1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
22 g_basic
, e_graphics
, g_phys
, g_textures
,
23 g_saveload
, BinEditor
, g_panel
;
47 TMonster
= Class (TObject
)
51 FDirection
: TDirection
;
52 FStartDirection
: TDirection
;
53 FStartX
, FStartY
: Integer;
59 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
68 FWaitAttackAnim
: Boolean;
79 FFirePainTime
: Integer;
83 treeNode
: Integer; // node in dyntree or -1
84 arrIdx
: Integer; // in gMonsters
86 FDieTriggers
: Array of Integer;
87 FSpawnTrigger
: Integer;
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
97 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
98 destructor Destroy(); override;
99 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
100 function Collide(Panel
: TPanel
): Boolean; overload
;
101 function Collide(X
, Y
: Integer): Boolean; overload
;
102 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
103 function Live(): Boolean;
104 procedure SetHealth(aH
: Integer);
105 procedure Push(vx
, vy
: Integer);
106 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
107 function Heal(Value
: Word): Boolean;
110 procedure ClientUpdate();
111 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
112 procedure SetDeadAnim
;
115 procedure WakeUpSound();
116 procedure DieSound();
117 procedure PainSound();
118 procedure ActionSound();
119 procedure AddTrigger(t
: Integer);
120 procedure ClearTriggers();
122 procedure SaveState(var Mem
: TBinMemoryWriter
);
123 procedure LoadState(var Mem
: TBinMemoryReader
);
124 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
125 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
126 procedure MakeBloodSimple(Count
: Word);
127 procedure RevertAnim(R
: Boolean = True);
128 function AnimIsReverse
: Boolean;
129 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
130 function kick(o
: PObj
): Boolean;
131 procedure CatchFire(Attacker
: Word);
132 procedure OnFireFlame(Times
: DWORD
= 1);
134 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
136 property MonsterType
: Byte read FMonsterType
;
137 property MonsterHealth
: Integer read FHealth write FHealth
;
138 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
139 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
140 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
141 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
142 property MonsterSleep
: Integer read FSleep write FSleep
;
143 property MonsterState
: Byte read FState write FState
;
144 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
145 property MonsterPain
: Integer read FPain write FPain
;
146 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
148 property Obj
: TObj read FObj
;
149 property UID
: Word read FUID write FUID
;
150 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
152 property GameX
: Integer read FObj
.X write FObj
.X
;
153 property GameY
: Integer read FObj
.Y write FObj
.Y
;
154 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
155 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
156 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
157 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
158 property GameDirection
: TDirection read FDirection write FDirection
;
160 property StartID
: Integer read FStartID
;
164 procedure g_Monsters_LoadData ();
165 procedure g_Monsters_FreeData ();
166 procedure g_Monsters_Init ();
167 procedure g_Monsters_Free ();
168 function g_Monsters_Create (MonsterType
: Byte; X
, Y
: Integer; Direction
: TDirection
;
169 AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
170 procedure g_Monsters_Update ();
171 procedure g_Monsters_Draw ();
172 procedure g_Monsters_DrawHealth ();
173 function g_Monsters_ByUID (UID
: Word): TMonster
;
174 procedure g_Monsters_killedp ();
175 procedure g_Monsters_SaveState (var Mem
: TBinMemoryWriter
);
176 procedure g_Monsters_LoadState (var Mem
: TBinMemoryReader
);
177 function g_Monsters_GetIDByName (name
: String): Integer;
178 function g_Monsters_GetNameByID (MonsterType
: Byte): String;
179 function g_Monsters_GetKilledBy (MonsterType
: Byte): String;
183 TEachMonsterCB
= function (monidx
: Integer; mon
: TMonster
): Boolean is nested
; // return `true` to stop
185 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
187 // throws on invalid uid
188 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
191 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
193 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
195 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
196 function g_Mons_ForEachAtAlive (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
200 gmon_debug_use_sqaccel
: Boolean = true;
206 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
207 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
208 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
209 g_language
, g_netmsg
, z_aabbtree
;
212 // ////////////////////////////////////////////////////////////////////////// //
214 TDynAABBTreeMonsBase
= specialize TDynAABBTreeBase
<TMonster
>;
216 TDynAABBTreeMons
= class(TDynAABBTreeMonsBase
)
217 function getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean; override;
220 function TDynAABBTreeMons
.getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean;
223 if (flesh
= nil) then raise Exception
.Create('DynTree: trying to get dimensions of inexistant monsters');
224 if (flesh
.Obj
.Rect
.Width
< 1) or (flesh
.Obj
.Rect
.Height
< 1) then raise Exception
.Create('DynTree: monster without size, wtf?!');
225 aabb
:= AABB2D
.CreateWH(flesh
.Obj
.X
+flesh
.Obj
.Rect
.X
, flesh
.Obj
.Y
+flesh
.Obj
.Rect
.Y
, flesh
.Obj
.Rect
.Width
, flesh
.Obj
.Rect
.Height
);
226 if not aabb
.valid
then raise Exception
.Create('wutafuuuuuuu?!');
232 monsTree
: TDynAABBTreeMons
= nil;
235 //WARNING! call this after monster position was changed, or coldet will not work right!
236 procedure TMonster
.positionChanged ();
240 {$IF DEFINED(D2F_DEBUG)}
241 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [arrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
243 if (treeNode
= -1) then
245 treeNode
:= monsTree
.insertObject(self
, 0);
246 {$IF DEFINED(D2F_DEBUG)}
247 monsTree
.getNodeXY(treeNode
, x
, y
);
248 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
253 monsTree
.getNodeXY(treeNode
, x
, y
);
254 if (FObj
.X
+FObj
.Rect
.X
= x
) and (FObj
.Y
+FObj
.Rect
.Y
= y
) then exit
; // nothing to do
255 {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);{$ENDIF}
258 monsTree
.updateObject(treeNode
);
260 monsTree
.removeObject(treeNode
);
261 treeNode
:= monsTree
.insertObject(self
);
264 {$IF DEFINED(D2F_DEBUG)}
265 monsTree
.getNodeXY(treeNode
, x
, y
);
266 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
272 // ////////////////////////////////////////////////////////////////////////// //
295 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
297 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
298 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
302 end = ((name
: 'SLEEP'; loop
: True),
303 (name
: 'GO'; loop
: True),
304 (name
: 'DIE'; loop
: False),
305 (name
: 'MESS'; loop
: False),
306 (name
: 'ATTACK'; loop
: False),
307 (name
: 'ATTACK2'; loop
: False),
308 (name
: 'PAIN'; loop
: False));
310 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
311 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
321 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
322 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
324 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
325 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
327 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
328 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
330 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
331 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
333 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
334 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
336 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
337 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
339 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
340 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
342 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
343 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
345 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
346 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
348 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
349 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
351 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
352 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
354 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
355 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
357 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
358 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
360 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
361 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
363 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
364 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
366 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
367 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
369 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
370 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
372 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
373 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
375 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
376 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
378 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
379 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
381 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
382 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
385 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
386 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
387 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
388 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
389 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
390 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
391 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));
392 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))),
394 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
395 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));
396 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))),
398 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
399 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));
400 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))),
402 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
403 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));
404 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))),
406 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
407 AnimDeltaRight
: ((X
: 2; Y
: -6), (X
: 2; Y
: -6), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
: 25; Y
: -6), (X
: 0; Y
: -6), (X
: -2; Y
: -6));
408 AnimDeltaLeft
: ((X
: 3; Y
: -3), (X
: 3; Y
: -3), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
:-26; Y
: -3), (X
:-1; Y
: -3), (X
: 1; Y
: -3))),
410 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
411 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));
412 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))),
414 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
415 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));
416 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))),
418 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
419 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));
420 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))),
422 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
423 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));
424 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))),
426 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
427 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));
428 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))),
430 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
431 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));
432 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))),
434 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
435 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));
436 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))),
438 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
439 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));
440 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))),
442 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
443 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));
444 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))),
446 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
447 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));
448 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))),
450 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
451 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));
452 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))),
454 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
455 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));
456 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 ))),
458 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
459 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));
460 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))),
462 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
463 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));
464 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))),
466 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
467 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));
468 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))) );
470 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
471 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
475 gMonsters
: array of TMonster
;
476 uidMap
: array [0..65535] of TMonster
; // monster knows it's index
479 procedure clearUidMap ();
483 for idx
:= 0 to High(uidMap
) do uidMap
[idx
] := nil;
492 soulcount
: Integer = 0;
495 function allocMonster(): DWORD
;
499 for i
:= 0 to High(gMonsters
) do
501 if (gMonsters
[i
] = nil) then
508 olen
:= Length(gMonsters
);
511 SetLength(gMonsters
, 64);
517 SetLength(gMonsters
, Length(gMonsters
)+32);
522 function IsFriend(a
, b
: Byte): Boolean;
526 // Áî÷êà - âñåì äðóã:
527 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
530 // Ìîíñòðû îäíîãî âèäà:
533 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
534 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
535 Exit
; // Ýòè íå áüþò ñâîèõ
538 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
539 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
541 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
542 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
545 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
549 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
552 UIDType
, MonsterType
: Byte;
557 UIDType
:= g_GetUIDType(SpawnerUID
);
558 if UIDType
= UID_MONSTER
then
560 m
