1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
22 g_basic
, e_graphics
, g_phys
, g_textures
,
23 g_saveload
, BinEditor
, g_panel
;
47 TMonster
= Class (TObject
)
51 FDirection
: TDirection
;
52 FStartDirection
: TDirection
;
53 FStartX
, FStartY
: Integer;
59 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
68 FWaitAttackAnim
: Boolean;
79 FFirePainTime
: Integer;
83 treeNode
: Integer; // node in dyntree or -1
84 arrIdx
: Integer; // in gMonsters
86 FDieTriggers
: Array of Integer;
87 FSpawnTrigger
: Integer;
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
96 trapCheckFrameId
: DWord
; // for `g_weapons.CheckTrap()`
98 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
99 destructor Destroy(); override;
100 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
101 function Collide(Panel
: TPanel
): Boolean; overload
;
102 function Collide(X
, Y
: Integer): Boolean; overload
;
103 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
104 function Live(): Boolean;
105 procedure SetHealth(aH
: Integer);
106 procedure Push(vx
, vy
: Integer);
107 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
108 function Heal(Value
: Word): Boolean;
111 procedure ClientUpdate();
112 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
113 procedure SetDeadAnim
;
116 procedure WakeUpSound();
117 procedure DieSound();
118 procedure PainSound();
119 procedure ActionSound();
120 procedure AddTrigger(t
: Integer);
121 procedure ClearTriggers();
123 procedure SaveState(var Mem
: TBinMemoryWriter
);
124 procedure LoadState(var Mem
: TBinMemoryReader
);
125 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
126 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
127 procedure MakeBloodSimple(Count
: Word);
128 procedure RevertAnim(R
: Boolean = True);
129 function AnimIsReverse
: Boolean;
130 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
131 function kick(o
: PObj
): Boolean;
132 procedure CatchFire(Attacker
: Word);
133 procedure OnFireFlame(Times
: DWORD
= 1);
135 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
137 property MonsterType
: Byte read FMonsterType
;
138 property MonsterHealth
: Integer read FHealth write FHealth
;
139 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
140 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
141 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
142 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
143 property MonsterSleep
: Integer read FSleep write FSleep
;
144 property MonsterState
: Byte read FState write FState
;
145 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
146 property MonsterPain
: Integer read FPain write FPain
;
147 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
149 property Obj
: TObj read FObj
;
150 property UID
: Word read FUID write FUID
;
151 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
153 property GameX
: Integer read FObj
.X write FObj
.X
;
154 property GameY
: Integer read FObj
.Y write FObj
.Y
;
155 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
156 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
157 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
158 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
159 property GameDirection
: TDirection read FDirection write FDirection
;
161 property StartID
: Integer read FStartID
;
165 procedure g_Monsters_LoadData ();
166 procedure g_Monsters_FreeData ();
167 procedure g_Monsters_Init ();
168 procedure g_Monsters_Free ();
169 function g_Monsters_Create (MonsterType
: Byte; X
, Y
: Integer; Direction
: TDirection
;
170 AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
171 procedure g_Monsters_Update ();
172 procedure g_Monsters_Draw ();
173 procedure g_Monsters_DrawHealth ();
174 function g_Monsters_ByUID (UID
: Word): TMonster
;
175 procedure g_Monsters_killedp ();
176 procedure g_Monsters_SaveState (var Mem
: TBinMemoryWriter
);
177 procedure g_Monsters_LoadState (var Mem
: TBinMemoryReader
);
178 function g_Monsters_GetIDByName (name
: String): Integer;
179 function g_Monsters_GetNameByID (MonsterType
: Byte): String;
180 function g_Monsters_GetKilledBy (MonsterType
: Byte): String;
184 TEachMonsterCB
= function (monidx
: Integer; mon
: TMonster
): Boolean is nested
; // return `true` to stop
186 // 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:
576 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
579 UIDType
, MonsterType
: Byte;
584 UIDType
:= g_GetUIDType(SpawnerUID
);
585 if UIDType
= UID_MONSTER
then
587 m
:= g_Monsters_ByUID(SpawnerUID
);
588 if m
= nil then Exit
;
589 MonsterType
:= m
.FMonsterType
;
593 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
594 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
596 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
597 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
598 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
600 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
601 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
605 function canShoot(m
: Byte): Boolean;
610 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
617 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
619 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
621 result
:= false; // don't stop
622 if (mon
.FState
= STATE_DEAD
) and g_Obj_Collide(o
, @mon
.FObj
) then
624 case mon
.FMonsterType
of // Íå âîñêðåñèòü:
625 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
626 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: exit
;
628 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
639 // Åñëè íóæíà âåðîÿòíîñòü
640 if not immediately
and (Random(8) <> 0) then exit
;
642 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
643 if gmon_debug_use_sqaccel
then
645 mon
:= monsTree
.aabbQuery(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
, monsCollCheck
);
646 if (mon
<> nil) then result
:= mon
.arrIdx
;
650 for a
:= 0 to High(gMonsters
) do
652 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
654 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
655 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
656 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
657 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
668 procedure g_Monsters_LoadData();
670 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
672 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
673 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
675 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
678 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
679 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
685 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
686 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
692 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
693 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
699 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
700 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
706 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
707 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
713 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
714 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
720 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
721 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
728 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
735 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
742 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
749 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
756 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
763 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
770 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
777 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
784 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
791 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
798 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
805 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
812 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
825 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
827 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
829 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
830 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
831 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
832 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
833 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
834 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
835 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
836 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
837 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
838 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
839 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
841 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
842 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
843 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
845 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
846 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
847 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
848 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
849 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
850 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
852 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
853 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
854 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
855 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
856 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
858 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
859 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
861 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
862 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
863 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
864 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
866 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
867 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
868 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
869 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
870 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
872 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
873 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
874 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
875 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
876 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
878 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
879 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
880 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
881 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
883 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
884 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
885 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
887 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
888 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
890 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
891 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
893 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
894 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
895 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
897 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
898 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
900 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
901 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
902 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
904 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
906 monsTree
:= TDynAABBTreeMons
.Create();
908 monCheckTrapLastFrameId
:= 0;
911 procedure g_Monsters_FreeData();
913 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
915 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
916 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
917 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
918 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
919 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
920 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
921 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
922 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
923 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
924 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
925 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
926 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
927 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
928 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
929 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
930 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
931 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
932 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
933 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
934 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
935 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
936 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
937 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
938 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
939 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
940 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
941 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
942 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
943 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
944 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
945 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
946 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
947 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
948 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
949 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
950 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
951 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
952 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
953 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
954 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
955 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
956 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
957 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
958 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
959 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
