209 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
210 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
214 end = ((name
: 'SLEEP'; loop
: True),
215 (name
: 'GO'; loop
: True),
216 (name
: 'DIE'; loop
: False),
217 (name
: 'MESS'; loop
: False),
218 (name
: 'ATTACK'; loop
: False),
219 (name
: 'ATTACK2'; loop
: False),
220 (name
: 'PAIN'; loop
: False));
222 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
223 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
233 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
234 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
236 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
237 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
239 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
240 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
242 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
243 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
245 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
246 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
248 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
249 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
251 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
252 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
254 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
255 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
257 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
258 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
260 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
261 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
263 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
264 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
266 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
267 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
269 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
270 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
272 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
273 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
275 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
276 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
278 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
279 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
281 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
282 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
284 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
285 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
287 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
288 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
290 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
291 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
293 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
294 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
297 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
298 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
299 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
300 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
301 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
302 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
303 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));
304 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))),
306 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
307 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));
308 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))),
310 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
311 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));
312 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))),
314 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
315 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));
316 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))),
318 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
319 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));
320 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))),
322 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
323 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));
324 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))),
326 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
327 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));
328 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))),
330 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
331 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));
332 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))),
334 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
335 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));
336 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))),
338 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
339 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));
340 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))),
342 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
343 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));
344 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))),
346 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
347 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));
348 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))),
350 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
351 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));
352 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))),
354 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
355 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));
356 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))),
358 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
359 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));
360 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))),
362 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
363 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));
364 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))),
366 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
367 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));
368 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 ))),
370 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
371 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));
372 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))),
374 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
375 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));
376 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))),
378 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
379 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));
380 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))) );
382 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
383 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
390 soulcount
: Integer = 0;
392 function FindMonster(): DWORD
;
396 if gMonsters
<> nil then
397 for i
:= 0 to High(gMonsters
) do
398 if gMonsters
[i
] = nil then
404 if gMonsters
= nil then
406 SetLength(gMonsters
, 32);
411 Result
:= High(gMonsters
) + 1;
412 SetLength(gMonsters
, Length(gMonsters
) + 32);
416 function IsFriend(a
, b
: Byte): Boolean;
420 // Áî÷êà - âñåì äðóã:
421 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
424 // Ìîíñòðû îäíîãî âèäà:
427 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
428 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
429 Exit
; // Ýòè íå áüþò ñâîèõ
432 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
433 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
435 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
436 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
439 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
443 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
446 UIDType
, MonsterType
: Byte;
451 UIDType
:= g_GetUIDType(SpawnerUID
);
452 if UIDType
= UID_MONSTER
then
454 m
:= g_Monsters_Get(SpawnerUID
);
455 if m
= nil then Exit
;
456 MonsterType
:= m
.FMonsterType
;
460 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
461 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
463 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
464 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
465 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
467 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
468 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
472 function canShoot(m
: Byte): Boolean;
477 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
484 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
490 // Åñëè íóæíà âåðîÿòíîñòü:
491 if not immediately
then
492 if Random(8) <> 0 then
495 if gMonsters
= nil then
498 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
499 for a
:= 0 to High(gMonsters
) do
500 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) then
501 if g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
502 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
503 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
504 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
505 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
513 procedure g_Monsters_LoadData();
515 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
517 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
524 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
531 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
538 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
545 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
552 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
559 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
566 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
573 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
580 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
587 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
594 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
601 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
608 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
615 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
622 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
629 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
636 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
643 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
650 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
657 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
666 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
668 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
670 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
672 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
674 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
675 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
676 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
677 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
678 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
679 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
680 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
681 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
682 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
683 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
684 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
686 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
687 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
688 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
690 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
691 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
692 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
693 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
694 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
695 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
697 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
698 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
699 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
700 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
701 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
703 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
704 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
706 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
707 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
708 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
709 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
711 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
712 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
713 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
714 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
715 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
717 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
718 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
719 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
720 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
721 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
723 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
724 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
725 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
726 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
728 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
729 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
730 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
732 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
733 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
735 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
736 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
738 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
739 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
740 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
742 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
743 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
745 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
746 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
747 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
749 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
752 procedure g_Monsters_FreeData();
754 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
756 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
757 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
758 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
759 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
760 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
761 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
762 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
763 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
764 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
765 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
766 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
767 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
768 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
769 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
770 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
771 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
772 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
773 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
774 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
775 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
776 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