:= g_Monsters_ByUID(SpawnerUID
);
561 if m
= nil then Exit
;
562 MonsterType
:= m
.FMonsterType
;
566 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
567 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
569 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
570 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
571 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
573 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
574 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
578 function canShoot(m
: Byte): Boolean;
583 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
590 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
592 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
594 result
:= false; // don't stop
595 if (mon
.FState
= STATE_DEAD
) and g_Obj_Collide(o
, @mon
.FObj
) then
597 case mon
.FMonsterType
of // Íå âîñêðåñèòü:
598 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
599 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: exit
;
601 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
612 // Åñëè íóæíà âåðîÿòíîñòü
613 if not immediately
and (Random(8) <> 0) then exit
;
615 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
616 if gmon_debug_use_sqaccel
then
618 mon
:= monsTree
.aabbQuery(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
, monsCollCheck
);
619 if (mon
<> nil) then result
:= mon
.arrIdx
;
623 for a
:= 0 to High(gMonsters
) do
625 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
627 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
628 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
629 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
630 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
641 procedure g_Monsters_LoadData();
643 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
645 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
652 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
659 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
666 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
668 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
669 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
670 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
671 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
672 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
673 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
675 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
678 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
680 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
685 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
687 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
692 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
693 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
694 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
699 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
700 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
701 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
706 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
707 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
708 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
713 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
714 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
715 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
720 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
721 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
722 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
729 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
736 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
743 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
750 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
757 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
764 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
771 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
778 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
785 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
798 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
800 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
802 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
803 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
804 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
805 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
806 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
807 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
808 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
809 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
810 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
811 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
812 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
814 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
815 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
816 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
818 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
819 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
820 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
821 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
822 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
823 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
825 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
826 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
827 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
828 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
829 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
831 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
832 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
834 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
835 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
836 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
837 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
839 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
840 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
841 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
842 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
843 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
845 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
846 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
847 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
848 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
849 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
851 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
852 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
853 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
854 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
856 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
857 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
858 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
860 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
861 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
863 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
864 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
866 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
867 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
868 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
870 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
871 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
873 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
874 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
875 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
877 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
879 monsTree
:= TDynAABBTreeMons
.Create();
883 procedure g_Monsters_FreeData();
885 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
887 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
888 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
889 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
890 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
891 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
892 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
893 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
894 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
895 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
896 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
897 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
898 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
899 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
900 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
901 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
902 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
903 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
904 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
905 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
906 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
907 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
908 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
909 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
910 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
911 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
912 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
913 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
914 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
915 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
916 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
917 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
918 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
919 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
920 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
921 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
922 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
923 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
924 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
925 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
926 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
927 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
928 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
929 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
930 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
931 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
932 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
933 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
934 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
935 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
936 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
937 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
938 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
939 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
940 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
941 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
942 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
943 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
944 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
945 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
946 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
947 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
948 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
949 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
950 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
951 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
952 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
953 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
954 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
955 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
956 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
957 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
958 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
959 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
960 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
961 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
962 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
963 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
964 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
965 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
966 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
967 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
968 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
969 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
970 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
971 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
972 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
973 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
974 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
975 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
976 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
977 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
978 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
979 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
980 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
981 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
982 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
983 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
984 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
985 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
986 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
987 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
988 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
989 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
990 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
991 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
992 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
993 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
994 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
995 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
996 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
997 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
998 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
999 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1019 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1021 g_Sound_Delete('SOUND_MONSTER_PAIN');
1022 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1023 g_Sound_Delete('SOUND_MONSTER_ACTION');
1024 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1025 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1026 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1027 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1028 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1029 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1030 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1031 g_Sound_Delete('SOUND_MONSTER_SLOP');
