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
;
67 FWaitAttackAnim
: Boolean;
80 FDieTriggers
: Array of Integer;
81 FSpawnTrigger
: Integer;
84 function findNewPrey(): Boolean;
85 procedure ActivateTriggers();
90 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
91 destructor Destroy(); override;
92 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
93 function Collide(Panel
: TPanel
): Boolean; overload
;
94 function Collide(X
, Y
: Integer): Boolean; overload
;
95 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
96 function Live(): Boolean;
97 procedure SetHealth(aH
: Integer);
98 procedure Push(vx
, vy
: Integer);
99 function Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
100 function Heal(Value
: Word): Boolean;
103 procedure ClientUpdate();
104 procedure ClientAttack(wx
, wy
, tx
, ty
: Integer);
105 procedure SetDeadAnim
;
108 procedure WakeUpSound();
109 procedure DieSound();
110 procedure PainSound();
111 procedure ActionSound();
112 procedure AddTrigger(t
: Integer);
113 procedure ClearTriggers();
115 procedure SaveState(var Mem
: TBinMemoryWriter
);
116 procedure LoadState(var Mem
: TBinMemoryReader
);
117 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
118 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
119 procedure MakeBloodSimple(Count
: Word);
120 procedure RevertAnim(R
: Boolean = True);
121 function AnimIsReverse
: Boolean;
122 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
123 function kick(o
: PObj
): Boolean;
125 property MonsterType
: Byte read FMonsterType
;
126 property MonsterHealth
: Integer read FHealth write FHealth
;
127 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
128 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
129 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
130 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
131 property MonsterSleep
: Integer read FSleep write FSleep
;
132 property MonsterState
: Byte read FState write FState
;
133 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
134 property MonsterPain
: Integer read FPain write FPain
;
135 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
137 property Obj
: TObj read FObj
;
138 property UID
: Word read FUID write FUID
;
139 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
141 property GameX
: Integer read FObj
.X write FObj
.X
;
142 property GameY
: Integer read FObj
.Y write FObj
.Y
;
143 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
144 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
145 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
146 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
147 property GameDirection
: TDirection read FDirection write FDirection
;
149 property StartID
: Integer read FStartID
;
152 procedure g_Monsters_LoadData();
153 procedure g_Monsters_FreeData();
154 procedure g_Monsters_Init();
155 procedure g_Monsters_Free();
156 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
157 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
158 procedure g_Monsters_Update();
159 procedure g_Monsters_Draw();
160 procedure g_Monsters_DrawHealth();
161 function g_Monsters_Get(UID
: Word): TMonster
;
162 procedure g_Monsters_killedp();
163 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
164 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
165 function g_Monsters_GetIDByName(name
: String): Integer;
166 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
167 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
170 gMonsters
: array of TMonster
;
175 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
176 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
177 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
178 g_language
, g_netmsg
;
202 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
204 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
205 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
209 end = ((name
: 'SLEEP'; loop
: True),
210 (name
: 'GO'; loop
: True),
211 (name
: 'DIE'; loop
: False),
212 (name
: 'MESS'; loop
: False),
213 (name
: 'ATTACK'; loop
: False),
214 (name
: 'ATTACK2'; loop
: False),
215 (name
: 'PAIN'; loop
: False));
217 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
218 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
228 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
229 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
231 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
232 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
234 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
235 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
237 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
238 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
240 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
241 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
243 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
244 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
246 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
247 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
249 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
250 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
252 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
253 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
255 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
256 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
258 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
259 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
261 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
262 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
264 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
265 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
267 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
268 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
270 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
271 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
273 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
274 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
276 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
277 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
279 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
280 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
282 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
283 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
285 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
286 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
288 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
289 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
292 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
293 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
294 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
295 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
296 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
297 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
298 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));
299 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))),
301 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
302 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));
303 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))),
305 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
306 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));
307 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))),
309 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
310 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));
311 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))),
313 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //CYBER
314 AnimDeltaRight
: ((X
: 2; Y
: -6), (X
: 2; Y
: -6), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
: 25; Y
: -6), (X
: 25; Y
: -6), (X
: -2; Y
: -6));
315 AnimDeltaLeft
: ((X
: 3; Y
: -3), (X
: 3; Y
: -3), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
:-26; Y
: -3), (X
:-26; Y
: -3), (X
: 1; Y
: -3))),
317 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
318 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));
319 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))),
321 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
322 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));
323 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))),
325 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
326 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));
327 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))),
329 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
330 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));
331 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))),
333 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
334 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));
335 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))),
337 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
338 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));
339 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))),
341 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
342 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));
343 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))),
345 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
346 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));
347 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))),
349 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
350 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));
351 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))),
353 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
354 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));
355 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))),
357 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
358 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));
359 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))),
361 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
362 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));
363 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 ))),
365 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
366 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));
367 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))),
369 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
370 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));
371 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))),
373 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
374 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));
375 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))) );
377 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
378 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
385 soulcount
: Integer = 0;
387 function FindMonster(): DWORD
;
391 if gMonsters
<> nil then
392 for i
:= 0 to High(gMonsters
) do
393 if gMonsters
[i
] = nil then
399 if gMonsters
= nil then
401 SetLength(gMonsters
, 32);
406 Result
:= High(gMonsters
) + 1;
407 SetLength(gMonsters
, Length(gMonsters
) + 32);
411 function IsFriend(a
, b
: Byte): Boolean;
415 // Áî÷êà - âñåì äðóã:
416 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
419 // Ìîíñòðû îäíîãî âèäà:
422 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
423 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
424 Exit
; // Ýòè íå áüþò ñâîèõ
427 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
428 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
430 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
431 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
434 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
438 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
441 UIDType
, MonsterType
: Byte;
446 UIDType
:= g_GetUIDType(SpawnerUID
);
447 if UIDType
= UID_MONSTER
then
449 m
:= g_Monsters_Get(SpawnerUID
);
450 if m
= nil then Exit
;
451 MonsterType
:= m
.FMonsterType
;
455 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
456 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
458 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
459 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
460 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
462 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
463 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
467 function canShoot(m
: Byte): Boolean;
472 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
479 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
485 // Åñëè íóæíà âåðîÿòíîñòü:
486 if not immediately
then
487 if Random(8) <> 0 then
490 if gMonsters
= nil then
493 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
494 for a
:= 0 to High(gMonsters
) do
495 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) then
496 if g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
497 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
498 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
499 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
500 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
508 procedure g_Monsters_LoadData();
510 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
512 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
513 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
517 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
519 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
526 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
533 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
540 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
547 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
554 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
561 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
568 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
575 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
582 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
589 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
596 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
603 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
