1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
22 g_basic
, e_graphics
, g_phys
, g_textures
,
23 g_saveload
, BinEditor
, g_panel
;
47 TMonster
= Class (TObject
)
51 FDirection
: TDirection
;
52 FStartDirection
: TDirection
;
53 FStartX
, FStartY
: Integer;
59 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
68 FWaitAttackAnim
: Boolean;
79 FFirePainTime
: Integer;
83 treeNode
: Integer; // node in dyntree or -1
84 arrIdx
: Integer; // in gMonsters
86 FDieTriggers
: Array of Integer;
87 FSpawnTrigger
: Integer;
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
96 trapCheckFrameId
: DWord
; // for `g_weapons.CheckTrap()`
98 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
99 destructor Destroy(); override;
100 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
101 function Collide(Panel
: TPanel
): Boolean; overload
;
102 function Collide(X
, Y
: Integer): Boolean; overload
;
103 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
104 function Live(): Boolean;
105 procedure SetHealth(aH
: Integer);
106 procedure Push(vx
, vy
: Integer);
107 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
108 function Heal(Value
: Word): Boolean;
111 procedure ClientUpdate();
112 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
113 procedure SetDeadAnim
;
116 procedure WakeUpSound();
117 procedure DieSound();
118 procedure PainSound();
119 procedure ActionSound();
120 procedure AddTrigger(t
: Integer);
121 procedure ClearTriggers();
123 procedure SaveState(var Mem
: TBinMemoryWriter
);
124 procedure LoadState(var Mem
: TBinMemoryReader
);
125 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
126 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
127 procedure MakeBloodSimple(Count
: Word);
128 procedure RevertAnim(R
: Boolean = True);
129 function AnimIsReverse
: Boolean;
130 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
131 function kick(o
: PObj
): Boolean;
132 procedure CatchFire(Attacker
: Word);
133 procedure OnFireFlame(Times
: DWORD
= 1);
135 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
137 property MonsterType
: Byte read FMonsterType
;
138 property MonsterHealth
: Integer read FHealth write FHealth
;
139 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
140 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
141 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
142 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
143 property MonsterSleep
: Integer read FSleep write FSleep
;
144 property MonsterState
: Byte read FState write FState
;
145 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
146 property MonsterPain
: Integer read FPain write FPain
;
147 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
149 property Obj
: TObj read FObj
;
150 property UID
: Word read FUID write FUID
;
151 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
153 property GameX
: Integer read FObj
.X write FObj
.X
;
154 property GameY
: Integer read FObj
.Y write FObj
.Y
;
155 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
156 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
157 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
158 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
159 property GameDirection
: TDirection read FDirection write FDirection
;
161 property StartID
: Integer read FStartID
;
165 procedure g_Monsters_LoadData ();
166 procedure g_Monsters_FreeData ();
167 procedure g_Monsters_Init ();
168 procedure g_Monsters_Free ();
169 function g_Monsters_Create (MonsterType
: Byte; X
, Y
: Integer; Direction
: TDirection
;
170 AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
171 procedure g_Monsters_Update ();
172 procedure g_Monsters_Draw ();
173 procedure g_Monsters_DrawHealth ();
174 function g_Monsters_ByUID (UID
: Word): TMonster
;
175 procedure g_Monsters_killedp ();
176 procedure g_Monsters_SaveState (var Mem
: TBinMemoryWriter
);
177 procedure g_Monsters_LoadState (var Mem
: TBinMemoryReader
);
178 function g_Monsters_GetIDByName (name
: String): Integer;
179 function g_Monsters_GetNameByID (MonsterType
: Byte): String;
180 function g_Monsters_GetKilledBy (MonsterType
: Byte): String;
184 TEachMonsterCB
= function (monidx
: Integer; mon
: TMonster
): Boolean is nested
; // return `true` to stop
186 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
188 // throws on invalid uid
189 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
192 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
194 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
196 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
197 function g_Mons_ForEachAtAlive (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
199 function g_Mons_getNewTrapFrameId (): DWord
;
203 gmon_debug_use_sqaccel
: Boolean = true;
209 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
210 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
211 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
212 g_language
, g_netmsg
, z_aabbtree
;
215 // ////////////////////////////////////////////////////////////////////////// //
217 monCheckTrapLastFrameId
: DWord
;
220 // ////////////////////////////////////////////////////////////////////////// //
222 TDynAABBTreeMonsBase
= specialize TDynAABBTreeBase
<TMonster
>;
224 TDynAABBTreeMons
= class(TDynAABBTreeMonsBase
)
225 function getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean; override;
228 function TDynAABBTreeMons
.getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean;
231 if (flesh
= nil) then raise Exception
.Create('DynTree: trying to get dimensions of inexistant monsters');
232 if (flesh
.Obj
.Rect
.Width
< 1) or (flesh
.Obj
.Rect
.Height
< 1) then raise Exception
.Create('DynTree: monster without size, wtf?!');
233 aabb
:= AABB2D
.CreateWH(flesh
.Obj
.X
+flesh
.Obj
.Rect
.X
, flesh
.Obj
.Y
+flesh
.Obj
.Rect
.Y
, flesh
.Obj
.Rect
.Width
, flesh
.Obj
.Rect
.Height
);
234 if not aabb
.valid
then raise Exception
.Create('wutafuuuuuuu?!');
240 monsTree
: TDynAABBTreeMons
= nil;
243 //WARNING! call this after monster position was changed, or coldet will not work right!
244 procedure TMonster
.positionChanged ();
248 {$IF DEFINED(D2F_DEBUG)}
249 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [arrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
251 if (treeNode
= -1) then
253 treeNode
:= monsTree
.insertObject(self
, 0);
254 {$IF DEFINED(D2F_DEBUG)}
255 monsTree
.getNodeXY(treeNode
, x
, y
);
256 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
261 monsTree
.getNodeXY(treeNode
, x
, y
);
262 if (FObj
.X
+FObj
.Rect
.X
= x
) and (FObj
.Y
+FObj
.Rect
.Y
= y
) then exit
; // nothing to do
263 {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);{$ENDIF}
266 monsTree
.updateObject(treeNode
);
268 monsTree
.removeObject(treeNode
);
269 treeNode
:= monsTree
.insertObject(self
);
272 {$IF DEFINED(D2F_DEBUG)}
273 monsTree
.getNodeXY(treeNode
, x
, y
);
274 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
280 // ////////////////////////////////////////////////////////////////////////// //
303 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
305 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
306 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
310 end = ((name
: 'SLEEP'; loop
: True),
311 (name
: 'GO'; loop
: True),
312 (name
: 'DIE'; loop
: False),
313 (name
: 'MESS'; loop
: False),
314 (name
: 'ATTACK'; loop
: False),
315 (name
: 'ATTACK2'; loop
: False),
316 (name
: 'PAIN'; loop
: False));
318 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
319 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
329 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
330 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
332 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
333 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
335 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
336 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
338 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
339 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
341 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
342 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
344 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
345 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
347 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
348 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
350 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
351 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
353 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
354 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
356 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
357 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
359 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
360 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
362 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
363 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
365 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
366 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
368 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
369 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
371 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
372 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
374 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
375 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
377 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
378 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
380 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
381 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
383 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
384 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
386 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
387 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
389 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
390 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
393 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
394 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
395 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
396 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
397 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
398 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
399 AnimDeltaRight
: ((X
: 1; Y
: 4), (X
: 1; Y
: 4), (X
: 0; Y
: 4), (X
: 0; Y
: 4), (X
: 2; Y
: 6), (X
: 2; Y
: 6), (X
: 2; Y
: 5));
400 AnimDeltaLeft
: ((X
: 1; Y
: 4), (X
: 1; Y
: 4), (X
: 0; Y
: 4), (X
: 0; Y
: 4), (X
: 2; Y
: 6), (X
: 2; Y
: 6), (X
: 2; Y
: 5))),
402 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
403 AnimDeltaRight
: ((X
: 8; Y
: -4), (X
: 8; Y
: -4), (X
: -2; Y
: -1), (X
: 3; Y
: -2), (X
: 14; Y
: -4), (X
: 14; Y
: -4), (X
: -5; Y
: -4));
404 AnimDeltaLeft
: ((X
: 8; Y
: -4), (X
: 8; Y
: -4), (X
: -2; Y
: -1), (X
: 3; Y
: -2), (X
: 14; Y
: -4), (X
: 14; Y
: -4), (X
: -5; Y
: -4))),
406 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
407 AnimDeltaRight
: ((X
: 1; Y
: -4), (X
: 1; Y
: -4), (X
: 3; Y
: -1), (X
: 2; Y
: -1), (X
: 2; Y
: -4), (X
: 2; Y
: -4), (X
: 1; Y
: -4));
408 AnimDeltaLeft
: ((X
: 1; Y
: -4), (X
: 1; Y
: -4), (X
: 3; Y
: -1), (X
: 2; Y
: -1), (X
: 2; Y
: -4), (X
: 2; Y
: -4), (X
: 1; Y
: -4))),
410 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
411 AnimDeltaRight
: ((X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: -3; Y
: -1), (X
: -4; Y
: -1), (X
: 1; Y
: -4), (X
: 1; Y
: -4), (X
: 0; Y
: -4));
412 AnimDeltaLeft
: ((X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: -3; Y
: -1), (X
: -4; Y
: -1), (X
: 1; Y
: -4), (X
: 1; Y
: -4), (X
: 0; Y
: -4))),
414 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
415 AnimDeltaRight
: ((X
: 2; Y
: -6), (X
: 2; Y
: -6), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
: 25; Y
: -6), (X
: 0; Y
: -6), (X
: -2; Y
: -6));
416 AnimDeltaLeft
: ((X
: 3; Y
: -3), (X
: 3; Y
: -3), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
:-26; Y
: -3), (X
:-1; Y
: -3), (X
: 1; Y
: -3))),
418 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
419 AnimDeltaRight
: ((X
: -1; Y
: -2), (X
: -1; Y
: -2), (X
: -2; Y
: 0), (X
: -2; Y
: 0), (X
: 0; Y
: -3), (X
: 0; Y
: -3), (X
: -1; Y
: -2));
420 AnimDeltaLeft
: ((X
: -1; Y
: -2), (X
: -1; Y
: -2), (X
: -2; Y
: 0), (X
: -2; Y
: 0), (X
: -1; Y
: -4), (X
: -1; Y
: -4), (X
: 2; Y
: -4))),
422 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
423 AnimDeltaRight
: ((X
: 4; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: 1; Y
: 0), (X
: 1; Y
: 0), (X
: -1; Y
: 0));
424 AnimDeltaLeft
: ((X
: 0; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -2; Y
: 0), (X
: -2; Y
: 0), (X
: 1; Y
: 0))),
426 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
427 AnimDeltaRight
: ((X
: 4; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: 1; Y
: 0), (X
: 1; Y
: 0), (X
: -1; Y
: 0));
428 AnimDeltaLeft
: ((X
: 0; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -2; Y
: 0), (X
: -2; Y
: 0), (X
: 1; Y
: 0))),
430 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
431 AnimDeltaRight
: ((X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -5), (X
: 0; Y
: -5), (X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -4));
432 AnimDeltaLeft
: ((X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -5), (X
: 0; Y
: -5), (X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -4))),
434 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
435 AnimDeltaRight
: ((X
: 1; Y
:-10), (X
: 1; Y
:-10), (X
:-33; Y
:-34), (X
:-33; Y
:-34), (X
:-16; Y
:-10), (X
:-16; Y
:-10), (X
: -1; Y
: -7));
436 AnimDeltaLeft
: ((X
: 1; Y
:-10), (X
: 1; Y
:-10), (X
:-33; Y
:-34), (X
:-33; Y
:-34), (X
:-16; Y
:-10), (X
:-16; Y
:-10), (X
: -1; Y
: -7))),
438 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
439 AnimDeltaRight
: ((X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -3; Y
: 0), (X
: -3; Y
: 0), (X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -1; Y
: -4));
440 AnimDeltaLeft
: ((X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -3; Y
: 0), (X
: -3; Y
: 0), (X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -1; Y
: -4))),
442 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
443 AnimDeltaRight
: ((X
: -4; Y
: -4), (X
: -4; Y
: -4), (X
: -2; Y
: 8), (X
: -2; Y
: 8), (X
: -3; Y
: -3), (X
: -3; Y
: -3), (X
: -3; Y
: -4));
444 AnimDeltaLeft
: ((X