777 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
778 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
779 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
780 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
781 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
782 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
783 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
784 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
785 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
786 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
787 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
788 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
789 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
790 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
791 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
792 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
793 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
794 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
795 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
796 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
797 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
798 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
799 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
800 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
801 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
802 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
803 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
804 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
805 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
806 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
807 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
808 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
809 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
810 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
811 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
812 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
813 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
815 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
816 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
817 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
818 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
819 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
820 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
821 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
822 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
823 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
824 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
825 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
826 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
827 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
828 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
829 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
830 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
831 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
832 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
833 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
834 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
835 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
836 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
837 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
838 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
839 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
840 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
841 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
842 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
843 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
844 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
845 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
846 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
847 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
848 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
849 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
850 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
851 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
852 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
853 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
854 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
855 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
856 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
857 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
858 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
859 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
860 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
861 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
862 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
863 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
864 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
865 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
866 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
867 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
868 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
869 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
870 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
871 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
872 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
873 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
874 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
875 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
876 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
877 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
878 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
879 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
880 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
881 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
882 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
883 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
884 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
885 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
886 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
888 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
890 g_Sound_Delete('SOUND_MONSTER_PAIN');
891 g_Sound_Delete('SOUND_MONSTER_PAIN2');
892 g_Sound_Delete('SOUND_MONSTER_ACTION');
893 g_Sound_Delete('SOUND_MONSTER_ACTION2');
894 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
895 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
896 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
897 g_Sound_Delete('SOUND_MONSTER_DIE_1');
898 g_Sound_Delete('SOUND_MONSTER_DIE_2');
899 g_Sound_Delete('SOUND_MONSTER_DIE_3');
900 g_Sound_Delete('SOUND_MONSTER_SLOP');
902 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
903 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
904 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
906 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
907 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
908 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
909 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
910 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
911 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
913 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
914 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
915 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
916 g_Sound_Delete('SOUND_MONSTER_HAHA');
917 g_Sound_Delete('SOUND_MONSTER_TRUP');
919 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
920 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
922 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
923 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
924 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
925 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
927 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
928 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
929 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
930 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
931 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
933 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
934 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
935 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
936 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
937 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
939 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
940 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
941 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
942 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
944 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
945 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
946 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
948 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
949 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
951 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
952 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
954 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
955 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
956 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
958 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
959 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
961 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
962 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
963 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
965 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
968 procedure g_Monsters_Init();
973 procedure g_Monsters_Free();
977 if gMonsters
<> nil then
978 for a
:= 0 to High(gMonsters
) do
984 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
985 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
991 // Íåò òàêîãî ìîíñòðà:
992 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then
995 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
996 if MonsterType
= MONSTER_SOUL
then
997 if soulcount
> MAX_SOUL
then
1000 soulcount
:= soulcount
+ 1;
1002 find_id
:= FindMonster();
1004 gMonsters
[find_id
] := TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1006 // Íàñòðàèâàåì ïîëîæåíèå:
1007 with gMonsters
[find_id
] do
1011 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1012 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1016 FObj
.X
:= X
-FObj
.Rect
.X
;
1017 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1020 FDirection
:= Direction
;
1021 FStartDirection
:= Direction
;
1029 procedure g_Monsters_killedp();
1033 if gMonsters
= nil then
1036 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1037 h
:= High(gMonsters
);
1039 if (gMonsters
[a
] <> nil) then
1040 with gMonsters
[a
] do
1041 if (FMonsterType
= MONSTER_MAN
) and
1042 (FState
<> STATE_DEAD
) and
1043 (FState
<> STATE_SLEEP
) and
1044 (FState
<> STATE_DIE
) then
1046 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1051 procedure g_Monsters_Update();
1056 if gTime
mod (GAME_TICK
*2) = 0 then
1060 if Abs(pt_x
) > 246 then
1062 if Abs(pt_y
) > 100 then
1066 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1068 if gMonsters
<> nil then
1069 for a
:= 0 to High(gMonsters
) do
1070 if (gMonsters
[a
] <> nil) then
1071 if not gMonsters
[a
].FRemoved
then
1073 if g_Game_IsClient
then
1074 gMonsters
[a
].ClientUpdate()
1076 gMonsters
[a
].Update();
1080 gMonsters
[a
].Free();
1081 gMonsters
[a
] := nil;
1087 procedure g_Monsters_Draw();
1091 if gMonsters
<> nil then
1092 for a
:= 0 to High(gMonsters
) do
1093 if gMonsters
[a
] <> nil then
1094 gMonsters
[a
].Draw();
1097 procedure g_Monsters_DrawHealth();
1102 if gMonsters
= nil then Exit
;
1103 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1105 for a
:= 0 to High(gMonsters
) do
1106 if gMonsters
[a
] <> nil then
1108 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1109 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1110 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1114 function g_Monsters_Get(UID
: Word): TMonster
;
1120 if gMonsters
<> nil then
1121 for a
:= 0 to High(gMonsters
) do
1122 if (gMonsters
[a
] <> nil) and
1123 (gMonsters
[a
].FUID
= UID
) then
1125 Result
:= gMonsters
[a
];
1130 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1135 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1137 if gMonsters
<> nil then
1138 for i
:= 0 to High(gMonsters
) do
1139 if gMonsters
[i
] <> nil then
1140 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1143 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1145 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1147 Mem
.WriteInt(pt_xs
);
1149 Mem
.WriteInt(pt_ys
);
1151 // Êîëè÷åñòâî ìîíñòðîâ:
1152 Mem
.WriteInt(count
);
1157 // Ñîõðàíÿåì ìîíñòðîâ:
1158 for i
:= 0 to High(gMonsters
) do
1159 if gMonsters
[i
] <> nil then
1160 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1163 b
:= gMonsters
[i
].MonsterType
;
1165 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1166 gMonsters
[i
].SaveState(Mem
);
1170 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1172 count
, i
, a
: Integer;
1180 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1186 // Êîëè÷åñòâî ìîíñòðîâ:
1192 // Çàãðóæàåì ìîíñòðîâ:
1193 for a
:= 0 to count
-1 do
1198 i
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1201 raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1203 // Çàãðóæàåì äàííûå ìîíñòðà:
1204 gMonsters
[i
].LoadState(Mem
);
1208 function g_Monsters_GetIDByName(name
: String): Integer;
1212 name
:= UpperCase(name
);
1214 while (i
<= MONSTER_MAN
) do
1216 if name
= MONSTERTABLE
[i
].Name
then
1227 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1229 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1230 Result
:= MONSTERTABLE
[MonsterType
].Name
1235 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1237 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1238 Result
:= KilledByMonster
[MonsterType
]
1243 { T M o n s t e r : }
1245 procedure TMonster
.ActionSound();
1247 case FMonsterType
of
1249 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1250 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1252 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1253 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1254 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1256 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1258 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1260 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1262 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1266 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1270 procedure TMonster
.PainSound();
1278 case FMonsterType
of
1279 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1280 MONSTER_SKEL
, MONSTER_CGUN
:
1281 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1282 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1283 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1284 MONSTER_BSP
, MONSTER_CYBER
:
1285 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1287 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1289 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1291 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1293 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1297 procedure TMonster
.DieSound();
1299 case FMonsterType
of