610 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
617 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
624 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
631 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
638 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
645 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
652 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_KICK', 128, 128, 2);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_KICK_L', 128, 128, 2);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
665 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
667 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
669 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
670 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
671 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
672 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
673 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
674 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
675 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
676 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
677 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
678 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
679 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
681 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
682 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
683 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
685 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
686 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
687 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
688 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
689 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
690 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
692 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
693 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
694 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
695 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
696 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
698 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
699 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
701 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
702 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
703 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
704 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
706 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
707 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
708 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
709 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
710 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
712 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
713 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
714 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
715 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
716 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
718 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
719 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
720 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
721 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
723 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
724 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
725 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
727 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
728 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
730 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
731 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
733 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
734 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
735 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
737 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
738 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
740 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
741 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
742 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
744 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
747 procedure g_Monsters_FreeData();
749 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
751 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
752 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
753 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
754 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
755 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
756 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
757 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
758 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
759 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
760 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
761 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
762 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
763 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
764 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
765 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
766 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
767 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
768 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
769 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
770 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
771 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
772 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
773 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
774 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
775 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
776 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
777 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
778 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
779 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
780 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
781 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
782 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
783 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
784 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
785 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
786 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
787 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
788 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
789 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
790 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
791 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
792 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
793 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
794 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
795 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
796 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
797 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
798 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
799 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
800 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
801 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
802 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
803 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
804 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
805 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
806 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
807 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
808 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
809 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
813 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
815 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
816 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
817 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
818 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
819 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
820 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
821 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
822 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
823 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
824 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
825 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
826 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
827 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
828 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
829 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
830 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
831 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
832 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
833 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
834 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
835 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
836 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
837 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
838 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
839 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
840 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
841 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
842 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
843 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
844 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
845 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
846 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
847 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
848 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
849 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
850 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
851 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
852 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
853 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
854 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
855 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
856 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
857 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
858 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
859 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
860 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
862 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
863 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
864 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
865 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
866 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
867 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
868 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
869 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
870 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
871 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
872 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
873 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
874 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
875 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
876 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
877 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
878 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
879 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_KICK');
880 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_KICK_L');
881 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
883 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
885 g_Sound_Delete('SOUND_MONSTER_PAIN');
886 g_Sound_Delete('SOUND_MONSTER_PAIN2');
887 g_Sound_Delete('SOUND_MONSTER_ACTION');
888 g_Sound_Delete('SOUND_MONSTER_ACTION2');
889 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
890 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
891 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
892 g_Sound_Delete('SOUND_MONSTER_DIE_1');
893 g_Sound_Delete('SOUND_MONSTER_DIE_2');
894 g_Sound_Delete('SOUND_MONSTER_DIE_3');
895 g_Sound_Delete('SOUND_MONSTER_SLOP');
897 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
898 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
899 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
901 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
902 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
903 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
904 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
905 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
906 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
908 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
909 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
910 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
911 g_Sound_Delete('SOUND_MONSTER_HAHA');
912 g_Sound_Delete('SOUND_MONSTER_TRUP');
914 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
915 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
917 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
918 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
919 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
920 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
922 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
923 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
924 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
925 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
926 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
928 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
929 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
930 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
931 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
932 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
934 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
935 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
936 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
937 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
939 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
940 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
941 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
