1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
22 g_basic
, e_graphics
, g_phys
, g_textures
,
23 g_saveload
, BinEditor
, g_panel
;
47 TMonster
= Class (TObject
)
51 FDirection
: TDirection
;
52 FStartDirection
: TDirection
;
53 FStartX
, FStartY
: Integer;
59 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
68 FWaitAttackAnim
: Boolean;
79 FFirePainTime
: Integer;
83 treeNode
: Integer; // node in dyntree or -1
84 arrIdx
: Integer; // in gMonsters
86 FDieTriggers
: Array of Integer;
87 FSpawnTrigger
: Integer;
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
96 trapCheckFrameId
: DWord
; // for `g_weapons.CheckTrap()`
98 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
99 destructor Destroy(); override;
100 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
101 function Collide(Panel
: TPanel
): Boolean; overload
;
102 function Collide(X
, Y
: Integer): Boolean; overload
;
103 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
104 function Live(): Boolean;
105 procedure SetHealth(aH
: Integer);
106 procedure Push(vx
, vy
: Integer);
107 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
108 function Heal(Value
: Word): Boolean;
111 procedure ClientUpdate();
112 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
113 procedure SetDeadAnim
;
116 procedure WakeUpSound();
117 procedure DieSound();
118 procedure PainSound();
119 procedure ActionSound();
120 procedure AddTrigger(t
: Integer);
121 procedure ClearTriggers();
123 procedure SaveState(var Mem
: TBinMemoryWriter
);
124 procedure LoadState(var Mem
: TBinMemoryReader
);
125 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
126 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
127 procedure MakeBloodSimple(Count
: Word);
128 procedure RevertAnim(R
: Boolean = True);
129 function AnimIsReverse
: Boolean;
130 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
131 function kick(o
: PObj
): Boolean;
132 procedure CatchFire(Attacker
: Word);
133 procedure OnFireFlame(Times
: DWORD
= 1);
135 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
137 property MonsterType
: Byte read FMonsterType
;
138 property MonsterHealth
: Integer read FHealth write FHealth
;
139 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
140 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
141 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
142 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
143 property MonsterSleep
: Integer read FSleep write FSleep
;
144 property MonsterState
: Byte read FState write FState
;
145 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
146 property MonsterPain
: Integer read FPain write FPain
;
147 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
149 property Obj
: TObj read FObj
;
150 property UID
: Word read FUID write FUID
;
151 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
153 property GameX
: Integer read FObj
.X write FObj
.X
;
154 property GameY
: Integer read FObj
.Y write FObj
.Y
;
155 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
156 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
157 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
158 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
159 property GameDirection
: TDirection read FDirection write FDirection
;
161 property StartID
: Integer read FStartID
;
165 procedure g_Monsters_LoadData ();
166 procedure g_Monsters_FreeData ();
167 procedure g_Monsters_Init ();
168 procedure g_Monsters_Free ();
169 function g_Monsters_Create (MonsterType
: Byte; X
, Y
: Integer; Direction
: TDirection
;
170 AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
171 procedure g_Monsters_Update ();
172 procedure g_Monsters_Draw ();
173 procedure g_Monsters_DrawHealth ();
174 function g_Monsters_ByUID (UID
: Word): TMonster
;
175 procedure g_Monsters_killedp ();
176 procedure g_Monsters_SaveState (var Mem
: TBinMemoryWriter
);
177 procedure g_Monsters_LoadState (var Mem
: TBinMemoryReader
);
178 function g_Monsters_GetIDByName (name
: String): Integer;
179 function g_Monsters_GetNameByID (MonsterType
: Byte): String;
180 function g_Monsters_GetKilledBy (MonsterType
: Byte): String;
184 TEachMonsterCB
= function (mon
: TMonster
): Boolean is nested
; // return `true` to stop
186 // throws on invalid uid
187 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
190 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
192 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
194 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
195 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
197 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
198 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
200 function g_Mons_getNewTrapFrameId (): DWord
;
204 gmon_debug_use_sqaccel
: Boolean = true;
210 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
211 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
212 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
213 g_language
, g_netmsg
, z_aabbtree
;
216 // ////////////////////////////////////////////////////////////////////////// //
218 monCheckTrapLastFrameId
: DWord
;
221 // ////////////////////////////////////////////////////////////////////////// //
223 TDynAABBTreeMonsBase
= specialize TDynAABBTreeBase
<TMonster
>;
225 TDynAABBTreeMons
= class(TDynAABBTreeMonsBase
)
226 function getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean; override;
229 function TDynAABBTreeMons
.getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean;
232 if (flesh
= nil) then raise Exception
.Create('DynTree: trying to get dimensions of inexistant monsters');
233 if (flesh
.Obj
.Rect
.Width
< 1) or (flesh
.Obj
.Rect
.Height
< 1) then raise Exception
.Create('DynTree: monster without size, wtf?!');
234 aabb
:= AABB2D
.CreateWH(flesh
.Obj
.X
+flesh
.Obj
.Rect
.X
, flesh
.Obj
.Y
+flesh
.Obj
.Rect
.Y
, flesh
.Obj
.Rect
.Width
, flesh
.Obj
.Rect
.Height
);
235 if not aabb
.valid
then raise Exception
.Create('wutafuuuuuuu?!');
241 monsTree
: TDynAABBTreeMons
= nil;
244 //WARNING! call this after monster position was changed, or coldet will not work right!
245 procedure TMonster
.positionChanged ();
249 {$IF DEFINED(D2F_DEBUG)}
250 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [arrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
252 if (treeNode
= -1) then
254 treeNode
:= monsTree
.insertObject(self
, 0);
255 {$IF DEFINED(D2F_DEBUG)}
256 monsTree
.getNodeXY(treeNode
, x
, y
);
257 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
262 monsTree
.getNodeXY(treeNode
, x
, y
);
263 if (FObj
.X
+FObj
.Rect
.X
= x
) and (FObj
.Y
+FObj
.Rect
.Y
= y
) then exit
; // nothing to do
264 {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);{$ENDIF}
267 monsTree
.updateObject(treeNode
);
269 monsTree
.removeObject(treeNode
);
270 treeNode
:= monsTree
.insertObject(self
);
273 {$IF DEFINED(D2F_DEBUG)}
274 monsTree
.getNodeXY(treeNode
, x
, y
);
275 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
281 // ////////////////////////////////////////////////////////////////////////// //
304 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
306 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
307 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
311 end = ((name
: 'SLEEP'; loop
: True),
312 (name
: 'GO'; loop
: True),
313 (name
: 'DIE'; loop
: False),
314 (name
: 'MESS'; loop
: False),
315 (name
: 'ATTACK'; loop
: False),
316 (name
: 'ATTACK2'; loop
: False),
317 (name
: 'PAIN'; loop
: False));
319 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
320 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
330 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
331 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
333 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
334 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
336 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
337 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
339 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
340 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
342 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
343 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
345 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
346 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
348 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
349 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
351 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
352 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
354 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
355 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
357 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
358 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
360 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
361 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
363 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
364 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
366 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
367 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
369 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
370 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
372 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
373 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
375 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
376 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
378 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
379 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
381 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
382 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
384 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
385 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
387 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
388 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
390 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
391 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
394 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
395 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
396 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
397 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
398 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
399 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
400 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));
401 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))),
403 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
404 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));
405 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))),
407 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
408 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));
409 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))),
411 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
412 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));
413 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))),
415 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
416 AnimDeltaRight
: ((X
: 2; Y
: -6), (X
: 2; Y
: -6), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
: 25; Y
: -6), (X
: 0; Y
: -6), (X
: -2; Y
: -6));
417 AnimDeltaLeft
: ((X
: 3; Y
: -3), (X
: 3; Y
: -3), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
:-26; Y
: -3), (X
:-1; Y
: -3), (X
: 1; Y
: -3))),
419 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
420 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));
421 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))),
423 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
424 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));
425 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))),
427 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
428 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));
429 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))),
431 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
432 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));
433 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))),
435 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
436 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));
437 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))),
439 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
440 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));
441 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))),
443 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
444 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));
445 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))),
447 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
448 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));
449 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))),
451 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
452 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));
453 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))),
455 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
456 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));
457 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))),
459 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
460 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));
461 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))),
463 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
464 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));
465 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 ))),
467 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
468 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));
469 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))),
471 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
472 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));
473 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))),
475 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
476 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));
477 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))) );
479 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
480 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
484 gMonsters
: array of TMonster
;
485 uidMap
: array [0..65535] of TMonster
; // monster knows it's index
488 procedure clearUidMap ();
492 for idx
:= 0 to High(uidMap
) do uidMap
[idx
] := nil;
496 function g_Mons_getNewTrapFrameId (): DWord
;
500 Inc(monCheckTrapLastFrameId
);
501 if monCheckTrapLastFrameId
= 0 then
504 monCheckTrapLastFrameId
:= 1;
505 for f
:= 0 to High(gMonsters
) do
507 if (gMonsters
[f
] <> nil) then gMonsters
[f
].trapCheckFrameId
:= 0;
510 result
:= monCheckTrapLastFrameId
;
519 soulcount
: Integer = 0;
522 function allocMonster(): DWORD
;
526 for i
:= 0 to High(gMonsters
) do
528 if (gMonsters
[i
] = nil) then
535 olen
:= Length(gMonsters
);
538 SetLength(gMonsters
, 64);
544 SetLength(gMonsters
, Length(gMonsters
