6 g_basic
, e_graphics
, g_phys
, g_textures
,
7 g_saveload
, BinEditor
, g_panel
;
31 TMonster
= Class (TObject
)
35 FDirection
: TDirection
;
36 FStartDirection
: TDirection
;
37 FStartX
, FStartY
: Integer;
43 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
51 FWaitAttackAnim
: Boolean;
64 FDieTriggers
: Array of Integer;
65 FSpawnTrigger
: Integer;
68 function findNewPrey(): Boolean;
69 procedure ActivateTriggers();
74 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
75 destructor Destroy(); override;
76 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
77 function Collide(Panel
: TPanel
): Boolean; overload
;
78 function Collide(X
, Y
: Integer): Boolean; overload
;
79 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
80 function Live(): Boolean;
81 procedure SetHealth(aH
: Integer);
82 procedure Push(vx
, vy
: Integer);
83 function Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
84 function Heal(Value
: Word): Boolean;
87 procedure ClientUpdate();
88 procedure ClientAttack(wx
, wy
, tx
, ty
: Integer);
89 procedure SetDeadAnim
;
92 procedure WakeUpSound();
94 procedure PainSound();
95 procedure ActionSound();
96 procedure AddTrigger(t
: Integer);
97 procedure ClearTriggers();
99 procedure SaveState(var Mem
: TBinMemoryWriter
);
100 procedure LoadState(var Mem
: TBinMemoryReader
);
101 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
102 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
103 procedure MakeBloodSimple(Count
: Word);
104 procedure RevertAnim(R
: Boolean = True);
105 function AnimIsReverse
: Boolean;
106 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
107 function kick(o
: PObj
): Boolean;
109 property MonsterType
: Byte read FMonsterType
;
110 property MonsterHealth
: Integer read FHealth write FHealth
;
111 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
112 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
113 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
114 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
115 property MonsterSleep
: Integer read FSleep write FSleep
;
116 property MonsterState
: Byte read FState write FState
;
117 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
118 property MonsterPain
: Integer read FPain write FPain
;
119 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
121 property Obj
: TObj read FObj
;
122 property UID
: Word read FUID write FUID
;
123 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
125 property GameX
: Integer read FObj
.X write FObj
.X
;
126 property GameY
: Integer read FObj
.Y write FObj
.Y
;
127 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
128 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
129 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
130 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
131 property GameDirection
: TDirection read FDirection write FDirection
;
133 property StartID
: Integer read FStartID
;
136 procedure g_Monsters_LoadData();
137 procedure g_Monsters_FreeData();
138 procedure g_Monsters_Init();
139 procedure g_Monsters_Free();
140 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
141 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
142 procedure g_Monsters_Update();
143 procedure g_Monsters_Draw();
144 procedure g_Monsters_DrawHealth();
145 function g_Monsters_Get(UID
: Word): TMonster
;
146 procedure g_Monsters_killedp();
147 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
148 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
149 function g_Monsters_GetIDByName(name
: String): Integer;
150 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
151 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
154 gMonsters
: array of TMonster
;
159 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
160 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
161 g_console
, g_map
, Math
, SysUtils
, g_menu
, WADEDITOR
,
162 g_language
, g_netmsg
;
186 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
188 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
189 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
193 end = ((name
: 'SLEEP'; loop
: True),
194 (name
: 'GO'; loop
: True),
195 (name
: 'DIE'; loop
: False),
196 (name
: 'MESS'; loop
: False),
197 (name
: 'ATTACK'; loop
: False),
198 (name
: 'ATTACK2'; loop
: False),
199 (name
: 'PAIN'; loop
: False));
201 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
202 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
212 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
213 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
215 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
216 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
218 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
219 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
221 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
222 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
224 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
225 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
227 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
228 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
230 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
231 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
233 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
234 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
236 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
237 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
239 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
240 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
242 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
243 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
245 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
246 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
248 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
249 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
251 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
252 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
254 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
255 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
257 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
258 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
260 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
261 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
263 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
264 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
266 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
267 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
269 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
270 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
272 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
273 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
276 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
277 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
278 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
279 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
280 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
281 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
282 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));
283 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))),
285 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
286 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));
287 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))),
289 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
290 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));
291 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))),
293 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
294 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));
295 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))),
297 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 0, 3); //CYBER
298 AnimDeltaRight
: ((X
: 2; Y
: -6), (X
: 2; Y
: -6), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
: 25; Y
: -6), (X
: 25; Y
: -6), (X
: -2; Y
: -6));
299 AnimDeltaLeft
: ((X
: 3; Y
: -3), (X
: 3; Y
: -3), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
:-26; Y
: -3), (X
:-26; Y
: -3), (X
: 1; Y
: -3))),
301 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
302 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));
303 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))),
305 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
306 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));
307 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))),
309 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
310 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));
311 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))),
313 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
314 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));
315 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))),
317 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
318 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));
319 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))),
321 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
322 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));
323 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))),
325 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
326 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));
327 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))),
329 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
330 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));
331 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))),
333 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
334 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));
335 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))),
337 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
338 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));
339 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))),
341 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
342 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));
343 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))),
345 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
346 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));
347 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 ))),
349 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
350 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));
351 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))),
353 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
354 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));
355 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))),
357 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
358 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));
359 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))) );
361 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
362 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
369 soulcount
: Integer = 0;
371 function FindMonster(): DWORD
;
375 if gMonsters
<> nil then
376 for i
:= 0 to High(gMonsters
) do
377 if gMonsters
[i
] = nil then
383 if gMonsters
= nil then
385 SetLength(gMonsters
, 32);
390 Result
:= High(gMonsters
) + 1;
391 SetLength(gMonsters
, Length(gMonsters
) + 32);
395 function IsFriend(a
, b
: Byte): Boolean;
399 // Áî÷êà - âñåì äðóã:
400 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
403 // Ìîíñòðû îäíîãî âèäà:
406 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
407 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
408 Exit
; // Ýòè íå áüþò ñâîèõ
411 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
412 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
414 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
415 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
418 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
422 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
425 UIDType
, MonsterType
: Byte;
430 UIDType
:= g_GetUIDType(SpawnerUID
);
431 if UIDType
= UID_MONSTER
then
433 m
:= g_Monsters_Get(SpawnerUID
);
434 if m
= nil then Exit
;
435 MonsterType
:= m
.FMonsterType
;
439 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
440 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
442 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
443 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
444 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
446 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
447 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
451 function canShoot(m
: Byte): Boolean;
456 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
463 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
469 // Åñëè íóæíà âåðîÿòíîñòü:
470 if not immediately
then
471 if Random(8) <> 0 then
474 if gMonsters
= nil then
477 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
478 for a
:= 0 to High(gMonsters
) do
479 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) then
480 if g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
481 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
482 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
483 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
484 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
492 procedure g_Monsters_LoadData();
494 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
496 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
497 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
498 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
499 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
500 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
501 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
502 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
503 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
504 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
505 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
506 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
507 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
508 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
509 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
510 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
511 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