943 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
944 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
946 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
947 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
949 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
950 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
951 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
953 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
954 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
956 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
957 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
958 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
960 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
963 procedure g_Monsters_Init();
968 procedure g_Monsters_Free();
972 if gMonsters
<> nil then
973 for a
:= 0 to High(gMonsters
) do
979 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
980 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
986 // Íåò òàêîãî ìîíñòðà:
987 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then
990 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
991 if MonsterType
= MONSTER_SOUL
then
992 if soulcount
> MAX_SOUL
then
995 soulcount
:= soulcount
+ 1;
997 find_id
:= FindMonster();
999 gMonsters
[find_id
] := TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1001 // Íàñòðàèâàåì ïîëîæåíèå:
1002 with gMonsters
[find_id
] do
1006 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1007 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1011 FObj
.X
:= X
-FObj
.Rect
.X
;
1012 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1015 FDirection
:= Direction
;
1016 FStartDirection
:= Direction
;
1024 procedure g_Monsters_killedp();
1028 if gMonsters
= nil then
1031 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1032 h
:= High(gMonsters
);
1034 if (gMonsters
[a
] <> nil) then
1035 with gMonsters
[a
] do
1036 if (FMonsterType
= MONSTER_MAN
) and
1037 (FState
<> STATE_DEAD
) and
1038 (FState
<> STATE_SLEEP
) and
1039 (FState
<> STATE_DIE
) then
1041 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1046 procedure g_Monsters_Update();
1051 if gTime
mod (GAME_TICK
*2) = 0 then
1055 if Abs(pt_x
) > 246 then
1057 if Abs(pt_y
) > 100 then
1061 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1063 if gMonsters
<> nil then
1064 for a
:= 0 to High(gMonsters
) do
1065 if (gMonsters
[a
] <> nil) then
1066 if not gMonsters
[a
].FRemoved
then
1068 if g_Game_IsClient
then
1069 gMonsters
[a
].ClientUpdate()
1071 gMonsters
[a
].Update();
1075 gMonsters
[a
].Free();
1076 gMonsters
[a
] := nil;
1082 procedure g_Monsters_Draw();
1086 if gMonsters
<> nil then
1087 for a
:= 0 to High(gMonsters
) do
1088 if gMonsters
[a
] <> nil then
1089 gMonsters
[a
].Draw();
1092 procedure g_Monsters_DrawHealth();
1097 if gMonsters
= nil then Exit
;
1098 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1100 for a
:= 0 to High(gMonsters
) do
1101 if gMonsters
[a
] <> nil then
1103 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1104 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1105 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1109 function g_Monsters_Get(UID
: Word): TMonster
;
1115 if gMonsters
<> nil then
1116 for a
:= 0 to High(gMonsters
) do
1117 if (gMonsters
[a
] <> nil) and
1118 (gMonsters
[a
].FUID
= UID
) then
1120 Result
:= gMonsters
[a
];
1125 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1130 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1132 if gMonsters
<> nil then
1133 for i
:= 0 to High(gMonsters
) do
1134 if gMonsters
[i
] <> nil then
1135 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1138 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1140 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1142 Mem
.WriteInt(pt_xs
);
1144 Mem
.WriteInt(pt_ys
);
1146 // Êîëè÷åñòâî ìîíñòðîâ:
1147 Mem
.WriteInt(count
);
1152 // Ñîõðàíÿåì ìîíñòðîâ:
1153 for i
:= 0 to High(gMonsters
) do
1154 if gMonsters
[i
] <> nil then
1155 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1158 b
:= gMonsters
[i
].MonsterType
;
1160 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1161 gMonsters
[i
].SaveState(Mem
);
1165 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1167 count
, i
, a
: Integer;
1175 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1181 // Êîëè÷åñòâî ìîíñòðîâ:
1187 // Çàãðóæàåì ìîíñòðîâ:
1188 for a
:= 0 to count
-1 do
1193 i
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1196 raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1198 // Çàãðóæàåì äàííûå ìîíñòðà:
1199 gMonsters
[i
].LoadState(Mem
);
1203 function g_Monsters_GetIDByName(name
: String): Integer;
1207 name
:= UpperCase(name
);
1209 while (i
<= MONSTER_MAN
) do
1211 if name
= MONSTERTABLE
[i
].Name
then
1222 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1224 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1225 Result
:= MONSTERTABLE
[MonsterType
].Name
1230 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1232 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1233 Result
:= KilledByMonster
[MonsterType
]
1238 { T M o n s t e r : }
1240 procedure TMonster
.ActionSound();
1242 case FMonsterType
of
1244 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1245 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1247 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1248 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1249 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1251 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1253 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1255 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1257 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1261 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1265 procedure TMonster
.PainSound();
1272 case FMonsterType
of
1273 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1274 MONSTER_SKEL
, MONSTER_CGUN
:
1275 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1276 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1277 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1279 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1281 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1283 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1285 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1287 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1291 procedure TMonster
.DieSound();
1293 case FMonsterType
of
1296 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1297 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1299 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1301 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1302 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1303 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1306 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1308 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1310 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1312 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1314 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1316 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1318 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1320 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1322 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1324 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1326 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1328 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1330 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1332 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1336 procedure TMonster
.WakeUpSound();
1338 case FMonsterType
of
1341 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1342 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1344 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1346 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1347 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1348 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1351 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1353 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1355 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1357 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1359 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1361 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1363 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1365 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1367 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1369 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1371 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1373 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1379 procedure TMonster
.BFGHit();
1381 if FMonsterType
= MONSTER_FISH
then
1384 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1385 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1386 {if g_Game_IsServer and g_Game_IsNet then
1387 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1388 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1392 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1394 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1402 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1404 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1409 Panel
.Width
, Panel
.Height
);
1412 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1414 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1415 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1416 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1417 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1420 procedure TMonster
.Respawn
;
1426 FDirection
:= FStartDirection
;
1429 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1430 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1435 FDieTriggers
:= nil;
1436 FWaitAttackAnim
:= False;
1437 FChainFire
:= False;
1440 FState
:= STATE_SLEEP
;
1441 FCurAnim
:= ANIM_SLEEP
;
1443 if g_Game_IsNet
and g_Game_IsServer
then
1445 MH_SEND_MonsterPos(FUID
);
1446 MH_SEND_MonsterState(FUID
);
1450 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1457 if ForcedUID
< 0 then
1458 FUID
:= g_CreateUID(UID_MONSTER
)
1462 FMonsterType
:= MonsterType
;
1466 FState
:= STATE_SLEEP
;
1467 FCurAnim
:= ANIM_SLEEP
;
1468 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1469 FMaxHealth
:= FHealth
;
1470 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1471 FDieTriggers
:= nil;
1472 FSpawnTrigger
:= -1;
1473 FWaitAttackAnim
:= False;
1474 FChainFire
:= False;
1476 FNoRespawn
:= False;
1478 FBehaviour
:= BH_NORMAL
;
1480 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1481 FBloodKind
:= BLOOD_SPARKS
1483 FBloodKind
:= BLOOD_NORMAL
;
1484 if FMonsterType
= MONSTER_CACO
then
1490 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1503 SetLength(FAnim
, Length(ANIMTABLE
));
1505 for a
:= 0 to High(FAnim
) do
1507 FAnim
[a
, D_LEFT
] := nil;
1508 FAnim
[a
, D_RIGHT
] := nil;
1511 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1512 if (ANIMTABLE
[a
].name
<> '') and
1513 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1515 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1516 '_'+ANIMTABLE
[a
].name
;
1518 res
:= g_Frames_Exists(s
);
1521 res
:= g_Frames_Get(FramesID
, s
);
1523 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1526 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1527 if a
<> ANIM_MESS
then
1530 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1531 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1533 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1534 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1535 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1536 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1541 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1542 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1544 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1545 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1547 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1548 '_'+ANIMTABLE
[a
].name
+'_L';
1549 if g_Frames_Exists(s
) then
1550 g_Frames_Get(FramesID
, s
);
1553 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1554 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1557 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1558 if MonsterType
= MONSTER_VILE
then
1560 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1561 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1567 function TMonster
.Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1574 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1575 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1578 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1579 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1582 if Random(2) = 0 then
1583 FDirection
:= D_RIGHT
1585 FDirection
:= D_LEFT
;
1587 SetState(STATE_RUN
);
1591 // Ëîâóøêà óáèâàåò ñðàçó:
1592 if t
= HIT_TRAP
then
1595 // Ðîáîòó óðîíà íåò:
1596 if FMonsterType
= MONSTER_ROBO
then
1600 if g_Game_IsServer
then Dec(FHealth
, Damage
);
1602 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1605 FPain
:= FPain
+Damage
;
1607 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1608 if FState
<> STATE_PAIN
then
1609 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1610 (FMonsterType
<> MONSTER_BARREL
) then
1611 SetState(STATE_PAIN
);
1613 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1614 if (gBloodCount
> 0) then
1616 c
:= Min(Damage
, 200);
1617 c
:= c
*gBloodCount
- (Damage
div 4) + Random(c
div 2);
1619 if (VelX
= 0) and (VelY
= 0) then
1623 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1624 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1628 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1629 if (SpawnerUID
<> FUID
) and
1630 (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1632 FTargetUID
:= SpawnerUID
;
1636 // Çäîðîâüå çàêîí÷èëîñü:
1637 if FHealth
<= 0 then
1639 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1640 if (FMonsterType
<> MONSTER_BARREL
) then
1642 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1644 p
:= g_Player_Get(SpawnerUID
);
1645 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1647 p
.MonsterKills