)+32);
549 function IsFriend(a
, b
: Byte): Boolean;
553 // Áî÷êà - âñåì äðóã:
554 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
557 // Ìîíñòðû îäíîãî âèäà:
560 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
561 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
562 Exit
; // Ýòè íå áüþò ñâîèõ
565 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
566 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
568 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
569 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
572 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
577 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
580 UIDType
, MonsterType
: Byte;
585 UIDType
:= g_GetUIDType(SpawnerUID
);
586 if UIDType
= UID_MONSTER
then
588 m
:= g_Monsters_ByUID(SpawnerUID
);
589 if m
= nil then Exit
;
590 MonsterType
:= m
.FMonsterType
;
594 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
595 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
597 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
598 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
599 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
601 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
602 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
607 function canShoot(m
: Byte): Boolean;
612 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
620 function isCorpse (o
: PObj
; immediately
: Boolean): Integer;
622 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
624 result
:= false; // don't stop
625 if (mon
.FState
= STATE_DEAD
) and g_Obj_Collide(o
, @mon
.FObj
) then
627 case mon
.FMonsterType
of // Íå âîñêðåñèòü:
628 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
629 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: exit
;
631 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
642 // Åñëè íóæíà âåðîÿòíîñòü
643 if not immediately
and (Random(8) <> 0) then exit
;
645 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
646 if gmon_debug_use_sqaccel
then
648 mon
:= monsTree
.aabbQuery(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
, monsCollCheck
);
649 if (mon
<> nil) then result
:= mon
.arrIdx
;
653 for a
:= 0 to High(gMonsters
) do
655 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
657 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
658 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
659 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
660 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
671 procedure g_Monsters_LoadData();
673 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
675 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
678 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
682 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
685 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
689 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
692 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
693 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
696 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
699 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
700 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
703 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
706 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
707 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
710 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
713 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
714 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
717 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
720 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
721 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
724 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
731 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
738 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
745 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
752 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
759 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
766 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
773 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
780 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
787 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
794 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
801 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
808 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
815 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
824 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
825 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
828 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
830 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
832 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
833 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
834 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
835 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
836 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
837 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
838 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
839 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
840 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
841 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
842 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
844 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
845 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
846 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
848 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
849 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
850 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
851 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
852 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
853 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
855 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
856 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
857 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
858 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
859 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
861 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
862 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
864 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
865 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
866 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
867 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
869 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
870 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
871 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
872 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
873 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
875 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
876 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
877 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
878 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
879 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
881 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
882 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
883 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
884 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
886 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
887 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
888 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
890 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
891 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
893 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
894 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
896 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
897 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
898 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
900 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
901 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
903 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
904 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
905 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
907 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
909 monsTree
:= TDynAABBTreeMons
.Create();
911 monCheckTrapLastFrameId
:= 0;
914 procedure g_Monsters_FreeData();
916 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
918 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
919 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
920 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
921 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
922 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
923 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
924 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
925 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
926 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
927 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
928 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
929 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
930 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
931 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
932 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
933 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
934 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
935 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
936 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
937 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
938 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
939 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
940 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
941 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
942 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
943 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
944 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
945 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
946 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
947 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
948 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
949 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
950 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
951 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
952 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
953 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
954 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
955 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
956 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
957 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
958 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
959 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
960 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
961 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
962 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
963 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
964 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
965 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
966 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
967 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
968 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
969 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
970 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
972 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
973 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
974 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
975 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
976 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
977 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
978 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
979 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
980 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
981 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
982 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
983 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
984 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
985 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
986 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
987 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
988 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
989 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
990 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
991 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
992 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
993 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
994 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
995 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
996 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
997 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
998 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
999 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1050 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1052 g_Sound_Delete('SOUND_MONSTER_PAIN');
1053 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1054 g_Sound_Delete('SOUND_MONSTER_ACTION');
1055 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1056 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1057 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1058 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1059 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1060 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1061 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1062 g_Sound_Delete('SOUND_MONSTER_SLOP');
1064 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1065 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1066 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1068 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1069 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1070 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1071 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1072 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1073 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1075 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1076 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1077 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1078 g_Sound_Delete('SOUND_MONSTER_HAHA');
1079 g_Sound_Delete('SOUND_MONSTER_TRUP');