512 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
513 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
517 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
524 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
531 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
538 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
545 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
552 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
559 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
566 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
573 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
580 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
587 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
594 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
601 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
608 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
615 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
622 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
629 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
636 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
647 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
649 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
651 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
652 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
653 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
654 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
655 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
656 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
657 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
658 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
659 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
660 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
661 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
663 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
664 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
665 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
667 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
668 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
669 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
670 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
671 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
672 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
674 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
675 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
676 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
677 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
678 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
680 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
681 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
683 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
684 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
685 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
686 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
688 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
689 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
690 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
691 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
692 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
694 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
695 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
696 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
697 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
698 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
700 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
701 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
702 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
703 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
705 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
706 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
707 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
709 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
710 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
712 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
713 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
715 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
716 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
717 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
719 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
720 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
722 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
723 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
724 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
726 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
729 procedure g_Monsters_FreeData();
731 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
733 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
734 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
735 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
736 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
737 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
738 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
739 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
740 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
741 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
742 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
743 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
744 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
745 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
746 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
747 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
748 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
749 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
750 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
751 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
752 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
753 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
754 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
755 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
756 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
757 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
758 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
759 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
760 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
761 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
762 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
763 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
764 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
765 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
766 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
767 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
768 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
769 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
770 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
771 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
772 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
773 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
774 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
775 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
776 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
777 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
778 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
779 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
780 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
781 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
782 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
783 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
784 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
785 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
786 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
787 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
788 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
789 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
790 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
791 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
792 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
793 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
794 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
795 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
796 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
797 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
798 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
799 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
800 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
801 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
802 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
803 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
804 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
805 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
806 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
807 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
808 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
809 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
813 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
815 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
816 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
817 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
818 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
819 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
820 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
821 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
822 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
823 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
824 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
825 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
826 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
827 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
828 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
829 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
830 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
831 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
832 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
833 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
834 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
835 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
836 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
837 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
838 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
839 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
840 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
841 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
842 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
843 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
844 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
845 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
846 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
847 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
848 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
849 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
850 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
851 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
852 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
853 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
854 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
855 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
856 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
857 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
858 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
860 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
863 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
865 g_Sound_Delete('SOUND_MONSTER_PAIN');
866 g_Sound_Delete('SOUND_MONSTER_PAIN2');
867 g_Sound_Delete('SOUND_MONSTER_ACTION');
868 g_Sound_Delete('SOUND_MONSTER_ACTION2');
869 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
870 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
871 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
872 g_Sound_Delete('SOUND_MONSTER_DIE_1');
873 g_Sound_Delete('SOUND_MONSTER_DIE_2');
874 g_Sound_Delete('SOUND_MONSTER_DIE_3');
875 g_Sound_Delete('SOUND_MONSTER_SLOP');
877 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
878 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
879 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
881 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
882 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
883 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
884 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
885 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
886 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
888 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
889 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
890 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
891 g_Sound_Delete('SOUND_MONSTER_HAHA');
892 g_Sound_Delete('SOUND_MONSTER_TRUP');
894 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
895 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
897 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
898 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
899 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
900 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
902 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
903 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
904 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
905 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
906 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
908 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
909 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
910 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
911 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
912 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
914 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
915 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
916 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