: -4; Y
: -4), (X
: -4; Y
: -4), (X
: -2; Y
: 8), (X
: -2; Y
: 8), (X
: -3; Y
: -3), (X
: -3; Y
: -3), (X
: 18; Y
: -5))),
446 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
447 AnimDeltaRight
: ((X
: 0; Y
: -1), (X
: 0; Y
: -1), (X
: -3; Y
: 5), (X
: -3; Y
: 5), (X
: 7; Y
: -1), (X
: 7; Y
: -1), (X
: 1; Y
: -3));
448 AnimDeltaLeft
: ((X
: 0; Y
: -1), (X
: 0; Y
: -1), (X
: -3; Y
: 5), (X
: -3; Y
: 5), (X
: 7; Y
: -1), (X
: 7; Y
: -1), (X
: 6; Y
: -3))),
450 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
451 AnimDeltaRight
: ((X
: -2; Y
: -7), (X
: -2; Y
: -7), (X
: -4; Y
: -2), (X
: -4; Y
: -2), (X
: -4; Y
: -7), (X
: -4; Y
: -7), (X
:-14; Y
: -7));
452 AnimDeltaLeft
: ((X
: -2; Y
: -7), (X
: -2; Y
: -7), (X
: -4; Y
: -2), (X
: -4; Y
: -2), (X
: -4; Y
: -7), (X
: -4; Y
: -7), (X
:-14; Y
: -7))),
454 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
455 AnimDeltaRight
: ((X
: -1; Y
: 4), (X
: -1; Y
: 4), (X
: -2; Y
: 4), (X
: -2; Y
: 4), (X
: -1; Y
: 4), (X
: 6; Y
: 2), (X
:-24; Y
: 4));
456 AnimDeltaLeft
: ((X
: 1; Y
: 4), (X
: -1; Y
: 4), (X
: -2; Y
: 4), (X
: -2; Y
: 4), (X
: -2; Y
: 2), (X
: -5; Y
: 4), (X
: 26; Y
: 4))),
458 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
459 AnimDeltaRight
: ((X
: 5; Y
:-21), (X
: 5; Y
:-21), (X
: 1; Y
:-21), (X
: 1; Y
:-21), (X
: 8; Y
:-23), (X
: -1; Y
:-23), (X
: 4; Y
:-20));
460 AnimDeltaLeft
: ((X
: -8; Y
:-21), (X
: 5; Y
:-21), (X
: 1; Y
:-21), (X
: 1; Y
:-21), (X
:-10; Y
:-24), (X
: 3; Y
:-23), (X
: -4; Y
:-22))),
462 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
463 AnimDeltaRight
: ((X
: -1; Y
: 0), (X
: -1; Y
: 0), (X
: -2; Y
: -1), (X
: -2; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1));
464 AnimDeltaLeft
: ((X
: -1; Y
: 0), (X
: -1; Y
: 0), (X
: -2; Y
: -1), (X
: -2; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1 ))),
466 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
467 AnimDeltaRight
: ((X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: -1; Y
:-15), (X
: -1; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15));
468 AnimDeltaLeft
: ((X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: -1; Y
:-15), (X
: -1; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15))),
470 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
471 AnimDeltaRight
: ((X
: -2; Y
:-26), (X
: -2; Y
:-26), (X
: 0; Y
:-26), (X
: 0; Y
:-26), (X
: 2; Y
:-26), (X
: 15; Y
:-26), (X
: -2; Y
:-26));
472 AnimDeltaLeft
: ((X
: -2; Y
:-26), (X
: -2; Y
:-26), (X
: 0; Y
:-26), (X
: 0; Y
:-26), (X
: 2; Y
:-26), (X
: 15; Y
:-26), (X
: -2; Y
:-26))),
474 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
475 AnimDeltaRight
: ((X
: 0; Y
: -6), (X
: 0; Y
: -6), (X
: -2; Y
: 0), (X
: 2; Y
: 0), (X
: 1; Y
: -6), (X
: 1; Y
: -6), (X
: 0; Y
: -6));
476 AnimDeltaLeft
: ((X
: 0; Y
: -6), (X
: 0; Y
: -6), (X
: -2; Y
: 0), (X
: 2; Y
: 0), (X
: 1; Y
: -6), (X
: 1; Y
: -6), (X
: 0; Y
: -6))) );
478 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
479 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
483 gMonsters
: array of TMonster
;
484 uidMap
: array [0..65535] of TMonster
; // monster knows it's index
487 procedure clearUidMap ();
491 for idx
:= 0 to High(uidMap
) do uidMap
[idx
] := nil;
495 function g_Mons_getNewTrapFrameId (): DWord
;
499 Inc(monCheckTrapLastFrameId
);
500 if monCheckTrapLastFrameId
= 0 then
503 monCheckTrapLastFrameId
:= 1;
504 for f
:= 0 to High(gMonsters
) do
506 if (gMonsters
[f
] <> nil) then gMonsters
[f
].trapCheckFrameId
:= 0;
509 result
:= monCheckTrapLastFrameId
;
518 soulcount
: Integer = 0;
521 function allocMonster(): DWORD
;
525 for i
:= 0 to High(gMonsters
) do
527 if (gMonsters
[i
] = nil) then
534 olen
:= Length(gMonsters
);
537 SetLength(gMonsters
, 64);
543 SetLength(gMonsters
, Length(gMonsters
)+32);
548 function IsFriend(a
, b
: Byte): Boolean;
552 // Áî÷êà - âñåì äðóã:
553 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
556 // Ìîíñòðû îäíîãî âèäà:
559 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
560 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
561 Exit
; // Ýòè íå áüþò ñâîèõ
564 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
565 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
567 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
568 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
571 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
575 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
578 UIDType
, MonsterType
: Byte;
583 UIDType
:= g_GetUIDType(SpawnerUID
);
584 if UIDType
= UID_MONSTER
then
586 m
:= g_Monsters_ByUID(SpawnerUID
);
587 if m
= nil then Exit
;
588 MonsterType
:= m
.FMonsterType
;
592 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
593 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
595 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
596 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
597 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
599 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
600 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
604 function canShoot(m
: Byte): Boolean;
609 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
616 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
618 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
620 result
:= false; // don't stop
621 if (mon
.FState
= STATE_DEAD
) and g_Obj_Collide(o
, @mon
.FObj
) then
623 case mon
.FMonsterType
of // Íå âîñêðåñèòü:
624 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
625 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: exit
;
627 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
638 // Åñëè íóæíà âåðîÿòíîñòü
639 if not immediately
and (Random(8) <> 0) then exit
;
641 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
642 if gmon_debug_use_sqaccel
then
644 mon
:= monsTree
.aabbQuery(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
, monsCollCheck
);
645 if (mon
<> nil) then result
:= mon
.arrIdx
;
649 for a
:= 0 to High(gMonsters
) do
651 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
653 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
654 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
655 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
656 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
667 procedure g_Monsters_LoadData();
669 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
671 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
672 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
673 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
675 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
678 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
685 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
692 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
693 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
699 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
700 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
706 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
707 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
713 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
714 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
720 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
721 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
727 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
734 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
741 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
748 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
755 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
762 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
769 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
776 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
783 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
790 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
797 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
804 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
811 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
824 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
826 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
828 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
829 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
830 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
831 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
832 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
833 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
834 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
835 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
836 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
837 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
838 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
840 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
841 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
842 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
844 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
845 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
846 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
847 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
848 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
849 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
851 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
852 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
853 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
854 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
855 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
857 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
858 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
860 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
861 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
862 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
863 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
865 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
866 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
867 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
868 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
869 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
871 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
872 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
873 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
874 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
875 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
877 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
878 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
879 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
880 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
882 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
883 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
884 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
886 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
887 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
889 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
890 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
892 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
893 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
894 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
896 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
897 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
899 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
900 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
901 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
903 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
905 monsTree
:= TDynAABBTreeMons
.Create();
907 monCheckTrapLastFrameId
:= 0;
910 procedure g_Monsters_FreeData();
912 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
914 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
915 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
916 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
917 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
918 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
919 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
920 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
921 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
922 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
923 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
924 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
925 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
926 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
927 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
928 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
929 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
930 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
931 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
932 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
933 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
934 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
935 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
936 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
937 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
938 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
939 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
940 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
941 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
942 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
943 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
944 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
945 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
946 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
947 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
948 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
949 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
950 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
951 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
952 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
953 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
954 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
955 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
956 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
957 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