1302 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1303 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1305 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1307 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1308 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1309 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1312 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1314 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1316 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1318 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1320 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1322 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1324 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1326 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1328 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1330 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1332 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1334 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1336 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1338 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1342 procedure TMonster
.WakeUpSound();
1344 case FMonsterType
of
1347 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1348 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1350 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1352 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1353 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1354 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1357 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1359 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1361 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1363 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1365 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1367 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1369 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1371 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1373 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1375 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1377 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1379 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1385 procedure TMonster
.BFGHit();
1387 if FMonsterType
= MONSTER_FISH
then
1390 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1391 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1392 {if g_Game_IsServer and g_Game_IsNet then
1393 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1394 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1398 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1400 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1408 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1410 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1415 Panel
.Width
, Panel
.Height
);
1418 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1420 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1421 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1422 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1423 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1426 procedure TMonster
.Respawn
;
1432 FDirection
:= FStartDirection
;
1435 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1436 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1441 FDieTriggers
:= nil;
1442 FWaitAttackAnim
:= False;
1443 FChainFire
:= False;
1446 FState
:= STATE_SLEEP
;
1447 FCurAnim
:= ANIM_SLEEP
;
1449 if g_Game_IsNet
and g_Game_IsServer
then
1451 MH_SEND_MonsterPos(FUID
);
1452 MH_SEND_MonsterState(FUID
);
1456 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1463 if ForcedUID
< 0 then
1464 FUID
:= g_CreateUID(UID_MONSTER
)
1468 FMonsterType
:= MonsterType
;
1472 FState
:= STATE_SLEEP
;
1473 FCurAnim
:= ANIM_SLEEP
;
1474 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1475 FMaxHealth
:= FHealth
;
1476 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1477 FDieTriggers
:= nil;
1478 FSpawnTrigger
:= -1;
1479 FWaitAttackAnim
:= False;
1480 FChainFire
:= False;
1482 FNoRespawn
:= False;
1484 FBehaviour
:= BH_NORMAL
;
1488 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1489 FBloodKind
:= BLOOD_SPARKS
1491 FBloodKind
:= BLOOD_NORMAL
;
1492 if FMonsterType
= MONSTER_CACO
then
1498 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1511 SetLength(FAnim
, Length(ANIMTABLE
));
1513 for a
:= 0 to High(FAnim
) do
1515 FAnim
[a
, D_LEFT
] := nil;
1516 FAnim
[a
, D_RIGHT
] := nil;
1519 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1520 if (ANIMTABLE
[a
].name
<> '') and
1521 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1523 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1524 '_'+ANIMTABLE
[a
].name
;
1526 res
:= g_Frames_Exists(s
);
1529 res
:= g_Frames_Get(FramesID
, s
);
1531 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1534 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1535 if a
<> ANIM_MESS
then
1538 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1539 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1541 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1542 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1543 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1544 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1549 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1550 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1552 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1553 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1555 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1556 '_'+ANIMTABLE
[a
].name
+'_L';
1557 if g_Frames_Exists(s
) then
1558 g_Frames_Get(FramesID
, s
);
1561 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1562 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1565 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1566 if MonsterType
= MONSTER_VILE
then
1568 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1569 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1575 function TMonster
.Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1582 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1583 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1586 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1587 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1590 if Random(2) = 0 then
1591 FDirection
:= D_RIGHT
1593 FDirection
:= D_LEFT
;
1595 SetState(STATE_RUN
);
1599 // Ëîâóøêà óáèâàåò ñðàçó:
1600 if t
= HIT_TRAP
then
1603 // Ðîáîòó óðîíà íåò:
1604 if FMonsterType
= MONSTER_ROBO
then
1608 if g_Game_IsServer
then Dec(FHealth
, Damage
);
1610 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1613 FPain
:= FPain
+Damage
;
1615 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1616 if FState
<> STATE_PAIN
then
1617 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1618 (FMonsterType
<> MONSTER_BARREL
) then
1619 SetState(STATE_PAIN
);
1621 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1622 if (gBloodCount
> 0) then
1624 c
:= Min(Damage
, 200);
1625 c
:= c
*gBloodCount
- (Damage
div 4) + Random(c
div 2);
1627 if (VelX
= 0) and (VelY
= 0) then
1631 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1632 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1636 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1637 if (SpawnerUID
<> FUID
) and
1638 (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1640 FTargetUID
:= SpawnerUID
;
1644 // Çäîðîâüå çàêîí÷èëîñü:
1645 if FHealth
<= 0 then
1647 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1648 if (FMonsterType
<> MONSTER_BARREL
) then
1650 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1652 p
:= g_Player_Get(SpawnerUID
);
1653 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1655 p
.MonsterKills
:= p
.MonsterKills
+1;
1656 if gGameSettings
.GameMode
= GM_COOP
then
1657 p
.Frags
:= p
.Frags
+ 1;
1658 // Uncomment this if you want to double-kill monsters
1662 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1664 Inc(gCoopMonstersKilled
);
1665 if g_Game_IsNet
then
1671 case FMonsterType
of
1672 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1673 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1674 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1675 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1682 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1683 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1685 g_Obj_Push(@gItems
[it
].Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
1686 (FObj
.Vel
.Y
div 2)-Random(4));
1687 if g_Game_IsServer
and g_Game_IsNet
then
1688 MH_SEND_ItemSpawn(True, it
);
1691 // Òðóï äàëüøå íå èäåò:
1694 // Ó òðóïà ðàçìåðû ìåíüøå:
1695 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1697 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1698 FObj
.Rect
.Height
:= 12;
1701 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1702 if (FHealth
<= -30) and
1703 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1704 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1705 (FMonsterType
= MONSTER_MAN
)) then
1707 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1708 SetState(STATE_DIE
, ANIM_MESS
);
1713 SetState(STATE_DIE
);
1716 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1717 if g_Game_IsServer
then ActivateTriggers();
1722 if FState
= STATE_SLEEP
then
1723 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1724 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1728 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1732 function TMonster
.Heal(Value
: Word): Boolean;
1735 if g_Game_IsClient
then
1740 if FHealth
< FMaxHealth
then
1742 IncMax(FHealth
, Value
, FMaxHealth
);
1743 if g_Game_IsServer
and g_Game_IsNet
then
1744 MH_SEND_MonsterState(FUID
);
1749 destructor TMonster
.Destroy();
1753 for a
:= 0 to High(FAnim
) do
1755 FAnim
[a
, D_LEFT
].Free();
1756 FAnim
[a
, D_RIGHT
].Free();
1761 inherited Destroy();
1764 procedure TMonster
.Draw();
1770 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1771 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1773 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1774 if FMonsterType
= MONSTER_VILE
then
1775 if FState
= STATE_SHOOT
then
1776 if GetPos(FTargetUID
, @o
) then
1777 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1778 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1780 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1781 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1782 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1785 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1786 if FState
= STATE_DEAD
then
1787 case FMonsterType
of
1788 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1791 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1792 if FAnim
[FCurAnim
, FDirection
] <> nil then
1794 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1795 if (FDirection
= D_LEFT
) and
1796 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1797 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1798 (FMonsterType
<> MONSTER_BARREL
) then
1803 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1804 if (FDirection
= D_LEFT
) and
1805 (FMonsterType
<> MONSTER_BARREL
) then
1807 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1808 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1810 if m
= M_HORIZONTAL
then
1811 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1812 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1813 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1814 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1815 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1816 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1818 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1821 else // Ïðàâàÿ àíèìàöèÿ
1823 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1824 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1828 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1831 if g_debug_Frames
then
1833 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1835 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1836 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1841 procedure TMonster
.MakeBloodSimple(Count
: Word);
1843 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1844 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1845 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
1846 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1847 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
1848 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1849 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
1850 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1853 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
1855 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1856 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1857 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
1858 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1861 procedure TMonster
.Push(vx
, vy
: Integer);
1863 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
1864 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
1865 if g_Game_IsServer
and g_Game_IsNet
then
1866 MH_SEND_MonsterPos(FUID
);
1869 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
1873 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1874 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1875 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
1876 soulcount
:= soulcount
-1;
1878 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1880 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
1881 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
1882 (State
<> STATE_GO
) then
1889 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
1891 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1893 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
1894 STATE_PAIN
: Anim
:= ANIM_PAIN
;
1895 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
1896 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
1897 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
1898 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
1899 STATE_DIE
: Anim
:= ANIM_DIE
;
1901 begin // íà÷àëè âîñðåøàòüñÿ
1903 FAnim
[Anim
, FDirection
].Revert(True);
1905 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1906 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1913 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1914 if ForceAnim
<> 255 then
1917 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1918 if FCurAnim
<> Anim
then
1919 if FAnim
[Anim
, FDirection
] <> nil then
1921 FAnim
[Anim
, FDirection
].Reset();
1926 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
1933 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1934 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
1936 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
1937 if g_Game_IsServer
and g_Game_IsNet
then
1938 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
1944 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1947 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
1948 TA
:= TAnimation
.Create(FramesID
, False, 6);
1949 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
1950 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1951 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1953 if g_Game_IsServer
and g_Game_IsNet
then
1954 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1955 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
1959 FObj
.X
:= X
- FObj
.Rect
.X
;
1960 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
1963 FDirection
:= D_LEFT
1966 FDirection
:= D_RIGHT
1970 if FDirection
= D_RIGHT
then
1971 FDirection
:= D_LEFT
1973 FDirection
:= D_RIGHT
;