917 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
919 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
920 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
921 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
923 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
924 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
926 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
927 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
929 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
930 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
931 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
933 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
934 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
936 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
937 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
938 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
940 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
943 procedure g_Monsters_Init();
948 procedure g_Monsters_Free();
952 if gMonsters
<> nil then
953 for a
:= 0 to High(gMonsters
) do
959 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
960 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
966 // Íåò òàêîãî ìîíñòðà:
967 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then
970 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
971 if MonsterType
= MONSTER_SOUL
then
972 if soulcount
> MAX_SOUL
then
975 soulcount
:= soulcount
+ 1;
977 find_id
:= FindMonster();
979 gMonsters
[find_id
] := TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
981 // Íàñòðàèâàåì ïîëîæåíèå:
982 with gMonsters
[find_id
] do
986 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
987 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
991 FObj
.X
:= X
-FObj
.Rect
.X
;
992 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
995 FDirection
:= Direction
;
996 FStartDirection
:= Direction
;
1004 procedure g_Monsters_killedp();
1008 if gMonsters
= nil then
1011 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1012 h
:= High(gMonsters
);
1014 if (gMonsters
[a
] <> nil) then
1015 with gMonsters
[a
] do
1016 if (FMonsterType
= MONSTER_MAN
) and
1017 (FState
<> STATE_DEAD
) and
1018 (FState
<> STATE_SLEEP
) and
1019 (FState
<> STATE_DIE
) then
1021 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1026 procedure g_Monsters_Update();
1031 if gTime
mod (GAME_TICK
*2) = 0 then
1035 if Abs(pt_x
) > 246 then
1037 if Abs(pt_y
) > 100 then
1041 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1043 if gMonsters
<> nil then
1044 for a
:= 0 to High(gMonsters
) do
1045 if (gMonsters
[a
] <> nil) then
1046 if not gMonsters
[a
].FRemoved
then
1048 if g_Game_IsClient
then
1049 gMonsters
[a
].ClientUpdate()
1051 gMonsters
[a
].Update();
1055 gMonsters
[a
].Free();
1056 gMonsters
[a
] := nil;
1062 procedure g_Monsters_Draw();
1066 if gMonsters
<> nil then
1067 for a
:= 0 to High(gMonsters
) do
1068 if gMonsters
[a
] <> nil then
1069 gMonsters
[a
].Draw();
1072 procedure g_Monsters_DrawHealth();
1077 if gMonsters
= nil then Exit
;
1078 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1080 for a
:= 0 to High(gMonsters
) do
1081 if gMonsters
[a
] <> nil then
1083 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1084 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1085 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1089 function g_Monsters_Get(UID
: Word): TMonster
;
1095 if gMonsters
<> nil then
1096 for a
:= 0 to High(gMonsters
) do
1097 if (gMonsters
[a
] <> nil) and
1098 (gMonsters
[a
].FUID
= UID
) then
1100 Result
:= gMonsters
[a
];
1105 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1110 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1112 if gMonsters
<> nil then
1113 for i
:= 0 to High(gMonsters
) do
1114 if gMonsters
[i
] <> nil then
1115 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1118 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1120 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1122 Mem
.WriteInt(pt_xs
);
1124 Mem
.WriteInt(pt_ys
);
1126 // Êîëè÷åñòâî ìîíñòðîâ:
1127 Mem
.WriteInt(count
);
1132 // Ñîõðàíÿåì ìîíñòðîâ:
1133 for i
:= 0 to High(gMonsters
) do
1134 if gMonsters
[i
] <> nil then
1135 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1138 b
:= gMonsters
[i
].MonsterType
;
1140 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1141 gMonsters
[i
].SaveState(Mem
);
1145 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1147 count
, i
, a
: Integer;
1155 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1161 // Êîëè÷åñòâî ìîíñòðîâ:
1167 // Çàãðóæàåì ìîíñòðîâ:
1168 for a
:= 0 to count
-1 do
1173 i
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1176 raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1178 // Çàãðóæàåì äàííûå ìîíñòðà:
1179 gMonsters
[i
].LoadState(Mem
);
1183 function g_Monsters_GetIDByName(name
: String): Integer;
1187 name
:= UpperCase(name
);
1189 while (i
<= MONSTER_MAN
) do
1191 if name
= MONSTERTABLE
[i
].Name
then
1202 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1204 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1205 Result
:= MONSTERTABLE
[MonsterType
].Name
;
1208 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1210 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1211 Result
:= KilledByMonster
[MonsterType
]
1216 { T M o n s t e r : }
1218 procedure TMonster
.ActionSound();
1220 case FMonsterType
of
1222 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1223 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1225 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1226 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1227 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1229 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1231 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1233 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1235 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1239 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1243 procedure TMonster
.PainSound();
1250 case FMonsterType
of
1251 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1252 MONSTER_SKEL
, MONSTER_CGUN
:
1253 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1254 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1255 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1257 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1259 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1261 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1263 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1265 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1269 procedure TMonster
.DieSound();
1271 case FMonsterType
of
1274 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1275 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1277 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1279 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1280 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1281 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1284 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1286 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1288 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1290 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1292 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1294 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1296 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1298 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1300 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1302 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1304 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1306 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1308 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1310 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1314 procedure TMonster
.WakeUpSound();
1316 case FMonsterType
of
1319 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1320 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1322 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1324 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1325 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1326 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1329 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1331 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1333 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1335 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1337 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1339 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1341 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1343 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1345 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1347 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1349 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1351 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1357 procedure TMonster
.BFGHit();
1359 if FMonsterType
= MONSTER_FISH
then
1362 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1363 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1364 {if g_Game_IsServer and g_Game_IsNet then
1365 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1366 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1370 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1372 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1380 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1382 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1387 Panel
.Width
, Panel
.Height
);
1390 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1392 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1393 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1394 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1395 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1398 procedure TMonster
.Respawn
;
1404 FDirection
:= FStartDirection
;
1407 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1408 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1413 FDieTriggers
:= nil;
1414 FWaitAttackAnim
:= False;
1415 FChainFire
:= False;
1418 FState
:= STATE_SLEEP
;
1419 FCurAnim
:= ANIM_SLEEP
;
1421 if g_Game_IsNet
and g_Game_IsServer
then
1423 MH_SEND_MonsterPos(FUID
);
1424 MH_SEND_MonsterState(FUID
);
1428 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1435 if ForcedUID
< 0 then
1436 FUID
:= g_CreateUID(UID_MONSTER
)
1440 FMonsterType
:= MonsterType
;
1444 FState
:= STATE_SLEEP
;
1445 FCurAnim
:= ANIM_SLEEP
;
1446 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1447 FMaxHealth
:= FHealth
;
1448 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1449 FDieTriggers
:= nil;
1450 FSpawnTrigger
:= -1;
1451 FWaitAttackAnim
:= False;
1452 FChainFire
:= False;
1454 FNoRespawn
:= False;
1456 FBehaviour
:= BH_NORMAL
;
1458 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1459 FBloodKind
:= BLOOD_SPARKS
1461 FBloodKind
:= BLOOD_NORMAL
;
1462 if FMonsterType
= MONSTER_CACO
then
1468 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1481 SetLength(FAnim
, Length(ANIMTABLE
));
1483 for a
:= 0 to High(FAnim
) do
1485 FAnim
[a
, D_LEFT
] := nil;
1486 FAnim
[a
, D_RIGHT
] := nil;
1489 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1490 if (ANIMTABLE
[a
].name
<> '') and
1491 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1493 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1494 '_'+ANIMTABLE
[a
].name
;
1496 res
:= g_Frames_Exists(s
);
1499 res
:= g_Frames_Get(FramesID
, s
);
1501 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1504 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1505 if a
<> ANIM_MESS
then
1508 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1509 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1511 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1512 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1513 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1514 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1519 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1520 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1522 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1523 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1525 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1526 '_'+ANIMTABLE
[a
].name
+'_L';
1527 if g_Frames_Exists(s
) then
1528 g_Frames_Get(FramesID
, s
);
1531 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1532 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1535 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1536 if MonsterType
= MONSTER_VILE
then
1538 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1539 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1545 function TMonster
.Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1552 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1553 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1556 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1557 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1560 if Random(2) = 0 then
1561 FDirection
:= D_RIGHT
1563 FDirection
:= D_LEFT
;
1565 SetState(STATE_RUN
);
1569 // Ëîâóøêà óáèâàåò ñðàçó:
1570 if t
= HIT_TRAP
then
1573 // Ðîáîòó óðîíà íåò:
1574 if FMonsterType
= MONSTER_ROBO
then
1578 if g_Game_IsServer
then Dec(FHealth
, Damage
);
1580 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1583 FPain
:= FPain
+Damage
;
1585 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1586 if FState
<> STATE_PAIN
then
1587 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1588 (FMonsterType
<> MONSTER_BARREL
) then
1589 SetState(STATE_PAIN
);
1591 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1592 if (gBloodCount
> 0) then
1594 c
:= Min(Damage
, 200);
1595 c
:= c
*gBloodCount
- (Damage
div 4) + Random(c
div 2);
1597 if (VelX
= 0) and (VelY
= 0) then
1601 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1602 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1606 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1607 if (SpawnerUID
<> FUID
) and
1608 (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1610 FTargetUID
:= SpawnerUID
;
1614 // Çäîðîâüå çàêîí÷èëîñü:
1615 if FHealth
<= 0 then
1617 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1618 if (FMonsterType
<> MONSTER_BARREL
) then
1620 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1622 p
:= g_Player_Get(SpawnerUID
);