1081 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1082 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1084 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1085 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1086 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1087 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1089 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1090 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1091 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1092 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1093 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1095 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1096 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1097 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1098 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1099 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1101 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1102 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1103 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1104 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1106 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1107 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1108 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1110 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1111 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1113 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1114 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1116 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1117 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1118 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1120 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1121 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1123 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1124 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1125 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1127 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1132 procedure g_Monsters_Init();
1137 procedure g_Monsters_Free();
1142 for a
:= 0 to High(gMonsters
) do gMonsters
[a
].Free();
1145 monCheckTrapLastFrameId
:= 0;
1148 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1149 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1156 // Íåò òàêîãî ìîíñòðà
1157 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1159 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1160 if MonsterType
= MONSTER_SOUL
then
1162 if soulcount
> MAX_SOUL
then exit
;
1163 soulcount
:= soulcount
+ 1;
1166 find_id
:= allocMonster();
1168 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1169 gMonsters
[find_id
] := mon
;
1170 mon
.arrIdx
:= find_id
;
1173 uidMap
[mon
.FUID
] := mon
;
1175 // Íàñòðàèâàåì ïîëîæåíèå
1180 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1181 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1185 FObj
.X
:= X
-FObj
.Rect
.X
;
1186 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1189 FDirection
:= Direction
;
1190 FStartDirection
:= Direction
;
1195 mon
.positionChanged();
1200 procedure g_Monsters_killedp();
1204 if gMonsters
= nil then
1207 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1208 h
:= High(gMonsters
);
1210 if (gMonsters
[a
] <> nil) then
1211 with gMonsters
[a
] do
1212 if (FMonsterType
= MONSTER_MAN
) and
1213 (FState
<> STATE_DEAD
) and
1214 (FState
<> STATE_SLEEP
) and
1215 (FState
<> STATE_DIE
) then
1217 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1222 procedure g_Monsters_Update();
1227 if gTime
mod (GAME_TICK
*2) = 0 then
1231 if abs(pt_x
) > 246 then pt_xs
:= -pt_xs
;
1232 if abs(pt_y
) > 100 then pt_ys
:= -pt_ys
;
1235 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1237 for a
:= 0 to High(gMonsters
) do
1239 if (gMonsters
[a
] = nil) then continue
;
1240 if not gMonsters
[a
].FRemoved
then
1242 if g_Game_IsClient
then
1243 gMonsters
[a
].ClientUpdate()
1245 gMonsters
[a
].Update();
1249 gMonsters
[a
].Free();
1250 gMonsters
[a
] := nil;
1257 procedure g_Monsters_Draw();
1261 if gMonsters
<> nil then
1262 for a
:= 0 to High(gMonsters
) do
1263 if gMonsters
[a
] <> nil then
1264 gMonsters
[a
].Draw();
1267 procedure g_Monsters_DrawHealth();
1272 if gMonsters
= nil then Exit
;
1273 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1275 for a
:= 0 to High(gMonsters
) do
1276 if gMonsters
[a
] <> nil then
1278 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1279 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1280 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1284 function g_Monsters_ByUID (UID
: Word): TMonster
;
1287 result
:= uidMap
[UID
];
1290 if gMonsters <> nil then
1291 for a := 0 to High(gMonsters) do
1292 if (gMonsters[a] <> nil) and
1293 (gMonsters[a].FUID = UID) then
1295 Result := gMonsters[a];
1301 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1306 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1308 if gMonsters
<> nil then
1309 for i
:= 0 to High(gMonsters
) do
1310 if gMonsters
[i
] <> nil then
1311 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1314 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1316 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1318 Mem
.WriteInt(pt_xs
);
1320 Mem
.WriteInt(pt_ys
);
1322 // Êîëè÷åñòâî ìîíñòðîâ:
1323 Mem
.WriteInt(count
);
1328 // Ñîõðàíÿåì ìîíñòðîâ:
1329 for i
:= 0 to High(gMonsters
) do
1330 if gMonsters
[i
] <> nil then
1331 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1334 b
:= gMonsters
[i
].MonsterType
;
1336 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1337 gMonsters
[i
].SaveState(Mem
);
1341 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1347 if Mem
= nil then exit
;
1351 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1357 // Êîëè÷åñòâî ìîíñòðîâ
1360 if count
= 0 then exit
;
1362 // Çàãðóæàåì ìîíñòðîâ
1363 for a
:= 0 to count
-1 do
1368 mon
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1369 if mon
= nil then raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1370 // Çàãðóæàåì äàííûå ìîíñòðà
1375 function g_Monsters_GetIDByName(name
: String): Integer;
1379 name
:= UpperCase(name
);
1381 while (i
<= MONSTER_MAN
) do
1383 if name
= MONSTERTABLE
[i
].Name
then
1394 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1396 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1397 Result
:= MONSTERTABLE
[MonsterType
].Name
1402 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1404 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1405 Result
:= KilledByMonster
[MonsterType
]
1410 { T M o n s t e r : }
1412 procedure TMonster
.ActionSound();
1414 case FMonsterType
of
1416 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1417 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1419 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1420 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1421 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1423 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1425 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1427 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1429 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1433 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1437 procedure TMonster
.PainSound();
1445 case FMonsterType
of
1446 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1447 MONSTER_SKEL
, MONSTER_CGUN
:
1448 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1449 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1450 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1451 MONSTER_BSP
, MONSTER_CYBER
:
1452 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1454 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1456 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1458 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1460 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1464 procedure TMonster
.DieSound();
1466 case FMonsterType
of
1469 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1470 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1472 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1474 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1475 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1476 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1479 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1481 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1483 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1485 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1487 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1489 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1491 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1493 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1495 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1497 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1499 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1501 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1503 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1505 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1509 procedure TMonster
.WakeUpSound();
1511 case FMonsterType
of
1514 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1515 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1517 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1519 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1520 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1521 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1524 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1526 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1528 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1530 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1532 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1534 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1536 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1538 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1540 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1542 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1544 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1546 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1552 procedure TMonster
.BFGHit();
1554 if FMonsterType
= MONSTER_FISH
then
1557 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1558 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1559 {if g_Game_IsServer and g_Game_IsNet then
1560 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1561 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1565 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1567 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1575 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1577 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1582 Panel
.Width
, Panel
.Height
);
1585 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1587 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1588 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1589 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1590 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1593 procedure TMonster
.Respawn
;
1599 FDirection
:= FStartDirection
;
1602 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1603 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1608 FDieTriggers
:= nil;
1609 FWaitAttackAnim
:= False;
1610 FChainFire
:= False;
1613 FState
:= STATE_SLEEP
;
1614 FCurAnim
:= ANIM_SLEEP
;
1616 positionChanged(); // this updates spatial accelerators
1618 if g_Game_IsNet
and g_Game_IsServer
then
1620 MH_SEND_MonsterPos(FUID
);
1621 MH_SEND_MonsterState(FUID
);
1625 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1632 if ForcedUID
< 0 then
1633 FUID
:= g_CreateUID(UID_MONSTER
)
1637 FMonsterType
:= MonsterType
;
1641 FState
:= STATE_SLEEP
;
1642 FCurAnim
:= ANIM_SLEEP
;
1643 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1644 FMaxHealth
:= FHealth
;
1645 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1646 FDieTriggers
:= nil;
1647 FSpawnTrigger
:= -1;
1648 FWaitAttackAnim
:= False;
1649 FChainFire
:= False;
1651 FNoRespawn
:= False;
1653 FBehaviour
:= BH_NORMAL
;
1660 trapCheckFrameId
:= 0;
1662 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1663 FBloodKind
:= BLOOD_SPARKS
1665 FBloodKind
:= BLOOD_NORMAL
;
1666 if FMonsterType
= MONSTER_CACO
then
1672 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1685 SetLength(FAnim
, Length(ANIMTABLE
));
1687 for a
:= 0 to High(FAnim
) do
1689 FAnim
[a
, D_LEFT
] := nil;
1690 FAnim
[a
, D_RIGHT
] := nil;
1693 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1694 if (ANIMTABLE
[a
].name
<> '') and
1695 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1697 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1698 '_'+ANIMTABLE
[a
].name
;
1700 res
:= g_Frames_Exists(s
);
1703 res
:= g_Frames_Get(FramesID
, s
);
1705 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1708 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1709 if a
<> ANIM_MESS
then
1712 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1713 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1715 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1716 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1717 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1718 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1723 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1724 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1726 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1727 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1729 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1730 '_'+ANIMTABLE
[a
].name
+'_L';
1731 if g_Frames_Exists(s
) then
1732 g_Frames_Get(FramesID
, s
);
1735 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1736 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1739 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1740 if MonsterType
= MONSTER_VILE
then
1742 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1743 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1749 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1756 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1757 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1760 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1761 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1764 if Random(2) = 0 then
1765 FDirection
:= D_RIGHT
1767 FDirection
:= D_LEFT
;
1769 SetState(STATE_RUN
);
1773 // Ëîâóøêà óáèâàåò ñðàçó:
1774 if t
= HIT_TRAP
then
1777 // Ðîáîòó óðîíà íåò:
1778 if FMonsterType
= MONSTER_ROBO
then
1782 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1784 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1787 FPain
:= FPain
+aDamage
;
1789 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1790 if FState
<> STATE_PAIN
then
1791 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1792 (FMonsterType
<> MONSTER_BARREL
) then
1793 SetState(STATE_PAIN
);
1795 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1796 if (gBloodCount
> 0) then
1798 c
:= Min(aDamage
, 200);
1799 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1801 if (VelX
= 0) and (VelY
= 0) then
1805 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1806 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1810 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1811 if (SpawnerUID