1033 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1034 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1035 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1037 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1038 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1039 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1040 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1041 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1042 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1044 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1045 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1046 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1047 g_Sound_Delete('SOUND_MONSTER_HAHA');
1048 g_Sound_Delete('SOUND_MONSTER_TRUP');
1050 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1051 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1053 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1054 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1055 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1056 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1058 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1059 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1060 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1061 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1062 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1064 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1065 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1066 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1067 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1068 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1070 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1071 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1072 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1073 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1075 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1076 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1077 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1079 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1080 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1082 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1083 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1085 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1086 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1087 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1089 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1090 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1092 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1093 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1094 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1096 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1101 procedure g_Monsters_Init();
1106 procedure g_Monsters_Free();
1110 for a
:= 0 to High(gMonsters
) do gMonsters
[a
].Free();
1116 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1117 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1124 // Íåò òàêîãî ìîíñòðà
1125 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1127 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1128 if MonsterType
= MONSTER_SOUL
then
1130 if soulcount
> MAX_SOUL
then exit
;
1131 soulcount
:= soulcount
+ 1;
1134 find_id
:= allocMonster();
1136 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1137 gMonsters
[find_id
] := mon
;
1138 mon
.arrIdx
:= find_id
;
1141 uidMap
[mon
.FUID
] := mon
;
1143 // Íàñòðàèâàåì ïîëîæåíèå
1148 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1149 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1153 FObj
.X
:= X
-FObj
.Rect
.X
;
1154 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1157 FDirection
:= Direction
;
1158 FStartDirection
:= Direction
;
1163 mon
.positionChanged();
1168 procedure g_Monsters_killedp();
1172 if gMonsters
= nil then
1175 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1176 h
:= High(gMonsters
);
1178 if (gMonsters
[a
] <> nil) then
1179 with gMonsters
[a
] do
1180 if (FMonsterType
= MONSTER_MAN
) and
1181 (FState
<> STATE_DEAD
) and
1182 (FState
<> STATE_SLEEP
) and
1183 (FState
<> STATE_DIE
) then
1185 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1190 procedure g_Monsters_Update();
1195 if gTime
mod (GAME_TICK
*2) = 0 then
1199 if abs(pt_x
) > 246 then pt_xs
:= -pt_xs
;
1200 if abs(pt_y
) > 100 then pt_ys
:= -pt_ys
;
1203 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1205 for a
:= 0 to High(gMonsters
) do
1207 if (gMonsters
[a
] = nil) then continue
;
1208 if not gMonsters
[a
].FRemoved
then
1210 if g_Game_IsClient
then
1211 gMonsters
[a
].ClientUpdate()
1213 gMonsters
[a
].Update();
1217 gMonsters
[a
].Free();
1218 gMonsters
[a
] := nil;
1225 procedure g_Monsters_Draw();
1229 if gMonsters
<> nil then
1230 for a
:= 0 to High(gMonsters
) do
1231 if gMonsters
[a
] <> nil then
1232 gMonsters
[a
].Draw();
1235 procedure g_Monsters_DrawHealth();
1240 if gMonsters
= nil then Exit
;
1241 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1243 for a
:= 0 to High(gMonsters
) do
1244 if gMonsters
[a
] <> nil then
1246 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1247 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1248 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1252 function g_Monsters_ByUID (UID
: Word): TMonster
;
1255 result
:= uidMap
[UID
];
1258 if gMonsters <> nil then
1259 for a := 0 to High(gMonsters) do
1260 if (gMonsters[a] <> nil) and
1261 (gMonsters[a].FUID = UID) then
1263 Result := gMonsters[a];
1269 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1274 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1276 if gMonsters
<> nil then
1277 for i
:= 0 to High(gMonsters
) do
1278 if gMonsters
[i
] <> nil then
1279 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1282 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1284 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1286 Mem
.WriteInt(pt_xs
);
1288 Mem
.WriteInt(pt_ys
);
1290 // Êîëè÷åñòâî ìîíñòðîâ:
1291 Mem
.WriteInt(count
);
1296 // Ñîõðàíÿåì ìîíñòðîâ:
1297 for i
:= 0 to High(gMonsters
) do
1298 if gMonsters
[i
] <> nil then
1299 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1302 b
:= gMonsters
[i
].MonsterType
;
1304 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1305 gMonsters
[i
].SaveState(Mem
);
1309 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1315 if Mem
= nil then exit
;
1319 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1325 // Êîëè÷åñòâî ìîíñòðîâ
1328 if count
= 0 then exit
;
1330 // Çàãðóæàåì ìîíñòðîâ
1331 for a
:= 0 to count
-1 do
1336 mon
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1337 if mon
= nil then raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1338 // Çàãðóæàåì äàííûå ìîíñòðà
1343 function g_Monsters_GetIDByName(name
: String): Integer;
1347 name
:= UpperCase(name
);
1349 while (i
<= MONSTER_MAN
) do
1351 if name
= MONSTERTABLE
[i
].Name
then
1362 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1364 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1365 Result
:= MONSTERTABLE
[MonsterType
].Name
1370 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1372 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1373 Result
:= KilledByMonster
[MonsterType
]
1378 { T M o n s t e r : }
1380 procedure TMonster
.ActionSound();
1382 case FMonsterType
of
1384 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1385 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1387 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1388 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1389 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1391 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1393 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1395 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1397 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1401 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1405 procedure TMonster
.PainSound();
1413 case FMonsterType
of
1414 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1415 MONSTER_SKEL
, MONSTER_CGUN
:
1416 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1417 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1418 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1419 MONSTER_BSP
, MONSTER_CYBER
:
1420 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1422 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1424 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1426 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1428 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1432 procedure TMonster
.DieSound();
1434 case FMonsterType
of
1437 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1438 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1440 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1442 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1443 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1444 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1447 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1449 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1451 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1453 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1455 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1457 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1459 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1461 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1463 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1465 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1467 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1469 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1471 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1473 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1477 procedure TMonster
.WakeUpSound();
1479 case FMonsterType
of
1482 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1483 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1485 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1487 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1488 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1489 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1492 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1494 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1496 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1498 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1500 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1502 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1504 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1506 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1508 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1510 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1512 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1514 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1520 procedure TMonster
.BFGHit();
1522 if FMonsterType
= MONSTER_FISH
then
1525 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1526 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1527 {if g_Game_IsServer and g_Game_IsNet then
1528 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1529 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1533 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1535 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1543 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1545 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1550 Panel
.Width
, Panel
.Height
);
1553 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1555 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1556 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1557 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1558 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1561 procedure TMonster
.Respawn
;
1567 FDirection
:= FStartDirection
;
1570 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1571 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1576 FDieTriggers
:= nil;
1577 FWaitAttackAnim
:= False;
1578 FChainFire
:= False;
1581 FState
:= STATE_SLEEP
;
1582 FCurAnim
:= ANIM_SLEEP
;
1584 positionChanged(); // this updates spatial accelerators
1586 if g_Game_IsNet
and g_Game_IsServer
then
1588 MH_SEND_MonsterPos(FUID
);
1589 MH_SEND_MonsterState(FUID
);
1593 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1600 if ForcedUID
< 0 then
1601 FUID
:= g_CreateUID(UID_MONSTER
)
1605 FMonsterType
:= MonsterType
;
1609 FState
:= STATE_SLEEP
;
1610 FCurAnim
:= ANIM_SLEEP
;
1611 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1612 FMaxHealth
:= FHealth
;
1613 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1614 FDieTriggers
:= nil;
1615 FSpawnTrigger
:= -1;
1616 FWaitAttackAnim
:= False;
1617 FChainFire
:= False;
1619 FNoRespawn
:= False;
1621 FBehaviour
:= BH_NORMAL
;
1629 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1630 FBloodKind
:= BLOOD_SPARKS
1632 FBloodKind
:= BLOOD_NORMAL
;
1633 if FMonsterType
= MONSTER_CACO
then
1639 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1652 SetLength(FAnim
, Length(ANIMTABLE
));
1654 for a
:= 0 to High(FAnim
) do
1656 FAnim
[a
, D_LEFT
] := nil;
1657 FAnim
[a
, D_RIGHT
] := nil;
1660 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1661 if (ANIMTABLE
[a
].name
<> '') and
1662 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1664 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1665 '_'+ANIMTABLE
[a
].name
;
1667 res
:= g_Frames_Exists(s
);
1670 res
:= g_Frames_Get(FramesID
, s
);
1672 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1675 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1676 if a
<> ANIM_MESS
then
1679 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1680 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1682 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1683 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1684 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1685 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1690 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1691 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1693 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1694 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1696 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1697 '_'+ANIMTABLE
[a
].name
+'_L';
1698 if g_Frames_Exists(s
) then
1699 g_Frames_Get(FramesID
, s
);
1702 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1703 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1706 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1707 if MonsterType
= MONSTER_VILE
then
1709 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1710 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1716 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1723 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1724 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1727 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1728 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1731 if Random(2) = 0 then
1732 FDirection
:= D_RIGHT
1734 FDirection
:= D_LEFT
;
1736 SetState(STATE_RUN
);
1740 // Ëîâóøêà óáèâàåò ñðàçó:
1741 if t
= HIT_TRAP
then
1744 // Ðîáîòó óðîíà íåò:
1745 if FMonsterType
= MONSTER_ROBO
then