1623 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1625 p
.MonsterKills
:= p
.MonsterKills
+1;
1626 if gGameSettings
.GameMode
= GM_COOP
then
1627 p
.Frags
:= p
.Frags
+ 1;
1628 // Uncomment this if you want to double-kill monsters
1632 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1634 Inc(gCoopMonstersKilled
);
1635 if g_Game_IsNet
then
1641 case FMonsterType
of
1642 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1643 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1644 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1645 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1652 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1653 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1655 g_Obj_Push(@gItems
[it
].Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
1656 (FObj
.Vel
.Y
div 2)-Random(4));
1657 if g_Game_IsServer
and g_Game_IsNet
then
1658 MH_SEND_ItemSpawn(True, it
);
1661 // Òðóï äàëüøå íå èäåò:
1664 // Ó òðóïà ðàçìåðû ìåíüøå:
1665 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1667 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1668 FObj
.Rect
.Height
:= 12;
1671 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1672 if (FHealth
<= -30) and
1673 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1674 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1675 (FMonsterType
= MONSTER_MAN
)) then
1677 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1678 SetState(STATE_DIE
, ANIM_MESS
);
1683 SetState(STATE_DIE
);
1686 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1687 if g_Game_IsServer
then ActivateTriggers();
1692 if FState
= STATE_SLEEP
then
1693 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1694 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1698 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1702 function TMonster
.Heal(Value
: Word): Boolean;
1705 if g_Game_IsClient
then
1710 if FHealth
< FMaxHealth
then
1712 IncMax(FHealth
, Value
, FMaxHealth
);
1713 if g_Game_IsServer
and g_Game_IsNet
then
1714 MH_SEND_MonsterState(FUID
);
1719 destructor TMonster
.Destroy();
1723 for a
:= 0 to High(FAnim
) do
1725 FAnim
[a
, D_LEFT
].Free();
1726 FAnim
[a
, D_RIGHT
].Free();
1731 inherited Destroy();
1734 procedure TMonster
.Draw();
1740 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1741 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1743 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1744 if FMonsterType
= MONSTER_VILE
then
1745 if FState
= STATE_SHOOT
then
1746 if GetPos(FTargetUID
, @o
) then
1747 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1748 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1750 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1751 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1752 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1755 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1756 if FState
= STATE_DEAD
then
1757 case FMonsterType
of
1758 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1761 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1762 if FAnim
[FCurAnim
, FDirection
] <> nil then
1764 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1765 if (FDirection
= D_LEFT
) and
1766 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1767 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1768 (FMonsterType
<> MONSTER_BARREL
) then
1773 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1774 if (FDirection
= D_LEFT
) and
1775 (FMonsterType
<> MONSTER_BARREL
) then
1777 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1778 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1780 if m
= M_HORIZONTAL
then
1781 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1782 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1783 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1784 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1785 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1786 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1788 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1791 else // Ïðàâàÿ àíèìàöèÿ
1793 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1794 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1798 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1801 if g_debug_Frames
then
1803 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1805 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1806 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1811 procedure TMonster
.MakeBloodSimple(Count
: Word);
1813 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1814 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1815 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
1816 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1817 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
1818 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1819 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
1820 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1823 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
1825 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1826 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1827 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
1828 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1831 procedure TMonster
.Push(vx
, vy
: Integer);
1833 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
1834 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
1835 if g_Game_IsServer
and g_Game_IsNet
then
1836 MH_SEND_MonsterPos(FUID
);
1839 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
1843 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1844 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1845 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
1846 soulcount
:= soulcount
-1;
1848 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1850 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
1851 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
1852 (State
<> STATE_GO
) then
1859 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
1861 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1863 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
1864 STATE_PAIN
: Anim
:= ANIM_PAIN
;
1865 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
1866 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
1867 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
1868 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
1869 STATE_DIE
: Anim
:= ANIM_DIE
;
1871 begin // íà÷àëè âîñðåøàòüñÿ
1873 FAnim
[Anim
, FDirection
].Revert(True);
1875 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1876 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1883 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1884 if ForceAnim
<> 255 then
1887 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1888 if FCurAnim
<> Anim
then
1889 if FAnim
[Anim
, FDirection
] <> nil then
1891 FAnim
[Anim
, FDirection
].Reset();
1896 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
1903 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1904 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
1906 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
1907 if g_Game_IsServer
and g_Game_IsNet
then
1908 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
1914 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1917 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
1918 TA
:= TAnimation
.Create(FramesID
, False, 6);
1919 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
1920 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1921 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1923 if g_Game_IsServer
and g_Game_IsNet
then
1924 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1925 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
1929 FObj
.X
:= X
- FObj
.Rect
.X
;
1930 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
1933 FDirection
:= D_LEFT
1936 FDirection
:= D_RIGHT
1940 if FDirection
= D_RIGHT
then
1941 FDirection
:= D_LEFT
1943 FDirection
:= D_RIGHT
;
1946 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1947 if not silent
and (TA
<> nil) then
1949 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1950 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1953 if g_Game_IsServer
and g_Game_IsNet
then
1954 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1955 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
1959 if g_Game_IsServer
and g_Game_IsNet
then
1960 MH_SEND_MonsterPos(FUID
);
1964 procedure TMonster
.Update();
1966 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
1975 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
1976 if FMonsterType
= MONSTER_FISH
then
1977 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
1978 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
1981 // Ëåòàþùèå ìîíòñðû:
1982 if ((FMonsterType
= MONSTER_SOUL
) or
1983 (FMonsterType
= MONSTER_PAIN
) or
1984 (FMonsterType
= MONSTER_CACO
)) and
1985 (FState
<> STATE_DIE
) and
1986 (FState
<> STATE_DEAD
) then
1989 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
1990 if gTime
mod (GAME_TICK
*2) <> 0 then
1992 g_Obj_Move(@FObj
, fall
, True, True);
1996 FPainSound
:= False;
1999 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2001 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2002 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2003 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2006 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2008 Inc(gCoopMonstersKilled
);
2009 if g_Game_IsNet
then
2016 oldvelx
:= FObj
.Vel
.X
;
2018 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2019 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2020 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2022 // Ìåðòâûé íè÷åãî íå äåëàåò:
2023 if (FState
= STATE_DEAD
) then
2026 // AI ìîíñòðîâ âûêëþ÷åí:
2027 if g_debug_MonsterOff
then
2030 if FState
<> STATE_SLEEP
then
2031 SetState(STATE_SLEEP
);
2034 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2035 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2036 case FMonsterType
of
2038 if Random(4) = 0 then
2039 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2040 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2041 MONSTER_ROBO
, MONSTER_BARREL
:
2042 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2043 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2045 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2046 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2047 if Random(2) = 0 then
2048 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2050 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2054 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2055 if FMonsterType
= MONSTER_BARREL
then
2057 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2058 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2059 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2060 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2064 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2065 if FMonsterType
= MONSTER_SOUL
then
2066 if WordBool(st
and MOVE_HITAIR
) then
2067 g_Obj_SetSpeed(@FObj
, 16);
2072 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2073 if FObj
.Vel
.Y
< 0 then
2074 if WordBool(st
and MOVE_INWATER
) then
2077 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2078 FTargetTime
:= FTargetTime
+ 1;
2081 if FShellTimer
> -1 then
2082 if FShellTimer
= 0 then
2084 if FShellType
= SHELL_SHELL
then
2085 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2086 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2087 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2088 else if FShellType
= SHELL_DBLSHELL
then
2090 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2091 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2092 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2093 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2094 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2095 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2098 end else Dec(FShellTimer
);
2100 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2102 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2103 STATE_ATTACK
, STATE_SHOOT
]) then
2104 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2105 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2106 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2107 (FObj
.Accel
.Y
= 0) then
2108 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2111 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2113 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2114 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2116 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2117 if gSoundEffectsDF
then PainSound();
2120 // Ñíèæàåì áîëü ñî âðåìåíåì:
2123 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2124 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2132 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2135 FSleep
:= FSleep
+ 1;
2137 // Ïðîñïàëè äîñòàòî÷íî:
2138 if FSleep
>= 18 then
2143 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2144 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2145 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2146 if (gPlayers
<> nil) then
2147 for a
:= 0 to High(gPlayers
) do
2148 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2149 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2151 if g_Look(@FObj
, @Obj
, FDirection
) then
2153 FTargetUID
:= gPlayers
[a
].UID
;
2160 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2161 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2162 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2163 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2164 if gMonsters
<> nil then
2165 for a
:= 0 to High(gMonsters
) do
2166 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2167 (gMonsters
[a
].FUID
<> FUID
) then
2169 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2170 if (FBehaviour
= BH_MANIAC
) and
2171 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2173 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2174 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2175 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2177 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2178 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2180 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2182 FTargetUID
:= gMonsters
[a
].UID
;
2191 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2194 FSleep