1976 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1977 if not silent
and (TA
<> nil) then
1979 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1980 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1983 if g_Game_IsServer
and g_Game_IsNet
then
1984 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1985 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
1989 if g_Game_IsServer
and g_Game_IsNet
then
1990 MH_SEND_MonsterPos(FUID
);
1994 procedure TMonster
.Update();
1996 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2005 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2006 if FMonsterType
= MONSTER_FISH
then
2007 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2008 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2011 // Ëåòàþùèå ìîíòñðû:
2012 if ((FMonsterType
= MONSTER_SOUL
) or
2013 (FMonsterType
= MONSTER_PAIN
) or
2014 (FMonsterType
= MONSTER_CACO
)) and
2015 (FState
<> STATE_DIE
) and
2016 (FState
<> STATE_DEAD
) then
2019 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2020 if gTime
mod (GAME_TICK
*2) <> 0 then
2022 g_Obj_Move(@FObj
, fall
, True, True);
2026 if FPainTicks
> 0 then
2029 FPainSound
:= False;
2032 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2034 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2035 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2036 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2039 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2041 Inc(gCoopMonstersKilled
);
2042 if g_Game_IsNet
then
2049 oldvelx
:= FObj
.Vel
.X
;
2051 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2052 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2053 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2055 if FFireTime
> 0 then
2057 if WordBool(st
and MOVE_INWATER
) then
2062 FFireTime
:= FFireTime
- 1;
2063 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2064 if FFirePainTime
= 0 then
2066 Damage(5, 0, 0, 0, HIT_FLAME
);
2067 FFirePainTime
:= 18;
2070 FFirePainTime
:= FFirePainTime
- 1;
2074 // Ìåðòâûé íè÷åãî íå äåëàåò:
2075 if (FState
= STATE_DEAD
) then
2078 // AI ìîíñòðîâ âûêëþ÷åí:
2079 if g_debug_MonsterOff
then
2082 if FState
<> STATE_SLEEP
then
2083 SetState(STATE_SLEEP
);
2086 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2087 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2088 case FMonsterType
of
2090 if Random(4) = 0 then
2091 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2092 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2093 MONSTER_ROBO
, MONSTER_BARREL
:
2094 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2095 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2097 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2098 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2099 if Random(2) = 0 then
2100 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2102 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2106 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2107 if FMonsterType
= MONSTER_BARREL
then
2109 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2110 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2111 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2112 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2116 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2117 if FMonsterType
= MONSTER_SOUL
then
2118 if WordBool(st
and MOVE_HITAIR
) then
2119 g_Obj_SetSpeed(@FObj
, 16);
2124 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2125 if FObj
.Vel
.Y
< 0 then
2126 if WordBool(st
and MOVE_INWATER
) then
2129 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2130 FTargetTime
:= FTargetTime
+ 1;
2133 if FShellTimer
> -1 then
2134 if FShellTimer
= 0 then
2136 if FShellType
= SHELL_SHELL
then
2137 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2138 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2139 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2140 else if FShellType
= SHELL_DBLSHELL
then
2142 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2143 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2144 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2145 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2146 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2147 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2150 end else Dec(FShellTimer
);
2152 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2154 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2155 STATE_ATTACK
, STATE_SHOOT
]) then
2156 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2157 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2158 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2159 (FObj
.Accel
.Y
= 0) then
2160 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2163 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2165 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2166 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2168 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2169 if gSoundEffectsDF
then PainSound();
2171 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2174 // Ñíèæàåì áîëü ñî âðåìåíåì:
2177 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2178 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2186 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2189 FSleep
:= FSleep
+ 1;
2191 // Ïðîñïàëè äîñòàòî÷íî:
2192 if FSleep
>= 18 then
2197 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2198 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2199 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2200 if (gPlayers
<> nil) then
2201 for a
:= 0 to High(gPlayers
) do
2202 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2203 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2205 if g_Look(@FObj
, @Obj
, FDirection
) then
2207 FTargetUID
:= gPlayers
[a
].UID
;
2214 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2215 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2216 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2217 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2218 if gMonsters
<> nil then
2219 for a
:= 0 to High(gMonsters
) do
2220 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2221 (gMonsters
[a
].FUID
<> FUID
) then
2223 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2224 if (FBehaviour
= BH_MANIAC
) and
2225 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2227 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2228 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2229 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2231 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2232 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2234 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2236 FTargetUID
:= gMonsters
[a
].UID
;
2245 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2248 FSleep
:= FSleep
- 1;
2250 // Âûæäàëè äîñòàòî÷íî - èäåì:
2255 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2257 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2258 if WordBool(st
and MOVE_BLOCK
) then
2262 SetState(STATE_RUNOUT
);
2267 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2268 if (FMonsterType
= MONSTER_VILE
) then
2269 if isCorpse(@FObj
, False) <> -1 then
2272 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2277 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2278 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2279 if not findNewPrey() then
2280 begin // Íîâûõ öåëåé íåò
2288 o
.Rect
:= _Rect(0, 0, 0, 1);
2290 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2291 GetPos(FTargetUID
, @o
);
2293 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2294 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2297 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2304 // Ðàññòîÿíèå äî öåëè:
2305 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2306 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2308 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2310 FDirection
:= D_RIGHT
2312 FDirection
:= D_LEFT
;
2314 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2315 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2316 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2317 if shoot(@o
, False) then
2320 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2321 if Abs(sx
) < 40 then
2322 if FMonsterType
<> MONSTER_FISH
then
2325 SetState(STATE_RUN
);
2326 if Random(2) = 0 then
2327 FDirection
:= D_LEFT
2329 FDirection
:= D_RIGHT
;
2334 // Óïåðëèñü â ñòåíó:
2335 if WordBool(st
and MOVE_HITWALL
) then
2337 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2338 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2339 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2341 SetState(STATE_WAIT
);
2346 case FMonsterType
of
2347 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2349 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2350 (FObj
.Accel
.Y
= 0) then
2351 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2352 // Ïðûæîê ÷åðåç ñòåíó:
2353 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2354 SetState(STATE_CLIMB
);
2361 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2362 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2363 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2365 if FMonsterType
= MONSTER_FISH
then
2367 if not WordBool(st
and MOVE_INWATER
) then
2368 begin // Ðûáà âíå âîäû:
2369 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2370 begin // "Ñòîèò" òâåðäî
2371 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2372 if FObj
.Accel
.Y
= 0 then
2374 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2378 SetState(STATE_PAIN
);
2379 FPain
:= FPain
+ 50;
2383 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2385 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2389 // Ðûáà ïëûâåò ââåðõ:
2390 if FObj
.Vel
.Y
< 0 then
2391 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2393 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2395 // Ïëàâàåì òóäà-ñþäà:
2396 if Random(2) = 0 then
2397 FDirection
:= D_LEFT
2399 FDirection
:= D_RIGHT
;
2401 SetState(STATE_RUN
);
2405 else // Ëåòàþùèå ìîíñòðû
2407 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2409 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2414 else // "Íàçåìíûå" ìîíñòðû
2416 // Âîçìîæíî, ïèíàåì êóñêè:
2417 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2419 b
:= Abs(FObj
.Vel
.X
);
2420 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2421 for a
:= 0 to High(gGibs
) do
2422 if gGibs
[a
].Live
and
2423 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2424 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2426 if FObj
.Vel
.X
< 0 then
2427 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
2429 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2431 // Áîññû ìîãóò ïèíàòü òðóïû:
2432 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2433 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2435 b
:= Abs(FObj
.Vel
.X
);
2436 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2437 for a
:= 0 to High(gCorpses
) do
2438 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2440 co
:= gCorpses
[a
].Obj
;
2441 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2442 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2444 if FObj
.Vel
.X
< 0 then
2445 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2447 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2450 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2452 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2454 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2455 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2458 FSleep
:= FSleep
+ 1;
2464 if Random(8) = 0 then
2468 // Áåæèì â âûáðàííóþ ñòîðîíó:
2469 if FDirection
= D_RIGHT
then
2470 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2472 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2474 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2475 if WordBool(st
and MOVE_INWATER
) then
2476 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2477 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2478 if FMonsterType
= MONSTER_FISH
then
2482 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2484 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2485 if WordBool(st
and MOVE_BLOCK
) then
2489 SetState(STATE_RUNOUT
);
2494 FSleep
:= FSleep
- 1;
2496 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2497 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2501 // Ñòåíà - èäåì îáðàòíî:
2502 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2505 if Random(8) = 0 then
2509 // Áåæèì â âûáðàííóþ ñòîðîíó:
2510 if FDirection
= D_RIGHT
then
2511 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2513 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2515 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2516 if WordBool(st
and MOVE_INWATER
) then
2517 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2518 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2519 if FMonsterType
= MONSTER_FISH
then
2523 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2525 // Âûøëè èç ÁëîêÌîíà:
2526 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2529 FSleep
:= FSleep
- 1;
2531 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2532 if FSleep
<= -18 then
2536 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2537 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2540 if Random(8) = 0 then
2544 // Áåæèì â âûáðàííóþ ñòîðîíó:
2545 if FDirection
= D_RIGHT
then
2546 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2548 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2550 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2551 if WordBool(st
and MOVE_INWATER
) then
2552 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2553 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2554 if FMonsterType
= MONSTER_FISH
then
2558 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2560 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2561 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2562 (not WordBool(st
and MOVE_HITWALL
)) then
2567 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2568 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2572 SetState(STATE_RUN
);
2576 // Áåæèì â âûáðàííóþ ñòîðîíó:
2577 if FDirection
= D_RIGHT
then
2578 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2580 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2582 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2583 if WordBool(st
and MOVE_INWATER
) then
2584 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2585 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2586 if FMonsterType
= MONSTER_FISH
then
2590 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2591 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2593 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2594 if FMonsterType
= MONSTER_SOUL
then
2596 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2602 // Çàìåäëÿåìñÿ ïðè àòàêå:
2603 if FMonsterType
<> MONSTER_FISH
then
2604 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2606 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2607 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2609 // Öåëü ïîãèáëà => èäåì äàëüøå:
2610 if not GetPos(FTargetUID
, @o
) then
2617 // Öåëü íå âèäíî => èäåì äàëüøå:
2618 if not g_Look(@FObj
, @o
, FDirection
) then
2625 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2626 if g_Obj_CollideWater(@o
, 0, 0) then
2634 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2635 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2636 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2639 end; // case FState of ...