960 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
961 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
962 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
963 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
964 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
965 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
966 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
967 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
968 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
969 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
970 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
972 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
973 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
974 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
975 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
976 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
977 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
978 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
979 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
980 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
981 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
982 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
983 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
984 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
985 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
986 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
987 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
988 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
989 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
990 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
991 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
992 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
993 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
994 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
995 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
996 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
997 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
998 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
999 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1047 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1049 g_Sound_Delete('SOUND_MONSTER_PAIN');
1050 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1051 g_Sound_Delete('SOUND_MONSTER_ACTION');
1052 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1053 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1054 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1055 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1056 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1057 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1058 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1059 g_Sound_Delete('SOUND_MONSTER_SLOP');
1061 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1062 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1063 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1065 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1066 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1067 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1068 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1069 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1070 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1072 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1073 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1074 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1075 g_Sound_Delete('SOUND_MONSTER_HAHA');
1076 g_Sound_Delete('SOUND_MONSTER_TRUP');
1078 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1079 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1081 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1082 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1083 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1084 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1086 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1087 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1088 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1089 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1090 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1092 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1093 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1094 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1095 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1096 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1098 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1099 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1100 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1101 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1103 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1104 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1105 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1107 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1108 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1110 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1111 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1113 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1114 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1115 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1117 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1118 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1120 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1121 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1122 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1124 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1129 procedure g_Monsters_Init();
1134 procedure g_Monsters_Free();
1139 for a
:= 0 to High(gMonsters
) do gMonsters
[a
].Free();
1142 monCheckTrapLastFrameId
:= 0;
1145 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1146 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1153 // Íåò òàêîãî ìîíñòðà
1154 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1156 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1157 if MonsterType
= MONSTER_SOUL
then
1159 if soulcount
> MAX_SOUL
then exit
;
1160 soulcount
:= soulcount
+ 1;
1163 find_id
:= allocMonster();
1165 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1166 gMonsters
[find_id
] := mon
;
1167 mon
.arrIdx
:= find_id
;
1170 uidMap
[mon
.FUID
] := mon
;
1172 // Íàñòðàèâàåì ïîëîæåíèå
1177 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1178 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1182 FObj
.X
:= X
-FObj
.Rect
.X
;
1183 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1186 FDirection
:= Direction
;
1187 FStartDirection
:= Direction
;
1192 mon
.positionChanged();
1197 procedure g_Monsters_killedp();
1201 if gMonsters
= nil then
1204 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1205 h
:= High(gMonsters
);
1207 if (gMonsters
[a
] <> nil) then
1208 with gMonsters
[a
] do
1209 if (FMonsterType
= MONSTER_MAN
) and
1210 (FState
<> STATE_DEAD
) and
1211 (FState
<> STATE_SLEEP
) and
1212 (FState
<> STATE_DIE
) then
1214 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1219 procedure g_Monsters_Update();
1224 if gTime
mod (GAME_TICK
*2) = 0 then
1228 if abs(pt_x
) > 246 then pt_xs
:= -pt_xs
;
1229 if abs(pt_y
) > 100 then pt_ys
:= -pt_ys
;
1232 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1234 for a
:= 0 to High(gMonsters
) do
1236 if (gMonsters
[a
] = nil) then continue
;
1237 if not gMonsters
[a
].FRemoved
then
1239 if g_Game_IsClient
then
1240 gMonsters
[a
].ClientUpdate()
1242 gMonsters
[a
].Update();
1246 gMonsters
[a
].Free();
1247 gMonsters
[a
] := nil;
1254 procedure g_Monsters_Draw();
1258 if gMonsters
<> nil then
1259 for a
:= 0 to High(gMonsters
) do
1260 if gMonsters
[a
] <> nil then
1261 gMonsters
[a
].Draw();
1264 procedure g_Monsters_DrawHealth();
1269 if gMonsters
= nil then Exit
;
1270 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1272 for a
:= 0 to High(gMonsters
) do
1273 if gMonsters
[a
] <> nil then
1275 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1276 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1277 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1281 function g_Monsters_ByUID (UID
: Word): TMonster
;
1284 result
:= uidMap
[UID
];
1287 if gMonsters <> nil then
1288 for a := 0 to High(gMonsters) do
1289 if (gMonsters[a] <> nil) and
1290 (gMonsters[a].FUID = UID) then
1292 Result := gMonsters[a];
1298 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1303 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1305 if gMonsters
<> nil then
1306 for i
:= 0 to High(gMonsters
) do
1307 if gMonsters
[i
] <> nil then
1308 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1311 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1313 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1315 Mem
.WriteInt(pt_xs
);
1317 Mem
.WriteInt(pt_ys
);
1319 // Êîëè÷åñòâî ìîíñòðîâ:
1320 Mem
.WriteInt(count
);
1325 // Ñîõðàíÿåì ìîíñòðîâ:
1326 for i
:= 0 to High(gMonsters
) do
1327 if gMonsters
[i
] <> nil then
1328 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1331 b
:= gMonsters
[i
].MonsterType
;
1333 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1334 gMonsters
[i
].SaveState(Mem
);
1338 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1344 if Mem
= nil then exit
;
1348 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1354 // Êîëè÷åñòâî ìîíñòðîâ
1357 if count
= 0 then exit
;
1359 // Çàãðóæàåì ìîíñòðîâ
1360 for a
:= 0 to count
-1 do
1365 mon
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1366 if mon
= nil then raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1367 // Çàãðóæàåì äàííûå ìîíñòðà
1372 function g_Monsters_GetIDByName(name
: String): Integer;
1376 name
:= UpperCase(name
);
1378 while (i
<= MONSTER_MAN
) do
1380 if name
= MONSTERTABLE
[i
].Name
then
1391 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1393 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1394 Result
:= MONSTERTABLE
[MonsterType
].Name
1399 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1401 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1402 Result
:= KilledByMonster
[MonsterType
]
1407 { T M o n s t e r : }
1409 procedure TMonster
.ActionSound();
1411 case FMonsterType
of
1413 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1414 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1416 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1417 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1418 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1420 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1422 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1424 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1426 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1430 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1434 procedure TMonster
.PainSound();
1442 case FMonsterType
of
1443 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1444 MONSTER_SKEL
, MONSTER_CGUN
:
1445 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1446 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1447 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1448 MONSTER_BSP
, MONSTER_CYBER
:
1449 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1451 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1453 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1455 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1457 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1461 procedure TMonster
.DieSound();
1463 case FMonsterType
of
1466 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1467 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1469 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1471 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1472 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1473 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1476 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1478 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1480 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1482 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1484 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1486 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1488 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1490 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1492 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1494 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1496 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1498 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1500 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1502 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1506 procedure TMonster
.WakeUpSound();
1508 case FMonsterType
of
1511 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1512 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1514 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1516 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1517 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1518 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1521 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1523 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1525 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1527 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1529 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1531 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1533 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1535 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1537 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1539 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1541 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1543 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1549 procedure TMonster
.BFGHit();
1551 if FMonsterType
= MONSTER_FISH
then
1554 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1555 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1556 {if g_Game_IsServer and g_Game_IsNet then
1557 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1558 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1562 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1564 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1572 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1574 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1579 Panel