1749 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1751 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1754 FPain
:= FPain
+aDamage
;
1756 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1757 if FState
<> STATE_PAIN
then
1758 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1759 (FMonsterType
<> MONSTER_BARREL
) then
1760 SetState(STATE_PAIN
);
1762 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1763 if (gBloodCount
> 0) then
1765 c
:= Min(aDamage
, 200);
1766 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1768 if (VelX
= 0) and (VelY
= 0) then
1772 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1773 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1777 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1778 if (SpawnerUID
<> FUID
) and (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1780 FTargetUID
:= SpawnerUID
;
1784 // Çäîðîâüå çàêîí÷èëîñü:
1785 if FHealth
<= 0 then
1787 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1788 if (FMonsterType
<> MONSTER_BARREL
) then
1790 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1792 p
:= g_Player_Get(SpawnerUID
);
1793 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1795 p
.MonsterKills
:= p
.MonsterKills
+1;
1796 if gGameSettings
.GameMode
= GM_COOP
then
1797 p
.Frags
:= p
.Frags
+ 1;
1798 // Uncomment this if you want to double-kill monsters
1802 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1804 Inc(gCoopMonstersKilled
);
1805 if g_Game_IsNet
then
1811 case FMonsterType
of
1812 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1813 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1814 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1815 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1822 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1823 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1825 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1826 (FObj
.Vel
.Y
div 2)-Random(4));
1827 positionChanged(); // this updates spatial accelerators
1828 if g_Game_IsServer
and g_Game_IsNet
then
1829 MH_SEND_ItemSpawn(True, it
);
1832 // Òðóï äàëüøå íå èäåò:
1835 // Ó òðóïà ðàçìåðû ìåíüøå:
1836 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1838 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1839 FObj
.Rect
.Height
:= 12;
1842 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1843 if (FHealth
<= -30) and
1844 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1845 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1846 (FMonsterType
= MONSTER_MAN
)) then
1848 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1849 SetState(STATE_DIE
, ANIM_MESS
);
1854 SetState(STATE_DIE
);
1857 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1858 if g_Game_IsServer
then ActivateTriggers();
1863 if FState
= STATE_SLEEP
then
1864 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1865 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1869 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1873 function TMonster
.Heal(Value
: Word): Boolean;
1876 if g_Game_IsClient
then
1881 if FHealth
< FMaxHealth
then
1883 IncMax(FHealth
, Value
, FMaxHealth
);
1884 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1889 destructor TMonster
.Destroy();
1893 for a
:= 0 to High(FAnim
) do
1895 FAnim
[a
, D_LEFT
].Free();
1896 FAnim
[a
, D_RIGHT
].Free();
1901 if (treeNode
<> -1) then
1903 {$IF DEFINED(D2F_DEBUG)}
1904 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx
, UID
, treeNode
]), MSG_NOTIFY
);
1906 monsTree
.removeObject(treeNode
);
1909 if (arrIdx
<> -1) then
1911 gMonsters
[arrIdx
] := nil;
1914 uidMap
[FUID
] := nil;
1916 inherited Destroy();
1919 procedure TMonster
.Draw();
1925 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1926 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1928 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1929 if FMonsterType
= MONSTER_VILE
then
1930 if FState
= STATE_SHOOT
then
1931 if GetPos(FTargetUID
, @o
) then
1932 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1933 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1935 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1936 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1937 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1940 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1941 if FState
= STATE_DEAD
then
1942 case FMonsterType
of
1943 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1946 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1947 if FAnim
[FCurAnim
, FDirection
] <> nil then
1949 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1950 if (FDirection
= D_LEFT
) and
1951 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1952 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1953 (FMonsterType
<> MONSTER_BARREL
) then
1958 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1959 if (FDirection
= D_LEFT
) and
1960 (FMonsterType
<> MONSTER_BARREL
) then
1962 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1963 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1965 if m
= M_HORIZONTAL
then
1966 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1967 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1968 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1969 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1970 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1971 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1973 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1976 else // Ïðàâàÿ àíèìàöèÿ
1978 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1979 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1983 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1986 if g_debug_Frames
then
1988 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1990 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1991 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1996 procedure TMonster
.MakeBloodSimple(Count
: Word);
1998 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1999 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2000 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
2001 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2002 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
2003 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2004 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
2005 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2008 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
2010 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2011 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2012 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
2013 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2016 procedure TMonster
.Push(vx
, vy
: Integer);
2018 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2019 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2020 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2023 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2027 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2028 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2029 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2030 soulcount
:= soulcount
-1;
2032 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2034 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
2035 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
2036 (State
<> STATE_GO
) then
2043 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2045 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2047 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2048 STATE_PAIN
: Anim
:= ANIM_PAIN
;
2049 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
2050 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
2051 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2052 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2053 STATE_DIE
: Anim
:= ANIM_DIE
;
2055 begin // íà÷àëè âîñðåøàòüñÿ
2057 FAnim
[Anim
, FDirection
].Revert(True);
2059 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2060 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2067 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2068 if ForceAnim
<> 255 then
2071 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2072 if FCurAnim
<> Anim
then
2073 if FAnim
[Anim
, FDirection
] <> nil then
2075 FAnim
[Anim
, FDirection
].Reset();
2080 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2087 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2088 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2090 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2091 if g_Game_IsServer
and g_Game_IsNet
then
2092 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2098 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2101 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2102 TA
:= TAnimation
.Create(FramesID
, False, 6);
2103 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2104 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2105 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2107 if g_Game_IsServer
and g_Game_IsNet
then
2108 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2109 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2113 FObj
.X
:= X
- FObj
.Rect
.X
;
2114 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2118 FDirection
:= D_LEFT
2121 FDirection
:= D_RIGHT
2125 if FDirection
= D_RIGHT
then
2126 FDirection
:= D_LEFT
2128 FDirection
:= D_RIGHT
;
2131 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2132 if not silent
and (TA
<> nil) then
2134 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2135 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2138 if g_Game_IsServer
and g_Game_IsNet
then
2139 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2140 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2144 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2148 procedure TMonster
.Update();
2150 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2160 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2161 if FMonsterType
= MONSTER_FISH
then
2162 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2163 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2166 // Ëåòàþùèå ìîíòñðû:
2167 if ((FMonsterType
= MONSTER_SOUL
) or
2168 (FMonsterType
= MONSTER_PAIN
) or
2169 (FMonsterType
= MONSTER_CACO
)) and
2170 (FState
<> STATE_DIE
) and
2171 (FState
<> STATE_DEAD
) then
2174 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2175 if gTime
mod (GAME_TICK
*2) <> 0 then
2177 g_Obj_Move(@FObj
, fall
, True, True);
2178 positionChanged(); // this updates spatial accelerators
2182 if FPainTicks
> 0 then
2185 FPainSound
:= False;
2188 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2189 positionChanged(); // this updates spatial accelerators
2191 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2192 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2193 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2196 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2198 Inc(gCoopMonstersKilled
);
2199 if g_Game_IsNet
then
2206 oldvelx
:= FObj
.Vel
.X
;
2208 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2209 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2210 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2212 if FFireTime
> 0 then
2214 if WordBool(st
and MOVE_INWATER
) then
2219 FFireTime
:= FFireTime
- 1;
2220 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2221 if FFirePainTime
= 0 then
2223 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2224 FFirePainTime
:= 18;
2227 FFirePainTime
:= FFirePainTime
- 1;
2231 // Ìåðòâûé íè÷åãî íå äåëàåò:
2232 if (FState
= STATE_DEAD
) then
2235 // AI ìîíñòðîâ âûêëþ÷åí:
2236 if g_debug_MonsterOff
then
2239 if FState
<> STATE_SLEEP
then
2240 SetState(STATE_SLEEP
);
2243 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2244 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2245 case FMonsterType
of
2247 if Random(4) = 0 then
2248 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2249 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2250 MONSTER_ROBO
, MONSTER_BARREL
:
2251 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2252 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2254 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2255 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2256 if Random(2) = 0 then
2257 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2259 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2263 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2264 if FMonsterType
= MONSTER_BARREL
then
2266 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2267 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2268 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2269 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2273 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2274 if FMonsterType
= MONSTER_SOUL
then
2275 if WordBool(st
and MOVE_HITAIR
) then
2276 g_Obj_SetSpeed(@FObj
, 16);
2281 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2282 if FObj
.Vel
.Y
< 0 then
2283 if WordBool(st
and MOVE_INWATER
) then
2286 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2287 FTargetTime
:= FTargetTime
+ 1;
2290 if FShellTimer
> -1 then
2291 if FShellTimer
= 0 then
2293 if FShellType
= SHELL_SHELL
then
2294 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2295 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2296 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2297 else if FShellType
= SHELL_DBLSHELL
then
2299 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2300 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2301 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2302 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2303 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2304 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2307 end else Dec(FShellTimer
);
2309 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2311 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2312 STATE_ATTACK
, STATE_SHOOT
]) then
2313 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2314 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2315 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2316 (FObj
.Accel
.Y
= 0) then
2317 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2320 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2322 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2323 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2325 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2326 if gSoundEffectsDF
then PainSound();
2328 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2331 // Ñíèæàåì áîëü ñî âðåìåíåì:
2334 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2335 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2343 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2346 FSleep
:= FSleep
+ 1;
2348 // Ïðîñïàëè äîñòàòî÷íî:
2349 if FSleep
>= 18 then
2354 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2355 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2356 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2357 if (gPlayers
<> nil) then
2358 for a
:= 0 to High(gPlayers
) do
2359 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2360 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2362 if g_Look(@FObj