:= p
.MonsterKills
+1;
1648 if gGameSettings
.GameMode
= GM_COOP
then
1649 p
.Frags
:= p
.Frags
+ 1;
1650 // Uncomment this if you want to double-kill monsters
1654 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1656 Inc(gCoopMonstersKilled
);
1657 if g_Game_IsNet
then
1663 case FMonsterType
of
1664 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1665 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1666 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1667 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1674 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1675 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1677 g_Obj_Push(@gItems
[it
].Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
1678 (FObj
.Vel
.Y
div 2)-Random(4));
1679 if g_Game_IsServer
and g_Game_IsNet
then
1680 MH_SEND_ItemSpawn(True, it
);
1683 // Òðóï äàëüøå íå èäåò:
1686 // Ó òðóïà ðàçìåðû ìåíüøå:
1687 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1689 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1690 FObj
.Rect
.Height
:= 12;
1693 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1694 if (FHealth
<= -30) and
1695 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1696 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1697 (FMonsterType
= MONSTER_MAN
)) then
1699 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1700 SetState(STATE_DIE
, ANIM_MESS
);
1705 SetState(STATE_DIE
);
1708 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1709 if g_Game_IsServer
then ActivateTriggers();
1714 if FState
= STATE_SLEEP
then
1715 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1716 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1720 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1724 function TMonster
.Heal(Value
: Word): Boolean;
1727 if g_Game_IsClient
then
1732 if FHealth
< FMaxHealth
then
1734 IncMax(FHealth
, Value
, FMaxHealth
);
1735 if g_Game_IsServer
and g_Game_IsNet
then
1736 MH_SEND_MonsterState(FUID
);
1741 destructor TMonster
.Destroy();
1745 for a
:= 0 to High(FAnim
) do
1747 FAnim
[a
, D_LEFT
].Free();
1748 FAnim
[a
, D_RIGHT
].Free();
1753 inherited Destroy();
1756 procedure TMonster
.Draw();
1762 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1763 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1765 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1766 if FMonsterType
= MONSTER_VILE
then
1767 if FState
= STATE_SHOOT
then
1768 if GetPos(FTargetUID
, @o
) then
1769 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1770 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1772 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1773 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1774 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1777 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1778 if FState
= STATE_DEAD
then
1779 case FMonsterType
of
1780 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1783 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1784 if FAnim
[FCurAnim
, FDirection
] <> nil then
1786 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1787 if (FDirection
= D_LEFT
) and
1788 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1789 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1790 (FMonsterType
<> MONSTER_BARREL
) then
1795 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1796 if (FDirection
= D_LEFT
) and
1797 (FMonsterType
<> MONSTER_BARREL
) then
1799 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1800 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1802 if m
= M_HORIZONTAL
then
1803 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1804 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1805 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1806 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1807 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1808 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1810 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1813 else // Ïðàâàÿ àíèìàöèÿ
1815 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1816 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1820 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1823 if g_debug_Frames
then
1825 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1827 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1828 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1833 procedure TMonster
.MakeBloodSimple(Count
: Word);
1835 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1836 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1837 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
1838 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1839 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
1840 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1841 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
1842 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1845 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
1847 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1848 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1849 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
1850 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1853 procedure TMonster
.Push(vx
, vy
: Integer);
1855 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
1856 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
1857 if g_Game_IsServer
and g_Game_IsNet
then
1858 MH_SEND_MonsterPos(FUID
);
1861 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
1865 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1866 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1867 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
1868 soulcount
:= soulcount
-1;
1870 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1872 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
1873 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
1874 (State
<> STATE_GO
) then
1881 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
1883 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1885 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
1886 STATE_PAIN
: Anim
:= ANIM_PAIN
;
1887 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
1888 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
1889 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
1890 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
1891 STATE_DIE
: Anim
:= ANIM_DIE
;
1893 begin // íà÷àëè âîñðåøàòüñÿ
1895 FAnim
[Anim
, FDirection
].Revert(True);
1897 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1898 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1905 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1906 if ForceAnim
<> 255 then
1909 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1910 if FCurAnim
<> Anim
then
1911 if FAnim
[Anim
, FDirection
] <> nil then
1913 FAnim
[Anim
, FDirection
].Reset();
1918 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
1925 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1926 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
1928 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
1929 if g_Game_IsServer
and g_Game_IsNet
then
1930 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
1936 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1939 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
1940 TA
:= TAnimation
.Create(FramesID
, False, 6);
1941 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
1942 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1943 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1945 if g_Game_IsServer
and g_Game_IsNet
then
1946 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1947 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
1951 FObj
.X
:= X
- FObj
.Rect
.X
;
1952 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
1955 FDirection
:= D_LEFT
1958 FDirection
:= D_RIGHT
1962 if FDirection
= D_RIGHT
then
1963 FDirection
:= D_LEFT
1965 FDirection
:= D_RIGHT
;
1968 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1969 if not silent
and (TA
<> nil) then
1971 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1972 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1975 if g_Game_IsServer
and g_Game_IsNet
then
1976 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1977 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
1981 if g_Game_IsServer
and g_Game_IsNet
then
1982 MH_SEND_MonsterPos(FUID
);
1986 procedure TMonster
.Update();
1988 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
1997 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
1998 if FMonsterType
= MONSTER_FISH
then
1999 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2000 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2003 // Ëåòàþùèå ìîíòñðû:
2004 if ((FMonsterType
= MONSTER_SOUL
) or
2005 (FMonsterType
= MONSTER_PAIN
) or
2006 (FMonsterType
= MONSTER_CACO
)) and
2007 (FState
<> STATE_DIE
) and
2008 (FState
<> STATE_DEAD
) then
2011 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2012 if gTime
mod (GAME_TICK
*2) <> 0 then
2014 g_Obj_Move(@FObj
, fall
, True, True);
2018 FPainSound
:= False;
2021 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2023 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2024 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2025 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2028 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2030 Inc(gCoopMonstersKilled
);
2031 if g_Game_IsNet
then
2038 oldvelx
:= FObj
.Vel
.X
;
2040 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2041 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2042 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2044 // Ìåðòâûé íè÷åãî íå äåëàåò:
2045 if (FState
= STATE_DEAD
) then
2048 // AI ìîíñòðîâ âûêëþ÷åí:
2049 if g_debug_MonsterOff
then
2052 if FState
<> STATE_SLEEP
then
2053 SetState(STATE_SLEEP
);
2056 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2057 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2058 case FMonsterType
of
2060 if Random(4) = 0 then
2061 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2062 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2063 MONSTER_ROBO
, MONSTER_BARREL
:
2064 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2065 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2067 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2068 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2069 if Random(2) = 0 then
2070 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2072 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2076 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2077 if FMonsterType
= MONSTER_BARREL
then
2079 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2080 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2081 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2082 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2086 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2087 if FMonsterType
= MONSTER_SOUL
then
2088 if WordBool(st
and MOVE_HITAIR
) then
2089 g_Obj_SetSpeed(@FObj
, 16);
2094 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2095 if FObj
.Vel
.Y
< 0 then
2096 if WordBool(st
and MOVE_INWATER
) then
2099 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2100 FTargetTime
:= FTargetTime
+ 1;
2103 if FShellTimer
> -1 then
2104 if FShellTimer
= 0 then
2106 if FShellType
= SHELL_SHELL
then
2107 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2108 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2109 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2110 else if FShellType
= SHELL_DBLSHELL
then
2112 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2113 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2114 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2115 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2116 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2117 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2120 end else Dec(FShellTimer
);
2122 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2124 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2125 STATE_ATTACK
, STATE_SHOOT
]) then
2126 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2127 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2128 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2129 (FObj
.Accel
.Y
= 0) then
2130 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2133 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2135 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2136 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2138 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2139 if gSoundEffectsDF
then PainSound();
2142 // Ñíèæàåì áîëü ñî âðåìåíåì:
2145 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2146 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2154 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2157 FSleep
:= FSleep
+ 1;
2159 // Ïðîñïàëè äîñòàòî÷íî:
2160 if FSleep
>= 18 then
2165 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2166 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2167 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2168 if (gPlayers
<> nil) then
2169 for a
:= 0 to High(gPlayers
) do
2170 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2171 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2173 if g_Look(@FObj
, @Obj
, FDirection
) then
2175 FTargetUID
:= gPlayers
[a
].UID
;
2182 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2183 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2184 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2185 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2186 if gMonsters
<> nil then
2187 for a
:= 0 to High(gMonsters
) do
2188 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2189 (gMonsters
[a
].FUID
<> FUID
) then
2191 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2192 if (FBehaviour
= BH_MANIAC
) and
2193 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2195 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2196 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2197 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2199 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2200 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2202 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2204 FTargetUID