.Width
, Panel
.Height
);
1582 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1584 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1585 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1586 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1587 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1590 procedure TMonster
.Respawn
;
1596 FDirection
:= FStartDirection
;
1599 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1600 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1605 FDieTriggers
:= nil;
1606 FWaitAttackAnim
:= False;
1607 FChainFire
:= False;
1610 FState
:= STATE_SLEEP
;
1611 FCurAnim
:= ANIM_SLEEP
;
1613 positionChanged(); // this updates spatial accelerators
1615 if g_Game_IsNet
and g_Game_IsServer
then
1617 MH_SEND_MonsterPos(FUID
);
1618 MH_SEND_MonsterState(FUID
);
1622 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1629 if ForcedUID
< 0 then
1630 FUID
:= g_CreateUID(UID_MONSTER
)
1634 FMonsterType
:= MonsterType
;
1638 FState
:= STATE_SLEEP
;
1639 FCurAnim
:= ANIM_SLEEP
;
1640 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1641 FMaxHealth
:= FHealth
;
1642 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1643 FDieTriggers
:= nil;
1644 FSpawnTrigger
:= -1;
1645 FWaitAttackAnim
:= False;
1646 FChainFire
:= False;
1648 FNoRespawn
:= False;
1650 FBehaviour
:= BH_NORMAL
;
1657 trapCheckFrameId
:= 0;
1659 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1660 FBloodKind
:= BLOOD_SPARKS
1662 FBloodKind
:= BLOOD_NORMAL
;
1663 if FMonsterType
= MONSTER_CACO
then
1669 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1682 SetLength(FAnim
, Length(ANIMTABLE
));
1684 for a
:= 0 to High(FAnim
) do
1686 FAnim
[a
, D_LEFT
] := nil;
1687 FAnim
[a
, D_RIGHT
] := nil;
1690 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1691 if (ANIMTABLE
[a
].name
<> '') and
1692 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1694 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1695 '_'+ANIMTABLE
[a
].name
;
1697 res
:= g_Frames_Exists(s
);
1700 res
:= g_Frames_Get(FramesID
, s
);
1702 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1705 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1706 if a
<> ANIM_MESS
then
1709 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1710 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1712 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1713 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1714 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1715 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1720 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1721 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1723 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1724 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1726 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1727 '_'+ANIMTABLE
[a
].name
+'_L';
1728 if g_Frames_Exists(s
) then
1729 g_Frames_Get(FramesID
, s
);
1732 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1733 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1736 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1737 if MonsterType
= MONSTER_VILE
then
1739 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1740 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1746 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1753 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1754 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1757 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1758 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1761 if Random(2) = 0 then
1762 FDirection
:= D_RIGHT
1764 FDirection
:= D_LEFT
;
1766 SetState(STATE_RUN
);
1770 // Ëîâóøêà óáèâàåò ñðàçó:
1771 if t
= HIT_TRAP
then
1774 // Ðîáîòó óðîíà íåò:
1775 if FMonsterType
= MONSTER_ROBO
then
1779 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1781 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1784 FPain
:= FPain
+aDamage
;
1786 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1787 if FState
<> STATE_PAIN
then
1788 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1789 (FMonsterType
<> MONSTER_BARREL
) then
1790 SetState(STATE_PAIN
);
1792 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1793 if (gBloodCount
> 0) then
1795 c
:= Min(aDamage
, 200);
1796 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1798 if (VelX
= 0) and (VelY
= 0) then
1802 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1803 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1807 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1808 if (SpawnerUID
<> FUID
) and (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1810 FTargetUID
:= SpawnerUID
;
1814 // Çäîðîâüå çàêîí÷èëîñü:
1815 if FHealth
<= 0 then
1817 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1818 if (FMonsterType
<> MONSTER_BARREL
) then
1820 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1822 p
:= g_Player_Get(SpawnerUID
);
1823 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1825 p
.MonsterKills
:= p
.MonsterKills
+1;
1826 if gGameSettings
.GameMode
= GM_COOP
then
1827 p
.Frags
:= p
.Frags
+ 1;
1828 // Uncomment this if you want to double-kill monsters
1832 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1834 Inc(gCoopMonstersKilled
);
1835 if g_Game_IsNet
then
1841 case FMonsterType
of
1842 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1843 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1844 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1845 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1852 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1853 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1855 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1856 (FObj
.Vel
.Y
div 2)-Random(4));
1857 positionChanged(); // this updates spatial accelerators
1858 if g_Game_IsServer
and g_Game_IsNet
then
1859 MH_SEND_ItemSpawn(True, it
);
1862 // Òðóï äàëüøå íå èäåò:
1865 // Ó òðóïà ðàçìåðû ìåíüøå:
1866 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1868 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1869 FObj
.Rect
.Height
:= 12;
1872 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1873 if (FHealth
<= -30) and
1874 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1875 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1876 (FMonsterType
= MONSTER_MAN
)) then
1878 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1879 SetState(STATE_DIE
, ANIM_MESS
);
1884 SetState(STATE_DIE
);
1887 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1888 if g_Game_IsServer
then ActivateTriggers();
1893 if FState
= STATE_SLEEP
then
1894 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1895 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1899 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1903 function TMonster
.Heal(Value
: Word): Boolean;
1906 if g_Game_IsClient
then
1911 if FHealth
< FMaxHealth
then
1913 IncMax(FHealth
, Value
, FMaxHealth
);
1914 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1919 destructor TMonster
.Destroy();
1923 for a
:= 0 to High(FAnim
) do
1925 FAnim
[a
, D_LEFT
].Free();
1926 FAnim
[a
, D_RIGHT
].Free();
1931 if (treeNode
<> -1) then
1933 if monsTree
.isValidId(treeNode
) then
1935 {$IF DEFINED(D2F_DEBUG)}
1936 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx
, UID
, treeNode
]), MSG_NOTIFY
);
1938 monsTree
.removeObject(treeNode
);
1942 if (arrIdx
<> -1) then
1944 gMonsters
[arrIdx
] := nil;
1947 uidMap
[FUID
] := nil;
1949 inherited Destroy();
1952 procedure TMonster
.Draw();
1958 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1959 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1961 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1962 if FMonsterType
= MONSTER_VILE
then
1963 if FState
= STATE_SHOOT
then
1964 if GetPos(FTargetUID
, @o
) then
1965 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1966 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1968 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1969 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1970 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1973 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1974 if FState
= STATE_DEAD
then
1975 case FMonsterType
of
1976 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1979 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1980 if FAnim
[FCurAnim
, FDirection
] <> nil then
1982 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1983 if (FDirection
= D_LEFT
) and
1984 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1985 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1986 (FMonsterType
<> MONSTER_BARREL
) then
1991 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1992 if (FDirection
= D_LEFT
) and
1993 (FMonsterType
<> MONSTER_BARREL
) then
1995 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1996 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1998 if m
= M_HORIZONTAL
then
1999 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2000 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2001 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
2002 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2003 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
2004 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2006 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2009 else // Ïðàâàÿ àíèìàöèÿ
2011 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
2012 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
2016 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
2019 if g_debug_Frames
then
2021 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2023 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2024 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2029 procedure TMonster
.MakeBloodSimple(Count
: Word);
2031 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
2032 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2033 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
2034 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2035 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
2036 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2037 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
2038 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2041 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
2043 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2044 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2045 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
2046 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2049 procedure TMonster
.Push(vx
, vy
: Integer);
2051 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2052 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2053 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2056 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2060 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2061 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2062 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2063 soulcount
:= soulcount
-1;
2065 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2067 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
2068 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
2069 (State
<> STATE_GO
) then
2076 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2078 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2080 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2081 STATE_PAIN
: Anim
:= ANIM_PAIN
;
2082 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
2083 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
2084 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2085 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2086 STATE_DIE
: Anim
:= ANIM_DIE
;
2088 begin // íà÷àëè âîñðåøàòüñÿ
2090 FAnim
[Anim
, FDirection
].Revert(True);
2092 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2093 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2100 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2101 if ForceAnim
<> 255 then
2104 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2105 if FCurAnim
<> Anim
then
2106 if FAnim
[Anim
, FDirection
] <> nil then
2108 FAnim
[Anim
, FDirection
].Reset();
2113 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2120 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2121 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2123 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2124 if g_Game_IsServer
and g_Game_IsNet
then
2125 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2131 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2134 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2135 TA
:= TAnimation
.Create(FramesID
, False, 6);
2136 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2137 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2138 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2140 if g_Game_IsServer
and g_Game_IsNet
then
2141 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2142 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2146 FObj
.X
:= X
- FObj
.Rect
.X
;
2147 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2151 FDirection
:= D_LEFT
2154 FDirection
:= D_RIGHT
2158 if FDirection
= D_RIGHT
then
2159 FDirection
:= D_LEFT
2161 FDirection
:= D_RIGHT
;
2164 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2165 if not silent
and (TA
<> nil) then
2167 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2168 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2171 if g_Game_IsServer
and g_Game_IsNet
then
2172 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2173 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2177 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2181 procedure TMonster
.Update();
2183 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2193 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2194 if FMonsterType
= MONSTER_FISH
then
2195 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2196 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2199 // Ëåòàþùèå ìîíòñðû:
2200 if ((FMonsterType
= MONSTER_SOUL
) or
2201 (FMonsterType
= MONSTER_PAIN
) or
2202 (FMonsterType
= MONSTER_CACO
)) and
2203 (FState
<> STATE_DIE
) and
2204 (FState
<> STATE_DEAD
) then
2207 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2208 if gTime
mod (GAME_TICK
*2) <> 0 then
2210 g_Obj_Move(@FObj
, fall
, True, True);
2211 positionChanged(); // this updates spatial accelerators
2215 if FPainTicks