958 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
959 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
960 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
961 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
962 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
963 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
964 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
965 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
966 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
967 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
968 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
969 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
970 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
972 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
973 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
974 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
975 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
976 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
977 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
978 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
979 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
980 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
981 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
982 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
983 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
984 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
985 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
986 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
987 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
988 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
989 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
990 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
991 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
992 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
993 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
994 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
995 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
996 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
997 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
998 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
999 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1046 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1048 g_Sound_Delete('SOUND_MONSTER_PAIN');
1049 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1050 g_Sound_Delete('SOUND_MONSTER_ACTION');
1051 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1052 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1053 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1054 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1055 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1056 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1057 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1058 g_Sound_Delete('SOUND_MONSTER_SLOP');
1060 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1061 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1062 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1064 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1065 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1066 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1067 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1068 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1069 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1071 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1072 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1073 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1074 g_Sound_Delete('SOUND_MONSTER_HAHA');
1075 g_Sound_Delete('SOUND_MONSTER_TRUP');
1077 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1078 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1080 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1081 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1082 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1083 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1085 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1086 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1087 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1088 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1089 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1091 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1092 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1093 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1094 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1095 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1097 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1098 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1099 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1100 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1102 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1103 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1104 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1106 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1107 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1109 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1110 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1112 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1113 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1114 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1116 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1117 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1119 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1120 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1121 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1123 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1128 procedure g_Monsters_Init();
1133 procedure g_Monsters_Free();
1138 for a
:= 0 to High(gMonsters
) do gMonsters
[a
].Free();
1141 monCheckTrapLastFrameId
:= 0;
1144 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1145 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1152 // Íåò òàêîãî ìîíñòðà
1153 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1155 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1156 if MonsterType
= MONSTER_SOUL
then
1158 if soulcount
> MAX_SOUL
then exit
;
1159 soulcount
:= soulcount
+ 1;
1162 find_id
:= allocMonster();
1164 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1165 gMonsters
[find_id
] := mon
;
1166 mon
.arrIdx
:= find_id
;
1169 uidMap
[mon
.FUID
] := mon
;
1171 // Íàñòðàèâàåì ïîëîæåíèå
1176 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1177 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1181 FObj
.X
:= X
-FObj
.Rect
.X
;
1182 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1185 FDirection
:= Direction
;
1186 FStartDirection
:= Direction
;
1191 mon
.positionChanged();
1196 procedure g_Monsters_killedp();
1200 if gMonsters
= nil then
1203 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1204 h
:= High(gMonsters
);
1206 if (gMonsters
[a
] <> nil) then
1207 with gMonsters
[a
] do
1208 if (FMonsterType
= MONSTER_MAN
) and
1209 (FState
<> STATE_DEAD
) and
1210 (FState
<> STATE_SLEEP
) and
1211 (FState
<> STATE_DIE
) then
1213 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1218 procedure g_Monsters_Update();
1223 if gTime
mod (GAME_TICK
*2) = 0 then
1227 if abs(pt_x
) > 246 then pt_xs
:= -pt_xs
;
1228 if abs(pt_y
) > 100 then pt_ys
:= -pt_ys
;
1231 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1233 for a
:= 0 to High(gMonsters
) do
1235 if (gMonsters
[a
] = nil) then continue
;
1236 if not gMonsters
[a
].FRemoved
then
1238 if g_Game_IsClient
then
1239 gMonsters
[a
].ClientUpdate()
1241 gMonsters
[a
].Update();
1245 gMonsters
[a
].Free();
1246 gMonsters
[a
] := nil;
1253 procedure g_Monsters_Draw();
1257 if gMonsters
<> nil then
1258 for a
:= 0 to High(gMonsters
) do
1259 if gMonsters
[a
] <> nil then
1260 gMonsters
[a
].Draw();
1263 procedure g_Monsters_DrawHealth();
1268 if gMonsters
= nil then Exit
;
1269 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1271 for a
:= 0 to High(gMonsters
) do
1272 if gMonsters
[a
] <> nil then
1274 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1275 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1276 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1280 function g_Monsters_ByUID (UID
: Word): TMonster
;
1283 result
:= uidMap
[UID
];
1286 if gMonsters <> nil then
1287 for a := 0 to High(gMonsters) do
1288 if (gMonsters[a] <> nil) and
1289 (gMonsters[a].FUID = UID) then
1291 Result := gMonsters[a];
1297 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1302 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1304 if gMonsters
<> nil then
1305 for i
:= 0 to High(gMonsters
) do
1306 if gMonsters
[i
] <> nil then
1307 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1310 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1312 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1314 Mem
.WriteInt(pt_xs
);
1316 Mem
.WriteInt(pt_ys
);
1318 // Êîëè÷åñòâî ìîíñòðîâ:
1319 Mem
.WriteInt(count
);
1324 // Ñîõðàíÿåì ìîíñòðîâ:
1325 for i
:= 0 to High(gMonsters
) do
1326 if gMonsters
[i
] <> nil then
1327 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1330 b
:= gMonsters
[i
].MonsterType
;
1332 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1333 gMonsters
[i
].SaveState(Mem
);
1337 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1343 if Mem
= nil then exit
;
1347 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1353 // Êîëè÷åñòâî ìîíñòðîâ
1356 if count
= 0 then exit
;
1358 // Çàãðóæàåì ìîíñòðîâ
1359 for a
:= 0 to count
-1 do
1364 mon
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1365 if mon
= nil then raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1366 // Çàãðóæàåì äàííûå ìîíñòðà
1371 function g_Monsters_GetIDByName(name
: String): Integer;
1375 name
:= UpperCase(name
);
1377 while (i
<= MONSTER_MAN
) do
1379 if name
= MONSTERTABLE
[i
].Name
then
1390 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1392 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1393 Result
:= MONSTERTABLE
[MonsterType
].Name
1398 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1400 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1401 Result
:= KilledByMonster
[MonsterType
]
1406 { T M o n s t e r : }
1408 procedure TMonster
.ActionSound();
1410 case FMonsterType
of
1412 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1413 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1415 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1416 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1417 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1419 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1421 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1423 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1425 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1429 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1433 procedure TMonster
.PainSound();
1441 case FMonsterType
of
1442 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1443 MONSTER_SKEL
, MONSTER_CGUN
:
1444 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1445 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1446 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1447 MONSTER_BSP
, MONSTER_CYBER
:
1448 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1450 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1452 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1454 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1456 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1460 procedure TMonster
.DieSound();
1462 case FMonsterType
of
1465 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1466 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1468 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1470 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1471 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1472 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1475 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1477 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1479 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1481 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1483 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1485 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1487 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1489 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1491 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1493 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1495 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1497 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1499 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1501 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1505 procedure TMonster
.WakeUpSound();
1507 case FMonsterType
of
1510 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1511 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1513 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1515 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1516 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1517 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1520 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1522 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1524 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1526 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1528 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1530 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1532 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1534 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1536 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1538 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1540 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1542 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1548 procedure TMonster
.BFGHit();
1550 if FMonsterType
= MONSTER_FISH
then
1553 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1554 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1555 {if g_Game_IsServer and g_Game_IsNet then