:= gMonsters
[a
].UID
;
2213 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2216 FSleep
:= FSleep
- 1;
2218 // Âûæäàëè äîñòàòî÷íî - èäåì:
2223 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2225 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2226 if WordBool(st
and MOVE_BLOCK
) then
2230 SetState(STATE_RUNOUT
);
2235 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2236 if (FMonsterType
= MONSTER_VILE
) then
2237 if isCorpse(@FObj
, False) <> -1 then
2240 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2245 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2246 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2247 if not findNewPrey() then
2248 begin // Íîâûõ öåëåé íåò
2256 o
.Rect
:= _Rect(0, 0, 0, 1);
2258 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2259 GetPos(FTargetUID
, @o
);
2261 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2262 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2269 // Ðàññòîÿíèå äî öåëè:
2270 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2271 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2273 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2275 FDirection
:= D_RIGHT
2277 FDirection
:= D_LEFT
;
2279 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2280 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2281 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2282 if shoot(@o
, False) then
2285 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2286 if Abs(sx
) < 40 then
2287 if FMonsterType
<> MONSTER_FISH
then
2290 SetState(STATE_RUN
);
2291 if Random(2) = 0 then
2292 FDirection
:= D_LEFT
2294 FDirection
:= D_RIGHT
;
2299 // Óïåðëèñü â ñòåíó:
2300 if WordBool(st
and MOVE_HITWALL
) then
2302 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2303 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2304 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2306 SetState(STATE_WAIT
);
2311 case FMonsterType
of
2312 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2314 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2315 (FObj
.Accel
.Y
= 0) then
2316 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2317 // Ïðûæîê ÷åðåç ñòåíó:
2318 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2319 SetState(STATE_CLIMB
);
2326 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2327 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2328 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2330 if FMonsterType
= MONSTER_FISH
then
2332 if not WordBool(st
and MOVE_INWATER
) then
2333 begin // Ðûáà âíå âîäû:
2334 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2335 begin // "Ñòîèò" òâåðäî
2336 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2337 if FObj
.Accel
.Y
= 0 then
2339 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2343 SetState(STATE_PAIN
);
2344 FPain
:= FPain
+ 50;
2348 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2350 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2354 // Ðûáà ïëûâåò ââåðõ:
2355 if FObj
.Vel
.Y
< 0 then
2356 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2358 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2360 // Ïëàâàåì òóäà-ñþäà:
2361 if Random(2) = 0 then
2362 FDirection
:= D_LEFT
2364 FDirection
:= D_RIGHT
;
2366 SetState(STATE_RUN
);
2370 else // Ëåòàþùèå ìîíñòðû
2372 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2374 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2379 else // "Íàçåìíûå" ìîíñòðû
2381 // Âîçìîæíî, ïèíàåì êóñêè:
2382 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2384 b
:= Abs(FObj
.Vel
.X
);
2385 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2386 for a
:= 0 to High(gGibs
) do
2387 if gGibs
[a
].Live
and
2388 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2389 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2391 if FObj
.Vel
.X
< 0 then
2392 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
2394 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2396 // Áîññû ìîãóò ïèíàòü òðóïû:
2397 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2398 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2400 b
:= Abs(FObj
.Vel
.X
);
2401 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2402 for a
:= 0 to High(gCorpses
) do
2403 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2405 co
:= gCorpses
[a
].Obj
;
2406 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2407 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2409 if FObj
.Vel
.X
< 0 then
2410 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2412 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2415 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2417 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2419 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2420 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2423 FSleep
:= FSleep
+ 1;
2429 if Random(8) = 0 then
2433 // Áåæèì â âûáðàííóþ ñòîðîíó:
2434 if FDirection
= D_RIGHT
then
2435 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2437 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2439 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2440 if WordBool(st
and MOVE_INWATER
) then
2441 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2442 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2443 if FMonsterType
= MONSTER_FISH
then
2447 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2449 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2450 if WordBool(st
and MOVE_BLOCK
) then
2454 SetState(STATE_RUNOUT
);
2459 FSleep
:= FSleep
- 1;
2461 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2462 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2466 // Ñòåíà - èäåì îáðàòíî:
2467 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2470 if Random(8) = 0 then
2474 // Áåæèì â âûáðàííóþ ñòîðîíó:
2475 if FDirection
= D_RIGHT
then
2476 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2478 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2480 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2481 if WordBool(st
and MOVE_INWATER
) then
2482 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2483 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2484 if FMonsterType
= MONSTER_FISH
then
2488 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2490 // Âûøëè èç ÁëîêÌîíà:
2491 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2494 FSleep
:= FSleep
- 1;
2496 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2497 if FSleep
<= -18 then
2501 // Ñòåíà/ÁëîêÌîí - 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_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2525 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2526 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2527 (not WordBool(st
and MOVE_HITWALL
)) then
2532 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2533 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2537 SetState(STATE_RUN
);
2541 // Áåæèì â âûáðàííóþ ñòîðîíó:
2542 if FDirection
= D_RIGHT
then
2543 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2545 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2547 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2548 if WordBool(st
and MOVE_INWATER
) then
2549 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2550 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2551 if FMonsterType
= MONSTER_FISH
then
2555 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2556 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2558 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2559 if FMonsterType
= MONSTER_SOUL
then
2561 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2567 // Çàìåäëÿåìñÿ ïðè àòàêå:
2568 if FMonsterType
<> MONSTER_FISH
then
2569 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2571 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2572 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2574 // Öåëü ïîãèáëà => èäåì äàëüøå:
2575 if not GetPos(FTargetUID
, @o
) then
2582 // Öåëü íå âèäíî => èäåì äàëüøå:
2583 if not g_Look(@FObj
, @o
, FDirection
) then
2590 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2591 if g_Obj_CollideWater(@o
, 0, 0) then
2599 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2600 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2601 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2604 end; // case FState of ...
2608 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2609 if FState
= STATE_REVIVE
then
2610 if FAnim
[FCurAnim
, FDirection
].Played
then
2611 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2612 FAnim
[FCurAnim
, FDirection
].Revert(False);
2616 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2617 if vilefire
<> nil then
2620 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2621 if (FState
= STATE_DIE
) and
2622 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2623 (FAnim
[FCurAnim
, FDirection
].Played
) then
2626 SetState(STATE_DEAD
);
2628 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2629 if (FMonsterType
= MONSTER_PAIN
) then
2631 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2632 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2635 gMonsters
[sx
].SetState(STATE_GO
);
2636 gMonsters
[sx
].FNoRespawn
:= True;
2637 Inc(gTotalMonsters
);
2638 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2641 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2642 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2645 gMonsters
[sx
].SetState(STATE_GO
);
2646 gMonsters
[sx
].FNoRespawn
:= True;
2647 Inc(gTotalMonsters
);
2648 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2651 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2652 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2655 gMonsters
[sx
].SetState(STATE_GO
);
2656 gMonsters
[sx
].FNoRespawn
:= True;
2657 Inc(gTotalMonsters
);
2658 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2660 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2663 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2664 if (FMonsterType
= MONSTER_PAIN
) or
2665 (FMonsterType
= MONSTER_SOUL
) or
2666 (FMonsterType
= MONSTER_BARREL
) then
2670 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2671 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2672 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2673 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2674 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2675 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2676 if FState
= STATE_ATTACK
then
2677 begin // Ñîñòîÿíèå - Àòàêà
2678 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2679 if FMonsterType
<> MONSTER_SOUL
then
2682 else // Ñîñòîÿíèå - Ñòðåëüáà
2684 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2685 if not FChainFire
then
2688 begin // Íàäî ñòðåëÿòü åùå
2689 FChainFire
:= False;
2690 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2691 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2692 FAnim
[FCurAnim
, FDirection
].Reset();
2696 FWaitAttackAnim
:= False;
2699 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2700 if (FMonsterType
= MONSTER_SOUL
) or
2701 ( (not FWaitAttackAnim
) and
2702 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2703 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2705 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2706 if FState
= STATE_ATTACK
then
2707 begin // Ñîñòîÿíèå - Àòàêà
2708 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2709 if FMonsterType
= MONSTER_SOUL
then
2710 FAnim
[FCurAnim
, FDirection
].Reset();
2712 case FMonsterType
of
2713 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2714 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2715 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2716 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2717 if FMonsterType
= MONSTER_SOUL
then
2721 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2722 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2723 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2725 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2726 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2727 if FCurAnim
= ANIM_ATTACK2
then
2730 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*50;
2731 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2732 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2736 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2737 if FCurAnim
= ANIM_ATTACK2
then
2739 sx
:= isCorpse(@FObj
, True);
2741 begin // Íàøëè, êîãî âîñêðåñèòü
2742 gMonsters
[sx
].SetState(STATE_REVIVE
);
2743 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2744 // Âîñêðåøàòü - ñåáå âðåäèòü:
2745 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2751 else // Ñîñòîÿíèå - Ñòðåëüáà
2753 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2754 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2756 if FDirection
= D_LEFT
then
2758 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2759 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2760 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2763 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2765 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2766 case FMonsterType
of
2768 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2771 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2772 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2773 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2777 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2778 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2780 FShellType
:= SHELL_SHELL
;
2784 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2786 FShellType
:= SHELL_DBLSHELL
;
2791 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2792 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2795 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2798 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2799 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2800 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2804 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2805 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2806 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
2809 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
2811 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