> 0 then
2218 FPainSound
:= False;
2221 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2222 positionChanged(); // this updates spatial accelerators
2224 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2225 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2226 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2229 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2231 Inc(gCoopMonstersKilled
);
2232 if g_Game_IsNet
then
2239 oldvelx
:= FObj
.Vel
.X
;
2241 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2242 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2243 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2245 if FFireTime
> 0 then
2247 if WordBool(st
and MOVE_INWATER
) then
2252 FFireTime
:= FFireTime
- 1;
2253 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2254 if FFirePainTime
= 0 then
2256 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2257 FFirePainTime
:= 18;
2260 FFirePainTime
:= FFirePainTime
- 1;
2264 // Ìåðòâûé íè÷åãî íå äåëàåò:
2265 if (FState
= STATE_DEAD
) then
2268 // AI ìîíñòðîâ âûêëþ÷åí:
2269 if g_debug_MonsterOff
then
2272 if FState
<> STATE_SLEEP
then
2273 SetState(STATE_SLEEP
);
2276 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2277 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2278 case FMonsterType
of
2280 if Random(4) = 0 then
2281 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2282 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2283 MONSTER_ROBO
, MONSTER_BARREL
:
2284 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2285 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2287 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2288 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2289 if Random(2) = 0 then
2290 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2292 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2296 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2297 if FMonsterType
= MONSTER_BARREL
then
2299 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2300 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2301 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2302 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2306 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2307 if FMonsterType
= MONSTER_SOUL
then
2308 if WordBool(st
and MOVE_HITAIR
) then
2309 g_Obj_SetSpeed(@FObj
, 16);
2314 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2315 if FObj
.Vel
.Y
< 0 then
2316 if WordBool(st
and MOVE_INWATER
) then
2319 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2320 FTargetTime
:= FTargetTime
+ 1;
2323 if FShellTimer
> -1 then
2324 if FShellTimer
= 0 then
2326 if FShellType
= SHELL_SHELL
then
2327 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2328 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2329 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2330 else if FShellType
= SHELL_DBLSHELL
then
2332 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2333 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2334 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
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
);
2340 end else Dec(FShellTimer
);
2342 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2344 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2345 STATE_ATTACK
, STATE_SHOOT
]) then
2346 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2347 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2348 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2349 (FObj
.Accel
.Y
= 0) then
2350 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2353 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2355 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2356 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2358 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2359 if gSoundEffectsDF
then PainSound();
2361 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2364 // Ñíèæàåì áîëü ñî âðåìåíåì:
2367 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2368 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2376 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2379 FSleep
:= FSleep
+ 1;
2381 // Ïðîñïàëè äîñòàòî÷íî:
2382 if FSleep
>= 18 then
2387 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2388 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2389 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2390 if (gPlayers
<> nil) then
2391 for a
:= 0 to High(gPlayers
) do
2392 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2393 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2395 if g_Look(@FObj
, @Obj
, FDirection
) then
2397 FTargetUID
:= gPlayers
[a
].UID
;
2404 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2405 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2406 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2407 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2408 if gMonsters
<> nil then
2409 for a
:= 0 to High(gMonsters
) do
2410 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2411 (gMonsters
[a
].FUID
<> FUID
) then
2413 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2414 if (FBehaviour
= BH_MANIAC
) and
2415 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2417 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2418 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2419 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2421 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2422 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2424 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2426 FTargetUID
:= gMonsters
[a
].UID
;
2435 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2438 FSleep
:= FSleep
- 1;
2440 // Âûæäàëè äîñòàòî÷íî - èäåì:
2445 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2447 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2448 if WordBool(st
and MOVE_BLOCK
) then
2452 SetState(STATE_RUNOUT
);
2457 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2458 if (FMonsterType
= MONSTER_VILE
) then
2459 if isCorpse(@FObj
, False) <> -1 then
2462 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2467 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2468 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2469 if not findNewPrey() then
2470 begin // Íîâûõ öåëåé íåò
2478 o
.Rect
:= _Rect(0, 0, 0, 1);
2480 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2481 GetPos(FTargetUID
, @o
);
2483 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2484 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2487 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2494 // Ðàññòîÿíèå äî öåëè:
2495 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2496 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2498 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2500 FDirection
:= D_RIGHT
2502 FDirection
:= D_LEFT
;
2504 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2505 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2506 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2507 if shoot(@o
, False) then
2510 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2511 if Abs(sx
) < 40 then
2512 if FMonsterType
<> MONSTER_FISH
then
2515 SetState(STATE_RUN
);
2516 if Random(2) = 0 then
2517 FDirection
:= D_LEFT
2519 FDirection
:= D_RIGHT
;
2524 // Óïåðëèñü â ñòåíó:
2525 if WordBool(st
and MOVE_HITWALL
) then
2527 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2528 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2529 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2531 SetState(STATE_WAIT
);
2536 case FMonsterType
of
2537 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2539 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2540 (FObj
.Accel
.Y
= 0) then
2541 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2542 // Ïðûæîê ÷åðåç ñòåíó:
2543 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2544 SetState(STATE_CLIMB
);
2551 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2552 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2553 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2555 if FMonsterType
= MONSTER_FISH
then
2557 if not WordBool(st
and MOVE_INWATER
) then
2558 begin // Ðûáà âíå âîäû:
2559 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2560 begin // "Ñòîèò" òâåðäî
2561 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2562 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2563 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2567 SetState(STATE_PAIN
);
2568 FPain
:= FPain
+ 50;
2572 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2574 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2578 // Ðûáà ïëûâåò ââåðõ:
2579 if FObj
.Vel
.Y
< 0 then
2580 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2582 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2584 // Ïëàâàåì òóäà-ñþäà:
2585 if Random(2) = 0 then
2586 FDirection
:= D_LEFT
2588 FDirection
:= D_RIGHT
;
2590 SetState(STATE_RUN
);
2594 else // Ëåòàþùèå ìîíñòðû
2596 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2598 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2603 else // "Íàçåìíûå" ìîíñòðû
2605 // Âîçìîæíî, ïèíàåì êóñêè:
2606 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2608 b
:= Abs(FObj
.Vel
.X
);
2609 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2610 for a
:= 0 to High(gGibs
) do
2612 if gGibs
[a
].Live
and
2613 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2614 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2617 if FObj
.Vel
.X
< 0 then
2619 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2623 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2628 // Áîññû ìîãóò ïèíàòü òðóïû:
2629 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2630 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2632 b
:= Abs(FObj
.Vel
.X
);
2633 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2634 for a
:= 0 to High(gCorpses
) do
2635 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2637 co
:= gCorpses
[a
].Obj
;
2638 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2639 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2641 if FObj
.Vel
.X
< 0 then
2642 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2644 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2647 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2649 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2651 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2652 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2655 FSleep
:= FSleep
+ 1;
2661 if Random(8) = 0 then
2665 // Áåæèì â âûáðàííóþ ñòîðîíó:
2666 if FDirection
= D_RIGHT
then
2667 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2669 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2671 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2672 if WordBool(st
and MOVE_INWATER
) then
2673 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2674 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2675 if FMonsterType
= MONSTER_FISH
then
2679 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2681 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2682 if WordBool(st
and MOVE_BLOCK
) then
2686 SetState(STATE_RUNOUT
);
2691 FSleep
:= FSleep
- 1;
2693 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2694 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2698 // Ñòåíà - èäåì îáðàòíî:
2699 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2702 if Random(8) = 0 then
2706 // Áåæèì â âûáðàííóþ ñòîðîíó:
2707 if FDirection
= D_RIGHT
then
2708 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2710 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2712 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2713 if WordBool(st
and MOVE_INWATER
) then
2714 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2715 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2716 if FMonsterType
= MONSTER_FISH
then
2720 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2722 // Âûøëè èç ÁëîêÌîíà:
2723 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2726 FSleep
:= FSleep
- 1;
2728 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2729 if FSleep
<= -18 then
2733 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2734 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2737 if Random(8) = 0 then
2741 // Áåæèì â âûáðàííóþ ñòîðîíó:
2742 if FDirection
= D_RIGHT
then
2743 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2745 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2747 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2748 if WordBool(st
and MOVE_INWATER
) then
2749 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2750 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2751 if FMonsterType
= MONSTER_FISH
then
2755 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2757 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2758 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2759 (not WordBool(st
and MOVE_HITWALL
)) then
2764 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2765 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2769 SetState(STATE_RUN
);
2773 // Áåæèì â âûáðàííóþ ñòîðîíó:
2774 if FDirection
= D_RIGHT
then
2775 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2777 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2779 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2780 if WordBool(st
and MOVE_INWATER
) then
2781 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2782 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2783 if FMonsterType
= MONSTER_FISH
then
2787 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2788 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2790 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2791 if FMonsterType
= MONSTER_SOUL
then
2793 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2799 // Çàìåäëÿåìñÿ ïðè àòàêå:
2800 if FMonsterType
<> MONSTER_FISH
then
2801 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2803 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2804 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2806 // Öåëü ïîãèáëà => èäåì äàëüøå:
2807 if not GetPos(FTargetUID
, @o
) then
2814 // Öåëü íå âèäíî => èäåì äàëüøå:
2815 if not g_Look(@FObj
, @o
, FDirection
) then
2822 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2823 if g_Obj_CollideWater(@o
, 0, 0) then
2831 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2832 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2833 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2836 end; // case FState of ...