:= FSleep
- 1;
2196 // Âûæäàëè äîñòàòî÷íî - èäåì:
2201 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2203 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2204 if WordBool(st
and MOVE_BLOCK
) then
2208 SetState(STATE_RUNOUT
);
2213 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2214 if (FMonsterType
= MONSTER_VILE
) then
2215 if isCorpse(@FObj
, False) <> -1 then
2218 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2223 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2224 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2225 if not findNewPrey() then
2226 begin // Íîâûõ öåëåé íåò
2234 o
.Rect
:= _Rect(0, 0, 0, 1);
2236 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2237 GetPos(FTargetUID
, @o
);
2239 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2240 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2247 // Ðàññòîÿíèå äî öåëè:
2248 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2249 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2251 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2253 FDirection
:= D_RIGHT
2255 FDirection
:= D_LEFT
;
2257 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2258 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2259 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2260 if shoot(@o
, False) then
2263 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2264 if Abs(sx
) < 40 then
2265 if FMonsterType
<> MONSTER_FISH
then
2268 SetState(STATE_RUN
);
2269 if Random(2) = 0 then
2270 FDirection
:= D_LEFT
2272 FDirection
:= D_RIGHT
;
2277 // Óïåðëèñü â ñòåíó:
2278 if WordBool(st
and MOVE_HITWALL
) then
2280 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2281 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2282 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2284 SetState(STATE_WAIT
);
2289 case FMonsterType
of
2290 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2292 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2293 (FObj
.Accel
.Y
= 0) then
2294 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2295 // Ïðûæîê ÷åðåç ñòåíó:
2296 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2297 SetState(STATE_CLIMB
);
2304 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2305 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2306 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2308 if FMonsterType
= MONSTER_FISH
then
2310 if not WordBool(st
and MOVE_INWATER
) then
2311 begin // Ðûáà âíå âîäû:
2312 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2313 begin // "Ñòîèò" òâåðäî
2314 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2315 if FObj
.Accel
.Y
= 0 then
2317 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2321 SetState(STATE_PAIN
);
2322 FPain
:= FPain
+ 50;
2326 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2328 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2332 // Ðûáà ïëûâåò ââåðõ:
2333 if FObj
.Vel
.Y
< 0 then
2334 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2336 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2338 // Ïëàâàåì òóäà-ñþäà:
2339 if Random(2) = 0 then
2340 FDirection
:= D_LEFT
2342 FDirection
:= D_RIGHT
;
2344 SetState(STATE_RUN
);
2348 else // Ëåòàþùèå ìîíñòðû
2350 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2352 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2357 else // "Íàçåìíûå" ìîíñòðû
2359 // Âîçìîæíî, ïèíàåì êóñêè:
2360 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2362 b
:= Abs(FObj
.Vel
.X
);
2363 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2364 for a
:= 0 to High(gGibs
) do
2365 if gGibs
[a
].Live
and
2366 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2367 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2369 if FObj
.Vel
.X
< 0 then
2370 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
2372 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2374 // Áîññû ìîãóò ïèíàòü òðóïû:
2375 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2376 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2378 b
:= Abs(FObj
.Vel
.X
);
2379 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2380 for a
:= 0 to High(gCorpses
) do
2381 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2383 co
:= gCorpses
[a
].Obj
;
2384 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2385 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2387 if FObj
.Vel
.X
< 0 then
2388 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2390 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2393 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2395 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2397 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2398 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2401 FSleep
:= FSleep
+ 1;
2407 if Random(8) = 0 then
2411 // Áåæèì â âûáðàííóþ ñòîðîíó:
2412 if FDirection
= D_RIGHT
then
2413 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2415 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2417 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2418 if WordBool(st
and MOVE_INWATER
) then
2419 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2420 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2421 if FMonsterType
= MONSTER_FISH
then
2425 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2427 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2428 if WordBool(st
and MOVE_BLOCK
) then
2432 SetState(STATE_RUNOUT
);
2437 FSleep
:= FSleep
- 1;
2439 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2440 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2444 // Ñòåíà - èäåì îáðàòíî:
2445 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2448 if Random(8) = 0 then
2452 // Áåæèì â âûáðàííóþ ñòîðîíó:
2453 if FDirection
= D_RIGHT
then
2454 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2456 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2458 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2459 if WordBool(st
and MOVE_INWATER
) then
2460 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2461 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2462 if FMonsterType
= MONSTER_FISH
then
2466 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2468 // Âûøëè èç ÁëîêÌîíà:
2469 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2472 FSleep
:= FSleep
- 1;
2474 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2475 if FSleep
<= -18 then
2479 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2480 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2483 if Random(8) = 0 then
2487 // Áåæèì â âûáðàííóþ ñòîðîíó:
2488 if FDirection
= D_RIGHT
then
2489 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2491 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2493 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2494 if WordBool(st
and MOVE_INWATER
) then
2495 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2496 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2497 if FMonsterType
= MONSTER_FISH
then
2501 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2503 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2504 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2505 (not WordBool(st
and MOVE_HITWALL
)) then
2510 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2511 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2515 SetState(STATE_RUN
);
2519 // Áåæèì â âûáðàííóþ ñòîðîíó:
2520 if FDirection
= D_RIGHT
then
2521 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2523 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2525 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2526 if WordBool(st
and MOVE_INWATER
) then
2527 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2528 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2529 if FMonsterType
= MONSTER_FISH
then
2533 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2534 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2536 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2537 if FMonsterType
= MONSTER_SOUL
then
2539 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2545 // Çàìåäëÿåìñÿ ïðè àòàêå:
2546 if FMonsterType
<> MONSTER_FISH
then
2547 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2549 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2550 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2552 // Öåëü ïîãèáëà => èäåì äàëüøå:
2553 if not GetPos(FTargetUID
, @o
) then
2560 // Öåëü íå âèäíî => èäåì äàëüøå:
2561 if not g_Look(@FObj
, @o
, FDirection
) then
2568 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2569 if g_Obj_CollideWater(@o
, 0, 0) then
2577 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2578 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2579 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2582 end; // case FState of ...
2586 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2587 if FState
= STATE_REVIVE
then
2588 if FAnim
[FCurAnim
, FDirection
].Played
then
2589 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2590 FAnim
[FCurAnim
, FDirection
].Revert(False);
2594 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2595 if vilefire
<> nil then
2598 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2599 if (FState
= STATE_DIE
) and
2600 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2601 (FAnim
[FCurAnim
, FDirection
].Played
) then
2604 SetState(STATE_DEAD
);
2606 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2607 if (FMonsterType
= MONSTER_PAIN
) then
2609 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2610 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2613 gMonsters
[sx
].SetState(STATE_GO
);
2614 gMonsters
[sx
].FNoRespawn
:= True;
2615 Inc(gTotalMonsters
);
2616 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2619 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2620 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2623 gMonsters
[sx
].SetState(STATE_GO
);
2624 gMonsters
[sx
].FNoRespawn
:= True;
2625 Inc(gTotalMonsters
);
2626 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2629 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2630 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2633 gMonsters
[sx
].SetState(STATE_GO
);
2634 gMonsters
[sx
].FNoRespawn
:= True;
2635 Inc(gTotalMonsters
);
2636 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2638 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2641 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2642 if (FMonsterType
= MONSTER_PAIN
) or
2643 (FMonsterType
= MONSTER_SOUL
) or
2644 (FMonsterType
= MONSTER_BARREL
) then
2648 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2649 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2650 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2651 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2652 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2653 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2654 if FState
= STATE_ATTACK
then
2655 begin // Ñîñòîÿíèå - Àòàêà
2656 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2657 if FMonsterType
<> MONSTER_SOUL
then
2660 else // Ñîñòîÿíèå - Ñòðåëüáà
2662 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2663 if not FChainFire
then
2666 begin // Íàäî ñòðåëÿòü åùå
2667 FChainFire
:= False;
2668 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2669 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2670 FAnim
[FCurAnim
, FDirection
].Reset();
2674 FWaitAttackAnim
:= False;
2677 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2678 if (FMonsterType
= MONSTER_SOUL
) or
2679 ( (not FWaitAttackAnim
) and
2680 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2681 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2683 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2684 if FState
= STATE_ATTACK
then
2685 begin // Ñîñòîÿíèå - Àòàêà
2686 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2687 if FMonsterType
= MONSTER_SOUL
then
2688 FAnim
[FCurAnim
, FDirection
].Reset();
2690 case FMonsterType
of
2691 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2692 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2693 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2694 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2695 if FMonsterType
= MONSTER_SOUL
then
2699 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2700 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2701 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2703 MONSTER_SKEL
, MONSTER_ROBO
:
2704 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2705 if FCurAnim
= ANIM_ATTACK2
then
2708 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*50;
2709 if g_Weapon_Hit(@o
, 50, FUID
, HIT_SOME
) <> 0 then
2710 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2714 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2715 if FCurAnim
= ANIM_ATTACK2
then
2717 sx
:= isCorpse(@FObj
, True);
2719 begin // Íàøëè, êîãî âîñêðåñèòü
2720 gMonsters
[sx
].SetState(STATE_REVIVE
);
2721 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2722 // Âîñêðåøàòü - ñåáå âðåäèòü:
2723 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2729 else // Ñîñòîÿíèå - Ñòðåëüáà
2731 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2732 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2734 if FDirection
= D_LEFT
then
2736 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2737 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2738 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2741 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2743 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2744 case FMonsterType
of
2746 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2749 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2750 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2751 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2755 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2756 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2758 FShellType
:= SHELL_SHELL
;
2762 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2764 FShellType
:= SHELL_DBLSHELL
;
2769 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2770 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2773 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2776 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2777 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2778 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2782 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2783 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2784 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