, @Obj
, FDirection
) then
2364 FTargetUID
:= gPlayers
[a
].UID
;
2371 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2372 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2373 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2374 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2375 if gMonsters
<> nil then
2376 for a
:= 0 to High(gMonsters
) do
2377 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2378 (gMonsters
[a
].FUID
<> FUID
) then
2380 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2381 if (FBehaviour
= BH_MANIAC
) and
2382 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2384 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2385 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2386 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2388 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2389 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2391 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2393 FTargetUID
:= gMonsters
[a
].UID
;
2402 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2405 FSleep
:= FSleep
- 1;
2407 // Âûæäàëè äîñòàòî÷íî - èäåì:
2412 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2414 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2415 if WordBool(st
and MOVE_BLOCK
) then
2419 SetState(STATE_RUNOUT
);
2424 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2425 if (FMonsterType
= MONSTER_VILE
) then
2426 if isCorpse(@FObj
, False) <> -1 then
2429 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2434 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2435 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2436 if not findNewPrey() then
2437 begin // Íîâûõ öåëåé íåò
2445 o
.Rect
:= _Rect(0, 0, 0, 1);
2447 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2448 GetPos(FTargetUID
, @o
);
2450 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2451 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2454 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2461 // Ðàññòîÿíèå äî öåëè:
2462 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2463 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2465 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2467 FDirection
:= D_RIGHT
2469 FDirection
:= D_LEFT
;
2471 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2472 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2473 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2474 if shoot(@o
, False) then
2477 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2478 if Abs(sx
) < 40 then
2479 if FMonsterType
<> MONSTER_FISH
then
2482 SetState(STATE_RUN
);
2483 if Random(2) = 0 then
2484 FDirection
:= D_LEFT
2486 FDirection
:= D_RIGHT
;
2491 // Óïåðëèñü â ñòåíó:
2492 if WordBool(st
and MOVE_HITWALL
) then
2494 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2495 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2496 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2498 SetState(STATE_WAIT
);
2503 case FMonsterType
of
2504 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2506 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2507 (FObj
.Accel
.Y
= 0) then
2508 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2509 // Ïðûæîê ÷åðåç ñòåíó:
2510 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2511 SetState(STATE_CLIMB
);
2518 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2519 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2520 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2522 if FMonsterType
= MONSTER_FISH
then
2524 if not WordBool(st
and MOVE_INWATER
) then
2525 begin // Ðûáà âíå âîäû:
2526 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2527 begin // "Ñòîèò" òâåðäî
2528 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2529 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2530 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2534 SetState(STATE_PAIN
);
2535 FPain
:= FPain
+ 50;
2539 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2541 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2545 // Ðûáà ïëûâåò ââåðõ:
2546 if FObj
.Vel
.Y
< 0 then
2547 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2549 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2551 // Ïëàâàåì òóäà-ñþäà:
2552 if Random(2) = 0 then
2553 FDirection
:= D_LEFT
2555 FDirection
:= D_RIGHT
;
2557 SetState(STATE_RUN
);
2561 else // Ëåòàþùèå ìîíñòðû
2563 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2565 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2570 else // "Íàçåìíûå" ìîíñòðû
2572 // Âîçìîæíî, ïèíàåì êóñêè:
2573 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2575 b
:= Abs(FObj
.Vel
.X
);
2576 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2577 for a
:= 0 to High(gGibs
) do
2579 if gGibs
[a
].Live
and
2580 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2581 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2584 if FObj
.Vel
.X
< 0 then
2586 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2590 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2595 // Áîññû ìîãóò ïèíàòü òðóïû:
2596 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2597 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2599 b
:= Abs(FObj
.Vel
.X
);
2600 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2601 for a
:= 0 to High(gCorpses
) do
2602 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2604 co
:= gCorpses
[a
].Obj
;
2605 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2606 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2608 if FObj
.Vel
.X
< 0 then
2609 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2611 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2614 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2616 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2618 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2619 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2622 FSleep
:= FSleep
+ 1;
2628 if Random(8) = 0 then
2632 // Áåæèì â âûáðàííóþ ñòîðîíó:
2633 if FDirection
= D_RIGHT
then
2634 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2636 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2638 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2639 if WordBool(st
and MOVE_INWATER
) then
2640 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2641 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2642 if FMonsterType
= MONSTER_FISH
then
2646 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2648 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2649 if WordBool(st
and MOVE_BLOCK
) then
2653 SetState(STATE_RUNOUT
);
2658 FSleep
:= FSleep
- 1;
2660 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2661 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2665 // Ñòåíà - èäåì îáðàòíî:
2666 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2669 if Random(8) = 0 then
2673 // Áåæèì â âûáðàííóþ ñòîðîíó:
2674 if FDirection
= D_RIGHT
then
2675 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2677 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2679 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2680 if WordBool(st
and MOVE_INWATER
) then
2681 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2682 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2683 if FMonsterType
= MONSTER_FISH
then
2687 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2689 // Âûøëè èç ÁëîêÌîíà:
2690 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2693 FSleep
:= FSleep
- 1;
2695 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2696 if FSleep
<= -18 then
2700 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2701 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2704 if Random(8) = 0 then
2708 // Áåæèì â âûáðàííóþ ñòîðîíó:
2709 if FDirection
= D_RIGHT
then
2710 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2712 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2714 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2715 if WordBool(st
and MOVE_INWATER
) then
2716 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2717 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2718 if FMonsterType
= MONSTER_FISH
then
2722 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2724 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2725 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2726 (not WordBool(st
and MOVE_HITWALL
)) then
2731 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2732 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2736 SetState(STATE_RUN
);
2740 // Áåæèì â âûáðàííóþ ñòîðîíó:
2741 if FDirection
= D_RIGHT
then
2742 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2744 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2746 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2747 if WordBool(st
and MOVE_INWATER
) then
2748 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2749 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2750 if FMonsterType
= MONSTER_FISH
then
2754 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2755 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2757 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2758 if FMonsterType
= MONSTER_SOUL
then
2760 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2766 // Çàìåäëÿåìñÿ ïðè àòàêå:
2767 if FMonsterType
<> MONSTER_FISH
then
2768 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2770 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2771 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2773 // Öåëü ïîãèáëà => èäåì äàëüøå:
2774 if not GetPos(FTargetUID
, @o
) then
2781 // Öåëü íå âèäíî => èäåì äàëüøå:
2782 if not g_Look(@FObj
, @o
, FDirection
) then
2789 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2790 if g_Obj_CollideWater(@o
, 0, 0) then
2798 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2799 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2800 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2803 end; // case FState of ...
2807 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2808 if FState
= STATE_REVIVE
then
2809 if FAnim
[FCurAnim
, FDirection
].Played
then
2810 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2811 FAnim
[FCurAnim
, FDirection
].Revert(False);
2815 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2816 if vilefire
<> nil then
2819 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2820 if (FState
= STATE_DIE
) and
2821 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2822 (FAnim
[FCurAnim
, FDirection
].Played
) then
2825 SetState(STATE_DEAD
);
2827 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2828 if (FMonsterType
= MONSTER_PAIN
) then
2830 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2831 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2834 mon
.SetState(STATE_GO
);
2835 mon
.FNoRespawn
:= True;
2836 Inc(gTotalMonsters
);
2837 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2840 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2841 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2844 mon
.SetState(STATE_GO
);
2845 mon
.FNoRespawn
:= True;
2846 Inc(gTotalMonsters
);
2847 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2850 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2851 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2854 mon
.SetState(STATE_GO
);
2855 mon
.FNoRespawn
:= True;
2856 Inc(gTotalMonsters
);
2857 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2859 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2862 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2863 if (FMonsterType
= MONSTER_PAIN
) or
2864 (FMonsterType
= MONSTER_SOUL
) or
2865 (FMonsterType
= MONSTER_BARREL
) then
2869 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2870 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2871 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2872 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2873 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2874 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2875 if FState
= STATE_ATTACK
then
2876 begin // Ñîñòîÿíèå - Àòàêà
2877 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2878 if FMonsterType
<> MONSTER_SOUL
then
2881 else // Ñîñòîÿíèå - Ñòðåëüáà
2883 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2884 if not FChainFire
then
2887 begin // Íàäî ñòðåëÿòü åùå
2888 FChainFire
:= False;
2889 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2890 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2891 FAnim
[FCurAnim
, FDirection
].Reset();
2895 FWaitAttackAnim
:= False;
2898 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2899 if (FMonsterType
= MONSTER_SOUL
) or
2900 ( (not FWaitAttackAnim
) and
2901 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2902 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2904 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2905 if FState
= STATE_ATTACK
then
2906 begin // Ñîñòîÿíèå - Àòàêà
2907 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2908 if FMonsterType
= MONSTER_SOUL
then
2909 FAnim
[FCurAnim
, FDirection
].Reset();
2911 case FMonsterType
of
2912 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2913 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2914 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2915 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2916 if FMonsterType
= MONSTER_SOUL
then
2920 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2921 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2922 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2924 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2925 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2926 if FCurAnim
= ANIM_ATTACK2
then
2929 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2930 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2931 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2935 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2936 if FCurAnim
= ANIM_ATTACK2
then
2938 sx
:= isCorpse(@FObj
, True);
2940 begin // Íàøëè, êîãî âîñêðåñèòü
2941 gMonsters
[sx
].SetState(STATE_REVIVE
);
2942 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2943 // Âîñêðåøàòü - ñåáå âðåäèòü:
2944 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2950 else // Ñîñòîÿíèå - Ñòðåëüáà
2952 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2953 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2955 if FDirection
= D_LEFT
then
2957 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2958 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2959 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2962 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2964 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2965 case FMonsterType
of
2967 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2970 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2971 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2972 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2976 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2977 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2979 FShellType
:= SHELL_SHELL
;
2983 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2985 FShellType
:= SHELL_DBLSHELL
;