2643 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2644 if FState
= STATE_REVIVE
then
2645 if FAnim
[FCurAnim
, FDirection
].Played
then
2646 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2647 FAnim
[FCurAnim
, FDirection
].Revert(False);
2651 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2652 if vilefire
<> nil then
2655 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2656 if (FState
= STATE_DIE
) and
2657 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2658 (FAnim
[FCurAnim
, FDirection
].Played
) then
2661 SetState(STATE_DEAD
);
2663 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2664 if (FMonsterType
= MONSTER_PAIN
) then
2666 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2667 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2670 gMonsters
[sx
].SetState(STATE_GO
);
2671 gMonsters
[sx
].FNoRespawn
:= True;
2672 Inc(gTotalMonsters
);
2673 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2676 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2677 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2680 gMonsters
[sx
].SetState(STATE_GO
);
2681 gMonsters
[sx
].FNoRespawn
:= True;
2682 Inc(gTotalMonsters
);
2683 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2686 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2687 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2690 gMonsters
[sx
].SetState(STATE_GO
);
2691 gMonsters
[sx
].FNoRespawn
:= True;
2692 Inc(gTotalMonsters
);
2693 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2695 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2698 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2699 if (FMonsterType
= MONSTER_PAIN
) or
2700 (FMonsterType
= MONSTER_SOUL
) or
2701 (FMonsterType
= MONSTER_BARREL
) then
2705 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2706 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2707 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2708 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2709 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2710 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2711 if FState
= STATE_ATTACK
then
2712 begin // Ñîñòîÿíèå - Àòàêà
2713 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2714 if FMonsterType
<> MONSTER_SOUL
then
2717 else // Ñîñòîÿíèå - Ñòðåëüáà
2719 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2720 if not FChainFire
then
2723 begin // Íàäî ñòðåëÿòü åùå
2724 FChainFire
:= False;
2725 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2726 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2727 FAnim
[FCurAnim
, FDirection
].Reset();
2731 FWaitAttackAnim
:= False;
2734 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2735 if (FMonsterType
= MONSTER_SOUL
) or
2736 ( (not FWaitAttackAnim
) and
2737 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2738 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2740 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2741 if FState
= STATE_ATTACK
then
2742 begin // Ñîñòîÿíèå - Àòàêà
2743 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2744 if FMonsterType
= MONSTER_SOUL
then
2745 FAnim
[FCurAnim
, FDirection
].Reset();
2747 case FMonsterType
of
2748 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2749 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2750 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2751 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2752 if FMonsterType
= MONSTER_SOUL
then
2756 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2757 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2758 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2760 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2761 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2762 if FCurAnim
= ANIM_ATTACK2
then
2765 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2766 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2767 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2771 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2772 if FCurAnim
= ANIM_ATTACK2
then
2774 sx
:= isCorpse(@FObj
, True);
2776 begin // Íàøëè, êîãî âîñêðåñèòü
2777 gMonsters
[sx
].SetState(STATE_REVIVE
);
2778 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2779 // Âîñêðåøàòü - ñåáå âðåäèòü:
2780 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2786 else // Ñîñòîÿíèå - Ñòðåëüáà
2788 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2789 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2791 if FDirection
= D_LEFT
then
2793 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2794 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2795 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2798 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2800 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2801 case FMonsterType
of
2803 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2806 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2807 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2808 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2812 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2813 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2815 FShellType
:= SHELL_SHELL
;
2819 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2821 FShellType
:= SHELL_DBLSHELL
;
2826 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2827 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2830 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2833 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2834 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2835 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2839 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2840 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2841 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
2844 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
2846 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
2848 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
2849 MONSTER_BARON
, MONSTER_KNIGHT
:
2850 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
2852 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
2854 begin // Ñîçäàåì Lost_Soul:
2855 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
2856 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
2859 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2860 gMonsters
[sx
].FTargetUID
:= FTargetUID
;
2861 GetPos(FTargetUID
, @o
);
2862 gMonsters
[sx
].FTargetTime
:= 0;
2863 gMonsters
[sx
].FNoRespawn
:= True;
2864 gMonsters
[sx
].SetState(STATE_GO
);
2865 gMonsters
[sx
].shoot(@o
, True);
2866 Inc(gTotalMonsters
);
2868 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2873 if FMonsterType
<> MONSTER_PAIN
then
2874 if g_Game_IsNet
then
2875 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
2877 // Ñêîðîñòðåëüíûå ìîíñòðû:
2878 if (FMonsterType
= MONSTER_CGUN
) or
2879 (FMonsterType
= MONSTER_SPIDER
) or
2880 (FMonsterType
= MONSTER_BSP
) or
2881 (FMonsterType
= MONSTER_MANCUB
) or
2882 (FMonsterType
= MONSTER_ROBO
) then
2883 if not GetPos(FTargetUID
, @o
) then
2884 // Öåëü ìåðòâà - èùåì íîâóþ:
2886 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2887 if shoot(@o
, False) then
2891 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2892 FWaitAttackAnim
:= True;
2895 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2896 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
2898 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
2899 // Çâóêè ïðè ïåðåäâèæåíèè:
2900 case FMonsterType
of
2902 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2903 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2904 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
2906 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2907 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2908 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
2910 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2911 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2912 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2914 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2915 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
2916 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2920 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
2921 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
2922 FObj
.Vel
.X
:= oldvelx
;
2924 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2925 if FAnim
[FCurAnim
, FDirection
] <> nil then
2926 FAnim
[FCurAnim
, FDirection
].Update();
2929 procedure TMonster
.SetDeadAnim
;
2931 if FAnim
<> nil then
2932 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
2935 procedure TMonster
.RevertAnim(R
: Boolean = True);
2937 if FAnim
<> nil then
2938 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
2939 FAnim
[FCurAnim
, FDirection
].Revert(R
);
2942 function TMonster
.AnimIsReverse
: Boolean;
2944 if FAnim
<> nil then
2945 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
2950 procedure TMonster
.ClientUpdate();
2952 a
, b
, sx
, sy
, oldvelx
: Integer;
2959 sx
:= 0; // SHUT UP COMPILER
2962 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2963 if FMonsterType
= MONSTER_FISH
then
2964 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2965 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2968 // Ëåòàþùèå ìîíòñðû:
2969 if ((FMonsterType
= MONSTER_SOUL
) or
2970 (FMonsterType
= MONSTER_PAIN
) or
2971 (FMonsterType
= MONSTER_CACO
)) and
2972 (FState
<> STATE_DIE
) and
2973 (FState
<> STATE_DEAD
) then
2976 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2977 if gTime
mod (GAME_TICK
*2) <> 0 then
2979 g_Obj_Move(@FObj
, fall
, True, True);
2983 if FPainTicks
> 0 then
2986 FPainSound
:= False;
2989 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2991 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2992 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2993 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2999 oldvelx
:= FObj
.Vel
.X
;
3001 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3002 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3003 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3005 if FFireTime
> 0 then
3007 if WordBool(st