<> FUID
) and (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1813 FTargetUID
:= SpawnerUID
;
1817 // Çäîðîâüå çàêîí÷èëîñü:
1818 if FHealth
<= 0 then
1820 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1821 if (FMonsterType
<> MONSTER_BARREL
) then
1823 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1825 p
:= g_Player_Get(SpawnerUID
);
1826 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1828 p
.MonsterKills
:= p
.MonsterKills
+1;
1829 if gGameSettings
.GameMode
= GM_COOP
then
1830 p
.Frags
:= p
.Frags
+ 1;
1831 // Uncomment this if you want to double-kill monsters
1835 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1837 Inc(gCoopMonstersKilled
);
1838 if g_Game_IsNet
then
1844 case FMonsterType
of
1845 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1846 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1847 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1848 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1855 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1856 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1858 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1859 (FObj
.Vel
.Y
div 2)-Random(4));
1860 positionChanged(); // this updates spatial accelerators
1861 if g_Game_IsServer
and g_Game_IsNet
then
1862 MH_SEND_ItemSpawn(True, it
);
1865 // Òðóï äàëüøå íå èäåò:
1868 // Ó òðóïà ðàçìåðû ìåíüøå:
1869 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1871 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1872 FObj
.Rect
.Height
:= 12;
1875 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1876 if (FHealth
<= -30) and
1877 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1878 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1879 (FMonsterType
= MONSTER_MAN
)) then
1881 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1882 SetState(STATE_DIE
, ANIM_MESS
);
1887 SetState(STATE_DIE
);
1890 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1891 if g_Game_IsServer
then ActivateTriggers();
1896 if FState
= STATE_SLEEP
then
1897 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1898 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1902 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1906 function TMonster
.Heal(Value
: Word): Boolean;
1909 if g_Game_IsClient
then
1914 if FHealth
< FMaxHealth
then
1916 IncMax(FHealth
, Value
, FMaxHealth
);
1917 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1922 destructor TMonster
.Destroy();
1926 for a
:= 0 to High(FAnim
) do
1928 FAnim
[a
, D_LEFT
].Free();
1929 FAnim
[a
, D_RIGHT
].Free();
1934 if (treeNode
<> -1) then
1936 if monsTree
.isValidId(treeNode
) then
1938 {$IF DEFINED(D2F_DEBUG)}
1939 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx
, UID
, treeNode
]), MSG_NOTIFY
);
1941 monsTree
.removeObject(treeNode
);
1945 if (arrIdx
<> -1) then
1947 gMonsters
[arrIdx
] := nil;
1950 uidMap
[FUID
] := nil;
1952 inherited Destroy();
1955 procedure TMonster
.Draw();
1961 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1962 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1964 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1965 if FMonsterType
= MONSTER_VILE
then
1966 if FState
= STATE_SHOOT
then
1967 if GetPos(FTargetUID
, @o
) then
1968 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1969 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1971 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1972 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1973 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1976 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1977 if FState
= STATE_DEAD
then
1978 case FMonsterType
of
1979 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1982 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1983 if FAnim
[FCurAnim
, FDirection
] <> nil then
1985 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1986 if (FDirection
= D_LEFT
) and
1987 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1988 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1989 (FMonsterType
<> MONSTER_BARREL
) then
1994 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1995 if (FDirection
= D_LEFT
) and
1996 (FMonsterType
<> MONSTER_BARREL
) then
1998 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1999 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
2001 if m
= M_HORIZONTAL
then
2002 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2003 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2004 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
2005 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2006 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
2007 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2009 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2012 else // Ïðàâàÿ àíèìàöèÿ
2014 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
2015 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
2019 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
2022 if g_debug_Frames
then
2024 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2026 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2027 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2032 procedure TMonster
.MakeBloodSimple(Count
: Word);
2034 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
2035 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2036 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
2037 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2038 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
2039 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2040 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
2041 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2044 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
2046 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2047 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2048 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
2049 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2052 procedure TMonster
.Push(vx
, vy
: Integer);
2054 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2055 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2056 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2059 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2063 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2064 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2065 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2066 soulcount
:= soulcount
-1;
2068 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2070 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
2071 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
2072 (State
<> STATE_GO
) then
2079 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2081 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2083 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2084 STATE_PAIN
: Anim
:= ANIM_PAIN
;
2085 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
2086 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
2087 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2088 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2089 STATE_DIE
: Anim
:= ANIM_DIE
;
2091 begin // íà÷àëè âîñðåøàòüñÿ
2093 FAnim
[Anim
, FDirection
].Revert(True);
2095 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2096 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2103 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2104 if ForceAnim
<> 255 then
2107 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2108 if FCurAnim
<> Anim
then
2109 if FAnim
[Anim
, FDirection
] <> nil then
2111 FAnim
[Anim
, FDirection
].Reset();
2116 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2123 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2124 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2126 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2127 if g_Game_IsServer
and g_Game_IsNet
then
2128 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2134 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2137 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2138 TA
:= TAnimation
.Create(FramesID
, False, 6);
2139 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2140 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2141 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2143 if g_Game_IsServer
and g_Game_IsNet
then
2144 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2145 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2149 FObj
.X
:= X
- FObj
.Rect
.X
;
2150 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2154 FDirection
:= D_LEFT
2157 FDirection
:= D_RIGHT
2161 if FDirection
= D_RIGHT
then
2162 FDirection
:= D_LEFT
2164 FDirection
:= D_RIGHT
;
2167 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2168 if not silent
and (TA
<> nil) then
2170 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2171 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2174 if g_Game_IsServer
and g_Game_IsNet
then
2175 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2176 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2180 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2184 procedure TMonster
.Update();
2186 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2196 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2197 if FMonsterType
= MONSTER_FISH
then
2198 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2199 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2202 // Ëåòàþùèå ìîíòñðû:
2203 if ((FMonsterType
= MONSTER_SOUL
) or
2204 (FMonsterType
= MONSTER_PAIN
) or
2205 (FMonsterType
= MONSTER_CACO
)) and
2206 (FState
<> STATE_DIE
) and
2207 (FState
<> STATE_DEAD
) then
2210 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2211 if gTime
mod (GAME_TICK
*2) <> 0 then
2213 g_Obj_Move(@FObj
, fall
, True, True);
2214 positionChanged(); // this updates spatial accelerators
2218 if FPainTicks
> 0 then
2221 FPainSound
:= False;
2224 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2225 positionChanged(); // this updates spatial accelerators
2227 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2228 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2229 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2232 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2234 Inc(gCoopMonstersKilled
);
2235 if g_Game_IsNet
then
2242 oldvelx
:= FObj
.Vel
.X
;
2244 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2245 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2246 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2248 if FFireTime
> 0 then
2250 if WordBool(st
and MOVE_INWATER
) then
2255 FFireTime
:= FFireTime
- 1;
2256 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2257 if FFirePainTime
= 0 then
2259 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2260 FFirePainTime
:= 18;
2263 FFirePainTime
:= FFirePainTime
- 1;
2267 // Ìåðòâûé íè÷åãî íå äåëàåò:
2268 if (FState
= STATE_DEAD
) then
2271 // AI ìîíñòðîâ âûêëþ÷åí:
2272 if g_debug_MonsterOff
then
2275 if FState
<> STATE_SLEEP
then
2276 SetState(STATE_SLEEP
);
2279 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2280 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2281 case FMonsterType
of
2283 if Random(4) = 0 then
2284 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2285 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2286 MONSTER_ROBO
, MONSTER_BARREL
:
2287 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2288 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2290 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2291 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2292 if Random(2) = 0 then
2293 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2295 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2299 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2300 if FMonsterType
= MONSTER_BARREL
then
2302 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2303 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2304 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2305 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2309 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2310 if FMonsterType
= MONSTER_SOUL
then
2311 if WordBool(st
and MOVE_HITAIR
) then
2312 g_Obj_SetSpeed(@FObj
, 16);
2317 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2318 if FObj
.Vel
.Y
< 0 then
2319 if WordBool(st
and MOVE_INWATER
) then
2322 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2323 FTargetTime
:= FTargetTime
+ 1;
2326 if FShellTimer
> -1 then
2327 if FShellTimer
= 0 then
2329 if FShellType
= SHELL_SHELL
then
2330 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2331 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2332 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2333 else if FShellType
= SHELL_DBLSHELL
then
2335 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2336 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2337 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2338 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2339 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2340 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2343 end else Dec(FShellTimer
);
2345 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2347 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2348 STATE_ATTACK
, STATE_SHOOT
]) then
2349 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2350 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2351 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2352 (FObj
.Accel
.Y
= 0) then
2353 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2356 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2358 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2359 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2361 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2362 if gSoundEffectsDF
then PainSound();
2364 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2367 // Ñíèæàåì áîëü ñî âðåìåíåì:
2370 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2371 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2379 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2382 FSleep
:= FSleep
+ 1;
2384 // Ïðîñïàëè äîñòàòî÷íî:
2385 if FSleep
>= 18 then
2390 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2391 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2392 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2393 if (gPlayers
<> nil) then
2394 for a
:= 0 to High(gPlayers
) do
2395 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2396 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2398 if g_Look(@FObj
, @Obj
, FDirection
) then
2400 FTargetUID
:= gPlayers
[a
].UID
;
2407 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2408 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2409 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2410 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2411 if gMonsters
<> nil then
2412 for a
:= 0 to High(gMonsters
) do