2990 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2991 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2994 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2997 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2998 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2999 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3003 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3004 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3005 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
3008 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3010 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3012 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3013 MONSTER_BARON
, MONSTER_KNIGHT
:
3014 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3016 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3018 begin // Ñîçäàåì Lost_Soul:
3019 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3020 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3023 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3024 mon
.FTargetUID
:= FTargetUID
;
3025 GetPos(FTargetUID
, @o
);
3026 mon
.FTargetTime
:= 0;
3027 mon
.FNoRespawn
:= True;
3028 mon
.SetState(STATE_GO
);
3029 mon
.shoot(@o
, True);
3030 Inc(gTotalMonsters
);
3032 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
3037 if FMonsterType
<> MONSTER_PAIN
then
3038 if g_Game_IsNet
then
3039 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3041 // Ñêîðîñòðåëüíûå ìîíñòðû:
3042 if (FMonsterType
= MONSTER_CGUN
) or
3043 (FMonsterType
= MONSTER_SPIDER
) or
3044 (FMonsterType
= MONSTER_BSP
) or
3045 (FMonsterType
= MONSTER_MANCUB
) or
3046 (FMonsterType
= MONSTER_ROBO
) then
3047 if not GetPos(FTargetUID
, @o
) then
3048 // Öåëü ìåðòâà - èùåì íîâóþ:
3050 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3051 if shoot(@o
, False) then
3055 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3056 FWaitAttackAnim
:= True;
3059 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3060 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3062 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3063 // Çâóêè ïðè ïåðåäâèæåíèè:
3064 case FMonsterType
of
3066 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3067 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3068 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3070 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3071 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3072 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3074 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3075 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3076 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3078 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3079 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3080 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3084 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3085 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3086 FObj
.Vel
.X
:= oldvelx
;
3088 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3089 if FAnim
[FCurAnim
, FDirection
] <> nil then
3090 FAnim
[FCurAnim
, FDirection
].Update();
3093 procedure TMonster
.SetDeadAnim
;
3095 if FAnim
<> nil then
3096 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3099 procedure TMonster
.RevertAnim(R
: Boolean = True);
3101 if FAnim
<> nil then
3102 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3103 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3106 function TMonster
.AnimIsReverse
: Boolean;
3108 if FAnim
<> nil then
3109 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3114 procedure TMonster
.ClientUpdate();
3116 a
, b
, sx
, sy
, oldvelx
: Integer;
3123 sx
:= 0; // SHUT UP COMPILER
3126 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3127 if FMonsterType
= MONSTER_FISH
then
3128 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3129 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
3132 // Ëåòàþùèå ìîíòñðû:
3133 if ((FMonsterType
= MONSTER_SOUL
) or
3134 (FMonsterType
= MONSTER_PAIN
) or
3135 (FMonsterType
= MONSTER_CACO
)) and
3136 (FState
<> STATE_DIE
) and
3137 (FState
<> STATE_DEAD
) then
3140 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3141 if gTime
mod (GAME_TICK
*2) <> 0 then
3143 g_Obj_Move(@FObj
, fall
, True, True);
3144 positionChanged(); // this updates spatial accelerators
3148 if FPainTicks
> 0 then
3151 FPainSound
:= False;
3154 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3155 positionChanged(); // this updates spatial accelerators
3157 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3158 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3159 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3165 oldvelx
:= FObj
.Vel
.X
;
3167 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3168 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3169 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3171 if FFireTime
> 0 then
3173 if WordBool(st
and MOVE_INWATER
) then
3178 FFireTime
:= FFireTime
- 1;
3182 // Ìåðòâûé íè÷åãî íå äåëàåò:
3183 if (FState
= STATE_DEAD
) then
3186 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3187 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3188 case FMonsterType
of
3190 if Random(4) = 0 then
3191 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3192 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3193 MONSTER_ROBO
, MONSTER_BARREL
:
3194 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3195 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3197 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3198 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3199 if Random(2) = 0 then
3200 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3202 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3206 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3207 if FMonsterType
= MONSTER_BARREL
then
3209 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3210 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3211 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3212 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3216 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3217 if FMonsterType
= MONSTER_SOUL
then
3218 if WordBool(st
and MOVE_HITAIR
) then
3219 g_Obj_SetSpeed(@FObj
, 16);
3224 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3225 if FObj
.Vel
.Y
< 0 then
3226 if WordBool(st
and MOVE_INWATER
) then
3229 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3230 FTargetTime
:= FTargetTime
+ 1;
3232 if FShellTimer
> -1 then
3233 if FShellTimer
= 0 then
3235 if FShellType
= SHELL_SHELL
then
3236 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3237 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3238 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3239 else if FShellType
= SHELL_DBLSHELL
then
3241 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3242 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3243 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3244 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3245 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3246 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3249 end else Dec(FShellTimer
);
3251 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3253 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3254 STATE_ATTACK
, STATE_SHOOT
]) then
3255 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3256 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3257 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3258 (FObj
.Accel
.Y
= 0) then
3259 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3262 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3264 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3265 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3267 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3268 if gSoundEffectsDF
then PainSound();
3270 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3273 // Ñíèæàåì áîëü ñî âðåìåíåì:
3276 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3277 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3284 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3287 FSleep
:= FSleep
+ 1;
3289 // Ïðîñïàëè äîñòàòî÷íî:
3290 if FSleep
>= 18 then
3296 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3299 FSleep
:= FSleep
- 1;
3302 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3304 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3305 if WordBool(st
and MOVE_BLOCK
) then
3309 SetState(STATE_RUNOUT
);
3314 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3315 if (FMonsterType
= MONSTER_VILE
) then
3316 if isCorpse(@FObj
, False) <> -1 then
3318 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3324 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3325 if Abs(sx
) < 40 then
3326 if FMonsterType
<> MONSTER_FISH
then
3328 SetState(STATE_RUN
);
3334 // Óïåðëèñü â ñòåíó:
3335 if WordBool(st
and MOVE_HITWALL
) then
3337 case FMonsterType
of
3338 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3340 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3341 (FObj
.Accel
.Y
= 0) then
3342 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3343 // Ïðûæîê ÷åðåç ñòåíó:
3344 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3345 SetState(STATE_CLIMB
);
3352 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3353 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3354 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3356 if FMonsterType
= MONSTER_FISH
then
3358 if not WordBool(st
and MOVE_INWATER
) then
3359 begin // Ðûáà âíå âîäû:
3360 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3361 begin // "Ñòîèò" òâåðäî
3362 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3363 if FObj
.Accel
.Y
= 0 then
3365 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3369 SetState(STATE_PAIN
);
3370 FPain
:= FPain
+ 50;
3374 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3376 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3380 // Ðûáà ïëûâåò ââåðõ:
3381 if FObj
.Vel
.Y
< 0 then
3382 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3384 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3386 // Ïëàâàåì òóäà-ñþäà:
3387 SetState(STATE_RUN
);
3392 else // Ëåòàþùèå ìîíñòðû
3394 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3396 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3401 else // "Íàçåìíûå" ìîíñòðû
3403 // Âîçìîæíî, ïèíàåì êóñêè:
3404 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3406 b
:= Abs(FObj
.Vel
.X
);
3407 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3408 for a
:= 0 to High(gGibs
) do
3410 if gGibs
[a
].Live
and
3411 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3412 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3415 if FObj
.Vel
.X
< 0 then
3417 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3421 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3423 positionChanged(); // this updates spatial accelerators
3427 // Áîññû ìîãóò ïèíàòü òðóïû:
3428 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3429 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3431 b
:= Abs(FObj
.Vel
.X
);
3432 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3433 for a
:= 0 to High(gCorpses
) do
3434 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3436 co
:= gCorpses
[a
].Obj
;
3437 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3438 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3440 if FObj
.Vel
.X
< 0 then
3441 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3443 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3448 FSleep
:= FSleep
+ 1;
3454 if Random(8) = 0 then
3458 // Áåæèì â âûáðàííóþ ñòîðîíó:
3459 if FDirection
= D_RIGHT
then
3460 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3462 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3464 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3465 if WordBool(st
and MOVE_INWATER
) then
3466 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3467 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3468 if FMonsterType
= MONSTER_FISH
then
3472 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3474 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3475 if WordBool(st
and MOVE_BLOCK
) then
3477 SetState(STATE_RUNOUT
);
3483 FSleep
:= FSleep
- 1;
3485 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3486 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3492 if Random(8) = 0 then
3496 // Áåæèì â âûáðàííóþ ñòîðîíó:
3497 if FDirection
= D_RIGHT
then
3498 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3500 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3502 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3503 if WordBool(st
and MOVE_INWATER
) then
3504 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3505 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3506 if FMonsterType
= MONSTER_FISH
then
3510 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3512 // Âûøëè èç ÁëîêÌîíà:
3513 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3516 FSleep
:= FSleep
- 1;
3518 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3519 if FSleep
<= -18 then
3525 if Random(8) = 0 then
3529 // Áåæèì â âûáðàííóþ ñòîðîíó:
3530 if FDirection
= D_RIGHT
then
3531 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3533 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3535 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3536 if WordBool(st
and MOVE_INWATER
) then
3537 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3538 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3539 if FMonsterType
= MONSTER_FISH
then
3543 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3545 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3546 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3547 (not WordBool(st
and MOVE_HITWALL
)) then
3552 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3553 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3555 SetState(STATE_RUN
);
3560 // Áåæèì â âûáðàííóþ ñòîðîíó:
3561 if FDirection
= D_RIGHT
then
3562 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3564 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3566 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3567 if WordBool(st
and MOVE_INWATER
) then
3568 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3569 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3570 if FMonsterType
= MONSTER_FISH
then
3574 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3575 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3577 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3578 if FMonsterType
= MONSTER_SOUL
then
3580 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3586 // Çàìåäëÿåìñÿ ïðè àòàêå:
3587 if FMonsterType
<> MONSTER_FISH
then
3588 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3590 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3591 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3593 // Öåëü ïîãèáëà => èäåì äàëüøå:
3594 if not GetPos(FTargetUID
, @o
) then
3601 // Öåëü íå âèäíî => èäåì äàëüøå:
3602 if not g_Look(@FObj
, @o
, FDirection
) then
3609 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3610 if g_Obj_CollideWater(@o
, 0, 0) then
3618 end; // case FState of ...