1556 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1557 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1561 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1563 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1571 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1573 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1578 Panel
.Width
, Panel
.Height
);
1581 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1583 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1584 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1585 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1586 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1589 procedure TMonster
.Respawn
;
1595 FDirection
:= FStartDirection
;
1598 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1599 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1604 FDieTriggers
:= nil;
1605 FWaitAttackAnim
:= False;
1606 FChainFire
:= False;
1609 FState
:= STATE_SLEEP
;
1610 FCurAnim
:= ANIM_SLEEP
;
1612 positionChanged(); // this updates spatial accelerators
1614 if g_Game_IsNet
and g_Game_IsServer
then
1616 MH_SEND_MonsterPos(FUID
);
1617 MH_SEND_MonsterState(FUID
);
1621 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1628 if ForcedUID
< 0 then
1629 FUID
:= g_CreateUID(UID_MONSTER
)
1633 FMonsterType
:= MonsterType
;
1637 FState
:= STATE_SLEEP
;
1638 FCurAnim
:= ANIM_SLEEP
;
1639 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1640 FMaxHealth
:= FHealth
;
1641 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1642 FDieTriggers
:= nil;
1643 FSpawnTrigger
:= -1;
1644 FWaitAttackAnim
:= False;
1645 FChainFire
:= False;
1647 FNoRespawn
:= False;
1649 FBehaviour
:= BH_NORMAL
;
1656 trapCheckFrameId
:= 0;
1658 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1659 FBloodKind
:= BLOOD_SPARKS
1661 FBloodKind
:= BLOOD_NORMAL
;
1662 if FMonsterType
= MONSTER_CACO
then
1668 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1681 SetLength(FAnim
, Length(ANIMTABLE
));
1683 for a
:= 0 to High(FAnim
) do
1685 FAnim
[a
, D_LEFT
] := nil;
1686 FAnim
[a
, D_RIGHT
] := nil;
1689 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1690 if (ANIMTABLE
[a
].name
<> '') and
1691 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1693 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1694 '_'+ANIMTABLE
[a
].name
;
1696 res
:= g_Frames_Exists(s
);
1699 res
:= g_Frames_Get(FramesID
, s
);
1701 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1704 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1705 if a
<> ANIM_MESS
then
1708 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1709 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1711 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1712 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1713 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1714 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1719 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1720 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1722 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1723 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1725 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1726 '_'+ANIMTABLE
[a
].name
+'_L';
1727 if g_Frames_Exists(s
) then
1728 g_Frames_Get(FramesID
, s
);
1731 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1732 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1735 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1736 if MonsterType
= MONSTER_VILE
then
1738 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1739 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1745 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1752 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1753 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1756 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1757 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1760 if Random(2) = 0 then
1761 FDirection
:= D_RIGHT
1763 FDirection
:= D_LEFT
;
1765 SetState(STATE_RUN
);
1769 // Ëîâóøêà óáèâàåò ñðàçó:
1770 if t
= HIT_TRAP
then
1773 // Ðîáîòó óðîíà íåò:
1774 if FMonsterType
= MONSTER_ROBO
then
1778 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1780 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1783 FPain
:= FPain
+aDamage
;
1785 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1786 if FState
<> STATE_PAIN
then
1787 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1788 (FMonsterType
<> MONSTER_BARREL
) then
1789 SetState(STATE_PAIN
);
1791 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1792 if (gBloodCount
> 0) then
1794 c
:= Min(aDamage
, 200);
1795 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1797 if (VelX
= 0) and (VelY
= 0) then
1801 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1802 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1806 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1807 if (SpawnerUID
<> FUID
) and (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1809 FTargetUID
:= SpawnerUID
;
1813 // Çäîðîâüå çàêîí÷èëîñü:
1814 if FHealth
<= 0 then
1816 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1817 if (FMonsterType
<> MONSTER_BARREL
) then
1819 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1821 p
:= g_Player_Get(SpawnerUID
);
1822 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1824 p
.MonsterKills
:= p
.MonsterKills
+1;
1825 if gGameSettings
.GameMode
= GM_COOP
then
1826 p
.Frags
:= p
.Frags
+ 1;
1827 // Uncomment this if you want to double-kill monsters
1831 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1833 Inc(gCoopMonstersKilled
);
1834 if g_Game_IsNet
then
1840 case FMonsterType
of
1841 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1842 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1843 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1844 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1851 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1852 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1854 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1855 (FObj
.Vel
.Y
div 2)-Random(4));
1856 positionChanged(); // this updates spatial accelerators
1857 if g_Game_IsServer
and g_Game_IsNet
then
1858 MH_SEND_ItemSpawn(True, it
);
1861 // Òðóï äàëüøå íå èäåò:
1864 // Ó òðóïà ðàçìåðû ìåíüøå:
1865 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1867 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1868 FObj
.Rect
.Height
:= 12;
1871 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1872 if (FHealth
<= -30) and
1873 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1874 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1875 (FMonsterType
= MONSTER_MAN
)) then
1877 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1878 SetState(STATE_DIE
, ANIM_MESS
);
1883 SetState(STATE_DIE
);
1886 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1887 if g_Game_IsServer
then ActivateTriggers();
1892 if FState
= STATE_SLEEP
then
1893 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1894 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1898 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1902 function TMonster
.Heal(Value
: Word): Boolean;
1905 if g_Game_IsClient
then
1910 if FHealth
< FMaxHealth
then
1912 IncMax(FHealth
, Value
, FMaxHealth
);
1913 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1918 destructor TMonster
.Destroy();
1922 for a
:= 0 to High(FAnim
) do
1924 FAnim
[a
, D_LEFT
].Free();
1925 FAnim
[a
, D_RIGHT
].Free();
1930 if (treeNode
<> -1) then
1932 if monsTree
.isValidId(treeNode
) then
1934 {$IF DEFINED(D2F_DEBUG)}
1935 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx
, UID
, treeNode
]), MSG_NOTIFY
);
1937 monsTree
.removeObject(treeNode
);
1941 if (arrIdx
<> -1) then
1943 gMonsters
[arrIdx
] := nil;
1946 uidMap
[FUID
] := nil;
1948 inherited Destroy();
1951 procedure TMonster
.Draw();
1957 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1958 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1960 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1961 if FMonsterType
= MONSTER_VILE
then
1962 if FState
= STATE_SHOOT
then
1963 if GetPos(FTargetUID
, @o
) then
1964 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1965 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1967 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1968 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1969 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1972 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1973 if FState
= STATE_DEAD
then
1974 case FMonsterType
of
1975 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1978 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1979 if FAnim
[FCurAnim
, FDirection
] <> nil then
1981 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1982 if (FDirection
= D_LEFT
) and
1983 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1984 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1985 (FMonsterType
<> MONSTER_BARREL
) then
1990 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1991 if (FDirection
= D_LEFT
) and
1992 (FMonsterType
<> MONSTER_BARREL
) then
1994 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1995 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1997 if m
= M_HORIZONTAL
then
1998 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1999 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2000 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
2001 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2002 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
2003 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2005 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2008 else // Ïðàâàÿ àíèìàöèÿ
2010 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
2011 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
2015 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
2018 if g_debug_Frames
then
2020 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2022 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2023 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2028 procedure TMonster
.MakeBloodSimple(Count
: Word);
2030 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
2031 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2032 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
2033 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2034 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
2035 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2036 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
2037 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2040 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
2042 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2043 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2044 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
2045 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2048 procedure TMonster
.Push(vx
, vy
: Integer);
2050 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2051 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2052 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2055 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2059 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2060 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2061 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2062 soulcount
:= soulcount
-1;
2064 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2066 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
2067 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
2068 (State
<> STATE_GO
) then
2075 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2077 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2079 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2080 STATE_PAIN
: Anim
:= ANIM_PAIN
;
2081 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
2082 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
2083 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2084 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2085 STATE_DIE
: Anim
:= ANIM_DIE
;
2087 begin // íà÷àëè âîñðåøàòüñÿ
2089 FAnim
[Anim
, FDirection
].Revert(True);
2091 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2092 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2099 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2100 if ForceAnim
<> 255 then
2103 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2104 if FCurAnim
<> Anim
then
2105 if FAnim
[Anim
, FDirection
] <> nil then
2107 FAnim
[Anim
, FDirection
].Reset();
2112 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2119 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2120 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2122 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2123 if g_Game_IsServer
and g_Game_IsNet
then
2124 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2130 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2133 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2134 TA
:= TAnimation
.Create(FramesID
, False, 6);
2135 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2136 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2137 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2139 if g_Game_IsServer
and g_Game_IsNet
then
2140 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2141 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2145 FObj
.X
:= X
- FObj
.Rect
.X
;
2146 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2150 FDirection
:= D_LEFT
2153 FDirection
:= D_RIGHT
2157 if FDirection
= D_RIGHT
then
2158 FDirection
:= D_LEFT
2160 FDirection
:= D_RIGHT
;
2163 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2164 if not silent
and (TA
<> nil) then
2166 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2167 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2170 if g_Game_IsServer
and g_Game_IsNet
then
2171 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2172 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2176 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2180 procedure TMonster
.Update();
2182 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2192 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2193 if FMonsterType
= MONSTER_FISH
then
2194 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2195 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2198 // Ëåòàþùèå ìîíòñðû:
2199 if ((FMonsterType
= MONSTER_SOUL
) or
2200 (FMonsterType
= MONSTER_PAIN
) or
2201 (FMonsterType
= MONSTER_CACO
)) and
2202 (FState
<> STATE_DIE
) and
2203 (FState
<> STATE_DEAD
) then