2413 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2414 (gMonsters
[a
].FUID
<> FUID
) then
2416 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2417 if (FBehaviour
= BH_MANIAC
) and
2418 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2420 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2421 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2422 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2424 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2425 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2427 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2429 FTargetUID
:= gMonsters
[a
].UID
;
2438 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2441 FSleep
:= FSleep
- 1;
2443 // Âûæäàëè äîñòàòî÷íî - èäåì:
2448 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2450 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2451 if WordBool(st
and MOVE_BLOCK
) then
2455 SetState(STATE_RUNOUT
);
2460 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2461 if (FMonsterType
= MONSTER_VILE
) then
2462 if isCorpse(@FObj
, False) <> -1 then
2465 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2470 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2471 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2472 if not findNewPrey() then
2473 begin // Íîâûõ öåëåé íåò
2481 o
.Rect
:= _Rect(0, 0, 0, 1);
2483 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2484 GetPos(FTargetUID
, @o
);
2486 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2487 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2490 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2497 // Ðàññòîÿíèå äî öåëè:
2498 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2499 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2501 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2503 FDirection
:= D_RIGHT
2505 FDirection
:= D_LEFT
;
2507 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2508 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2509 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2510 if shoot(@o
, False) then
2513 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2514 if Abs(sx
) < 40 then
2515 if FMonsterType
<> MONSTER_FISH
then
2518 SetState(STATE_RUN
);
2519 if Random(2) = 0 then
2520 FDirection
:= D_LEFT
2522 FDirection
:= D_RIGHT
;
2527 // Óïåðëèñü â ñòåíó:
2528 if WordBool(st
and MOVE_HITWALL
) then
2530 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2531 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2532 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2534 SetState(STATE_WAIT
);
2539 case FMonsterType
of
2540 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2542 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2543 (FObj
.Accel
.Y
= 0) then
2544 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2545 // Ïðûæîê ÷åðåç ñòåíó:
2546 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2547 SetState(STATE_CLIMB
);
2554 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2555 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2556 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2558 if FMonsterType
= MONSTER_FISH
then
2560 if not WordBool(st
and MOVE_INWATER
) then
2561 begin // Ðûáà âíå âîäû:
2562 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2563 begin // "Ñòîèò" òâåðäî
2564 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2565 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2566 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2570 SetState(STATE_PAIN
);
2571 FPain
:= FPain
+ 50;
2575 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2577 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2581 // Ðûáà ïëûâåò ââåðõ:
2582 if FObj
.Vel
.Y
< 0 then
2583 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2585 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2587 // Ïëàâàåì òóäà-ñþäà:
2588 if Random(2) = 0 then
2589 FDirection
:= D_LEFT
2591 FDirection
:= D_RIGHT
;
2593 SetState(STATE_RUN
);
2597 else // Ëåòàþùèå ìîíñòðû
2599 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2601 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2606 else // "Íàçåìíûå" ìîíñòðû
2608 // Âîçìîæíî, ïèíàåì êóñêè:
2609 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2611 b
:= Abs(FObj
.Vel
.X
);
2612 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2613 for a
:= 0 to High(gGibs
) do
2615 if gGibs
[a
].Live
and
2616 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2617 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2620 if FObj
.Vel
.X
< 0 then
2622 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2626 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2631 // Áîññû ìîãóò ïèíàòü òðóïû:
2632 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2633 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2635 b
:= Abs(FObj
.Vel
.X
);
2636 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2637 for a
:= 0 to High(gCorpses
) do
2638 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2640 co
:= gCorpses
[a
].Obj
;
2641 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2642 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2644 if FObj
.Vel
.X
< 0 then
2645 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2647 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2650 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2652 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2654 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2655 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2658 FSleep
:= FSleep
+ 1;
2664 if Random(8) = 0 then
2668 // Áåæèì â âûáðàííóþ ñòîðîíó:
2669 if FDirection
= D_RIGHT
then
2670 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2672 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2674 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2675 if WordBool(st
and MOVE_INWATER
) then
2676 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2677 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2678 if FMonsterType
= MONSTER_FISH
then
2682 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2684 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2685 if WordBool(st
and MOVE_BLOCK
) then
2689 SetState(STATE_RUNOUT
);
2694 FSleep
:= FSleep
- 1;
2696 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2697 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2701 // Ñòåíà - èäåì îáðàòíî:
2702 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2705 if Random(8) = 0 then
2709 // Áåæèì â âûáðàííóþ ñòîðîíó:
2710 if FDirection
= D_RIGHT
then
2711 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2713 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2715 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2716 if WordBool(st
and MOVE_INWATER
) then
2717 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2718 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2719 if FMonsterType
= MONSTER_FISH
then
2723 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2725 // Âûøëè èç ÁëîêÌîíà:
2726 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2729 FSleep
:= FSleep
- 1;
2731 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2732 if FSleep
<= -18 then
2736 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2737 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2740 if Random(8) = 0 then
2744 // Áåæèì â âûáðàííóþ ñòîðîíó:
2745 if FDirection
= D_RIGHT
then
2746 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2748 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2750 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2751 if WordBool(st
and MOVE_INWATER
) then
2752 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2753 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2754 if FMonsterType
= MONSTER_FISH
then
2758 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2760 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2761 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2762 (not WordBool(st
and MOVE_HITWALL
)) then
2767 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2768 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2772 SetState(STATE_RUN
);
2776 // Áåæèì â âûáðàííóþ ñòîðîíó:
2777 if FDirection
= D_RIGHT
then
2778 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2780 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2782 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2783 if WordBool(st
and MOVE_INWATER
) then
2784 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2785 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2786 if FMonsterType
= MONSTER_FISH
then
2790 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2791 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2793 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2794 if FMonsterType
= MONSTER_SOUL
then
2796 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2802 // Çàìåäëÿåìñÿ ïðè àòàêå:
2803 if FMonsterType
<> MONSTER_FISH
then
2804 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2806 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2807 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2809 // Öåëü ïîãèáëà => èäåì äàëüøå:
2810 if not GetPos(FTargetUID
, @o
) then
2817 // Öåëü íå âèäíî => èäåì äàëüøå:
2818 if not g_Look(@FObj
, @o
, FDirection
) then
2825 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2826 if g_Obj_CollideWater(@o
, 0, 0) then
2834 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2835 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2836 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2839 end; // case FState of ...
2843 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2844 if FState
= STATE_REVIVE
then
2845 if FAnim
[FCurAnim
, FDirection
].Played
then
2846 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2847 FAnim
[FCurAnim
, FDirection
].Revert(False);
2851 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2852 if vilefire
<> nil then
2855 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2856 if (FState
= STATE_DIE
) and
2857 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2858 (FAnim
[FCurAnim
, FDirection
].Played
) then
2861 SetState(STATE_DEAD
);
2863 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2864 if (FMonsterType
= MONSTER_PAIN
) then
2866 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2867 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2870 mon
.SetState(STATE_GO
);
2871 mon
.FNoRespawn
:= True;
2872 Inc(gTotalMonsters
);
2873 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2876 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2877 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2880 mon
.SetState(STATE_GO
);
2881 mon
.FNoRespawn
:= True;
2882 Inc(gTotalMonsters
);
2883 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2886 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2887 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2890 mon
.SetState(STATE_GO
);
2891 mon
.FNoRespawn
:= True;
2892 Inc(gTotalMonsters
);
2893 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2896 if g_Game_IsNet
then MH_SEND_CoopStats();
2899 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2900 if (FMonsterType
= MONSTER_PAIN
) or
2901 (FMonsterType
= MONSTER_SOUL
) or
2902 (FMonsterType
= MONSTER_BARREL
) then
2906 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2907 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2908 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2909 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2910 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2911 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2912 if FState
= STATE_ATTACK
then
2913 begin // Ñîñòîÿíèå - Àòàêà
2914 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2915 if FMonsterType
<> MONSTER_SOUL
then
2918 else // Ñîñòîÿíèå - Ñòðåëüáà
2920 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2921 if not FChainFire
then
2924 begin // Íàäî ñòðåëÿòü åùå
2925 FChainFire
:= False;
2926 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2927 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2928 FAnim
[FCurAnim
, FDirection
].Reset();
2932 FWaitAttackAnim
:= False;
2935 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2936 if (FMonsterType
= MONSTER_SOUL
) or
2937 ( (not FWaitAttackAnim
) and
2938 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2939 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2941 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2942 if FState
= STATE_ATTACK
then
2943 begin // Ñîñòîÿíèå - Àòàêà
2944 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2945 if FMonsterType
= MONSTER_SOUL
then
2946 FAnim
[FCurAnim
, FDirection
].Reset();
2948 case FMonsterType
of
2949 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2950 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2951 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2952 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2953 if FMonsterType
= MONSTER_SOUL
then
2957 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2958 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2959 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2961 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2962 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2963 if FCurAnim
= ANIM_ATTACK2
then
2966 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2967 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2968 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2972 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2973 if FCurAnim
= ANIM_ATTACK2
then
2975 sx
:= isCorpse(@FObj
, True);
2977 begin // Íàøëè, êîãî âîñêðåñèòü
2978 gMonsters
[sx
].SetState(STATE_REVIVE
);
2979 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2980 // Âîñêðåøàòü - ñåáå âðåäèòü:
2981 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2987 else // Ñîñòîÿíèå - Ñòðåëüáà
2989 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2990 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2992 if FDirection
= D_LEFT
then
2994 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2995 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2996 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2999 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
3001 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3002 case FMonsterType
of
3004 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3007 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3008 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
3009 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3013 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
3014 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3016 FShellType
:= SHELL_SHELL
;
3020 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
3022 FShellType
:= SHELL_DBLSHELL
;