3622 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3623 if FState
= STATE_REVIVE
then
3624 if FAnim
[FCurAnim
, FDirection
].Played
then
3625 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3626 FAnim
[FCurAnim
, FDirection
].Revert(False);
3630 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3631 if vilefire
<> nil then
3634 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3635 if (FState
= STATE_DIE
) and
3636 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3637 (FAnim
[FCurAnim
, FDirection
].Played
) then
3640 SetState(STATE_DEAD
);
3642 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3643 if (FMonsterType
= MONSTER_PAIN
) or
3644 (FMonsterType
= MONSTER_SOUL
) or
3645 (FMonsterType
= MONSTER_BARREL
) then
3648 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3651 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3652 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3653 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3654 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3655 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3656 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3657 if FState
= STATE_ATTACK
then
3658 begin // Ñîñòîÿíèå - Àòàêà
3659 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3660 if FMonsterType
<> MONSTER_SOUL
then
3663 else // Ñîñòîÿíèå - Ñòðåëüáà
3665 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3666 if not FChainFire
then
3669 begin // Íàäî ñòðåëÿòü åùå
3670 FChainFire
:= False;
3671 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3672 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3673 FAnim
[FCurAnim
, FDirection
].Reset();
3677 FWaitAttackAnim
:= False;
3680 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3681 if (FMonsterType
= MONSTER_SOUL
) or
3682 ( (not FWaitAttackAnim
) and
3683 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3684 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3686 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3687 if FState
= STATE_ATTACK
then
3688 begin // Ñîñòîÿíèå - Àòàêà
3689 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3690 if FMonsterType
= MONSTER_SOUL
then
3691 FAnim
[FCurAnim
, FDirection
].Reset();
3693 case FMonsterType
of
3694 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3695 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3696 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3697 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3698 if FMonsterType
= MONSTER_SOUL
then
3702 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3704 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3705 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3706 if FCurAnim
= ANIM_ATTACK2
then
3709 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3710 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3714 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3715 if FCurAnim
= ANIM_ATTACK2
then
3717 sx
:= isCorpse(@FObj
, True);
3719 begin // Íàøëè, êîãî âîñêðåñèòü
3720 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3721 // Âîñêðåøàòü - ñåáå âðåäèòü:
3722 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3728 else // Ñîñòîÿíèå - Ñòðåëüáà
3730 // Ñêîðîñòðåëüíûå ìîíñòðû:
3731 if (FMonsterType
= MONSTER_CGUN
) or
3732 (FMonsterType
= MONSTER_SPIDER
) or
3733 (FMonsterType
= MONSTER_BSP
) or
3734 (FMonsterType
= MONSTER_MANCUB
) or
3735 (FMonsterType
= MONSTER_ROBO
) then
3736 if not GetPos(FTargetUID
, @o
) then
3737 // Öåëü ìåðòâà - èùåì íîâóþ:
3739 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3740 if shoot(@o
, False) then
3744 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3745 FWaitAttackAnim
:= True;
3748 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3749 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3751 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3752 // Çâóêè ïðè ïåðåäâèæåíèè:
3753 case FMonsterType
of
3755 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3756 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3757 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3759 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3760 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3761 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3763 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3764 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3765 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3767 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3768 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3769 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3773 // Êîñòûëü äëÿ ïîòîêîâ
3774 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3775 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3776 FObj
.Vel
.X
:= oldvelx
;
3778 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3779 if FAnim
[FCurAnim
, FDirection
] <> nil then
3780 FAnim
[FCurAnim
, FDirection
].Update();
3783 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3785 case FMonsterType
of
3788 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3789 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3793 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3795 FShellType
:= SHELL_SHELL
;
3799 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3801 FShellType
:= SHELL_DBLSHELL
;
3803 MONSTER_CGUN
, MONSTER_SPIDER
:
3805 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3806 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3809 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3811 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3813 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3815 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3817 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3819 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3820 MONSTER_BARON
, MONSTER_KNIGHT
:
3821 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3823 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3827 procedure TMonster
.Turn();
3830 if FDirection
= D_LEFT
then
3831 FDirection
:= D_RIGHT
3833 FDirection
:= D_LEFT
;
3835 // Áåæèì â âûáðàííóþ ñòîðîíó:
3836 if FDirection
= D_RIGHT
then
3837 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3839 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3842 function TMonster
.findNewPrey(): Boolean;
3846 PlayersSee
, MonstersSee
: Array of DWORD
;
3847 PlayerNear
, MonsterNear
: Integer;
3850 SetLength(MonstersSee
, 0);
3851 SetLength(PlayersSee
, 0);
3858 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3859 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3860 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3861 for a
:= 0 to High(gPlayers
) do
3862 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3863 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3865 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3867 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3868 PlayersSee
[High(PlayersSee
)] := a
;
3870 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3871 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3875 PlayerNear
:= Integer(a
);
3879 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3880 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3881 for a
:= 0 to High(gMonsters
) do
3882 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3883 (gMonsters
[a
].FUID
<> FUID
) then
3885 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3886 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3887 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3888 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3889 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3890 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3891 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3892 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3894 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3896 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3897 MonstersSee
[High(MonstersSee
)] := a
;
3899 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3900 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3904 MonsterNear
:= Integer(a
);
3909 BH_NORMAL
, BH_KILLER
:
3911 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3912 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3914 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3915 FTargetUID
:= gPlayers
[a
].UID
;
3918 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3921 FTargetUID
:= gPlayers
[a
].UID
;
3923 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3924 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3926 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3927 FTargetUID
:= gMonsters
[a
].UID
;
3930 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3933 FTargetUID
:= gMonsters
[a
].UID
;
3936 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3938 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3939 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3941 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3942 FTargetUID
:= gPlayers
[a
].UID
;
3944 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3946 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3947 FTargetUID
:= gMonsters
[a
].UID
;
3949 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3950 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3953 FTargetUID
:= gPlayers
[a
].UID
;
3955 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3958 FTargetUID
:= gMonsters
[a
].UID
;
3963 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3964 if FTargetUID
= 0 then
3966 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3967 if FBehaviour
= BH_INSANE
then
3970 FTargetTime
:= MAX_ATM
;
3979 function TMonster
.kick(o
: PObj
): Boolean;
3983 case FMonsterType
of
3986 SetState(STATE_ATTACK
);
3991 SetState(STATE_ATTACK
);
3992 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3997 SetState(STATE_ATTACK
);
3998 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
4001 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
4003 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
4004 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
4007 MONSTER_BARON
, MONSTER_KNIGHT
,
4008 MONSTER_CACO
, MONSTER_MANCUB
:
4009 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4010 if not g_Game_IsClient