and MOVE_INWATER
) then
3012 FFireTime
:= FFireTime
- 1;
3016 // Ìåðòâûé íè÷åãî íå äåëàåò:
3017 if (FState
= STATE_DEAD
) then
3020 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3021 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3022 case FMonsterType
of
3024 if Random(4) = 0 then
3025 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3026 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3027 MONSTER_ROBO
, MONSTER_BARREL
:
3028 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3029 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3031 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3032 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3033 if Random(2) = 0 then
3034 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3036 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3040 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3041 if FMonsterType
= MONSTER_BARREL
then
3043 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3044 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3045 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3046 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3050 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3051 if FMonsterType
= MONSTER_SOUL
then
3052 if WordBool(st
and MOVE_HITAIR
) then
3053 g_Obj_SetSpeed(@FObj
, 16);
3058 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3059 if FObj
.Vel
.Y
< 0 then
3060 if WordBool(st
and MOVE_INWATER
) then
3063 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3064 FTargetTime
:= FTargetTime
+ 1;
3066 if FShellTimer
> -1 then
3067 if FShellTimer
= 0 then
3069 if FShellType
= SHELL_SHELL
then
3070 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3071 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3072 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3073 else if FShellType
= SHELL_DBLSHELL
then
3075 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3076 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3077 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3078 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3079 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3080 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3083 end else Dec(FShellTimer
);
3085 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3087 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3088 STATE_ATTACK
, STATE_SHOOT
]) then
3089 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3090 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3091 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3092 (FObj
.Accel
.Y
= 0) then
3093 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3096 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3098 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3099 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3101 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3102 if gSoundEffectsDF
then PainSound();
3104 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3107 // Ñíèæàåì áîëü ñî âðåìåíåì:
3110 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3111 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3118 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3121 FSleep
:= FSleep
+ 1;
3123 // Ïðîñïàëè äîñòàòî÷íî:
3124 if FSleep
>= 18 then
3130 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3133 FSleep
:= FSleep
- 1;
3136 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3138 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3139 if WordBool(st
and MOVE_BLOCK
) then
3143 SetState(STATE_RUNOUT
);
3148 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3149 if (FMonsterType
= MONSTER_VILE
) then
3150 if isCorpse(@FObj
, False) <> -1 then
3152 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3158 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3159 if Abs(sx
) < 40 then
3160 if FMonsterType
<> MONSTER_FISH
then
3162 SetState(STATE_RUN
);
3168 // Óïåðëèñü â ñòåíó:
3169 if WordBool(st
and MOVE_HITWALL
) then
3171 case FMonsterType
of
3172 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3174 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3175 (FObj
.Accel
.Y
= 0) then
3176 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3177 // Ïðûæîê ÷åðåç ñòåíó:
3178 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3179 SetState(STATE_CLIMB
);
3186 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3187 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3188 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3190 if FMonsterType
= MONSTER_FISH
then
3192 if not WordBool(st
and MOVE_INWATER
) then
3193 begin // Ðûáà âíå âîäû:
3194 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3195 begin // "Ñòîèò" òâåðäî
3196 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3197 if FObj
.Accel
.Y
= 0 then
3199 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3203 SetState(STATE_PAIN
);
3204 FPain
:= FPain
+ 50;
3208 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3210 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3214 // Ðûáà ïëûâåò ââåðõ:
3215 if FObj
.Vel
.Y
< 0 then
3216 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3218 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3220 // Ïëàâàåì òóäà-ñþäà:
3221 SetState(STATE_RUN
);
3226 else // Ëåòàþùèå ìîíñòðû
3228 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3230 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3235 else // "Íàçåìíûå" ìîíñòðû
3237 // Âîçìîæíî, ïèíàåì êóñêè:
3238 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3240 b
:= Abs(FObj
.Vel
.X
);
3241 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3242 for a
:= 0 to High(gGibs
) do
3243 if gGibs
[a
].Live
and
3244 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3245 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3247 if FObj
.Vel
.X
< 0 then
3248 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
3250 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3252 // Áîññû ìîãóò ïèíàòü òðóïû:
3253 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3254 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3256 b
:= Abs(FObj
.Vel
.X
);
3257 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3258 for a
:= 0 to High(gCorpses
) do
3259 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3261 co
:= gCorpses
[a
].Obj
;
3262 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3263 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3265 if FObj
.Vel
.X
< 0 then
3266 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3268 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3273 FSleep
:= FSleep
+ 1;
3279 if Random(8) = 0 then
3283 // Áåæèì â âûáðàííóþ ñòîðîíó:
3284 if FDirection
= D_RIGHT
then
3285 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3287 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3289 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3290 if WordBool(st
and MOVE_INWATER
) then
3291 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3292 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3293 if FMonsterType
= MONSTER_FISH
then
3297 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3299 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3300 if WordBool(st
and MOVE_BLOCK
) then
3302 SetState(STATE_RUNOUT
);
3308 FSleep
:= FSleep
- 1;
3310 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3311 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3317 if Random(8) = 0 then
3321 // Áåæèì â âûáðàííóþ ñòîðîíó:
3322 if FDirection
= D_RIGHT
then
3323 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3325 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3327 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3328 if WordBool(st
and MOVE_INWATER
) then
3329 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3330 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3331 if FMonsterType
= MONSTER_FISH
then
3335 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3337 // Âûøëè èç ÁëîêÌîíà:
3338 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3341 FSleep
:= FSleep
- 1;
3343 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3344 if FSleep
<= -18 then
3350 if Random(8) = 0 then
3354 // Áåæèì â âûáðàííóþ ñòîðîíó:
3355 if FDirection
= D_RIGHT
then
3356 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3358 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3360 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3361 if WordBool(st
and MOVE_INWATER
) then
3362 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3363 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3364 if FMonsterType
= MONSTER_FISH
then
3368 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3370 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3371 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3372 (not WordBool(st
and MOVE_HITWALL
)) then
3377 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3378 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3380 SetState(STATE_RUN
);
3385 // Áåæèì â âûáðàííóþ ñòîðîíó:
3386 if FDirection
= D_RIGHT
then
3387 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3389 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3391 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3392 if WordBool(st
and MOVE_INWATER
) then
3393 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3394 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3395 if FMonsterType
= MONSTER_FISH
then
3399 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3400 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3402 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3403 if FMonsterType
= MONSTER_SOUL
then
3405 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3411 // Çàìåäëÿåìñÿ ïðè àòàêå:
3412 if FMonsterType
<> MONSTER_FISH
then
3413 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3415 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3416 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3418 // Öåëü ïîãèáëà => èäåì äàëüøå:
3419 if not GetPos(FTargetUID
, @o
) then
3426 // Öåëü íå âèäíî => èäåì äàëüøå:
3427 if not g_Look(@FObj
, @o
, FDirection
) then
3434 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3435 if g_Obj_CollideWater(@o
, 0, 0) then
3443 end; // case FState of ...