3027 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3028 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3031 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3034 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3035 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3036 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3040 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3041 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3042 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
3045 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3047 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3049 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3050 MONSTER_BARON
, MONSTER_KNIGHT
:
3051 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3053 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3055 begin // Ñîçäàåì Lost_Soul:
3056 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3057 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3060 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3061 mon
.FTargetUID
:= FTargetUID
;
3062 GetPos(FTargetUID
, @o
);
3063 mon
.FTargetTime
:= 0;
3064 mon
.FNoRespawn
:= True;
3065 mon
.SetState(STATE_GO
);
3066 mon
.shoot(@o
, True);
3067 Inc(gTotalMonsters
);
3069 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3074 if FMonsterType
<> MONSTER_PAIN
then
3075 if g_Game_IsNet
then
3076 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3078 // Ñêîðîñòðåëüíûå ìîíñòðû:
3079 if (FMonsterType
= MONSTER_CGUN
) or
3080 (FMonsterType
= MONSTER_SPIDER
) or
3081 (FMonsterType
= MONSTER_BSP
) or
3082 (FMonsterType
= MONSTER_MANCUB
) or
3083 (FMonsterType
= MONSTER_ROBO
) then
3084 if not GetPos(FTargetUID
, @o
) then
3085 // Öåëü ìåðòâà - èùåì íîâóþ:
3087 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3088 if shoot(@o
, False) then
3092 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3093 FWaitAttackAnim
:= True;
3096 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3097 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3099 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3100 // Çâóêè ïðè ïåðåäâèæåíèè:
3101 case FMonsterType
of
3103 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3104 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3105 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3107 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3108 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3109 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3111 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3112 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3113 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3115 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3116 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3117 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3121 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3122 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3123 FObj
.Vel
.X
:= oldvelx
;
3125 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3126 if FAnim
[FCurAnim
, FDirection
] <> nil then
3127 FAnim
[FCurAnim
, FDirection
].Update();
3130 procedure TMonster
.SetDeadAnim
;
3132 if FAnim
<> nil then
3133 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3136 procedure TMonster
.RevertAnim(R
: Boolean = True);
3138 if FAnim
<> nil then
3139 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3140 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3143 function TMonster
.AnimIsReverse
: Boolean;
3145 if FAnim
<> nil then
3146 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3151 procedure TMonster
.ClientUpdate();
3153 a
, b
, sx
, sy
, oldvelx
: Integer;
3160 sx
:= 0; // SHUT UP COMPILER
3163 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3164 if FMonsterType
= MONSTER_FISH
then
3165 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3166 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
3169 // Ëåòàþùèå ìîíòñðû:
3170 if ((FMonsterType
= MONSTER_SOUL
) or
3171 (FMonsterType
= MONSTER_PAIN
) or
3172 (FMonsterType
= MONSTER_CACO
)) and
3173 (FState
<> STATE_DIE
) and
3174 (FState
<> STATE_DEAD
) then
3177 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3178 if gTime
mod (GAME_TICK
*2) <> 0 then
3180 g_Obj_Move(@FObj
, fall
, True, True);
3181 positionChanged(); // this updates spatial accelerators
3185 if FPainTicks
> 0 then
3188 FPainSound
:= False;
3191 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3192 positionChanged(); // this updates spatial accelerators
3194 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3195 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3196 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3202 oldvelx
:= FObj
.Vel
.X
;
3204 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3205 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3206 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3208 if FFireTime
> 0 then
3210 if WordBool(st
and MOVE_INWATER
) then
3215 FFireTime
:= FFireTime
- 1;
3219 // Ìåðòâûé íè÷åãî íå äåëàåò:
3220 if (FState
= STATE_DEAD
) then
3223 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3224 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3225 case FMonsterType
of
3227 if Random(4) = 0 then
3228 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3229 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3230 MONSTER_ROBO
, MONSTER_BARREL
:
3231 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3232 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3234 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3235 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3236 if Random(2) = 0 then
3237 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3239 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3243 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3244 if FMonsterType
= MONSTER_BARREL
then
3246 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3247 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3248 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3249 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3253 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3254 if FMonsterType
= MONSTER_SOUL
then
3255 if WordBool(st
and MOVE_HITAIR
) then
3256 g_Obj_SetSpeed(@FObj
, 16);
3261 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3262 if FObj
.Vel
.Y
< 0 then
3263 if WordBool(st
and MOVE_INWATER
) then
3266 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3267 FTargetTime
:= FTargetTime
+ 1;
3269 if FShellTimer
> -1 then
3270 if FShellTimer
= 0 then
3272 if FShellType
= SHELL_SHELL
then
3273 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3274 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3275 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3276 else if FShellType
= SHELL_DBLSHELL
then
3278 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3279 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3280 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3281 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3282 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3283 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3286 end else Dec(FShellTimer
);
3288 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3290 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3291 STATE_ATTACK
, STATE_SHOOT
]) then
3292 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3293 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3294 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3295 (FObj
.Accel
.Y
= 0) then
3296 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3299 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3301 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3302 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3304 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3305 if gSoundEffectsDF
then PainSound();
3307 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3310 // Ñíèæàåì áîëü ñî âðåìåíåì:
3313 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3314 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3321 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3324 FSleep
:= FSleep
+ 1;
3326 // Ïðîñïàëè äîñòàòî÷íî:
3327 if FSleep
>= 18 then
3333 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3336 FSleep
:= FSleep
- 1;
3339 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3341 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3342 if WordBool(st
and MOVE_BLOCK
) then
3346 SetState(STATE_RUNOUT
);
3351 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3352 if (FMonsterType
= MONSTER_VILE
) then
3353 if isCorpse(@FObj
, False) <> -1 then
3355 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3361 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3362 if Abs(sx
) < 40 then
3363 if FMonsterType
<> MONSTER_FISH
then
3365 SetState(STATE_RUN
);
3371 // Óïåðëèñü â ñòåíó:
3372 if WordBool(st
and MOVE_HITWALL
) then
3374 case FMonsterType
of
3375 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3377 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3378 (FObj
.Accel
.Y
= 0) then
3379 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3380 // Ïðûæîê ÷åðåç ñòåíó:
3381 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3382 SetState(STATE_CLIMB
);
3389 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3390 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3391 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3393 if FMonsterType
= MONSTER_FISH
then
3395 if not WordBool(st
and MOVE_INWATER
) then
3396 begin // Ðûáà âíå âîäû:
3397 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3398 begin // "Ñòîèò" òâåðäî
3399 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3400 if FObj
.Accel
.Y
= 0 then
3402 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3406 SetState(STATE_PAIN
);
3407 FPain
:= FPain
+ 50;
3411 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3413 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3417 // Ðûáà ïëûâåò ââåðõ:
3418 if FObj
.Vel
.Y
< 0 then
3419 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3421 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3423 // Ïëàâàåì òóäà-ñþäà:
3424 SetState(STATE_RUN
);
3429 else // Ëåòàþùèå ìîíñòðû
3431 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3433 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3438 else // "Íàçåìíûå" ìîíñòðû
3440 // Âîçìîæíî, ïèíàåì êóñêè:
3441 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3443 b
:= Abs(FObj
.Vel
.X
);
3444 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3445 for a
:= 0 to High(gGibs
) do
3447 if gGibs
[a
].Live
and
3448 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3449 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3452 if FObj
.Vel
.X
< 0 then
3454 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3458 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3460 positionChanged(); // this updates spatial accelerators
3464 // Áîññû ìîãóò ïèíàòü òðóïû:
3465 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3466 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3468 b
:= Abs(FObj
.Vel
.X
);
3469 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3470 for a
:= 0 to High(gCorpses
) do
3471 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3473 co
:= gCorpses
[a
].Obj
;
3474 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3475 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3477 if FObj
.Vel
.X
< 0 then
3478 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3480 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3485 FSleep
:= FSleep
+ 1;
3491 if Random(8) = 0 then
3495 // Áåæèì â âûáðàííóþ ñòîðîíó:
3496 if FDirection
= D_RIGHT
then
3497 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3499 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3501 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3502 if WordBool(st
and MOVE_INWATER
) then
3503 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3504 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3505 if FMonsterType
= MONSTER_FISH
then
3509 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3511 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3512 if WordBool(st
and MOVE_BLOCK
) then
3514 SetState(STATE_RUNOUT
);
3520 FSleep
:= FSleep
- 1;
3522 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3523 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3529 if Random(8) = 0 then
3533 // Áåæèì â âûáðàííóþ ñòîðîíó:
3534 if FDirection
= D_RIGHT
then
3535 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3537 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3539 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3540 if WordBool(st
and MOVE_INWATER
) then
3541 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3542 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3543 if FMonsterType
= MONSTER_FISH
then
3547 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3549 // Âûøëè èç ÁëîêÌîíà:
3550 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3553 FSleep
:= FSleep
- 1;
3555 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3556 if FSleep
<= -18 then
3562 if Random(8) = 0 then
3566 // Áåæèì â âûáðàííóþ ñòîðîíó:
3567 if FDirection
= D_RIGHT
then
3568 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3570 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3572 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3573 if WordBool(st
and MOVE_INWATER
) then
3574 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3575 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3576 if FMonsterType
= MONSTER_FISH
then
3580 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3582 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3583 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3584 (not WordBool(st
and MOVE_HITWALL
)) then
3589 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3590 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3592 SetState(STATE_RUN
);
3597 // Áåæèì â âûáðàííóþ ñòîðîíó:
3598 if FDirection
= D_RIGHT
then
3599 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3601 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3603 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3604 if WordBool(st
and MOVE_INWATER
) then
3605 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3606 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3607 if FMonsterType
= MONSTER_FISH
then
3611 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3612 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3614 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3615 if FMonsterType
= MONSTER_SOUL
then
3617 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3623 // Çàìåäëÿåìñÿ ïðè àòàêå:
3624 if FMonsterType
<> MONSTER_FISH
then
3625 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3627 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3628 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3630 // Öåëü ïîãèáëà => èäåì äàëüøå:
3631 if not GetPos(FTargetUID
, @o
) then
3638 // Öåëü íå âèäíî => èäåì äàëüøå:
3639 if not g_Look(@FObj
, @o
, FDirection
) then
3646 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3647 if g_Obj_CollideWater(@o
, 0, 0) then
3655 end; // case FState of ...