2206 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2207 if gTime
mod (GAME_TICK
*2) <> 0 then
2209 g_Obj_Move(@FObj
, fall
, True, True);
2210 positionChanged(); // this updates spatial accelerators
2214 if FPainTicks
> 0 then
2217 FPainSound
:= False;
2220 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2221 positionChanged(); // this updates spatial accelerators
2223 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2224 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2225 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2228 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2230 Inc(gCoopMonstersKilled
);
2231 if g_Game_IsNet
then
2238 oldvelx
:= FObj
.Vel
.X
;
2240 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2241 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2242 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2244 if FFireTime
> 0 then
2246 if WordBool(st
and MOVE_INWATER
) then
2251 FFireTime
:= FFireTime
- 1;
2252 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2253 if FFirePainTime
= 0 then
2255 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2256 FFirePainTime
:= 18;
2259 FFirePainTime
:= FFirePainTime
- 1;
2263 // Ìåðòâûé íè÷åãî íå äåëàåò:
2264 if (FState
= STATE_DEAD
) then
2267 // AI ìîíñòðîâ âûêëþ÷åí:
2268 if g_debug_MonsterOff
then
2271 if FState
<> STATE_SLEEP
then
2272 SetState(STATE_SLEEP
);
2275 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2276 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2277 case FMonsterType
of
2279 if Random(4) = 0 then
2280 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2281 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2282 MONSTER_ROBO
, MONSTER_BARREL
:
2283 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2284 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2286 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2287 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2288 if Random(2) = 0 then
2289 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2291 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2295 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2296 if FMonsterType
= MONSTER_BARREL
then
2298 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2299 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2300 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2301 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2305 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2306 if FMonsterType
= MONSTER_SOUL
then
2307 if WordBool(st
and MOVE_HITAIR
) then
2308 g_Obj_SetSpeed(@FObj
, 16);
2313 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2314 if FObj
.Vel
.Y
< 0 then
2315 if WordBool(st
and MOVE_INWATER
) then
2318 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2319 FTargetTime
:= FTargetTime
+ 1;
2322 if FShellTimer
> -1 then
2323 if FShellTimer
= 0 then
2325 if FShellType
= SHELL_SHELL
then
2326 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2327 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2328 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2329 else if FShellType
= SHELL_DBLSHELL
then
2331 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2332 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2333 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2334 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2335 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2336 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2339 end else Dec(FShellTimer
);
2341 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2343 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2344 STATE_ATTACK
, STATE_SHOOT
]) then
2345 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2346 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2347 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2348 (FObj
.Accel
.Y
= 0) then
2349 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2352 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2354 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2355 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2357 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2358 if gSoundEffectsDF
then PainSound();
2360 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2363 // Ñíèæàåì áîëü ñî âðåìåíåì:
2366 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2367 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2375 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2378 FSleep
:= FSleep
+ 1;
2380 // Ïðîñïàëè äîñòàòî÷íî:
2381 if FSleep
>= 18 then
2386 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2387 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2388 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2389 if (gPlayers
<> nil) then
2390 for a
:= 0 to High(gPlayers
) do
2391 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2392 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2394 if g_Look(@FObj
, @Obj
, FDirection
) then
2396 FTargetUID
:= gPlayers
[a
].UID
;
2403 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2404 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2405 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2406 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2407 if gMonsters
<> nil then
2408 for a
:= 0 to High(gMonsters
) do
2409 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2410 (gMonsters
[a
].FUID
<> FUID
) then
2412 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2413 if (FBehaviour
= BH_MANIAC
) and
2414 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2416 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2417 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2418 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2420 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2421 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2423 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2425 FTargetUID
:= gMonsters
[a
].UID
;
2434 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2437 FSleep
:= FSleep
- 1;
2439 // Âûæäàëè äîñòàòî÷íî - èäåì:
2444 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2446 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2447 if WordBool(st
and MOVE_BLOCK
) then
2451 SetState(STATE_RUNOUT
);
2456 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2457 if (FMonsterType
= MONSTER_VILE
) then
2458 if isCorpse(@FObj
, False) <> -1 then
2461 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2466 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2467 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2468 if not findNewPrey() then
2469 begin // Íîâûõ öåëåé íåò
2477 o
.Rect
:= _Rect(0, 0, 0, 1);
2479 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2480 GetPos(FTargetUID
, @o
);
2482 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2483 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2486 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2493 // Ðàññòîÿíèå äî öåëè:
2494 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2495 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2497 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2499 FDirection
:= D_RIGHT
2501 FDirection
:= D_LEFT
;
2503 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2504 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2505 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2506 if shoot(@o
, False) then
2509 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2510 if Abs(sx
) < 40 then
2511 if FMonsterType
<> MONSTER_FISH
then
2514 SetState(STATE_RUN
);
2515 if Random(2) = 0 then
2516 FDirection
:= D_LEFT
2518 FDirection
:= D_RIGHT
;
2523 // Óïåðëèñü â ñòåíó:
2524 if WordBool(st
and MOVE_HITWALL
) then
2526 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2527 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2528 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2530 SetState(STATE_WAIT
);
2535 case FMonsterType
of
2536 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2538 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2539 (FObj
.Accel
.Y
= 0) then
2540 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2541 // Ïðûæîê ÷åðåç ñòåíó:
2542 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2543 SetState(STATE_CLIMB
);
2550 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2551 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2552 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2554 if FMonsterType
= MONSTER_FISH
then
2556 if not WordBool(st
and MOVE_INWATER
) then
2557 begin // Ðûáà âíå âîäû:
2558 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2559 begin // "Ñòîèò" òâåðäî
2560 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2561 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2562 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2566 SetState(STATE_PAIN
);
2567 FPain
:= FPain
+ 50;
2571 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2573 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2577 // Ðûáà ïëûâåò ââåðõ:
2578 if FObj
.Vel
.Y
< 0 then
2579 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2581 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2583 // Ïëàâàåì òóäà-ñþäà:
2584 if Random(2) = 0 then
2585 FDirection
:= D_LEFT
2587 FDirection
:= D_RIGHT
;
2589 SetState(STATE_RUN
);
2593 else // Ëåòàþùèå ìîíñòðû
2595 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2597 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2602 else // "Íàçåìíûå" ìîíñòðû
2604 // Âîçìîæíî, ïèíàåì êóñêè:
2605 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2607 b
:= Abs(FObj
.Vel
.X
);
2608 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2609 for a
:= 0 to High(gGibs
) do
2611 if gGibs
[a
].Live
and
2612 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2613 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2616 if FObj
.Vel
.X
< 0 then
2618 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2622 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2627 // Áîññû ìîãóò ïèíàòü òðóïû:
2628 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2629 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2631 b
:= Abs(FObj
.Vel
.X
);
2632 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2633 for a
:= 0 to High(gCorpses
) do
2634 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2636 co
:= gCorpses
[a
].Obj
;
2637 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2638 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2640 if FObj
.Vel
.X
< 0 then
2641 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2643 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2646 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2648 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2650 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2651 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2654 FSleep
:= FSleep
+ 1;
2660 if Random(8) = 0 then
2664 // Áåæèì â âûáðàííóþ ñòîðîíó:
2665 if FDirection
= D_RIGHT
then
2666 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2668 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2670 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2671 if WordBool(st
and MOVE_INWATER
) then
2672 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2673 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2674 if FMonsterType
= MONSTER_FISH
then
2678 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2680 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2681 if WordBool(st
and MOVE_BLOCK
) then
2685 SetState(STATE_RUNOUT
);
2690 FSleep
:= FSleep
- 1;
2692 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2693 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2697 // Ñòåíà - èäåì îáðàòíî:
2698 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2701 if Random(8) = 0 then
2705 // Áåæèì â âûáðàííóþ ñòîðîíó:
2706 if FDirection
= D_RIGHT
then
2707 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2709 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2711 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2712 if WordBool(st
and MOVE_INWATER
) then
2713 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2714 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2715 if FMonsterType
= MONSTER_FISH
then
2719 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2721 // Âûøëè èç ÁëîêÌîíà:
2722 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2725 FSleep
:= FSleep
- 1;
2727 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2728 if FSleep
<= -18 then
2732 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2733 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2736 if Random(8) = 0 then
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_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2756 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2757 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2758 (not WordBool(st
and MOVE_HITWALL
)) then
2763 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2764 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2768 SetState(STATE_RUN
);
2772 // Áåæèì â âûáðàííóþ ñòîðîíó:
2773 if FDirection
= D_RIGHT
then
2774 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2776 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2778 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2779 if WordBool(st
and MOVE_INWATER
) then
2780 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2781 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2782 if FMonsterType
= MONSTER_FISH
then
2786 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2787 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2789 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2790 if FMonsterType
= MONSTER_SOUL
then
2792 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2798 // Çàìåäëÿåìñÿ ïðè àòàêå:
2799 if FMonsterType
<> MONSTER_FISH
then
2800 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2802 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2803 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2805 // Öåëü ïîãèáëà => èäåì äàëüøå:
2806 if not GetPos(FTargetUID
, @o
) then
2813 // Öåëü íå âèäíî => èäåì äàëüøå:
2814 if not g_Look(@FObj
, @o
, FDirection
) then
2821 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2822 if g_Obj_CollideWater(@o
, 0, 0) then
2830 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2831 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2832 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2835 end; // case FState of ...