2813 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
2814 MONSTER_BARON
, MONSTER_KNIGHT
:
2815 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
2817 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
2819 begin // Ñîçäàåì Lost_Soul:
2820 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
2821 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
2824 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2825 gMonsters
[sx
].FTargetUID
:= FTargetUID
;
2826 GetPos(FTargetUID
, @o
);
2827 gMonsters
[sx
].FTargetTime
:= 0;
2828 gMonsters
[sx
].FNoRespawn
:= True;
2829 gMonsters
[sx
].SetState(STATE_GO
);
2830 gMonsters
[sx
].shoot(@o
, True);
2831 Inc(gTotalMonsters
);
2833 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2838 if FMonsterType
<> MONSTER_PAIN
then
2839 if g_Game_IsNet
then
2840 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
2842 // Ñêîðîñòðåëüíûå ìîíñòðû:
2843 if (FMonsterType
= MONSTER_CGUN
) or
2844 (FMonsterType
= MONSTER_SPIDER
) or
2845 (FMonsterType
= MONSTER_BSP
) or
2846 (FMonsterType
= MONSTER_MANCUB
) or
2847 (FMonsterType
= MONSTER_ROBO
) then
2848 if not GetPos(FTargetUID
, @o
) then
2849 // Öåëü ìåðòâà - èùåì íîâóþ:
2851 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2852 if shoot(@o
, False) then
2856 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2857 FWaitAttackAnim
:= True;
2860 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2861 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
2863 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
2864 // Çâóêè ïðè ïåðåäâèæåíèè:
2865 case FMonsterType
of
2867 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2868 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2869 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
2871 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2872 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2873 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
2875 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2876 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2877 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2879 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2880 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
2881 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2885 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
2886 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
2887 FObj
.Vel
.X
:= oldvelx
;
2889 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2890 if FAnim
[FCurAnim
, FDirection
] <> nil then
2891 FAnim
[FCurAnim
, FDirection
].Update();
2894 procedure TMonster
.SetDeadAnim
;
2896 if FAnim
<> nil then
2897 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
2900 procedure TMonster
.RevertAnim(R
: Boolean = True);
2902 if FAnim
<> nil then
2903 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
2904 FAnim
[FCurAnim
, FDirection
].Revert(R
);
2907 function TMonster
.AnimIsReverse
: Boolean;
2909 if FAnim
<> nil then
2910 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
2915 procedure TMonster
.ClientUpdate();
2917 a
, b
, sx
, sy
, oldvelx
: Integer;
2924 sx
:= 0; // SHUT UP COMPILER
2927 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2928 if FMonsterType
= MONSTER_FISH
then
2929 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2930 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2933 // Ëåòàþùèå ìîíòñðû:
2934 if ((FMonsterType
= MONSTER_SOUL
) or
2935 (FMonsterType
= MONSTER_PAIN
) or
2936 (FMonsterType
= MONSTER_CACO
)) and
2937 (FState
<> STATE_DIE
) and
2938 (FState
<> STATE_DEAD
) then
2941 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2942 if gTime
mod (GAME_TICK
*2) <> 0 then
2944 g_Obj_Move(@FObj
, fall
, True, True);
2948 FPainSound
:= False;
2951 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2953 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2954 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2955 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2961 oldvelx
:= FObj
.Vel
.X
;
2963 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2964 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2965 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2967 // Ìåðòâûé íè÷åãî íå äåëàåò:
2968 if (FState
= STATE_DEAD
) then
2971 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2972 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2973 case FMonsterType
of
2975 if Random(4) = 0 then
2976 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2977 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2978 MONSTER_ROBO
, MONSTER_BARREL
:
2979 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2980 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2982 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2983 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2984 if Random(2) = 0 then
2985 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2987 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2991 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2992 if FMonsterType
= MONSTER_BARREL
then
2994 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2995 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2996 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2997 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3001 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3002 if FMonsterType
= MONSTER_SOUL
then
3003 if WordBool(st
and MOVE_HITAIR
) then
3004 g_Obj_SetSpeed(@FObj
, 16);
3009 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3010 if FObj
.Vel
.Y
< 0 then
3011 if WordBool(st
and MOVE_INWATER
) then
3014 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3015 FTargetTime
:= FTargetTime
+ 1;
3017 if FShellTimer
> -1 then
3018 if FShellTimer
= 0 then
3020 if FShellType
= SHELL_SHELL
then
3021 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3022 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3023 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3024 else if FShellType
= SHELL_DBLSHELL
then
3026 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3027 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3028 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3029 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3030 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3031 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3034 end else Dec(FShellTimer
);
3036 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3038 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3039 STATE_ATTACK
, STATE_SHOOT
]) then
3040 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3041 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3042 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3043 (FObj
.Accel
.Y
= 0) then
3044 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3047 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3049 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3050 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3052 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3056 // Ñíèæàåì áîëü ñî âðåìåíåì:
3059 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3060 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3067 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3070 FSleep
:= FSleep
+ 1;
3072 // Ïðîñïàëè äîñòàòî÷íî:
3073 if FSleep
>= 18 then
3079 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3082 FSleep
:= FSleep
- 1;
3085 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3087 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3088 if WordBool(st
and MOVE_BLOCK
) then
3092 SetState(STATE_RUNOUT
);
3097 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3098 if (FMonsterType
= MONSTER_VILE
) then
3099 if isCorpse(@FObj
, False) <> -1 then
3101 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3107 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3108 if Abs(sx
) < 40 then
3109 if FMonsterType
<> MONSTER_FISH
then
3111 SetState(STATE_RUN
);
3117 // Óïåðëèñü â ñòåíó:
3118 if WordBool(st
and MOVE_HITWALL
) then
3120 case FMonsterType
of
3121 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3123 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3124 (FObj
.Accel
.Y
= 0) then
3125 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3126 // Ïðûæîê ÷åðåç ñòåíó:
3127 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3128 SetState(STATE_CLIMB
);
3135 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3136 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3137 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3139 if FMonsterType
= MONSTER_FISH
then
3141 if not WordBool(st
and MOVE_INWATER
) then
3142 begin // Ðûáà âíå âîäû:
3143 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3144 begin // "Ñòîèò" òâåðäî
3145 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3146 if FObj
.Accel
.Y
= 0 then
3148 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3152 SetState(STATE_PAIN
);
3153 FPain
:= FPain
+ 50;
3157 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3159 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3163 // Ðûáà ïëûâåò ââåðõ:
3164 if FObj
.Vel
.Y
< 0 then
3165 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3167 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3169 // Ïëàâàåì òóäà-ñþäà:
3170 SetState(STATE_RUN
);
3175 else // Ëåòàþùèå ìîíñòðû
3177 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3179 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3184 else // "Íàçåìíûå" ìîíñòðû
3186 // Âîçìîæíî, ïèíàåì êóñêè:
3187 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3189 b
:= Abs(FObj
.Vel
.X
);
3190 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3191 for a
:= 0 to High(gGibs
) do
3192 if gGibs
[a
].Live
and
3193 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3194 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3196 if FObj
.Vel
.X
< 0 then
3197 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
3199 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3201 // Áîññû ìîãóò ïèíàòü òðóïû:
3202 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3203 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3205 b
:= Abs(FObj
.Vel
.X
);
3206 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3207 for a
:= 0 to High(gCorpses
) do
3208 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3210 co
:= gCorpses
[a
].Obj
;
3211 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3212 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3214 if FObj
.Vel
.X
< 0 then
3215 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3217 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3222 FSleep
:= FSleep
+ 1;
3228 if Random(8) = 0 then
3232 // Áåæèì â âûáðàííóþ ñòîðîíó:
3233 if FDirection
= D_RIGHT
then
3234 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3236 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3238 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3239 if WordBool(st
and MOVE_INWATER
) then
3240 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3241 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3242 if FMonsterType
= MONSTER_FISH
then
3246 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3248 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3249 if WordBool(st
and MOVE_BLOCK
) then
3251 SetState(STATE_RUNOUT
);
3257 FSleep
:= FSleep
- 1;
3259 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3260 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3266 if Random(8) = 0 then
3270 // Áåæèì â âûáðàííóþ ñòîðîíó:
3271 if FDirection
= D_RIGHT
then
3272 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3274 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3276 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3277 if WordBool(st
and MOVE_INWATER
) then
3278 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3279 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3280 if FMonsterType
= MONSTER_FISH
then
3284 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3286 // Âûøëè èç ÁëîêÌîíà:
3287 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3290 FSleep
:= FSleep
- 1;
3292 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3293 if FSleep
<= -18 then
3299 if Random(8) = 0 then
3303 // Áåæèì â âûáðàííóþ ñòîðîíó:
3304 if FDirection
= D_RIGHT
then
3305 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3307 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3309 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3310 if WordBool(st
and MOVE_INWATER
) then
3311 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3312 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3313 if FMonsterType
= MONSTER_FISH
then
3317 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3319 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3320 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3321 (not WordBool(st
and MOVE_HITWALL
)) then
3326 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3327 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3329 SetState(STATE_RUN
);
3334 // Áåæèì â âûáðàííóþ ñòîðîíó:
3335 if FDirection
= D_RIGHT
then
3336 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3338 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3340 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3341 if WordBool(st
and MOVE_INWATER
) then
3342 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3343 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3344 if FMonsterType
= MONSTER_FISH
then
3348 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3349 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3351 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3352 if FMonsterType
= MONSTER_SOUL
then
3354 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3360 // Çàìåäëÿåìñÿ ïðè àòàêå:
3361 if FMonsterType
<> MONSTER_FISH
then
3362 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3364 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3365 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3367 // Öåëü ïîãèáëà => èäåì äàëüøå:
3368 if not GetPos(FTargetUID
, @o
) then
3375 // Öåëü íå âèäíî => èäåì äàëüøå:
3376 if not g_Look(@FObj
, @o
, FDirection
) then
3383 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3384 if g_Obj_CollideWater(@o
, 0, 0) then
3392 end; // case FState of ...