3659 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3660 if FState
= STATE_REVIVE
then
3661 if FAnim
[FCurAnim
, FDirection
].Played
then
3662 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3663 FAnim
[FCurAnim
, FDirection
].Revert(False);
3667 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3668 if vilefire
<> nil then
3671 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3672 if (FState
= STATE_DIE
) and
3673 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3674 (FAnim
[FCurAnim
, FDirection
].Played
) then
3677 SetState(STATE_DEAD
);
3679 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3680 if (FMonsterType
= MONSTER_PAIN
) or
3681 (FMonsterType
= MONSTER_SOUL
) or
3682 (FMonsterType
= MONSTER_BARREL
) then
3685 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3688 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3689 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3690 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3691 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3692 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3693 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3694 if FState
= STATE_ATTACK
then
3695 begin // Ñîñòîÿíèå - Àòàêà
3696 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3697 if FMonsterType
<> MONSTER_SOUL
then
3700 else // Ñîñòîÿíèå - Ñòðåëüáà
3702 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3703 if not FChainFire
then
3706 begin // Íàäî ñòðåëÿòü åùå
3707 FChainFire
:= False;
3708 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3709 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3710 FAnim
[FCurAnim
, FDirection
].Reset();
3714 FWaitAttackAnim
:= False;
3717 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3718 if (FMonsterType
= MONSTER_SOUL
) or
3719 ( (not FWaitAttackAnim
) and
3720 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3721 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3723 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3724 if FState
= STATE_ATTACK
then
3725 begin // Ñîñòîÿíèå - Àòàêà
3726 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3727 if FMonsterType
= MONSTER_SOUL
then
3728 FAnim
[FCurAnim
, FDirection
].Reset();
3730 case FMonsterType
of
3731 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3732 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3733 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3734 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3735 if FMonsterType
= MONSTER_SOUL
then
3739 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3741 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3742 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3743 if FCurAnim
= ANIM_ATTACK2
then
3746 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3747 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3751 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3752 if FCurAnim
= ANIM_ATTACK2
then
3754 sx
:= isCorpse(@FObj
, True);
3756 begin // Íàøëè, êîãî âîñêðåñèòü
3757 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3758 // Âîñêðåøàòü - ñåáå âðåäèòü:
3759 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3765 else // Ñîñòîÿíèå - Ñòðåëüáà
3767 // Ñêîðîñòðåëüíûå ìîíñòðû:
3768 if (FMonsterType
= MONSTER_CGUN
) or
3769 (FMonsterType
= MONSTER_SPIDER
) or
3770 (FMonsterType
= MONSTER_BSP
) or
3771 (FMonsterType
= MONSTER_MANCUB
) or
3772 (FMonsterType
= MONSTER_ROBO
) then
3773 if not GetPos(FTargetUID
, @o
) then
3774 // Öåëü ìåðòâà - èùåì íîâóþ:
3776 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3777 if shoot(@o
, False) then
3781 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3782 FWaitAttackAnim
:= True;
3785 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3786 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3788 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3789 // Çâóêè ïðè ïåðåäâèæåíèè:
3790 case FMonsterType
of
3792 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3793 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3794 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3796 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3797 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3798 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3800 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3801 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3802 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3804 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3805 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3806 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3810 // Êîñòûëü äëÿ ïîòîêîâ
3811 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3812 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3813 FObj
.Vel
.X
:= oldvelx
;
3815 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3816 if FAnim
[FCurAnim
, FDirection
] <> nil then
3817 FAnim
[FCurAnim
, FDirection
].Update();
3820 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3822 case FMonsterType
of
3825 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3826 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3830 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3832 FShellType
:= SHELL_SHELL
;
3836 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3838 FShellType
:= SHELL_DBLSHELL
;
3840 MONSTER_CGUN
, MONSTER_SPIDER
:
3842 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3843 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3846 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3848 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3850 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3852 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3854 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3856 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3857 MONSTER_BARON
, MONSTER_KNIGHT
:
3858 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3860 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3864 procedure TMonster
.Turn();
3867 if FDirection
= D_LEFT
then
3868 FDirection
:= D_RIGHT
3870 FDirection
:= D_LEFT
;
3872 // Áåæèì â âûáðàííóþ ñòîðîíó:
3873 if FDirection
= D_RIGHT
then
3874 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3876 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3879 function TMonster
.findNewPrey(): Boolean;
3883 PlayersSee
, MonstersSee
: Array of DWORD
;
3884 PlayerNear
, MonsterNear
: Integer;
3887 SetLength(MonstersSee
, 0);
3888 SetLength(PlayersSee
, 0);
3895 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3896 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3897 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3898 for a
:= 0 to High(gPlayers
) do
3899 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3900 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3902 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3904 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3905 PlayersSee
[High(PlayersSee
)] := a
;
3907 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3908 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3912 PlayerNear
:= Integer(a
);
3916 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3917 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3918 for a
:= 0 to High(gMonsters
) do
3919 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3920 (gMonsters
[a
].FUID
<> FUID
) then
3922 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3923 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3924 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3925 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3926 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3927 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3928 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3929 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3931 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3933 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3934 MonstersSee
[High(MonstersSee
)] := a
;
3936 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3937 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3941 MonsterNear
:= Integer(a
);
3946 BH_NORMAL
, BH_KILLER
:
3948 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3949 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3951 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3952 FTargetUID
:= gPlayers
[a
].UID
;
3955 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3958 FTargetUID
:= gPlayers
[a
].UID
;
3960 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3961 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3963 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3964 FTargetUID
:= gMonsters
[a
].UID
;
3967 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3970 FTargetUID
:= gMonsters
[a
].UID
;
3973 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3975 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3976 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3978 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3979 FTargetUID
:= gPlayers
[a
].UID
;
3981 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3983 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3984 FTargetUID
:= gMonsters
[a
].UID
;
3986 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3987 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3990 FTargetUID
:= gPlayers
[a
].UID
;
3992 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3995 FTargetUID
:= gMonsters
[a
].UID
;
4000 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4001 if FTargetUID
= 0 then
4003 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4004 if FBehaviour
= BH_INSANE
then
4007 FTargetTime
:= MAX_ATM
;
4016 function TMonster
.kick(o
: PObj
): Boolean;
4020 case FMonsterType
of
4023 SetState(STATE_ATTACK
);
4028 SetState(STATE_ATTACK
);
4029 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
4034 SetState(STATE_ATTACK
);
4035 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
4038 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
4040 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
4041 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
4044 MONSTER_BARON
, MONSTER_KNIGHT
,
4045 MONSTER_CACO
, MONSTER_MANCUB
:
4046 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4047 if not g_Game_IsClient
then Result
:= shoot(o
, True);