2840 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2841 if FState
= STATE_REVIVE
then
2842 if FAnim
[FCurAnim
, FDirection
].Played
then
2843 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2844 FAnim
[FCurAnim
, FDirection
].Revert(False);
2848 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2849 if vilefire
<> nil then
2852 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2853 if (FState
= STATE_DIE
) and
2854 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2855 (FAnim
[FCurAnim
, FDirection
].Played
) then
2858 SetState(STATE_DEAD
);
2860 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2861 if (FMonsterType
= MONSTER_PAIN
) then
2863 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2864 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2867 mon
.SetState(STATE_GO
);
2868 mon
.FNoRespawn
:= True;
2869 Inc(gTotalMonsters
);
2870 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2873 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2874 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2877 mon
.SetState(STATE_GO
);
2878 mon
.FNoRespawn
:= True;
2879 Inc(gTotalMonsters
);
2880 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2883 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2884 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2887 mon
.SetState(STATE_GO
);
2888 mon
.FNoRespawn
:= True;
2889 Inc(gTotalMonsters
);
2890 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2893 if g_Game_IsNet
then MH_SEND_CoopStats();
2896 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2897 if (FMonsterType
= MONSTER_PAIN
) or
2898 (FMonsterType
= MONSTER_SOUL
) or
2899 (FMonsterType
= MONSTER_BARREL
) then
2903 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2904 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2905 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2906 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2907 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2908 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2909 if FState
= STATE_ATTACK
then
2910 begin // Ñîñòîÿíèå - Àòàêà
2911 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2912 if FMonsterType
<> MONSTER_SOUL
then
2915 else // Ñîñòîÿíèå - Ñòðåëüáà
2917 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2918 if not FChainFire
then
2921 begin // Íàäî ñòðåëÿòü åùå
2922 FChainFire
:= False;
2923 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2924 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2925 FAnim
[FCurAnim
, FDirection
].Reset();
2929 FWaitAttackAnim
:= False;
2932 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2933 if (FMonsterType
= MONSTER_SOUL
) or
2934 ( (not FWaitAttackAnim
) and
2935 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2936 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2938 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2939 if FState
= STATE_ATTACK
then
2940 begin // Ñîñòîÿíèå - Àòàêà
2941 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2942 if FMonsterType
= MONSTER_SOUL
then
2943 FAnim
[FCurAnim
, FDirection
].Reset();
2945 case FMonsterType
of
2946 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2947 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2948 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2949 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2950 if FMonsterType
= MONSTER_SOUL
then
2954 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2955 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2956 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2958 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2959 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2960 if FCurAnim
= ANIM_ATTACK2
then
2963 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2964 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2965 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2969 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2970 if FCurAnim
= ANIM_ATTACK2
then
2972 sx
:= isCorpse(@FObj
, True);
2974 begin // Íàøëè, êîãî âîñêðåñèòü
2975 gMonsters
[sx
].SetState(STATE_REVIVE
);
2976 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2977 // Âîñêðåøàòü - ñåáå âðåäèòü:
2978 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2984 else // Ñîñòîÿíèå - Ñòðåëüáà
2986 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2987 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2989 if FDirection
= D_LEFT
then
2991 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2992 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2993 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2996 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2998 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2999 case FMonsterType
of
3001 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3004 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3005 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
3006 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3010 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
3011 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3013 FShellType
:= SHELL_SHELL
;
3017 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
3019 FShellType
:= SHELL_DBLSHELL
;
3024 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3025 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3028 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3031 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3032 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3033 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3037 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3038 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3039 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
3042 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3044 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3046 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3047 MONSTER_BARON
, MONSTER_KNIGHT
:
3048 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3050 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3052 begin // Ñîçäàåì Lost_Soul:
3053 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3054 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3057 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3058 mon
.FTargetUID
:= FTargetUID
;
3059 GetPos(FTargetUID
, @o
);
3060 mon
.FTargetTime
:= 0;
3061 mon
.FNoRespawn
:= True;
3062 mon
.SetState(STATE_GO
);
3063 mon
.shoot(@o
, True);
3064 Inc(gTotalMonsters
);
3066 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3071 if FMonsterType
<> MONSTER_PAIN
then
3072 if g_Game_IsNet
then
3073 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3075 // Ñêîðîñòðåëüíûå ìîíñòðû:
3076 if (FMonsterType
= MONSTER_CGUN
) or
3077 (FMonsterType
= MONSTER_SPIDER
) or
3078 (FMonsterType
= MONSTER_BSP
) or
3079 (FMonsterType
= MONSTER_MANCUB
) or
3080 (FMonsterType
= MONSTER_ROBO
) then
3081 if not GetPos(FTargetUID
, @o
) then
3082 // Öåëü ìåðòâà - èùåì íîâóþ:
3084 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3085 if shoot(@o
, False) then
3089 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3090 FWaitAttackAnim
:= True;
3093 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3094 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3096 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3097 // Çâóêè ïðè ïåðåäâèæåíèè:
3098 case FMonsterType
of
3100 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3101 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3102 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3104 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3105 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3106 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3108 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3109 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3110 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3112 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3113 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3114 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3118 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3119 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3120 FObj
.Vel
.X
:= oldvelx
;
3122 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3123 if FAnim
[FCurAnim
, FDirection
] <> nil then
3124 FAnim
[FCurAnim
, FDirection
].Update();
3127 procedure TMonster
.SetDeadAnim
;
3129 if FAnim
<> nil then
3130 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3133 procedure TMonster
.RevertAnim(R
: Boolean = True);
3135 if FAnim
<> nil then
3136 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3137 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3140 function TMonster
.AnimIsReverse
: Boolean;
3142 if FAnim
<> nil then
3143 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3148 procedure TMonster
.ClientUpdate();
3150 a
, b
, sx
, sy
, oldvelx
: Integer;
3157 sx
:= 0; // SHUT UP COMPILER
3160 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3161 if FMonsterType
= MONSTER_FISH
then
3162 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3163 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
3166 // Ëåòàþùèå ìîíòñðû:
3167 if ((FMonsterType
= MONSTER_SOUL
) or
3168 (FMonsterType
= MONSTER_PAIN
) or
3169 (FMonsterType
= MONSTER_CACO
)) and
3170 (FState
<> STATE_DIE
) and
3171 (FState
<> STATE_DEAD
) then
3174 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3175 if gTime
mod (GAME_TICK
*2) <> 0 then
3177 g_Obj_Move(@FObj
, fall
, True, True);
3178 positionChanged(); // this updates spatial accelerators
3182 if FPainTicks
> 0 then
3185 FPainSound
:= False;
3188 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3189 positionChanged(); // this updates spatial accelerators
3191 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3192 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3193 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3199 oldvelx
:= FObj
.Vel
.X
;
3201 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3202 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3203 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3205 if FFireTime
> 0 then