3396 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3397 if FState
= STATE_REVIVE
then
3398 if FAnim
[FCurAnim
, FDirection
].Played
then
3399 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3400 FAnim
[FCurAnim
, FDirection
].Revert(False);
3404 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3405 if vilefire
<> nil then
3408 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3409 if (FState
= STATE_DIE
) and
3410 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3411 (FAnim
[FCurAnim
, FDirection
].Played
) then
3414 SetState(STATE_DEAD
);
3416 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3417 if (FMonsterType
= MONSTER_PAIN
) or
3418 (FMonsterType
= MONSTER_SOUL
) or
3419 (FMonsterType
= MONSTER_BARREL
) then
3422 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3425 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3426 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3427 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3428 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3429 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3430 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3431 if FState
= STATE_ATTACK
then
3432 begin // Ñîñòîÿíèå - Àòàêà
3433 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3434 if FMonsterType
<> MONSTER_SOUL
then
3437 else // Ñîñòîÿíèå - Ñòðåëüáà
3439 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3440 if not FChainFire
then
3443 begin // Íàäî ñòðåëÿòü åùå
3444 FChainFire
:= False;
3445 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3446 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3447 FAnim
[FCurAnim
, FDirection
].Reset();
3451 FWaitAttackAnim
:= False;
3454 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3455 if (FMonsterType
= MONSTER_SOUL
) or
3456 ( (not FWaitAttackAnim
) and
3457 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3458 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3460 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3461 if FState
= STATE_ATTACK
then
3462 begin // Ñîñòîÿíèå - Àòàêà
3463 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3464 if FMonsterType
= MONSTER_SOUL
then
3465 FAnim
[FCurAnim
, FDirection
].Reset();
3467 case FMonsterType
of
3468 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3469 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3470 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3471 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3472 if FMonsterType
= MONSTER_SOUL
then
3476 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3478 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3479 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3480 if FCurAnim
= ANIM_ATTACK2
then
3483 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*50;
3484 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3488 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3489 if FCurAnim
= ANIM_ATTACK2
then
3491 sx
:= isCorpse(@FObj
, True);
3493 begin // Íàøëè, êîãî âîñêðåñèòü
3494 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3495 // Âîñêðåøàòü - ñåáå âðåäèòü:
3496 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3502 else // Ñîñòîÿíèå - Ñòðåëüáà
3504 // Ñêîðîñòðåëüíûå ìîíñòðû:
3505 if (FMonsterType
= MONSTER_CGUN
) or
3506 (FMonsterType
= MONSTER_SPIDER
) or
3507 (FMonsterType
= MONSTER_BSP
) or
3508 (FMonsterType
= MONSTER_MANCUB
) or
3509 (FMonsterType
= MONSTER_ROBO
) then
3510 if not GetPos(FTargetUID
, @o
) then
3511 // Öåëü ìåðòâà - èùåì íîâóþ:
3513 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3514 if shoot(@o
, False) then
3518 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3519 FWaitAttackAnim
:= True;
3522 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3523 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3525 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3526 // Çâóêè ïðè ïåðåäâèæåíèè:
3527 case FMonsterType
of
3529 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3530 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3531 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3533 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3534 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3535 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3537 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3538 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3539 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3541 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3542 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3543 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3547 // Êîñòûëü äëÿ ïîòîêîâ
3548 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3549 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3550 FObj
.Vel
.X
:= oldvelx
;
3552 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3553 if FAnim
[FCurAnim
, FDirection
] <> nil then
3554 FAnim
[FCurAnim
, FDirection
].Update();
3557 procedure TMonster
.ClientAttack(wx
, wy
, tx
, ty
: Integer);
3559 case FMonsterType
of
3562 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3563 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3567 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3569 FShellType
:= SHELL_SHELL
;
3573 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3575 FShellType
:= SHELL_DBLSHELL
;
3577 MONSTER_CGUN
, MONSTER_SPIDER
:
3579 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3580 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3583 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3585 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3587 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3589 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3591 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3593 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3594 MONSTER_BARON
, MONSTER_KNIGHT
:
3595 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3597 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3601 procedure TMonster
.Turn();
3604 if FDirection
= D_LEFT
then
3605 FDirection
:= D_RIGHT
3607 FDirection
:= D_LEFT
;
3609 // Áåæèì â âûáðàííóþ ñòîðîíó:
3610 if FDirection
= D_RIGHT
then
3611 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3613 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3616 function TMonster
.findNewPrey(): Boolean;
3620 PlayersSee
, MonstersSee
: Array of DWORD
;
3621 PlayerNear
, MonsterNear
: Integer;
3624 SetLength(MonstersSee
, 0);
3625 SetLength(PlayersSee
, 0);
3632 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3633 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3634 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3635 for a
:= 0 to High(gPlayers
) do
3636 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3637 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3639 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3641 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3642 PlayersSee
[High(PlayersSee
)] := a
;
3644 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3645 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3649 PlayerNear
:= Integer(a
);
3653 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3654 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3655 for a
:= 0 to High(gMonsters
) do
3656 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3657 (gMonsters
[a
].FUID
<> FUID
) then
3659 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3660 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3661 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3662 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3663 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3664 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3665 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3666 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3668 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3670 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3671 MonstersSee
[High(MonstersSee
)] := a
;
3673 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3674 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3678 MonsterNear
:= Integer(a
);
3683 BH_NORMAL
, BH_KILLER
:
3685 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3686 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3688 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3689 FTargetUID
:= gPlayers
[a
].UID
;
3692 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3695 FTargetUID
:= gPlayers
[a
].UID
;
3697 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3698 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3700 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3701 FTargetUID
:= gMonsters
[a
].UID
;
3704 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3707 FTargetUID
:= gMonsters
[a
].UID
;