2787 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
2789 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
2791 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
2792 MONSTER_BARON
, MONSTER_KNIGHT
:
2793 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
2795 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
2797 begin // Ñîçäàåì Lost_Soul:
2798 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
2799 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
2802 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2803 gMonsters
[sx
].FTargetUID
:= FTargetUID
;
2804 GetPos(FTargetUID
, @o
);
2805 gMonsters
[sx
].FTargetTime
:= 0;
2806 gMonsters
[sx
].FNoRespawn
:= True;
2807 gMonsters
[sx
].SetState(STATE_GO
);
2808 gMonsters
[sx
].shoot(@o
, True);
2809 Inc(gTotalMonsters
);
2811 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2816 if FMonsterType
<> MONSTER_PAIN
then
2817 if g_Game_IsNet
then
2818 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
2820 // Ñêîðîñòðåëüíûå ìîíñòðû:
2821 if (FMonsterType
= MONSTER_CGUN
) or
2822 (FMonsterType
= MONSTER_SPIDER
) or
2823 (FMonsterType
= MONSTER_BSP
) or
2824 (FMonsterType
= MONSTER_MANCUB
) or
2825 (FMonsterType
= MONSTER_ROBO
) then
2826 if not GetPos(FTargetUID
, @o
) then
2827 // Öåëü ìåðòâà - èùåì íîâóþ:
2829 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2830 if shoot(@o
, False) then
2834 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2835 FWaitAttackAnim
:= True;
2838 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2839 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
2841 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
2842 // Çâóêè ïðè ïåðåäâèæåíèè:
2843 case FMonsterType
of
2845 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2846 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2847 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
2849 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2850 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2851 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
2853 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2854 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2855 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2857 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2858 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
2859 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2863 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
2864 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
2865 FObj
.Vel
.X
:= oldvelx
;
2867 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2868 if FAnim
[FCurAnim
, FDirection
] <> nil then
2869 FAnim
[FCurAnim
, FDirection
].Update();
2872 procedure TMonster
.SetDeadAnim
;
2874 if FAnim
<> nil then
2875 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
2878 procedure TMonster
.RevertAnim(R
: Boolean = True);
2880 if FAnim
<> nil then
2881 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
2882 FAnim
[FCurAnim
, FDirection
].Revert(R
);
2885 function TMonster
.AnimIsReverse
: Boolean;
2887 if FAnim
<> nil then
2888 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
2893 procedure TMonster
.ClientUpdate();
2895 a
, b
, sx
, sy
, oldvelx
: Integer;
2902 sx
:= 0; // SHUT UP COMPILER
2905 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2906 if FMonsterType
= MONSTER_FISH
then
2907 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2908 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2911 // Ëåòàþùèå ìîíòñðû:
2912 if ((FMonsterType
= MONSTER_SOUL
) or
2913 (FMonsterType
= MONSTER_PAIN
) or
2914 (FMonsterType
= MONSTER_CACO
)) and
2915 (FState
<> STATE_DIE
) and
2916 (FState
<> STATE_DEAD
) then
2919 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2920 if gTime
mod (GAME_TICK
*2) <> 0 then
2922 g_Obj_Move(@FObj
, fall
, True, True);
2926 FPainSound
:= False;
2929 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2931 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2932 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2933 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2939 oldvelx
:= FObj
.Vel
.X
;
2941 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2942 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2943 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2945 // Ìåðòâûé íè÷åãî íå äåëàåò:
2946 if (FState
= STATE_DEAD
) then
2949 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2950 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2951 case FMonsterType
of
2953 if Random(4) = 0 then
2954 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2955 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2956 MONSTER_ROBO
, MONSTER_BARREL
:
2957 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2958 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2960 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2961 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2962 if Random(2) = 0 then
2963 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2965 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2969 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2970 if FMonsterType
= MONSTER_BARREL
then
2972 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2973 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2974 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2975 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2979 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2980 if FMonsterType
= MONSTER_SOUL
then
2981 if WordBool(st
and MOVE_HITAIR
) then
2982 g_Obj_SetSpeed(@FObj
, 16);
2987 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2988 if FObj
.Vel
.Y
< 0 then
2989 if WordBool(st
and MOVE_INWATER
) then
2992 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2993 FTargetTime
:= FTargetTime
+ 1;
2995 if FShellTimer
> -1 then
2996 if FShellTimer
= 0 then
2998 if FShellType
= SHELL_SHELL
then
2999 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3000 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3001 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3002 else if FShellType
= SHELL_DBLSHELL
then
3004 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3005 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3006 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3007 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3008 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3009 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3012 end else Dec(FShellTimer
);
3014 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3016 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3017 STATE_ATTACK
, STATE_SHOOT
]) then
3018 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3019 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3020 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3021 (FObj
.Accel
.Y
= 0) then
3022 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3025 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3027 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3028 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3030 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3034 // Ñíèæàåì áîëü ñî âðåìåíåì:
3037 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3038 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3045 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3048 FSleep
:= FSleep
+ 1;
3050 // Ïðîñïàëè äîñòàòî÷íî:
3051 if FSleep
>= 18 then
3057 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3060 FSleep
:= FSleep
- 1;
3063 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3065 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3066 if WordBool(st
and MOVE_BLOCK
) then
3070 SetState(STATE_RUNOUT
);
3075 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3076 if (FMonsterType
= MONSTER_VILE
) then
3077 if isCorpse(@FObj
, False) <> -1 then
3079 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3085 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3086 if Abs(sx
) < 40 then
3087 if FMonsterType
<> MONSTER_FISH
then
3089 SetState(STATE_RUN
);
3095 // Óïåðëèñü â ñòåíó:
3096 if WordBool(st
and MOVE_HITWALL
) then
3098 case FMonsterType
of
3099 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3101 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3102 (FObj
.Accel
.Y
= 0) then
3103 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3104 // Ïðûæîê ÷åðåç ñòåíó:
3105 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3106 SetState(STATE_CLIMB
);
3113 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3114 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3115 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3117 if FMonsterType
= MONSTER_FISH
then
3119 if not WordBool(st
and MOVE_INWATER
) then
3120 begin // Ðûáà âíå âîäû:
3121 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3122 begin // "Ñòîèò" òâåðäî
3123 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3124 if FObj
.Accel
.Y
= 0 then
3126 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3130 SetState(STATE_PAIN
);
3131 FPain
:= FPain
+ 50;
3135 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3137 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3141 // Ðûáà ïëûâåò ââåðõ:
3142 if FObj
.Vel
.Y
< 0 then
3143 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3145 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3147 // Ïëàâàåì òóäà-ñþäà:
3148 SetState(STATE_RUN
);
3153 else // Ëåòàþùèå ìîíñòðû
3155 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3157 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3162 else // "Íàçåìíûå" ìîíñòðû
3164 // Âîçìîæíî, ïèíàåì êóñêè:
3165 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3167 b
:= Abs(FObj
.Vel
.X
);
3168 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3169 for a
:= 0 to High(gGibs
) do
3170 if gGibs
[a
].Live
and
3171 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3172 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3174 if FObj
.Vel
.X
< 0 then
3175 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
3177 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3179 // Áîññû ìîãóò ïèíàòü òðóïû:
3180 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3181 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3183 b
:= Abs(FObj
.Vel
.X
);
3184 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3185 for a
:= 0 to High(gCorpses
) do
3186 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3188 co
:= gCorpses
[a
].Obj
;
3189 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3190 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3192 if FObj
.Vel
.X
< 0 then
3193 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3195 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3200 FSleep
:= FSleep
+ 1;
3206 if Random(8) = 0 then
3210 // Áåæèì â âûáðàííóþ ñòîðîíó:
3211 if FDirection
= D_RIGHT
then
3212 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3214 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3216 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3217 if WordBool(st
and MOVE_INWATER
) then
3218 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3219 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3220 if FMonsterType
= MONSTER_FISH
then
3224 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3226 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3227 if WordBool(st
and MOVE_BLOCK
) then
3229 SetState(STATE_RUNOUT
);
3235 FSleep
:= FSleep
- 1;
3237 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3238 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3244 if Random(8) = 0 then
3248 // Áåæèì â âûáðàííóþ ñòîðîíó:
3249 if FDirection
= D_RIGHT
then
3250 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3252 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3254 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3255 if WordBool(st
and MOVE_INWATER
) then
3256 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3257 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3258 if FMonsterType
= MONSTER_FISH
then
3262 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3264 // Âûøëè èç ÁëîêÌîíà:
3265 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3268 FSleep
:= FSleep
- 1;
3270 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3271 if FSleep
<= -18 then
3277 if Random(8) = 0 then
3281 // Áåæèì â âûáðàííóþ ñòîðîíó:
3282 if FDirection
= D_RIGHT
then
3283 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3285 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3287 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3288 if WordBool(st
and MOVE_INWATER
) then
3289 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3290 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3291 if FMonsterType
= MONSTER_FISH
then
3295 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3297 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3298 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3299 (not WordBool(st
and MOVE_HITWALL
)) then
3304 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3305 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3307 SetState(STATE_RUN
);
3312 // Áåæèì â âûáðàííóþ ñòîðîíó:
3313 if FDirection
= D_RIGHT
then
3314 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3316 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3318 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3319 if WordBool(st
and MOVE_INWATER
) then
3320 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3321 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3322 if FMonsterType
= MONSTER_FISH
then
3326 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3327 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3329 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3330 if FMonsterType
= MONSTER_SOUL
then
3332 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3338 // Çàìåäëÿåìñÿ ïðè àòàêå:
3339 if FMonsterType
<> MONSTER_FISH
then
3340 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3342 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3343 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3345 // Öåëü ïîãèáëà => èäåì äàëüøå:
3346 if not GetPos(FTargetUID
, @o
) then
3353 // Öåëü íå âèäíî => èäåì äàëüøå:
3354 if not g_Look(@FObj
, @o
, FDirection
) then
3361 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3362 if g_Obj_CollideWater(@o
, 0, 0) then
3370 end; // case FState of ...