3207 if WordBool(st
and MOVE_INWATER
) then
3212 FFireTime
:= FFireTime
- 1;
3216 // Ìåðòâûé íè÷åãî íå äåëàåò:
3217 if (FState
= STATE_DEAD
) then
3220 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3221 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3222 case FMonsterType
of
3224 if Random(4) = 0 then
3225 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3226 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3227 MONSTER_ROBO
, MONSTER_BARREL
:
3228 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3229 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3231 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3232 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3233 if Random(2) = 0 then
3234 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3236 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3240 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3241 if FMonsterType
= MONSTER_BARREL
then
3243 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3244 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3245 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3246 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3250 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3251 if FMonsterType
= MONSTER_SOUL
then
3252 if WordBool(st
and MOVE_HITAIR
) then
3253 g_Obj_SetSpeed(@FObj
, 16);
3258 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3259 if FObj
.Vel
.Y
< 0 then
3260 if WordBool(st
and MOVE_INWATER
) then
3263 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3264 FTargetTime
:= FTargetTime
+ 1;
3266 if FShellTimer
> -1 then
3267 if FShellTimer
= 0 then
3269 if FShellType
= SHELL_SHELL
then
3270 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3271 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3272 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3273 else if FShellType
= SHELL_DBLSHELL
then
3275 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3276 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3277 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
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
);
3283 end else Dec(FShellTimer
);
3285 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3287 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3288 STATE_ATTACK
, STATE_SHOOT
]) then
3289 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3290 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3291 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3292 (FObj
.Accel
.Y
= 0) then
3293 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3296 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3298 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3299 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3301 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3302 if gSoundEffectsDF
then PainSound();
3304 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3307 // Ñíèæàåì áîëü ñî âðåìåíåì:
3310 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3311 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3318 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3321 FSleep
:= FSleep
+ 1;
3323 // Ïðîñïàëè äîñòàòî÷íî:
3324 if FSleep
>= 18 then
3330 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3333 FSleep
:= FSleep
- 1;
3336 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3338 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3339 if WordBool(st
and MOVE_BLOCK
) then
3343 SetState(STATE_RUNOUT
);
3348 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3349 if (FMonsterType
= MONSTER_VILE
) then
3350 if isCorpse(@FObj
, False) <> -1 then
3352 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3358 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3359 if Abs(sx
) < 40 then
3360 if FMonsterType
<> MONSTER_FISH
then
3362 SetState(STATE_RUN
);
3368 // Óïåðëèñü â ñòåíó:
3369 if WordBool(st
and MOVE_HITWALL
) then
3371 case FMonsterType
of
3372 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3374 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3375 (FObj
.Accel
.Y
= 0) then
3376 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3377 // Ïðûæîê ÷åðåç ñòåíó:
3378 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3379 SetState(STATE_CLIMB
);
3386 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3387 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3388 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3390 if FMonsterType
= MONSTER_FISH
then
3392 if not WordBool(st
and MOVE_INWATER
) then
3393 begin // Ðûáà âíå âîäû:
3394 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3395 begin // "Ñòîèò" òâåðäî
3396 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3397 if FObj
.Accel
.Y
= 0 then
3399 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3403 SetState(STATE_PAIN
);
3404 FPain
:= FPain
+ 50;
3408 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3410 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3414 // Ðûáà ïëûâåò ââåðõ:
3415 if FObj
.Vel
.Y
< 0 then
3416 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3418 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3420 // Ïëàâàåì òóäà-ñþäà:
3421 SetState(STATE_RUN
);
3426 else // Ëåòàþùèå ìîíñòðû
3428 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3430 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3435 else // "Íàçåìíûå" ìîíñòðû
3437 // Âîçìîæíî, ïèíàåì êóñêè:
3438 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3440 b
:= Abs(FObj
.Vel
.X
);
3441 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3442 for a
:= 0 to High(gGibs
) do
3444 if gGibs
[a
].Live
and
3445 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3446 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3449 if FObj
.Vel
.X
< 0 then
3451 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3455 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3457 positionChanged(); // this updates spatial accelerators
3461 // Áîññû ìîãóò ïèíàòü òðóïû:
3462 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3463 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3465 b
:= Abs(FObj
.Vel
.X
);
3466 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3467 for a
:= 0 to High(gCorpses
) do
3468 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3470 co
:= gCorpses
[a
].Obj
;
3471 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3472 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3474 if FObj
.Vel
.X
< 0 then
3475 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3477 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3482 FSleep
:= FSleep
+ 1;
3488 if Random(8) = 0 then
3492 // Áåæèì â âûáðàííóþ ñòîðîíó:
3493 if FDirection
= D_RIGHT
then
3494 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3496 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3498 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3499 if WordBool(st
and MOVE_INWATER
) then
3500 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3501 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3502 if FMonsterType
= MONSTER_FISH
then
3506 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3508 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3509 if WordBool(st
and MOVE_BLOCK
) then
3511 SetState(STATE_RUNOUT
);
3517 FSleep
:= FSleep
- 1;
3519 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3520 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3526 if Random(8) = 0 then
3530 // Áåæèì â âûáðàííóþ ñòîðîíó:
3531 if FDirection
= D_RIGHT
then
3532 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3534 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3536 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3537 if WordBool(st
and MOVE_INWATER
) then
3538 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3539 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3540 if FMonsterType
= MONSTER_FISH
then
3544 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3546 // Âûøëè èç ÁëîêÌîíà:
3547 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3550 FSleep
:= FSleep
- 1;
3552 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3553 if FSleep
<= -18 then
3559 if Random(8) = 0 then
3563 // Áåæèì â âûáðàííóþ ñòîðîíó:
3564 if FDirection
= D_RIGHT
then
3565 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3567 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3569 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3570 if WordBool(st
and MOVE_INWATER
) then
3571 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3572 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3573 if FMonsterType
= MONSTER_FISH
then
3577 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3579 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3580 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3581 (not WordBool(st
and MOVE_HITWALL
)) then
3586 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3587 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3589 SetState(STATE_RUN
);
3594 // Áåæèì â âûáðàííóþ ñòîðîíó:
3595 if FDirection
= D_RIGHT
then
3596 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3598 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3600 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3601 if WordBool(st
and MOVE_INWATER
) then
3602 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3603 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3604 if FMonsterType
= MONSTER_FISH
then
3608 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3609 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3611 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3612 if FMonsterType
= MONSTER_SOUL
then
3614 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3620 // Çàìåäëÿåìñÿ ïðè àòàêå:
3621 if FMonsterType
<> MONSTER_FISH
then
3622 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3624 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3625 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3627 // Öåëü ïîãèáëà => èäåì äàëüøå:
3628 if not GetPos(FTargetUID
, @o
) then
3635 // Öåëü íå âèäíî => èäåì äàëüøå:
3636 if not g_Look(@FObj
, @o
, FDirection
) then
3643 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3644 if g_Obj_CollideWater(@o
, 0, 0) then
3652 end; // case FState of ...