3710 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3712 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3713 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3715 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3716 FTargetUID
:= gPlayers
[a
].UID
;
3718 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3720 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3721 FTargetUID
:= gMonsters
[a
].UID
;
3723 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3724 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3727 FTargetUID
:= gPlayers
[a
].UID
;
3729 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3732 FTargetUID
:= gMonsters
[a
].UID
;
3737 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3738 if FTargetUID
= 0 then
3740 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3741 if FBehaviour
= BH_INSANE
then
3744 FTargetTime
:= MAX_ATM
;
3753 function TMonster
.kick(o
: PObj
): Boolean;
3757 case FMonsterType
of
3760 SetState(STATE_ATTACK
);
3765 SetState(STATE_ATTACK
);
3766 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3771 SetState(STATE_ATTACK
);
3772 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
3775 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3777 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3778 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3781 MONSTER_BARON
, MONSTER_KNIGHT
,
3782 MONSTER_CACO
, MONSTER_MANCUB
:
3783 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3784 if not g_Game_IsClient
then Result
:= shoot(o
, True);
3788 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
3798 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3799 if not immediately
then
3800 case FMonsterType
of
3801 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
3802 Exit
; // íå ñòðåëÿþò
3803 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
3806 // Âðåìÿ âûñòðåëà óïóùåíî:
3808 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
3814 // Âðåìÿ âûñòðåëà óïóùåíî:
3821 // Âðåìÿ âûñòðåëà óïóùåíî:
3822 if FAmmo
>= 100 then
3827 // Ñòðåëÿåò íå âñåãäà:
3828 if Random(2) = 0 then
3831 // Âðåìÿ âûñòðåëà óïóùåíî:
3835 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
3836 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
3837 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
3838 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
3839 else if Random(16) <> 0 then Exit
;
3843 if not g_Look(@FObj
, o
, FDirection
) then
3848 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
3849 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
3851 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3852 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3853 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
3854 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
3857 case FMonsterType
of
3858 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
3860 SetState(STATE_SHOOT
);
3865 SetState(STATE_SHOOT
);
3869 begin // Çàæèãàåì îãîíü
3870 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
3871 ty
:= o
^.Y
+o
^.Rect
.Y
;
3872 SetState(STATE_SHOOT
);
3876 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
3877 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
3880 begin // Ëåòèò â ñòîðîíó öåëè:
3881 SetState(STATE_ATTACK
);
3882 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
3884 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
3885 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
3886 m
:= Max(Abs(xd
), Abs(yd
));
3890 FObj
.Vel
.X
:= (xd
*16) div m
;
3891 FObj
.Vel
.Y
:= (yd
*16) div m
;
3893 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
3894 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
3896 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3897 if FMonsterType
= MONSTER_MANCUB
then
3899 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
3901 SetState(STATE_SHOOT
);
3909 function TMonster
.Live(): Boolean;
3911 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
3914 procedure TMonster
.SetHealth(aH
: Integer);
3916 if (aH
> 0) and (aH
< 1000000) then
3919 if FHealth
> FMaxHealth
then
3920 FMaxHealth
:= FHealth
;
3924 procedure TMonster
.WakeUp();
3926 if g_Game_IsClient
then Exit
;
3928 FTargetTime
:= MAX_ATM
;
3932 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
3942 // Ñèãíàòóðà ìîíñòðà:
3943 sig
:= MONSTER_SIGNATURE
; // 'MONS'
3944 Mem
.WriteDWORD(sig
);
3946 Mem
.WriteWord(FUID
);
3948 if FDirection
= D_LEFT
then
3953 // Íàäî ëè óäàëèòü åãî:
3954 Mem
.WriteBoolean(FRemoved
);
3955 // Îñòàëîñü çäîðîâüÿ:
3956 Mem
.WriteInt(FHealth
);
3958 Mem
.WriteByte(FState
);
3959 // Òåêóùàÿ àíèìàöèÿ:
3960 Mem
.WriteByte(FCurAnim
);
3962 Mem
.WriteWord(FTargetUID
);
3963 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3964 Mem
.WriteInt(FTargetTime
);
3965 // Ïîâåäåíèå ìîíñòðà:
3966 Mem
.WriteByte(FBehaviour
);
3967 // Ãîòîâíîñòü ê âûñòðåëó:
3968 Mem
.WriteInt(FAmmo
);
3970 Mem
.WriteInt(FPain
);
3972 Mem
.WriteInt(FSleep
);
3973 // Îçâó÷èâàòü ëè áîëü:
3974 Mem
.WriteBoolean(FPainSound
);
3975 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3976 Mem
.WriteBoolean(FWaitAttackAnim
);
3977 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3978 Mem
.WriteBoolean(FChainFire
);
3979 // Ïîäëåæèò ëè ðåñïàâíó:
3980 Mem
.WriteBoolean(FNoRespawn
);
3984 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
3985 Mem
.WriteInt(FStartID
);
3986 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
3987 Mem
.WriteInt(FSpawnTrigger
);
3989 Obj_SaveState(@FObj
, Mem
);
3990 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
3991 anim
:= vilefire
<> nil;
3992 Mem
.WriteBoolean(anim
);
3993 // Åñëè åñòü - ñîõðàíÿåì:
3995 vilefire
.SaveState(Mem
);
3997 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
3999 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4000 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4001 Mem
.WriteBoolean(anim
);
4002 // Åñëè åñòü - ñîõðàíÿåì:
4004 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4005 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4006 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4007 Mem
.WriteBoolean(anim
);
4008 // Åñëè åñòü - ñîõðàíÿåì:
4010 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4014 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4024 // Ñèãíàòóðà ìîíñòðà:
4026 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4028 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4035 FDirection
:= D_LEFT
4037 FDirection
:= D_RIGHT
;
4038 // Íàäî ëè óäàëèòü åãî:
4039 Mem
.ReadBoolean(FRemoved
);
4040 // Îñòàëîñü çäîðîâüÿ:
4041 Mem
.ReadInt(FHealth
);
4043 Mem
.ReadByte(FState
);
4044 // Òåêóùàÿ àíèìàöèÿ:
4045 Mem
.ReadByte(FCurAnim
);
4047 Mem
.ReadWord(FTargetUID
);
4048 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4049 Mem
.ReadInt(FTargetTime
);
4050 // Ïîâåäåíèå ìîíñòðà:
4051 Mem
.ReadByte(FBehaviour
);
4052 // Ãîòîâíîñòü ê âûñòðåëó:
4057 Mem
.ReadInt(FSleep
);
4058 // Îçâó÷èâàòü ëè áîëü:
4059 Mem
.ReadBoolean(FPainSound
);
4060 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4061 Mem
.ReadBoolean(FWaitAttackAnim
);
4062 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4063 Mem
.ReadBoolean(FChainFire
);
4064 // Ïîäëåæèò ëè ðåñïàâíó
4065 Mem
.ReadBoolean(FNoRespawn
);
4069 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4070 Mem
.ReadInt(FStartID
);
4071 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4072 Mem
.ReadInt(FSpawnTrigger
);
4074 Obj_LoadState(@FObj
, Mem
);
4075 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4076 Mem
.ReadBoolean(anim
);
4077 // Åñëè åñòü - çàãðóæàåì:
4080 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4081 vilefire
.LoadState(Mem
);
4084 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4086 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4087 Mem
.ReadBoolean(anim
);
4088 // Åñëè åñòü - çàãðóæàåì:
4091 Assert(FAnim
[i
, D_LEFT
] <> nil,
4092 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4093 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4095 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4096 Mem
.ReadBoolean(anim
);
4097 // Åñëè åñòü - çàãðóæàåì:
4100 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4101 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4102 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4107 procedure TMonster
.ActivateTriggers();
4111 if FDieTriggers
<> nil then
4112 for a
:= 0 to High(FDieTriggers
) do
4113 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4114 if FSpawnTrigger
> -1 then
4116 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4117 FSpawnTrigger
:= -1;
4121 procedure TMonster
.AddTrigger(t
: Integer);
4123 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4124 FDieTriggers
[High(FDieTriggers
)] := t
;
4127 procedure TMonster
.ClearTriggers();
4129 SetLength(FDieTriggers
, 0);