3374 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3375 if FState
= STATE_REVIVE
then
3376 if FAnim
[FCurAnim
, FDirection
].Played
then
3377 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3378 FAnim
[FCurAnim
, FDirection
].Revert(False);
3382 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3383 if vilefire
<> nil then
3386 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3387 if (FState
= STATE_DIE
) and
3388 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3389 (FAnim
[FCurAnim
, FDirection
].Played
) then
3392 SetState(STATE_DEAD
);
3394 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3395 if (FMonsterType
= MONSTER_PAIN
) or
3396 (FMonsterType
= MONSTER_SOUL
) or
3397 (FMonsterType
= MONSTER_BARREL
) then
3400 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3403 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3404 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3405 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3406 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3407 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3408 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3409 if FState
= STATE_ATTACK
then
3410 begin // Ñîñòîÿíèå - Àòàêà
3411 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3412 if FMonsterType
<> MONSTER_SOUL
then
3415 else // Ñîñòîÿíèå - Ñòðåëüáà
3417 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3418 if not FChainFire
then
3421 begin // Íàäî ñòðåëÿòü åùå
3422 FChainFire
:= False;
3423 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3424 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3425 FAnim
[FCurAnim
, FDirection
].Reset();
3429 FWaitAttackAnim
:= False;
3432 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3433 if (FMonsterType
= MONSTER_SOUL
) or
3434 ( (not FWaitAttackAnim
) and
3435 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3436 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3438 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3439 if FState
= STATE_ATTACK
then
3440 begin // Ñîñòîÿíèå - Àòàêà
3441 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3442 if FMonsterType
= MONSTER_SOUL
then
3443 FAnim
[FCurAnim
, FDirection
].Reset();
3445 case FMonsterType
of
3446 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3447 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3448 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3449 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3450 if FMonsterType
= MONSTER_SOUL
then
3454 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3456 MONSTER_SKEL
, MONSTER_ROBO
:
3457 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3458 if FCurAnim
= ANIM_ATTACK2
then
3461 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*50;
3462 g_Weapon_Hit(@o
, 50, FUID
, HIT_SOME
);
3466 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3467 if FCurAnim
= ANIM_ATTACK2
then
3469 sx
:= isCorpse(@FObj
, True);
3471 begin // Íàøëè, êîãî âîñêðåñèòü
3472 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3473 // Âîñêðåøàòü - ñåáå âðåäèòü:
3474 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3480 else // Ñîñòîÿíèå - Ñòðåëüáà
3482 // Ñêîðîñòðåëüíûå ìîíñòðû:
3483 if (FMonsterType
= MONSTER_CGUN
) or
3484 (FMonsterType
= MONSTER_SPIDER
) or
3485 (FMonsterType
= MONSTER_BSP
) or
3486 (FMonsterType
= MONSTER_MANCUB
) or
3487 (FMonsterType
= MONSTER_ROBO
) then
3488 if not GetPos(FTargetUID
, @o
) then
3489 // Öåëü ìåðòâà - èùåì íîâóþ:
3491 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3492 if shoot(@o
, False) then
3496 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3497 FWaitAttackAnim
:= True;
3500 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3501 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3503 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3504 // Çâóêè ïðè ïåðåäâèæåíèè:
3505 case FMonsterType
of
3507 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3508 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3509 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3511 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3512 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3513 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3515 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3516 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3517 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3519 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3520 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3521 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3525 // Êîñòûëü äëÿ ïîòîêîâ
3526 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3527 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3528 FObj
.Vel
.X
:= oldvelx
;
3530 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3531 if FAnim
[FCurAnim
, FDirection
] <> nil then
3532 FAnim
[FCurAnim
, FDirection
].Update();
3535 procedure TMonster
.ClientAttack(wx
, wy
, tx
, ty
: Integer);
3537 case FMonsterType
of
3540 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3541 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3545 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3547 FShellType
:= SHELL_SHELL
;
3551 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3553 FShellType
:= SHELL_DBLSHELL
;
3555 MONSTER_CGUN
, MONSTER_SPIDER
:
3557 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3558 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3561 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3563 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3565 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3567 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3569 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3571 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3572 MONSTER_BARON
, MONSTER_KNIGHT
:
3573 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3575 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3579 procedure TMonster
.Turn();
3582 if FDirection
= D_LEFT
then
3583 FDirection
:= D_RIGHT
3585 FDirection
:= D_LEFT
;
3587 // Áåæèì â âûáðàííóþ ñòîðîíó:
3588 if FDirection
= D_RIGHT
then
3589 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3591 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3594 function TMonster
.findNewPrey(): Boolean;
3598 PlayersSee
, MonstersSee
: Array of DWORD
;
3599 PlayerNear
, MonsterNear
: Integer;
3602 SetLength(MonstersSee
, 0);
3603 SetLength(PlayersSee
, 0);
3610 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3611 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3612 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3613 for a
:= 0 to High(gPlayers
) do
3614 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3615 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3617 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3619 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3620 PlayersSee
[High(PlayersSee
)] := a
;
3622 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3623 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3627 PlayerNear
:= Integer(a
);
3631 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3632 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3633 for a
:= 0 to High(gMonsters
) do
3634 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3635 (gMonsters
[a
].FUID
<> FUID
) then
3637 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3638 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3639 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3640 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3641 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3642 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3643 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3644 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3646 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3648 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3649 MonstersSee
[High(MonstersSee
)] := a
;
3651 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3652 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3656 MonsterNear
:= Integer(a
);
3661 BH_NORMAL
, BH_KILLER
:
3663 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3664 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3666 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3667 FTargetUID
:= gPlayers
[a
].UID
;
3670 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3673 FTargetUID
:= gPlayers
[a
].UID
;
3675 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3676 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3678 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3679 FTargetUID
:= gMonsters
[a
].UID
;
3682 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3685 FTargetUID
:= gMonsters
[a
].UID
;