3656 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3657 if FState
= STATE_REVIVE
then
3658 if FAnim
[FCurAnim
, FDirection
].Played
then
3659 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3660 FAnim
[FCurAnim
, FDirection
].Revert(False);
3664 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3665 if vilefire
<> nil then
3668 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3669 if (FState
= STATE_DIE
) and
3670 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3671 (FAnim
[FCurAnim
, FDirection
].Played
) then
3674 SetState(STATE_DEAD
);
3676 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3677 if (FMonsterType
= MONSTER_PAIN
) or
3678 (FMonsterType
= MONSTER_SOUL
) or
3679 (FMonsterType
= MONSTER_BARREL
) then
3682 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3685 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3686 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3687 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3688 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3689 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3690 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3691 if FState
= STATE_ATTACK
then
3692 begin // Ñîñòîÿíèå - Àòàêà
3693 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3694 if FMonsterType
<> MONSTER_SOUL
then
3697 else // Ñîñòîÿíèå - Ñòðåëüáà
3699 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3700 if not FChainFire
then
3703 begin // Íàäî ñòðåëÿòü åùå
3704 FChainFire
:= False;
3705 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3706 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3707 FAnim
[FCurAnim
, FDirection
].Reset();
3711 FWaitAttackAnim
:= False;
3714 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3715 if (FMonsterType
= MONSTER_SOUL
) or
3716 ( (not FWaitAttackAnim
) and
3717 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3718 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3720 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3721 if FState
= STATE_ATTACK
then
3722 begin // Ñîñòîÿíèå - Àòàêà
3723 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3724 if FMonsterType
= MONSTER_SOUL
then
3725 FAnim
[FCurAnim
, FDirection
].Reset();
3727 case FMonsterType
of
3728 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3729 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3730 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3731 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3732 if FMonsterType
= MONSTER_SOUL
then
3736 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3738 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3739 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3740 if FCurAnim
= ANIM_ATTACK2
then
3743 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3744 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3748 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3749 if FCurAnim
= ANIM_ATTACK2
then
3751 sx
:= isCorpse(@FObj
, True);
3753 begin // Íàøëè, êîãî âîñêðåñèòü
3754 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3755 // Âîñêðåøàòü - ñåáå âðåäèòü:
3756 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3762 else // Ñîñòîÿíèå - Ñòðåëüáà
3764 // Ñêîðîñòðåëüíûå ìîíñòðû:
3765 if (FMonsterType
= MONSTER_CGUN
) or
3766 (FMonsterType
= MONSTER_SPIDER
) or
3767 (FMonsterType
= MONSTER_BSP
) or
3768 (FMonsterType
= MONSTER_MANCUB
) or
3769 (FMonsterType
= MONSTER_ROBO
) then
3770 if not GetPos(FTargetUID
, @o
) then
3771 // Öåëü ìåðòâà - èùåì íîâóþ:
3773 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3774 if shoot(@o
, False) then
3778 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3779 FWaitAttackAnim
:= True;
3782 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3783 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3785 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3786 // Çâóêè ïðè ïåðåäâèæåíèè:
3787 case FMonsterType
of
3789 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3790 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3791 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3793 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3794 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3795 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3797 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3798 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3799 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3801 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3802 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3803 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3807 // Êîñòûëü äëÿ ïîòîêîâ
3808 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3809 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3810 FObj
.Vel
.X
:= oldvelx
;
3812 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3813 if FAnim
[FCurAnim
, FDirection
] <> nil then
3814 FAnim
[FCurAnim
, FDirection
].Update();
3817 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3819 case FMonsterType
of
3822 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3823 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3827 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3829 FShellType
:= SHELL_SHELL
;
3833 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3835 FShellType
:= SHELL_DBLSHELL
;
3837 MONSTER_CGUN
, MONSTER_SPIDER
:
3839 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3840 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3843 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3845 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3847 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3849 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3851 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3853 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3854 MONSTER_BARON
, MONSTER_KNIGHT
:
3855 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3857 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3861 procedure TMonster
.Turn();
3864 if FDirection
= D_LEFT
then
3865 FDirection
:= D_RIGHT
3867 FDirection
:= D_LEFT
;
3869 // Áåæèì â âûáðàííóþ ñòîðîíó:
3870 if FDirection
= D_RIGHT
then
3871 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3873 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3876 function TMonster
.findNewPrey(): Boolean;
3880 PlayersSee
, MonstersSee
: Array of DWORD
;
3881 PlayerNear
, MonsterNear
: Integer;
3884 SetLength(MonstersSee
, 0);
3885 SetLength(PlayersSee
, 0);
3892 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3893 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3894 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3895 for a
:= 0 to High(gPlayers
) do
3896 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3897 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3899 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3901 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3902 PlayersSee
[High(PlayersSee
)] := a
;
3904 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3905 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3909 PlayerNear
:= Integer(a
);
3913 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3914 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3915 for a
:= 0 to High(gMonsters
) do
3916 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3917 (gMonsters
[a
].FUID
<> FUID
) then
3919 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3920 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3921 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3922 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3923 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3924 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3925 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3926 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3928 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3930 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3931 MonstersSee
[High(MonstersSee
)] := a
;
3933 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3934 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3938 MonsterNear
:= Integer(a
);
3943 BH_NORMAL
, BH_KILLER
:
3945 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3946 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3948 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3949 FTargetUID
:= gPlayers
[a
].UID
;
3952 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3955 FTargetUID
:= gPlayers
[a
].UID
;
3957 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3958 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3960 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3961 FTargetUID
:= gMonsters
[a
].UID
;
3964 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3967 FTargetUID
:= gMonsters
[a
].UID
;
3970 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3972 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3973 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3975 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3976 FTargetUID
:= gPlayers
[a
].UID
;
3978 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3980 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3981 FTargetUID
:= gMonsters
[a
].UID
;
3983 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3984 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3987 FTargetUID
:= gPlayers
[a
].UID
;
3989 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3992 FTargetUID
:= gMonsters
[a
].UID
;
3997 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3998 if FTargetUID
= 0 then
4000 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4001 if FBehaviour
= BH_INSANE
then
4004 FTargetTime
:= MAX_ATM
;
4013 function TMonster
.kick(o
: PObj
): Boolean;
4017 case FMonsterType
of
4020 SetState(STATE_ATTACK
);
4025 SetState(STATE_ATTACK
);
4026 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
4031 SetState(STATE_ATTACK
);
4032 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
4035 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
4037 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
4038 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
4041 MONSTER_BARON
, MONSTER_KNIGHT
,
4042 MONSTER_CACO
, MONSTER_MANCUB
:
4043 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4044 if not g_Game_IsClient
then Result
:= shoot(o
, True);
4048 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4058 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4059 if not immediately