2839 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2840 if FState
= STATE_REVIVE
then
2841 if FAnim
[FCurAnim
, FDirection
].Played
then
2842 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2843 FAnim
[FCurAnim
, FDirection
].Revert(False);
2847 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2848 if vilefire
<> nil then
2851 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2852 if (FState
= STATE_DIE
) and
2853 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2854 (FAnim
[FCurAnim
, FDirection
].Played
) then
2857 SetState(STATE_DEAD
);
2859 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2860 if (FMonsterType
= MONSTER_PAIN
) then
2862 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2863 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2866 mon
.SetState(STATE_GO
);
2867 mon
.FNoRespawn
:= True;
2868 Inc(gTotalMonsters
);
2869 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2872 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2873 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2876 mon
.SetState(STATE_GO
);
2877 mon
.FNoRespawn
:= True;
2878 Inc(gTotalMonsters
);
2879 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2882 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2883 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2886 mon
.SetState(STATE_GO
);
2887 mon
.FNoRespawn
:= True;
2888 Inc(gTotalMonsters
);
2889 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2891 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2894 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2895 if (FMonsterType
= MONSTER_PAIN
) or
2896 (FMonsterType
= MONSTER_SOUL
) or
2897 (FMonsterType
= MONSTER_BARREL
) then
2901 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2902 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2903 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2904 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2905 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2906 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2907 if FState
= STATE_ATTACK
then
2908 begin // Ñîñòîÿíèå - Àòàêà
2909 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2910 if FMonsterType
<> MONSTER_SOUL
then
2913 else // Ñîñòîÿíèå - Ñòðåëüáà
2915 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2916 if not FChainFire
then
2919 begin // Íàäî ñòðåëÿòü åùå
2920 FChainFire
:= False;
2921 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2922 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2923 FAnim
[FCurAnim
, FDirection
].Reset();
2927 FWaitAttackAnim
:= False;
2930 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2931 if (FMonsterType
= MONSTER_SOUL
) or
2932 ( (not FWaitAttackAnim
) and
2933 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2934 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2936 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2937 if FState
= STATE_ATTACK
then
2938 begin // Ñîñòîÿíèå - Àòàêà
2939 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2940 if FMonsterType
= MONSTER_SOUL
then
2941 FAnim
[FCurAnim
, FDirection
].Reset();
2943 case FMonsterType
of
2944 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2945 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2946 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2947 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2948 if FMonsterType
= MONSTER_SOUL
then
2952 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2953 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2954 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2956 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2957 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2958 if FCurAnim
= ANIM_ATTACK2
then
2961 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2962 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2963 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2967 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2968 if FCurAnim
= ANIM_ATTACK2
then
2970 sx
:= isCorpse(@FObj
, True);
2972 begin // Íàøëè, êîãî âîñêðåñèòü
2973 gMonsters
[sx
].SetState(STATE_REVIVE
);
2974 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2975 // Âîñêðåøàòü - ñåáå âðåäèòü:
2976 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2982 else // Ñîñòîÿíèå - Ñòðåëüáà
2984 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2985 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2987 if FDirection
= D_LEFT
then
2989 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2990 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2991 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2994 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2996 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2997 case FMonsterType
of
2999 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3002 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3003 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
3004 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3008 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
3009 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3011 FShellType
:= SHELL_SHELL
;
3015 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
3017 FShellType
:= SHELL_DBLSHELL
;
3022 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3023 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3026 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3029 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3030 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3031 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3035 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3036 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3037 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
3040 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3042 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3044 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3045 MONSTER_BARON
, MONSTER_KNIGHT
:
3046 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3048 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3050 begin // Ñîçäàåì Lost_Soul:
3051 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3052 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3055 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3056 mon
.FTargetUID
:= FTargetUID
;
3057 GetPos(FTargetUID
, @o
);
3058 mon
.FTargetTime
:= 0;
3059 mon
.FNoRespawn
:= True;
3060 mon
.SetState(STATE_GO
);
3061 mon
.shoot(@o
, True);
3062 Inc(gTotalMonsters
);
3064 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
3069 if FMonsterType
<> MONSTER_PAIN
then
3070 if g_Game_IsNet
then
3071 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3073 // Ñêîðîñòðåëüíûå ìîíñòðû:
3074 if (FMonsterType
= MONSTER_CGUN
) or
3075 (FMonsterType
= MONSTER_SPIDER
) or
3076 (FMonsterType
= MONSTER_BSP
) or
3077 (FMonsterType
= MONSTER_MANCUB
) or
3078 (FMonsterType
= MONSTER_ROBO
) then
3079 if not GetPos(FTargetUID
, @o
) then
3080 // Öåëü ìåðòâà - èùåì íîâóþ:
3082 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3083 if shoot(@o
, False) then
3087 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3088 FWaitAttackAnim
:= True;
3091 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3092 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3094 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3095 // Çâóêè ïðè ïåðåäâèæåíèè:
3096 case FMonsterType
of
3098 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3099 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3100 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3102 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3103 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3104 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3106 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3107 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3108 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3110 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3111 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3112 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3116 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3117 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3118 FObj
.Vel
.X
:= oldvelx
;
3120 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3121 if FAnim
[FCurAnim
, FDirection
] <> nil then
3122 FAnim
[FCurAnim
, FDirection
].Update();
3125 procedure TMonster
.SetDeadAnim
;
3127 if FAnim
<> nil then
3128 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3131 procedure TMonster
.RevertAnim(R
: Boolean = True);
3133 if FAnim
<> nil then
3134 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3135 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3138 function TMonster
.AnimIsReverse
: Boolean;
3140 if FAnim
<> nil then
3141 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3146 procedure TMonster
.ClientUpdate();
3148 a
, b
, sx
, sy
, oldvelx
: Integer;
3155 sx
:= 0; // SHUT UP COMPILER
3158 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3159 if FMonsterType
= MONSTER_FISH
then
3160 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3161 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
3164 // Ëåòàþùèå ìîíòñðû:
3165 if ((FMonsterType
= MONSTER_SOUL
) or
3166 (FMonsterType
= MONSTER_PAIN
) or
3167 (FMonsterType
= MONSTER_CACO
)) and
3168 (FState
<> STATE_DIE
) and
3169 (FState
<> STATE_DEAD
) then
3172 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3173 if gTime
mod (GAME_TICK
*2) <> 0 then
3175 g_Obj_Move(@FObj
, fall
, True, True);
3176 positionChanged(); // this updates spatial accelerators
3180 if FPainTicks
> 0 then
3183 FPainSound
:= False;
3186 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3187 positionChanged(); // this updates spatial accelerators
3189 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3190 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3191 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3197 oldvelx
:= FObj
.Vel
.X
;
3199 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3200 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3201 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3203 if FFireTime
> 0 then
3205 if WordBool(st
and MOVE_INWATER
) then
3210 FFireTime
:= FFireTime
- 1;
3214 // Ìåðòâûé íè÷åãî íå äåëàåò:
3215 if (FState
= STATE_DEAD
) then
3218 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3219 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3220 case FMonsterType
of
3222 if Random(4) = 0 then
3223 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3224 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3225 MONSTER_ROBO
, MONSTER_BARREL
:
3226 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3227 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3229 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3230 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3231 if Random(2) = 0 then
3232 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3234 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3238 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3239 if FMonsterType
= MONSTER_BARREL
then
3241 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3242 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3243 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3244 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3248 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3249 if FMonsterType
= MONSTER_SOUL
then
3250 if WordBool(st
and MOVE_HITAIR
) then
3251 g_Obj_SetSpeed(@FObj
, 16);
3256 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3257 if FObj
.Vel
.Y
< 0 then
3258 if WordBool(st
and MOVE_INWATER
) then
3261 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3262 FTargetTime
:= FTargetTime
+ 1;
3264 if FShellTimer
> -1 then
3265 if FShellTimer
= 0 then
3267 if FShellType
= SHELL_SHELL
then
3268 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3269 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3270 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3271 else if FShellType
= SHELL_DBLSHELL
then
3273 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3274 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3275 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3276 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3277 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3278 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3281 end else Dec(FShellTimer
);
3283 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3285 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3286 STATE_ATTACK
, STATE_SHOOT
]) then
3287 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3288 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3289 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3290 (FObj
.Accel
.Y
= 0) then
3291 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3294 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3296 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3297 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3299 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3300 if gSoundEffectsDF
then PainSound();
3302 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3305 // Ñíèæàåì áîëü ñî âðåìåíåì:
3308 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3309 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3316 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3319 FSleep
:= FSleep
+ 1;
3321 // Ïðîñïàëè äîñòàòî÷íî:
3322 if FSleep
>= 18 then
3328 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3331 FSleep
:= FSleep
- 1;
3334 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3336 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3337 if WordBool(st