4051 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4061 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4062 if not immediately
then
4063 case FMonsterType
of
4064 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4065 Exit
; // íå ñòðåëÿþò
4066 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4069 // Âðåìÿ âûñòðåëà óïóùåíî:
4071 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4077 // Âðåìÿ âûñòðåëà óïóùåíî:
4084 // Âðåìÿ âûñòðåëà óïóùåíî:
4085 if FAmmo
>= 100 then
4090 // Ñòðåëÿåò íå âñåãäà:
4091 if Random(2) = 0 then
4094 // Âðåìÿ âûñòðåëà óïóùåíî:
4098 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4099 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4100 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4101 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4102 else if Random(16) <> 0 then Exit
;
4106 if not g_Look(@FObj
, o
, FDirection
) then
4111 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4112 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4114 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4115 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4116 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4117 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4120 case FMonsterType
of
4121 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4123 SetState(STATE_SHOOT
);
4128 SetState(STATE_SHOOT
);
4132 begin // Çàæèãàåì îãîíü
4133 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4134 ty
:= o
^.Y
+o
^.Rect
.Y
;
4135 SetState(STATE_SHOOT
);
4139 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4140 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4143 begin // Ëåòèò â ñòîðîíó öåëè:
4144 SetState(STATE_ATTACK
);
4145 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4147 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4148 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4149 m
:= Max(Abs(xd
), Abs(yd
));
4153 FObj
.Vel
.X
:= (xd
*16) div m
;
4154 FObj
.Vel
.Y
:= (yd
*16) div m
;
4156 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4157 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4159 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4160 if FMonsterType
= MONSTER_MANCUB
then
4162 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4164 SetState(STATE_SHOOT
);
4172 function TMonster
.Live(): Boolean;
4174 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
4177 procedure TMonster
.SetHealth(aH
: Integer);
4179 if (aH
> 0) and (aH
< 1000000) then
4182 if FHealth
> FMaxHealth
then
4183 FMaxHealth
:= FHealth
;
4187 procedure TMonster
.WakeUp();
4189 if g_Game_IsClient
then Exit
;
4191 FTargetTime
:= MAX_ATM
;
4195 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4205 // Ñèãíàòóðà ìîíñòðà:
4206 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4207 Mem
.WriteDWORD(sig
);
4209 Mem
.WriteWord(FUID
);
4211 if FDirection
= D_LEFT
then
4216 // Íàäî ëè óäàëèòü åãî:
4217 Mem
.WriteBoolean(FRemoved
);
4218 // Îñòàëîñü çäîðîâüÿ:
4219 Mem
.WriteInt(FHealth
);
4221 Mem
.WriteByte(FState
);
4222 // Òåêóùàÿ àíèìàöèÿ:
4223 Mem
.WriteByte(FCurAnim
);
4225 Mem
.WriteWord(FTargetUID
);
4226 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4227 Mem
.WriteInt(FTargetTime
);
4228 // Ïîâåäåíèå ìîíñòðà:
4229 Mem
.WriteByte(FBehaviour
);
4230 // Ãîòîâíîñòü ê âûñòðåëó:
4231 Mem
.WriteInt(FAmmo
);
4233 Mem
.WriteInt(FPain
);
4235 Mem
.WriteInt(FSleep
);
4236 // Îçâó÷èâàòü ëè áîëü:
4237 Mem
.WriteBoolean(FPainSound
);
4238 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4239 Mem
.WriteBoolean(FWaitAttackAnim
);
4240 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4241 Mem
.WriteBoolean(FChainFire
);
4242 // Ïîäëåæèò ëè ðåñïàâíó:
4243 Mem
.WriteBoolean(FNoRespawn
);
4247 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4248 Mem
.WriteInt(FStartID
);
4249 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4250 Mem
.WriteInt(FSpawnTrigger
);
4252 Obj_SaveState(@FObj
, Mem
);
4253 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4254 anim
:= vilefire
<> nil;
4255 Mem
.WriteBoolean(anim
);
4256 // Åñëè åñòü - ñîõðàíÿåì:
4258 vilefire
.SaveState(Mem
);
4260 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4262 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4263 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4264 Mem
.WriteBoolean(anim
);
4265 // Åñëè åñòü - ñîõðàíÿåì:
4267 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4268 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4269 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4270 Mem
.WriteBoolean(anim
);
4271 // Åñëè åñòü - ñîõðàíÿåì:
4273 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4277 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4287 // Ñèãíàòóðà ìîíñòðà:
4289 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4291 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4298 FDirection
:= D_LEFT
4300 FDirection
:= D_RIGHT
;
4301 // Íàäî ëè óäàëèòü åãî:
4302 Mem
.ReadBoolean(FRemoved
);
4303 // Îñòàëîñü çäîðîâüÿ:
4304 Mem
.ReadInt(FHealth
);
4306 Mem
.ReadByte(FState
);
4307 // Òåêóùàÿ àíèìàöèÿ:
4308 Mem
.ReadByte(FCurAnim
);
4310 Mem
.ReadWord(FTargetUID
);
4311 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4312 Mem
.ReadInt(FTargetTime
);
4313 // Ïîâåäåíèå ìîíñòðà:
4314 Mem
.ReadByte(FBehaviour
);
4315 // Ãîòîâíîñòü ê âûñòðåëó:
4320 Mem
.ReadInt(FSleep
);
4321 // Îçâó÷èâàòü ëè áîëü:
4322 Mem
.ReadBoolean(FPainSound
);
4323 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4324 Mem
.ReadBoolean(FWaitAttackAnim
);
4325 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4326 Mem
.ReadBoolean(FChainFire
);
4327 // Ïîäëåæèò ëè ðåñïàâíó
4328 Mem
.ReadBoolean(FNoRespawn
);
4332 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4333 Mem
.ReadInt(FStartID
);
4334 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4335 Mem
.ReadInt(FSpawnTrigger
);
4337 Obj_LoadState(@FObj
, Mem
);
4338 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4339 Mem
.ReadBoolean(anim
);
4340 // Åñëè åñòü - çàãðóæàåì:
4343 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4344 vilefire
.LoadState(Mem
);
4347 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4349 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4350 Mem
.ReadBoolean(anim
);
4351 // Åñëè åñòü - çàãðóæàåì:
4354 Assert(FAnim
[i
, D_LEFT
] <> nil,
4355 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4356 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4358 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4359 Mem
.ReadBoolean(anim
);
4360 // Åñëè åñòü - çàãðóæàåì:
4363 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4364 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4365 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4370 procedure TMonster
.ActivateTriggers();
4374 if FDieTriggers
<> nil then
4375 for a
:= 0 to High(FDieTriggers
) do
4376 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4377 if FSpawnTrigger
> -1 then
4379 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4380 FSpawnTrigger
:= -1;
4384 procedure TMonster
.AddTrigger(t
: Integer);
4386 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4387 FDieTriggers
[High(FDieTriggers
)] := t
;
4390 procedure TMonster
.ClearTriggers();
4392 SetLength(FDieTriggers
, 0);
4395 procedure TMonster
.CatchFire(Attacker
: Word);
4398 FFireAttacker
:= Attacker
;
4399 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_MonsterState(FUID
);
4402 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4407 if (Random(10) = 1) and (Times
= 1) then
4410 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4412 for i
:= 1 to Times
do
4414 Anim
:= TAnimation
.Create(id
, False, 3);
4416 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4417 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4424 // ////////////////////////////////////////////////////////////////////////// //
4425 // throws on invalid uid
4426 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4428 result
:= g_Mons_ByIdx_NC(uid
);
4429 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4434 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4436 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4437 result
:= gMonsters
[uid
];
4441 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4447 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4448 for idx
:= 0 to High(gMonsters
) do
4450 mon
:= gMonsters
[idx
];
4451 if (mon
<> nil) then
4454 if result
then exit
;
4460 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
4466 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4467 for idx
:= 0 to High(gMonsters
) do
4469 mon
:= gMonsters
[idx
];
4470 if (mon
<> nil) and mon
.Live
then
4473 if result
then exit
;
4479 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4481 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4483 result
:= (mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
));
4491 if (width
< 1) or (height
< 1) then exit
;
4492 if gmon_debug_use_sqaccel
then
4494 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4498 for idx
:= 0 to High(gMonsters
) do
4500 mon
:= gMonsters
[idx
];
4501 if (mon
<> nil) and mon
.Live
then
4503 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4514 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4516 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4519 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
);
4527 if (width
< 1) or (height
< 1) then exit
;
4528 if gmon_debug_use_sqaccel
then
4530 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4534 for idx
:= 0 to High(gMonsters
) do
4536 mon
:= gMonsters
[idx
];
4537 if (mon
<> nil) and mon
.Live
then
4539 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4542 if result
then exit
;
4550 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4552 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4555 if mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
);
4563 if (width
< 1) or (height
< 1) then exit
;
4564 if gmon_debug_use_sqaccel
then
4566 if (width
= 1) and (height
= 1) then
4568 result
:= (monsTree
.pointQuery(x
, y
, monsCollCheck
) <> nil);
4572 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4577 for idx
:= 0 to High(gMonsters
) do
4579 mon
:= gMonsters
[idx
];
4580 if (mon
<> nil) and mon
.Live
then
4582 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4585 if result
then exit
;