3447 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3448 if FState
= STATE_REVIVE
then
3449 if FAnim
[FCurAnim
, FDirection
].Played
then
3450 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3451 FAnim
[FCurAnim
, FDirection
].Revert(False);
3455 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3456 if vilefire
<> nil then
3459 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3460 if (FState
= STATE_DIE
) and
3461 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3462 (FAnim
[FCurAnim
, FDirection
].Played
) then
3465 SetState(STATE_DEAD
);
3467 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3468 if (FMonsterType
= MONSTER_PAIN
) or
3469 (FMonsterType
= MONSTER_SOUL
) or
3470 (FMonsterType
= MONSTER_BARREL
) then
3473 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3476 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3477 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3478 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3479 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3480 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3481 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3482 if FState
= STATE_ATTACK
then
3483 begin // Ñîñòîÿíèå - Àòàêà
3484 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3485 if FMonsterType
<> MONSTER_SOUL
then
3488 else // Ñîñòîÿíèå - Ñòðåëüáà
3490 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3491 if not FChainFire
then
3494 begin // Íàäî ñòðåëÿòü åùå
3495 FChainFire
:= False;
3496 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3497 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3498 FAnim
[FCurAnim
, FDirection
].Reset();
3502 FWaitAttackAnim
:= False;
3505 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3506 if (FMonsterType
= MONSTER_SOUL
) or
3507 ( (not FWaitAttackAnim
) and
3508 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3509 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3511 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3512 if FState
= STATE_ATTACK
then
3513 begin // Ñîñòîÿíèå - Àòàêà
3514 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3515 if FMonsterType
= MONSTER_SOUL
then
3516 FAnim
[FCurAnim
, FDirection
].Reset();
3518 case FMonsterType
of
3519 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3520 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3521 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3522 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3523 if FMonsterType
= MONSTER_SOUL
then
3527 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3529 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3530 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3531 if FCurAnim
= ANIM_ATTACK2
then
3534 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3535 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3539 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3540 if FCurAnim
= ANIM_ATTACK2
then
3542 sx
:= isCorpse(@FObj
, True);
3544 begin // Íàøëè, êîãî âîñêðåñèòü
3545 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3546 // Âîñêðåøàòü - ñåáå âðåäèòü:
3547 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3553 else // Ñîñòîÿíèå - Ñòðåëüáà
3555 // Ñêîðîñòðåëüíûå ìîíñòðû:
3556 if (FMonsterType
= MONSTER_CGUN
) or
3557 (FMonsterType
= MONSTER_SPIDER
) or
3558 (FMonsterType
= MONSTER_BSP
) or
3559 (FMonsterType
= MONSTER_MANCUB
) or
3560 (FMonsterType
= MONSTER_ROBO
) then
3561 if not GetPos(FTargetUID
, @o
) then
3562 // Öåëü ìåðòâà - èùåì íîâóþ:
3564 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3565 if shoot(@o
, False) then
3569 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3570 FWaitAttackAnim
:= True;
3573 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3574 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3576 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3577 // Çâóêè ïðè ïåðåäâèæåíèè:
3578 case FMonsterType
of
3580 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3581 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3582 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3584 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3585 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3586 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3588 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3589 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3590 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3592 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3593 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3594 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3598 // Êîñòûëü äëÿ ïîòîêîâ
3599 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3600 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3601 FObj
.Vel
.X
:= oldvelx
;
3603 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3604 if FAnim
[FCurAnim
, FDirection
] <> nil then
3605 FAnim
[FCurAnim
, FDirection
].Update();
3608 procedure TMonster
.ClientAttack(wx
, wy
, tx
, ty
: Integer);
3610 case FMonsterType
of
3613 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3614 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3618 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3620 FShellType
:= SHELL_SHELL
;
3624 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3626 FShellType
:= SHELL_DBLSHELL
;
3628 MONSTER_CGUN
, MONSTER_SPIDER
:
3630 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3631 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3634 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3636 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3638 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3640 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3642 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3644 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3645 MONSTER_BARON
, MONSTER_KNIGHT
:
3646 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3648 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3652 procedure TMonster
.Turn();
3655 if FDirection
= D_LEFT
then
3656 FDirection
:= D_RIGHT
3658 FDirection
:= D_LEFT
;
3660 // Áåæèì â âûáðàííóþ ñòîðîíó:
3661 if FDirection
= D_RIGHT
then
3662 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3664 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3667 function TMonster
.findNewPrey(): Boolean;
3671 PlayersSee
, MonstersSee
: Array of DWORD
;
3672 PlayerNear
, MonsterNear
: Integer;
3675 SetLength(MonstersSee
, 0);
3676 SetLength(PlayersSee
, 0);
3683 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3684 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3685 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3686 for a
:= 0 to High(gPlayers
) do
3687 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3688 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3690 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3692 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3693 PlayersSee
[High(PlayersSee
)] := a
;
3695 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3696 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3700 PlayerNear
:= Integer(a
);
3704 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3705 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3706 for a
:= 0 to High(gMonsters
) do
3707 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3708 (gMonsters
[a
].FUID
<> FUID
) then
3710 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3711 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3712 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3713 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3714 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3715 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3716 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3717 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3719 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3721 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3722 MonstersSee
[High(MonstersSee
)] := a
;
3724 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3725 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3729 MonsterNear
:= Integer(a
);
3734 BH_NORMAL
, BH_KILLER
:
3736 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3737 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3739 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3740 FTargetUID
:= gPlayers
[a
].UID
;
3743 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3746 FTargetUID
:= gPlayers
[a
].UID
;
3748 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3749 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3751 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3752 FTargetUID
:= gMonsters
[a
].UID
;
3755 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3758 FTargetUID
:= gMonsters
[a
].UID
;
3761 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3763 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3764 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3766 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3767 FTargetUID