and MOVE_BLOCK
) then
3341 SetState(STATE_RUNOUT
);
3346 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3347 if (FMonsterType
= MONSTER_VILE
) then
3348 if isCorpse(@FObj
, False) <> -1 then
3350 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3356 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3357 if Abs(sx
) < 40 then
3358 if FMonsterType
<> MONSTER_FISH
then
3360 SetState(STATE_RUN
);
3366 // Óïåðëèñü â ñòåíó:
3367 if WordBool(st
and MOVE_HITWALL
) then
3369 case FMonsterType
of
3370 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3372 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3373 (FObj
.Accel
.Y
= 0) then
3374 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3375 // Ïðûæîê ÷åðåç ñòåíó:
3376 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3377 SetState(STATE_CLIMB
);
3384 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3385 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3386 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3388 if FMonsterType
= MONSTER_FISH
then
3390 if not WordBool(st
and MOVE_INWATER
) then
3391 begin // Ðûáà âíå âîäû:
3392 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3393 begin // "Ñòîèò" òâåðäî
3394 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3395 if FObj
.Accel
.Y
= 0 then
3397 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3401 SetState(STATE_PAIN
);
3402 FPain
:= FPain
+ 50;
3406 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3408 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3412 // Ðûáà ïëûâåò ââåðõ:
3413 if FObj
.Vel
.Y
< 0 then
3414 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3416 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3418 // Ïëàâàåì òóäà-ñþäà:
3419 SetState(STATE_RUN
);
3424 else // Ëåòàþùèå ìîíñòðû
3426 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3428 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3433 else // "Íàçåìíûå" ìîíñòðû
3435 // Âîçìîæíî, ïèíàåì êóñêè:
3436 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3438 b
:= Abs(FObj
.Vel
.X
);
3439 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3440 for a
:= 0 to High(gGibs
) do
3442 if gGibs
[a
].Live
and
3443 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3444 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3447 if FObj
.Vel
.X
< 0 then
3449 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3453 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3455 positionChanged(); // this updates spatial accelerators
3459 // Áîññû ìîãóò ïèíàòü òðóïû:
3460 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3461 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3463 b
:= Abs(FObj
.Vel
.X
);
3464 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3465 for a
:= 0 to High(gCorpses
) do
3466 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3468 co
:= gCorpses
[a
].Obj
;
3469 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3470 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3472 if FObj
.Vel
.X
< 0 then
3473 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3475 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3480 FSleep
:= FSleep
+ 1;
3486 if Random(8) = 0 then
3490 // Áåæèì â âûáðàííóþ ñòîðîíó:
3491 if FDirection
= D_RIGHT
then
3492 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3494 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3496 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3497 if WordBool(st
and MOVE_INWATER
) then
3498 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3499 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3500 if FMonsterType
= MONSTER_FISH
then
3504 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3506 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3507 if WordBool(st
and MOVE_BLOCK
) then
3509 SetState(STATE_RUNOUT
);
3515 FSleep
:= FSleep
- 1;
3517 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3518 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3524 if Random(8) = 0 then
3528 // Áåæèì â âûáðàííóþ ñòîðîíó:
3529 if FDirection
= D_RIGHT
then
3530 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3532 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3534 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3535 if WordBool(st
and MOVE_INWATER
) then
3536 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3537 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3538 if FMonsterType
= MONSTER_FISH
then
3542 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3544 // Âûøëè èç ÁëîêÌîíà:
3545 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3548 FSleep
:= FSleep
- 1;
3550 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3551 if FSleep
<= -18 then
3557 if Random(8) = 0 then
3561 // Áåæèì â âûáðàííóþ ñòîðîíó:
3562 if FDirection
= D_RIGHT
then
3563 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3565 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3567 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3568 if WordBool(st
and MOVE_INWATER
) then
3569 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3570 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3571 if FMonsterType
= MONSTER_FISH
then
3575 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3577 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3578 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3579 (not WordBool(st
and MOVE_HITWALL
)) then
3584 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3585 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3587 SetState(STATE_RUN
);
3592 // Áåæèì â âûáðàííóþ ñòîðîíó:
3593 if FDirection
= D_RIGHT
then
3594 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3596 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3598 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3599 if WordBool(st
and MOVE_INWATER
) then
3600 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3601 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3602 if FMonsterType
= MONSTER_FISH
then
3606 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3607 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3609 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3610 if FMonsterType
= MONSTER_SOUL
then
3612 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3618 // Çàìåäëÿåìñÿ ïðè àòàêå:
3619 if FMonsterType
<> MONSTER_FISH
then
3620 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3622 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3623 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3625 // Öåëü ïîãèáëà => èäåì äàëüøå:
3626 if not GetPos(FTargetUID
, @o
) then
3633 // Öåëü íå âèäíî => èäåì äàëüøå:
3634 if not g_Look(@FObj
, @o
, FDirection
) then
3641 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3642 if g_Obj_CollideWater(@o
, 0, 0) then
3650 end; // case FState of ...
3654 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3655 if FState
= STATE_REVIVE
then
3656 if FAnim
[FCurAnim
, FDirection
].Played
then
3657 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3658 FAnim
[FCurAnim
, FDirection
].Revert(False);
3662 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3663 if vilefire
<> nil then
3666 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3667 if (FState
= STATE_DIE
) and
3668 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3669 (FAnim
[FCurAnim
, FDirection
].Played
) then
3672 SetState(STATE_DEAD
);
3674 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3675 if (FMonsterType
= MONSTER_PAIN
) or
3676 (FMonsterType
= MONSTER_SOUL
) or
3677 (FMonsterType
= MONSTER_BARREL
) then
3680 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3683 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3684 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3685 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3686 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3687 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3688 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3689 if FState
= STATE_ATTACK
then
3690 begin // Ñîñòîÿíèå - Àòàêà
3691 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3692 if FMonsterType
<> MONSTER_SOUL
then
3695 else // Ñîñòîÿíèå - Ñòðåëüáà
3697 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3698 if not FChainFire
then
3701 begin // Íàäî ñòðåëÿòü åùå
3702 FChainFire
:= False;
3703 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3704 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3705 FAnim
[FCurAnim
, FDirection
].Reset();
3709 FWaitAttackAnim
:= False;
3712 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3713 if (FMonsterType
= MONSTER_SOUL
) or
3714 ( (not FWaitAttackAnim
) and
3715 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3716 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3718 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3719 if FState
= STATE_ATTACK
then
3720 begin // Ñîñòîÿíèå - Àòàêà
3721 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3722 if FMonsterType
= MONSTER_SOUL
then
3723 FAnim
[FCurAnim
, FDirection
].Reset();
3725 case FMonsterType
of
3726 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3727 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3728 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3729 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3730 if FMonsterType
= MONSTER_SOUL
then
3734 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3736 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3737 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3738 if FCurAnim
= ANIM_ATTACK2
then
3741 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3742 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3746 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3747 if FCurAnim
= ANIM_ATTACK2
then
3749 sx
:= isCorpse(@FObj
, True);
3751 begin // Íàøëè, êîãî âîñêðåñèòü
3752 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3753 // Âîñêðåøàòü - ñåáå âðåäèòü:
3754 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3760 else // Ñîñòîÿíèå - Ñòðåëüáà
3762 // Ñêîðîñòðåëüíûå ìîíñòðû:
3763 if (FMonsterType
= MONSTER_CGUN
) or
3764 (FMonsterType
= MONSTER_SPIDER
) or
3765 (FMonsterType
= MONSTER_BSP
) or
3766 (FMonsterType
= MONSTER_MANCUB
) or
3767 (FMonsterType
= MONSTER_ROBO
) then
3768 if not GetPos(FTargetUID
, @o
) then
3769 // Öåëü ìåðòâà - èùåì íîâóþ:
3771 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3772 if shoot(@o
, False) then
3776 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3777 FWaitAttackAnim
:= True;
3780 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3781 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3783 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3784 // Çâóêè ïðè ïåðåäâèæåíèè:
3785 case FMonsterType
of
3787 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3788 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3789 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3791 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3792 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3793 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3795 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3796 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3797 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3799 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3800 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3801 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3805 // Êîñòûëü äëÿ ïîòîêîâ
3806 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3807 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3808 FObj
.Vel
.X
:= oldvelx
;
3810 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3811 if FAnim
[FCurAnim
, FDirection
] <> nil then
3812 FAnim
[FCurAnim
, FDirection
].Update();
3815 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3817 case FMonsterType
of
3820 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3821 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3825 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3827 FShellType
:= SHELL_SHELL
;
3831 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3833 FShellType
:= SHELL_DBLSHELL
;
3835 MONSTER_CGUN
, MONSTER_SPIDER
:
3837 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3838 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3841 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3843 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3845 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3847 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3849 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3851 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3852 MONSTER_BARON
, MONSTER_KNIGHT
:
3853 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3855 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3859 procedure TMonster
.Turn();
3862 if FDirection
= D_LEFT
then
3863 FDirection
:= D_RIGHT
3865 FDirection
:= D_LEFT
;
3867 // Áåæèì â âûáðàííóþ ñòîðîíó:
3868 if FDirection
= D_RIGHT
then
3869 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3871 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3874 function TMonster
.findNewPrey(): Boolean;
3878 PlayersSee
, MonstersSee
: Array of DWORD
;
3879 PlayerNear
, MonsterNear
: Integer;
3882 SetLength(MonstersSee
, 0);
3883 SetLength(PlayersSee
, 0);
3890 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3891 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3892 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3893 for a
:= 0 to High(gPlayers
) do
3894 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3895 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3897 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3899 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3900 PlayersSee