then
4060 case FMonsterType
of
4061 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4062 Exit
; // íå ñòðåëÿþò
4063 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4066 // Âðåìÿ âûñòðåëà óïóùåíî:
4068 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4074 // Âðåìÿ âûñòðåëà óïóùåíî:
4081 // Âðåìÿ âûñòðåëà óïóùåíî:
4082 if FAmmo
>= 100 then
4087 // Ñòðåëÿåò íå âñåãäà:
4088 if Random(2) = 0 then
4091 // Âðåìÿ âûñòðåëà óïóùåíî:
4095 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4096 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4097 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4098 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4099 else if Random(16) <> 0 then Exit
;
4103 if not g_Look(@FObj
, o
, FDirection
) then
4108 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4109 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4111 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4112 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4113 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4114 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4117 case FMonsterType
of
4118 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4120 SetState(STATE_SHOOT
);
4125 SetState(STATE_SHOOT
);
4129 begin // Çàæèãàåì îãîíü
4130 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4131 ty
:= o
^.Y
+o
^.Rect
.Y
;
4132 SetState(STATE_SHOOT
);
4136 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4137 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4140 begin // Ëåòèò â ñòîðîíó öåëè:
4141 SetState(STATE_ATTACK
);
4142 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4144 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4145 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4146 m
:= Max(Abs(xd
), Abs(yd
));
4150 FObj
.Vel
.X
:= (xd
*16) div m
;
4151 FObj
.Vel
.Y
:= (yd
*16) div m
;
4153 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4154 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4156 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4157 if FMonsterType
= MONSTER_MANCUB
then
4159 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4161 SetState(STATE_SHOOT
);
4169 function TMonster
.Live(): Boolean;
4171 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
4174 procedure TMonster
.SetHealth(aH
: Integer);
4176 if (aH
> 0) and (aH
< 1000000) then
4179 if FHealth
> FMaxHealth
then
4180 FMaxHealth
:= FHealth
;
4184 procedure TMonster
.WakeUp();
4186 if g_Game_IsClient
then Exit
;
4188 FTargetTime
:= MAX_ATM
;
4192 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4202 // Ñèãíàòóðà ìîíñòðà:
4203 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4204 Mem
.WriteDWORD(sig
);
4206 Mem
.WriteWord(FUID
);
4208 if FDirection
= D_LEFT
then
4213 // Íàäî ëè óäàëèòü åãî:
4214 Mem
.WriteBoolean(FRemoved
);
4215 // Îñòàëîñü çäîðîâüÿ:
4216 Mem
.WriteInt(FHealth
);
4218 Mem
.WriteByte(FState
);
4219 // Òåêóùàÿ àíèìàöèÿ:
4220 Mem
.WriteByte(FCurAnim
);
4222 Mem
.WriteWord(FTargetUID
);
4223 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4224 Mem
.WriteInt(FTargetTime
);
4225 // Ïîâåäåíèå ìîíñòðà:
4226 Mem
.WriteByte(FBehaviour
);
4227 // Ãîòîâíîñòü ê âûñòðåëó:
4228 Mem
.WriteInt(FAmmo
);
4230 Mem
.WriteInt(FPain
);
4232 Mem
.WriteInt(FSleep
);
4233 // Îçâó÷èâàòü ëè áîëü:
4234 Mem
.WriteBoolean(FPainSound
);
4235 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4236 Mem
.WriteBoolean(FWaitAttackAnim
);
4237 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4238 Mem
.WriteBoolean(FChainFire
);
4239 // Ïîäëåæèò ëè ðåñïàâíó:
4240 Mem
.WriteBoolean(FNoRespawn
);
4244 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4245 Mem
.WriteInt(FStartID
);
4246 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4247 Mem
.WriteInt(FSpawnTrigger
);
4249 Obj_SaveState(@FObj
, Mem
);
4250 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4251 anim
:= vilefire
<> nil;
4252 Mem
.WriteBoolean(anim
);
4253 // Åñëè åñòü - ñîõðàíÿåì:
4255 vilefire
.SaveState(Mem
);
4257 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4259 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4260 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4261 Mem
.WriteBoolean(anim
);
4262 // Åñëè åñòü - ñîõðàíÿåì:
4264 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4265 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4266 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4267 Mem
.WriteBoolean(anim
);
4268 // Åñëè åñòü - ñîõðàíÿåì:
4270 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4274 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4284 // Ñèãíàòóðà ìîíñòðà:
4286 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4288 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4295 FDirection
:= D_LEFT
4297 FDirection
:= D_RIGHT
;
4298 // Íàäî ëè óäàëèòü åãî:
4299 Mem
.ReadBoolean(FRemoved
);
4300 // Îñòàëîñü çäîðîâüÿ:
4301 Mem
.ReadInt(FHealth
);
4303 Mem
.ReadByte(FState
);
4304 // Òåêóùàÿ àíèìàöèÿ:
4305 Mem
.ReadByte(FCurAnim
);
4307 Mem
.ReadWord(FTargetUID
);
4308 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4309 Mem
.ReadInt(FTargetTime
);
4310 // Ïîâåäåíèå ìîíñòðà:
4311 Mem
.ReadByte(FBehaviour
);
4312 // Ãîòîâíîñòü ê âûñòðåëó:
4317 Mem
.ReadInt(FSleep
);
4318 // Îçâó÷èâàòü ëè áîëü:
4319 Mem
.ReadBoolean(FPainSound
);
4320 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4321 Mem
.ReadBoolean(FWaitAttackAnim
);
4322 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4323 Mem
.ReadBoolean(FChainFire
);
4324 // Ïîäëåæèò ëè ðåñïàâíó
4325 Mem
.ReadBoolean(FNoRespawn
);
4329 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4330 Mem
.ReadInt(FStartID
);
4331 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4332 Mem
.ReadInt(FSpawnTrigger
);
4334 Obj_LoadState(@FObj
, Mem
);
4335 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4336 Mem
.ReadBoolean(anim
);
4337 // Åñëè åñòü - çàãðóæàåì:
4340 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4341 vilefire
.LoadState(Mem
);
4344 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4346 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4347 Mem
.ReadBoolean(anim
);
4348 // Åñëè åñòü - çàãðóæàåì:
4351 Assert(FAnim
[i
, D_LEFT
] <> nil,
4352 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4353 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4355 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4356 Mem
.ReadBoolean(anim
);
4357 // Åñëè åñòü - çàãðóæàåì:
4360 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4361 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4362 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4367 procedure TMonster
.ActivateTriggers();
4371 if FDieTriggers
<> nil then
4372 for a
:= 0 to High(FDieTriggers
) do
4373 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4374 if FSpawnTrigger
> -1 then
4376 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4377 FSpawnTrigger
:= -1;
4381 procedure TMonster
.AddTrigger(t
: Integer);
4383 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4384 FDieTriggers
[High(FDieTriggers
)] := t
;
4387 procedure TMonster
.ClearTriggers();
4389 SetLength(FDieTriggers
, 0);
4392 procedure TMonster
.CatchFire(Attacker
: Word);
4395 FFireAttacker
:= Attacker
;
4396 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_MonsterState(FUID
);
4399 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4404 if (Random(10) = 1) and (Times
= 1) then
4407 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4409 for i
:= 1 to Times
do
4411 Anim
:= TAnimation
.Create(id
, False, 3);
4413 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4414 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4421 // ////////////////////////////////////////////////////////////////////////// //
4422 // throws on invalid uid
4423 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4425 result
:= g_Mons_ByIdx_NC(uid
);
4426 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4431 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4433 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4434 result
:= gMonsters
[uid
];
4438 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4444 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4445 for idx
:= 0 to High(gMonsters
) do
4447 mon
:= gMonsters
[idx
];
4448 if (mon
<> nil) then
4450 result
:= cb(idx
, gMonsters
[idx
]);
4451 if result
then exit
;
4457 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
4463 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4464 for idx
:= 0 to High(gMonsters
) do
4466 mon
:= gMonsters
[idx
];
4467 if (mon
<> nil) and mon
.Live
then
4469 result
:= cb(idx
, gMonsters
[idx
]);
4470 if result
then exit
;
4476 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4478 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4480 result
:= (mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
));
4488 if (width
< 1) or (height
< 1) then exit
;
4489 if gmon_debug_use_sqaccel
then
4491 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4495 for idx
:= 0 to High(gMonsters
) do
4497 mon
:= gMonsters
[idx
];
4498 if (mon
<> nil) and mon
.Live
then
4500 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4511 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4513 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4516 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
.arrIdx
, mon
);
4524 if (width
< 1) or (height
< 1) then exit
;
4525 if gmon_debug_use_sqaccel
then
4527 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4531 for idx
:= 0 to High(gMonsters
) do
4533 mon
:= gMonsters
[idx
];
4534 if (mon
<> nil) and mon
.Live
then
4536 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4538 result
:= cb(idx
, mon
);
4539 if result
then exit
;
4547 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4549 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4552 if mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
.arrIdx
, mon
);
4560 if (width
< 1) or (height
< 1) then exit
;
4561 if gmon_debug_use_sqaccel
then
4563 if (width
= 1) and (height
= 1) then
4565 result
:= (monsTree
.pointQuery(x
, y
, monsCollCheck
) <> nil);
4569 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4574 for idx
:= 0 to High(gMonsters
) do
4576 mon
:= gMonsters
[idx
];
4577 if (mon
<> nil) and mon
.Live
then
4579 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4581 result
:= cb(idx
, mon
);
4582 if result
then exit
;