3688 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3690 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3691 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3693 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3694 FTargetUID
:= gPlayers
[a
].UID
;
3696 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3698 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3699 FTargetUID
:= gMonsters
[a
].UID
;
3701 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3702 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3705 FTargetUID
:= gPlayers
[a
].UID
;
3707 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3710 FTargetUID
:= gMonsters
[a
].UID
;
3715 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3716 if FTargetUID
= 0 then
3718 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3719 if FBehaviour
= BH_INSANE
then
3722 FTargetTime
:= MAX_ATM
;
3731 function TMonster
.kick(o
: PObj
): Boolean;
3735 case FMonsterType
of
3738 SetState(STATE_ATTACK
);
3743 SetState(STATE_ATTACK
);
3744 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3749 SetState(STATE_ATTACK
);
3750 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
3755 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3756 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3761 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3762 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3765 MONSTER_BARON
, MONSTER_KNIGHT
,
3766 MONSTER_CACO
, MONSTER_MANCUB
:
3767 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3768 if not g_Game_IsClient
then Result
:= shoot(o
, True);
3772 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
3782 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3783 if not immediately
then
3784 case FMonsterType
of
3785 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
3786 Exit
; // íå ñòðåëÿþò
3787 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
3790 // Âðåìÿ âûñòðåëà óïóùåíî:
3792 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
3798 // Âðåìÿ âûñòðåëà óïóùåíî:
3805 // Âðåìÿ âûñòðåëà óïóùåíî:
3806 if FAmmo
>= 100 then
3811 // Ñòðåëÿåò íå âñåãäà:
3812 if Random(2) = 0 then
3815 // Âðåìÿ âûñòðåëà óïóùåíî:
3819 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
3820 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
3821 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
3822 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
3823 else if Random(16) <> 0 then Exit
;
3827 if not g_Look(@FObj
, o
, FDirection
) then
3832 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
3833 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
3835 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3836 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3837 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
3838 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
3841 case FMonsterType
of
3842 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
3844 SetState(STATE_SHOOT
);
3849 SetState(STATE_SHOOT
);
3853 begin // Çàæèãàåì îãîíü
3854 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
3855 ty
:= o
^.Y
+o
^.Rect
.Y
;
3856 SetState(STATE_SHOOT
);
3860 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
3861 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
3864 begin // Ëåòèò â ñòîðîíó öåëè:
3865 SetState(STATE_ATTACK
);
3866 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
3868 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
3869 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
3870 m
:= Max(Abs(xd
), Abs(yd
));
3874 FObj
.Vel
.X
:= (xd
*16) div m
;
3875 FObj
.Vel
.Y
:= (yd
*16) div m
;
3877 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
3878 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
3880 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3881 if FMonsterType
= MONSTER_MANCUB
then
3883 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
3885 SetState(STATE_SHOOT
);
3893 function TMonster
.Live(): Boolean;
3895 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
3898 procedure TMonster
.SetHealth(aH
: Integer);
3900 if (aH
> 0) and (aH
< 1000000) then
3903 if FHealth
> FMaxHealth
then
3904 FMaxHealth
:= FHealth
;
3908 procedure TMonster
.WakeUp();
3910 if g_Game_IsClient
then Exit
;
3912 FTargetTime
:= MAX_ATM
;
3916 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
3926 // Ñèãíàòóðà ìîíñòðà:
3927 sig
:= MONSTER_SIGNATURE
; // 'MONS'
3928 Mem
.WriteDWORD(sig
);
3930 Mem
.WriteWord(FUID
);
3932 if FDirection
= D_LEFT
then
3937 // Íàäî ëè óäàëèòü åãî:
3938 Mem
.WriteBoolean(FRemoved
);
3939 // Îñòàëîñü çäîðîâüÿ:
3940 Mem
.WriteInt(FHealth
);
3942 Mem
.WriteByte(FState
);
3943 // Òåêóùàÿ àíèìàöèÿ:
3944 Mem
.WriteByte(FCurAnim
);
3946 Mem
.WriteWord(FTargetUID
);
3947 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3948 Mem
.WriteInt(FTargetTime
);
3949 // Ïîâåäåíèå ìîíñòðà:
3950 Mem
.WriteByte(FBehaviour
);
3951 // Ãîòîâíîñòü ê âûñòðåëó:
3952 Mem
.WriteInt(FAmmo
);
3954 Mem
.WriteInt(FPain
);
3956 Mem
.WriteInt(FSleep
);
3957 // Îçâó÷èâàòü ëè áîëü:
3958 Mem
.WriteBoolean(FPainSound
);
3959 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3960 Mem
.WriteBoolean(FWaitAttackAnim
);
3961 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3962 Mem
.WriteBoolean(FChainFire
);
3963 // Ïîäëåæèò ëè ðåñïàâíó:
3964 Mem
.WriteBoolean(FNoRespawn
);
3968 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
3969 Mem
.WriteInt(FStartID
);
3970 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
3971 Mem
.WriteInt(FSpawnTrigger
);
3973 Obj_SaveState(@FObj
, Mem
);
3974 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
3975 anim
:= vilefire
<> nil;
3976 Mem
.WriteBoolean(anim
);
3977 // Åñëè åñòü - ñîõðàíÿåì:
3979 vilefire
.SaveState(Mem
);
3981 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
3983 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
3984 anim
:= FAnim
[i
, D_LEFT
] <> nil;
3985 Mem
.WriteBoolean(anim
);
3986 // Åñëè åñòü - ñîõðàíÿåì:
3988 FAnim
[i
, D_LEFT
].SaveState(Mem
);
3989 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
3990 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
3991 Mem
.WriteBoolean(anim
);
3992 // Åñëè åñòü - ñîõðàíÿåì:
3994 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
3998 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4008 // Ñèãíàòóðà ìîíñòðà:
4010 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4012 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4019 FDirection
:= D_LEFT
4021 FDirection
:= D_RIGHT
;
4022 // Íàäî ëè óäàëèòü åãî:
4023 Mem
.ReadBoolean(FRemoved
);
4024 // Îñòàëîñü çäîðîâüÿ:
4025 Mem
.ReadInt(FHealth
);
4027 Mem
.ReadByte(FState
);
4028 // Òåêóùàÿ àíèìàöèÿ:
4029 Mem
.ReadByte(FCurAnim
);
4031 Mem
.ReadWord(FTargetUID
);
4032 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4033 Mem
.ReadInt(FTargetTime
);
4034 // Ïîâåäåíèå ìîíñòðà:
4035 Mem
.ReadByte(FBehaviour
);
4036 // Ãîòîâíîñòü ê âûñòðåëó:
4041 Mem
.ReadInt(FSleep
);
4042 // Îçâó÷èâàòü ëè áîëü:
4043 Mem
.ReadBoolean(FPainSound
);
4044 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4045 Mem
.ReadBoolean(FWaitAttackAnim
);
4046 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4047 Mem
.ReadBoolean(FChainFire
);
4048 // Ïîäëåæèò ëè ðåñïàâíó
4049 Mem
.ReadBoolean(FNoRespawn
);
4053 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4054 Mem
.ReadInt(FStartID
);
4055 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4056 Mem
.ReadInt(FSpawnTrigger
);
4058 Obj_LoadState(@FObj
, Mem
);
4059 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4060 Mem
.ReadBoolean(anim
);
4061 // Åñëè åñòü - çàãðóæàåì:
4064 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4065 vilefire
.LoadState(Mem
);
4068 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4070 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4071 Mem
.ReadBoolean(anim
);
4072 // Åñëè åñòü - çàãðóæàåì:
4075 Assert(FAnim
[i
, D_LEFT
] <> nil,
4076 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4077 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4079 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4080 Mem
.ReadBoolean(anim
);
4081 // Åñëè åñòü - çàãðóæàåì:
4084 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4085 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4086 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4091 procedure TMonster
.ActivateTriggers();
4095 if FDieTriggers
<> nil then
4096 for a
:= 0 to High(FDieTriggers
) do
4097 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4098 if FSpawnTrigger
> -1 then
4100 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4101 FSpawnTrigger
:= -1;
4105 procedure TMonster
.AddTrigger(t
: Integer);
4107 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4108 FDieTriggers
[High(FDieTriggers
)] := t
;
4111 procedure TMonster
.ClearTriggers();
4113 SetLength(FDieTriggers
, 0);