:= gPlayers
[a
].UID
;
3769 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3771 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3772 FTargetUID
:= gMonsters
[a
].UID
;
3774 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3775 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3778 FTargetUID
:= gPlayers
[a
].UID
;
3780 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3783 FTargetUID
:= gMonsters
[a
].UID
;
3788 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3789 if FTargetUID
= 0 then
3791 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3792 if FBehaviour
= BH_INSANE
then
3795 FTargetTime
:= MAX_ATM
;
3804 function TMonster
.kick(o
: PObj
): Boolean;
3808 case FMonsterType
of
3811 SetState(STATE_ATTACK
);
3816 SetState(STATE_ATTACK
);
3817 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3822 SetState(STATE_ATTACK
);
3823 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
3826 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3828 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3829 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3832 MONSTER_BARON
, MONSTER_KNIGHT
,
3833 MONSTER_CACO
, MONSTER_MANCUB
:
3834 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3835 if not g_Game_IsClient
then Result
:= shoot(o
, True);
3839 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
3849 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3850 if not immediately
then
3851 case FMonsterType
of
3852 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
3853 Exit
; // íå ñòðåëÿþò
3854 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
3857 // Âðåìÿ âûñòðåëà óïóùåíî:
3859 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
3865 // Âðåìÿ âûñòðåëà óïóùåíî:
3872 // Âðåìÿ âûñòðåëà óïóùåíî:
3873 if FAmmo
>= 100 then
3878 // Ñòðåëÿåò íå âñåãäà:
3879 if Random(2) = 0 then
3882 // Âðåìÿ âûñòðåëà óïóùåíî:
3886 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
3887 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
3888 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
3889 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
3890 else if Random(16) <> 0 then Exit
;
3894 if not g_Look(@FObj
, o
, FDirection
) then
3899 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
3900 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
3902 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3903 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3904 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
3905 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
3908 case FMonsterType
of
3909 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
3911 SetState(STATE_SHOOT
);
3916 SetState(STATE_SHOOT
);
3920 begin // Çàæèãàåì îãîíü
3921 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
3922 ty
:= o
^.Y
+o
^.Rect
.Y
;
3923 SetState(STATE_SHOOT
);
3927 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
3928 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
3931 begin // Ëåòèò â ñòîðîíó öåëè:
3932 SetState(STATE_ATTACK
);
3933 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
3935 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
3936 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
3937 m
:= Max(Abs(xd
), Abs(yd
));
3941 FObj
.Vel
.X
:= (xd
*16) div m
;
3942 FObj
.Vel
.Y
:= (yd
*16) div m
;
3944 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
3945 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
3947 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3948 if FMonsterType
= MONSTER_MANCUB
then
3950 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
3952 SetState(STATE_SHOOT
);
3960 function TMonster
.Live(): Boolean;
3962 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
3965 procedure TMonster
.SetHealth(aH
: Integer);
3967 if (aH
> 0) and (aH
< 1000000) then
3970 if FHealth
> FMaxHealth
then
3971 FMaxHealth
:= FHealth
;
3975 procedure TMonster
.WakeUp();
3977 if g_Game_IsClient
then Exit
;
3979 FTargetTime
:= MAX_ATM
;
3983 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
3993 // Ñèãíàòóðà ìîíñòðà:
3994 sig
:= MONSTER_SIGNATURE
; // 'MONS'
3995 Mem
.WriteDWORD(sig
);
3997 Mem
.WriteWord(FUID
);
3999 if FDirection
= D_LEFT
then
4004 // Íàäî ëè óäàëèòü åãî:
4005 Mem
.WriteBoolean(FRemoved
);
4006 // Îñòàëîñü çäîðîâüÿ:
4007 Mem
.WriteInt(FHealth
);
4009 Mem
.WriteByte(FState
);
4010 // Òåêóùàÿ àíèìàöèÿ:
4011 Mem
.WriteByte(FCurAnim
);
4013 Mem
.WriteWord(FTargetUID
);
4014 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4015 Mem
.WriteInt(FTargetTime
);
4016 // Ïîâåäåíèå ìîíñòðà:
4017 Mem
.WriteByte(FBehaviour
);
4018 // Ãîòîâíîñòü ê âûñòðåëó:
4019 Mem
.WriteInt(FAmmo
);
4021 Mem
.WriteInt(FPain
);
4023 Mem
.WriteInt(FSleep
);
4024 // Îçâó÷èâàòü ëè áîëü:
4025 Mem
.WriteBoolean(FPainSound
);
4026 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4027 Mem
.WriteBoolean(FWaitAttackAnim
);
4028 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4029 Mem
.WriteBoolean(FChainFire
);
4030 // Ïîäëåæèò ëè ðåñïàâíó:
4031 Mem
.WriteBoolean(FNoRespawn
);
4035 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4036 Mem
.WriteInt(FStartID
);
4037 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4038 Mem
.WriteInt(FSpawnTrigger
);
4040 Obj_SaveState(@FObj
, Mem
);
4041 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4042 anim
:= vilefire
<> nil;
4043 Mem
.WriteBoolean(anim
);
4044 // Åñëè åñòü - ñîõðàíÿåì:
4046 vilefire
.SaveState(Mem
);
4048 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4050 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4051 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4052 Mem
.WriteBoolean(anim
);
4053 // Åñëè åñòü - ñîõðàíÿåì:
4055 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4056 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4057 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4058 Mem
.WriteBoolean(anim
);
4059 // Åñëè åñòü - ñîõðàíÿåì:
4061 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4065 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4075 // Ñèãíàòóðà ìîíñòðà:
4077 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4079 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4086 FDirection
:= D_LEFT
4088 FDirection
:= D_RIGHT
;
4089 // Íàäî ëè óäàëèòü åãî:
4090 Mem
.ReadBoolean(FRemoved
);
4091 // Îñòàëîñü çäîðîâüÿ:
4092 Mem
.ReadInt(FHealth
);
4094 Mem
.ReadByte(FState
);
4095 // Òåêóùàÿ àíèìàöèÿ:
4096 Mem
.ReadByte(FCurAnim
);
4098 Mem
.ReadWord(FTargetUID
);
4099 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4100 Mem
.ReadInt(FTargetTime
);
4101 // Ïîâåäåíèå ìîíñòðà:
4102 Mem
.ReadByte(FBehaviour
);
4103 // Ãîòîâíîñòü ê âûñòðåëó:
4108 Mem
.ReadInt(FSleep
);
4109 // Îçâó÷èâàòü ëè áîëü:
4110 Mem
.ReadBoolean(FPainSound
);
4111 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4112 Mem
.ReadBoolean(FWaitAttackAnim
);
4113 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4114 Mem
.ReadBoolean(FChainFire
);
4115 // Ïîäëåæèò ëè ðåñïàâíó
4116 Mem
.ReadBoolean(FNoRespawn
);
4120 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4121 Mem
.ReadInt(FStartID
);
4122 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4123 Mem
.ReadInt(FSpawnTrigger
);
4125 Obj_LoadState(@FObj
, Mem
);
4126 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4127 Mem
.ReadBoolean(anim
);
4128 // Åñëè åñòü - çàãðóæàåì:
4131 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4132 vilefire
.LoadState(Mem
);
4135 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4137 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4138 Mem
.ReadBoolean(anim
);
4139 // Åñëè åñòü - çàãðóæàåì:
4142 Assert(FAnim
[i
, D_LEFT
] <> nil,
4143 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4144 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4146 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4147 Mem
.ReadBoolean(anim
);
4148 // Åñëè åñòü - çàãðóæàåì:
4151 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4152 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4153 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4158 procedure TMonster
.ActivateTriggers();
4162 if FDieTriggers
<> nil then
4163 for a
:= 0 to High(FDieTriggers
) do
4164 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4165 if FSpawnTrigger
> -1 then
4167 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4168 FSpawnTrigger
:= -1;
4172 procedure TMonster
.AddTrigger(t
: Integer);
4174 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4175 FDieTriggers
[High(FDieTriggers
)] := t
;
4178 procedure TMonster
.ClearTriggers();
4180 SetLength(FDieTriggers
, 0);
4183 procedure TMonster
.CatchFire();
4186 if g_Game_IsNet
and g_Game_IsServer
then
4187 MH_SEND_MonsterState(FUID
);
4190 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4195 if (Random(10) = 1) and (Times
= 1) then
4198 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4200 for i
:= 1 to Times
do
4202 Anim
:= TAnimation
.Create(id
, False, 3);
4204 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4205 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);