[High(PlayersSee
)] := a
;
3902 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3903 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3907 PlayerNear
:= Integer(a
);
3911 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3912 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3913 for a
:= 0 to High(gMonsters
) do
3914 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3915 (gMonsters
[a
].FUID
<> FUID
) then
3917 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3918 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3919 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3920 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3921 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3922 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3923 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3924 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3926 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3928 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3929 MonstersSee
[High(MonstersSee
)] := a
;
3931 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3932 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3936 MonsterNear
:= Integer(a
);
3941 BH_NORMAL
, BH_KILLER
:
3943 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3944 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3946 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3947 FTargetUID
:= gPlayers
[a
].UID
;
3950 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3953 FTargetUID
:= gPlayers
[a
].UID
;
3955 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3956 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3958 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3959 FTargetUID
:= gMonsters
[a
].UID
;
3962 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3965 FTargetUID
:= gMonsters
[a
].UID
;
3968 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3970 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3971 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3973 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3974 FTargetUID
:= gPlayers
[a
].UID
;
3976 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3978 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3979 FTargetUID
:= gMonsters
[a
].UID
;
3981 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3982 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3985 FTargetUID
:= gPlayers
[a
].UID
;
3987 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3990 FTargetUID
:= gMonsters
[a
].UID
;
3995 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3996 if FTargetUID
= 0 then
3998 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3999 if FBehaviour
= BH_INSANE
then
4002 FTargetTime
:= MAX_ATM
;
4011 function TMonster
.kick(o
: PObj
): Boolean;
4015 case FMonsterType
of
4018 SetState(STATE_ATTACK
);
4023 SetState(STATE_ATTACK
);
4024 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
4029 SetState(STATE_ATTACK
);
4030 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
4033 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
4035 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
4036 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
4039 MONSTER_BARON
, MONSTER_KNIGHT
,
4040 MONSTER_CACO
, MONSTER_MANCUB
:
4041 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4042 if not g_Game_IsClient
then Result
:= shoot(o
, True);
4046 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4056 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4057 if not immediately
then
4058 case FMonsterType
of
4059 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4060 Exit
; // íå ñòðåëÿþò
4061 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4064 // Âðåìÿ âûñòðåëà óïóùåíî:
4066 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4072 // Âðåìÿ âûñòðåëà óïóùåíî:
4079 // Âðåìÿ âûñòðåëà óïóùåíî:
4080 if FAmmo
>= 100 then
4085 // Ñòðåëÿåò íå âñåãäà:
4086 if Random(2) = 0 then
4089 // Âðåìÿ âûñòðåëà óïóùåíî:
4093 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4094 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4095 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4096 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4097 else if Random(16) <> 0 then Exit
;
4101 if not g_Look(@FObj
, o
, FDirection
) then
4106 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4107 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4109 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4110 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4111 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4112 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4115 case FMonsterType
of
4116 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4118 SetState(STATE_SHOOT
);
4123 SetState(STATE_SHOOT
);
4127 begin // Çàæèãàåì îãîíü
4128 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4129 ty
:= o
^.Y
+o
^.Rect
.Y
;
4130 SetState(STATE_SHOOT
);
4134 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4135 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4138 begin // Ëåòèò â ñòîðîíó öåëè:
4139 SetState(STATE_ATTACK
);
4140 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4142 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4143 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4144 m
:= Max(Abs(xd
), Abs(yd
));
4148 FObj
.Vel
.X
:= (xd
*16) div m
;
4149 FObj
.Vel
.Y
:= (yd
*16) div m
;
4151 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4152 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4154 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4155 if FMonsterType
= MONSTER_MANCUB
then
4157 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4159 SetState(STATE_SHOOT
);
4167 function TMonster
.Live(): Boolean;
4169 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
4172 procedure TMonster
.SetHealth(aH
: Integer);
4174 if (aH
> 0) and (aH
< 1000000) then
4177 if FHealth
> FMaxHealth
then
4178 FMaxHealth
:= FHealth
;
4182 procedure TMonster
.WakeUp();
4184 if g_Game_IsClient
then Exit
;
4186 FTargetTime
:= MAX_ATM
;
4190 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4200 // Ñèãíàòóðà ìîíñòðà:
4201 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4202 Mem
.WriteDWORD(sig
);
4204 Mem
.WriteWord(FUID
);
4206 if FDirection
= D_LEFT
then
4211 // Íàäî ëè óäàëèòü åãî:
4212 Mem
.WriteBoolean(FRemoved
);
4213 // Îñòàëîñü çäîðîâüÿ:
4214 Mem
.WriteInt(FHealth
);
4216 Mem
.WriteByte(FState
);
4217 // Òåêóùàÿ àíèìàöèÿ:
4218 Mem
.WriteByte(FCurAnim
);
4220 Mem
.WriteWord(FTargetUID
);
4221 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4222 Mem
.WriteInt(FTargetTime
);
4223 // Ïîâåäåíèå ìîíñòðà:
4224 Mem
.WriteByte(FBehaviour
);
4225 // Ãîòîâíîñòü ê âûñòðåëó:
4226 Mem
.WriteInt(FAmmo
);
4228 Mem
.WriteInt(FPain
);
4230 Mem
.WriteInt(FSleep
);
4231 // Îçâó÷èâàòü ëè áîëü:
4232 Mem
.WriteBoolean(FPainSound
);
4233 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4234 Mem
.WriteBoolean(FWaitAttackAnim
);
4235 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4236 Mem
.WriteBoolean(FChainFire
);
4237 // Ïîäëåæèò ëè ðåñïàâíó:
4238 Mem
.WriteBoolean(FNoRespawn
);
4242 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4243 Mem
.WriteInt(FStartID
);
4244 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4245 Mem
.WriteInt(FSpawnTrigger
);
4247 Obj_SaveState(@FObj
, Mem
);
4248 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4249 anim
:= vilefire
<> nil;
4250 Mem
.WriteBoolean(anim
);
4251 // Åñëè åñòü - ñîõðàíÿåì:
4253 vilefire
.SaveState(Mem
);
4255 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4257 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4258 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4259 Mem
.WriteBoolean(anim
);
4260 // Åñëè åñòü - ñîõðàíÿåì:
4262 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4263 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4264 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4265 Mem
.WriteBoolean(anim
);
4266 // Åñëè åñòü - ñîõðàíÿåì:
4268 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4272 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4282 // Ñèãíàòóðà ìîíñòðà:
4284 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4286 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4293 FDirection
:= D_LEFT
4295 FDirection
:= D_RIGHT
;
4296 // Íàäî ëè óäàëèòü åãî:
4297 Mem
.ReadBoolean(FRemoved
);
4298 // Îñòàëîñü çäîðîâüÿ:
4299 Mem
.ReadInt(FHealth
);
4301 Mem
.ReadByte(FState
);
4302 // Òåêóùàÿ àíèìàöèÿ:
4303 Mem
.ReadByte(FCurAnim
);
4305 Mem
.ReadWord(FTargetUID
);
4306 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4307 Mem
.ReadInt(FTargetTime
);
4308 // Ïîâåäåíèå ìîíñòðà:
4309 Mem
.ReadByte(FBehaviour
);
4310 // Ãîòîâíîñòü ê âûñòðåëó:
4315 Mem
.ReadInt(FSleep
);
4316 // Îçâó÷èâàòü ëè áîëü:
4317 Mem
.ReadBoolean(FPainSound
);
4318 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4319 Mem
.ReadBoolean(FWaitAttackAnim
);
4320 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4321 Mem
.ReadBoolean(FChainFire
);
4322 // Ïîäëåæèò ëè ðåñïàâíó
4323 Mem
.ReadBoolean(FNoRespawn
);
4327 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4328 Mem
.ReadInt(FStartID
);
4329 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4330 Mem
.ReadInt(FSpawnTrigger
);
4332 Obj_LoadState(@FObj
, Mem
);
4333 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4334 Mem
.ReadBoolean(anim
);
4335 // Åñëè åñòü - çàãðóæàåì:
4338 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4339 vilefire
.LoadState(Mem
);
4342 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4344 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4345 Mem
.ReadBoolean(anim
);
4346 // Åñëè åñòü - çàãðóæàåì:
4349 Assert(FAnim
[i
, D_LEFT
] <> nil,
4350 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4351 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4353 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4354 Mem
.ReadBoolean(anim
);
4355 // Åñëè åñòü - çàãðóæàåì:
4358 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4359 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4360 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4365 procedure TMonster
.ActivateTriggers();
4369 if FDieTriggers
<> nil then
4370 for a
:= 0 to High(FDieTriggers
) do
4371 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4372 if FSpawnTrigger
> -1 then
4374 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4375 FSpawnTrigger
:= -1;
4379 procedure TMonster
.AddTrigger(t
: Integer);
4381 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4382 FDieTriggers
[High(FDieTriggers
)] := t
;
4385 procedure TMonster
.ClearTriggers();
4387 SetLength(FDieTriggers
, 0);
4390 procedure TMonster
.CatchFire(Attacker
: Word);
4393 FFireAttacker
:= Attacker
;
4394 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_MonsterState(FUID
);
4397 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4402 if (Random(10) = 1) and (Times
= 1) then
4405 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4407 for i
:= 1 to Times
do
4409 Anim
:= TAnimation
.Create(id
, False, 3);
4411 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4412 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4419 // ////////////////////////////////////////////////////////////////////////// //
4420 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4425 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4426 for idx
:= 0 to High(gMonsters
) do
4428 if (gMonsters
[idx
] <> nil) then
4430 result
:= cb(idx
, gMonsters
[idx
]);
4431 if result
then exit
;
4437 // throws on invalid uid
4438 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4440 result
:= g_Mons_ByIdx_NC(uid
);
4441 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4446 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4448 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4449 result
:= gMonsters
[uid
];
4453 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4455 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4457 result
:= (mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
));
4464 if (width
< 1) or (height
< 1) then exit
;
4466 if gmon_debug_use_sqaccel
then
4468 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4472 for idx
:= 0 to High(gMonsters
) do
4474 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4476 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4487 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4489 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4492 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
.arrIdx
, mon
);
4499 if (width
< 1) or (height
< 1) then exit
;
4501 if gmon_debug_use_sqaccel
then
4503 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4507 for idx
:= 0 to High(gMonsters
) do
4509 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4511 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4513 result
:= cb(idx
, gMonsters
[idx
]);
4514 if result
then exit
;
4522 function g_Mons_ForEachAtAlive (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4524 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4527 if mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
.arrIdx
, mon
);
4534 if (width
< 1) or (height
< 1) then exit
;
4536 if gmon_debug_use_sqaccel
then
4538 if (width
= 1) and (height
= 1) then
4540 result
:= (monsTree
.pointQuery(x
, y
, monsCollCheck
) <> nil);
4544 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4549 for idx
:= 0 to High(gMonsters
) do
4551 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4553 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4555 result
:= cb(idx
, gMonsters
[idx
]);
4556 if result
then exit
;