then Result
:= shoot(o
, True);
4014 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4024 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4025 if not immediately
then
4026 case FMonsterType
of
4027 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4028 Exit
; // íå ñòðåëÿþò
4029 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4032 // Âðåìÿ âûñòðåëà óïóùåíî:
4034 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4040 // Âðåìÿ âûñòðåëà óïóùåíî:
4047 // Âðåìÿ âûñòðåëà óïóùåíî:
4048 if FAmmo
>= 100 then
4053 // Ñòðåëÿåò íå âñåãäà:
4054 if Random(2) = 0 then
4057 // Âðåìÿ âûñòðåëà óïóùåíî:
4061 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4062 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4063 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4064 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4065 else if Random(16) <> 0 then Exit
;
4069 if not g_Look(@FObj
, o
, FDirection
) then
4074 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4075 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4077 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4078 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4079 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4080 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4083 case FMonsterType
of
4084 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4086 SetState(STATE_SHOOT
);
4091 SetState(STATE_SHOOT
);
4095 begin // Çàæèãàåì îãîíü
4096 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4097 ty
:= o
^.Y
+o
^.Rect
.Y
;
4098 SetState(STATE_SHOOT
);
4102 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4103 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4106 begin // Ëåòèò â ñòîðîíó öåëè:
4107 SetState(STATE_ATTACK
);
4108 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4110 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4111 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4112 m
:= Max(Abs(xd
), Abs(yd
));
4116 FObj
.Vel
.X
:= (xd
*16) div m
;
4117 FObj
.Vel
.Y
:= (yd
*16) div m
;
4119 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4120 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4122 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4123 if FMonsterType
= MONSTER_MANCUB
then
4125 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4127 SetState(STATE_SHOOT
);
4135 function TMonster
.Live(): Boolean;
4137 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
4140 procedure TMonster
.SetHealth(aH
: Integer);
4142 if (aH
> 0) and (aH
< 1000000) then
4145 if FHealth
> FMaxHealth
then
4146 FMaxHealth
:= FHealth
;
4150 procedure TMonster
.WakeUp();
4152 if g_Game_IsClient
then Exit
;
4154 FTargetTime
:= MAX_ATM
;
4158 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4168 // Ñèãíàòóðà ìîíñòðà:
4169 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4170 Mem
.WriteDWORD(sig
);
4172 Mem
.WriteWord(FUID
);
4174 if FDirection
= D_LEFT
then
4179 // Íàäî ëè óäàëèòü åãî:
4180 Mem
.WriteBoolean(FRemoved
);
4181 // Îñòàëîñü çäîðîâüÿ:
4182 Mem
.WriteInt(FHealth
);
4184 Mem
.WriteByte(FState
);
4185 // Òåêóùàÿ àíèìàöèÿ:
4186 Mem
.WriteByte(FCurAnim
);
4188 Mem
.WriteWord(FTargetUID
);
4189 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4190 Mem
.WriteInt(FTargetTime
);
4191 // Ïîâåäåíèå ìîíñòðà:
4192 Mem
.WriteByte(FBehaviour
);
4193 // Ãîòîâíîñòü ê âûñòðåëó:
4194 Mem
.WriteInt(FAmmo
);
4196 Mem
.WriteInt(FPain
);
4198 Mem
.WriteInt(FSleep
);
4199 // Îçâó÷èâàòü ëè áîëü:
4200 Mem
.WriteBoolean(FPainSound
);
4201 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4202 Mem
.WriteBoolean(FWaitAttackAnim
);
4203 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4204 Mem
.WriteBoolean(FChainFire
);
4205 // Ïîäëåæèò ëè ðåñïàâíó:
4206 Mem
.WriteBoolean(FNoRespawn
);
4210 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4211 Mem
.WriteInt(FStartID
);
4212 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4213 Mem
.WriteInt(FSpawnTrigger
);
4215 Obj_SaveState(@FObj
, Mem
);
4216 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4217 anim
:= vilefire
<> nil;
4218 Mem
.WriteBoolean(anim
);
4219 // Åñëè åñòü - ñîõðàíÿåì:
4221 vilefire
.SaveState(Mem
);
4223 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4225 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4226 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4227 Mem
.WriteBoolean(anim
);
4228 // Åñëè åñòü - ñîõðàíÿåì:
4230 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4231 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4232 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4233 Mem
.WriteBoolean(anim
);
4234 // Åñëè åñòü - ñîõðàíÿåì:
4236 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4240 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4250 // Ñèãíàòóðà ìîíñòðà:
4252 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4254 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4261 FDirection
:= D_LEFT
4263 FDirection
:= D_RIGHT
;
4264 // Íàäî ëè óäàëèòü åãî:
4265 Mem
.ReadBoolean(FRemoved
);
4266 // Îñòàëîñü çäîðîâüÿ:
4267 Mem
.ReadInt(FHealth
);
4269 Mem
.ReadByte(FState
);
4270 // Òåêóùàÿ àíèìàöèÿ:
4271 Mem
.ReadByte(FCurAnim
);
4273 Mem
.ReadWord(FTargetUID
);
4274 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4275 Mem
.ReadInt(FTargetTime
);
4276 // Ïîâåäåíèå ìîíñòðà:
4277 Mem
.ReadByte(FBehaviour
);
4278 // Ãîòîâíîñòü ê âûñòðåëó:
4283 Mem
.ReadInt(FSleep
);
4284 // Îçâó÷èâàòü ëè áîëü:
4285 Mem
.ReadBoolean(FPainSound
);
4286 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4287 Mem
.ReadBoolean(FWaitAttackAnim
);
4288 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4289 Mem
.ReadBoolean(FChainFire
);
4290 // Ïîäëåæèò ëè ðåñïàâíó
4291 Mem
.ReadBoolean(FNoRespawn
);
4295 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4296 Mem
.ReadInt(FStartID
);
4297 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4298 Mem
.ReadInt(FSpawnTrigger
);
4300 Obj_LoadState(@FObj
, Mem
);
4301 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4302 Mem
.ReadBoolean(anim
);
4303 // Åñëè åñòü - çàãðóæàåì:
4306 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4307 vilefire
.LoadState(Mem
);
4310 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4312 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4313 Mem
.ReadBoolean(anim
);
4314 // Åñëè åñòü - çàãðóæàåì:
4317 Assert(FAnim
[i
, D_LEFT
] <> nil,
4318 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4319 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4321 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4322 Mem
.ReadBoolean(anim
);
4323 // Åñëè åñòü - çàãðóæàåì:
4326 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4327 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4328 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4333 procedure TMonster
.ActivateTriggers();
4337 if FDieTriggers
<> nil then
4338 for a
:= 0 to High(FDieTriggers
) do
4339 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4340 if FSpawnTrigger
> -1 then
4342 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4343 FSpawnTrigger
:= -1;
4347 procedure TMonster
.AddTrigger(t
: Integer);
4349 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4350 FDieTriggers
[High(FDieTriggers
)] := t
;
4353 procedure TMonster
.ClearTriggers();
4355 SetLength(FDieTriggers
, 0);
4358 procedure TMonster
.CatchFire(Attacker
: Word);
4361 FFireAttacker
:= Attacker
;
4362 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_MonsterState(FUID
);
4365 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4370 if (Random(10) = 1) and (Times
= 1) then
4373 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4375 for i
:= 1 to Times
do
4377 Anim
:= TAnimation
.Create(id
, False, 3);
4379 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4380 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4387 // ////////////////////////////////////////////////////////////////////////// //
4388 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4393 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4394 for idx
:= 0 to High(gMonsters
) do
4396 if (gMonsters
[idx
] <> nil) then
4398 result
:= cb(idx
, gMonsters
[idx
]);
4399 if result
then exit
;
4405 // throws on invalid uid
4406 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4408 result
:= g_Mons_ByIdx_NC(uid
);
4409 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4414 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4416 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4417 result
:= gMonsters
[uid
];
4421 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4423 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4425 result
:= (mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
));
4432 if (width
< 1) or (height
< 1) then exit
;
4434 if gmon_debug_use_sqaccel
then
4436 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4440 for idx
:= 0 to High(gMonsters
) do
4442 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4444 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4455 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4457 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4460 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
.arrIdx
, mon
);
4467 if (width
< 1) or (height
< 1) then exit
;
4469 if gmon_debug_use_sqaccel
then
4471 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4475 for idx
:= 0 to High(gMonsters
) do
4477 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4479 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4481 result
:= cb(idx
, gMonsters
[idx
]);
4482 if result
then exit
;
4490 function g_Mons_ForEachAtAlive (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4492 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4495 if mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
.arrIdx
, mon
);
4502 if (width
< 1) or (height
< 1) then exit
;
4504 if gmon_debug_use_sqaccel
then
4506 if (width
= 1) and (height
= 1) then
4508 result
:= (monsTree
.pointQuery(x
, y
, monsCollCheck
) <> nil);
4512 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4517 for idx
:= 0 to High(gMonsters
) do
4519 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4521 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4523 result
:= cb(idx
, gMonsters
[idx
]);
4524 if result
then exit
;